Robocraft

Robocraft

29 ratings
Guide 2023
By digitalapround
The first part of the robocraft game once had 20,000 people online.
Since then, the game has been updated many times and only outdated data about the game can be found on the Internet.
After all, today robocraft no longer has such high online as 8 years ago.
This guide contains up-to-date information about the game.
   
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Introductions
The first part of the robocraft game once had 20,000 people online.
Since then, the game has been updated many times and only outdated data about the game can be found on the Internet.
After all, today robocraft no longer has such high online as 8 years ago.
This guide includes a lot of advice on explaining the mechanics of the game.
This guide contains up-to-date information about the game.
Balance patch 11/15/23
11/15/23 Another patch came out, I didn’t change the guide, but here’s what has changed:
For level 5 weapons, the maximum rate of fire is achieved with 2 guns.
at the same time, having one weapon, the rate of fire drops by 30% instead of 50%
For level 4 weapons, the maximum rate of fire is achieved with 4 guns
Modules now consume a small amount of energy when used (except for the ghost and energy).
The energy module now restores the entire energy reserve.
High level plasma is now a great weapon.
Now you need 4 psk guns for maximum rate of fire.
Now requires 12 tesla blades for maximum damage rate. Moreover, if there are from 4 to 9 blades, then the damage will remain at the same level and will be 80% of the damage before the patch.
If there are 12 blades or more, the rate of damage will be 60% higher than before the patch.
Now the wheels are playable and not so bad to play on.

Here's the whole patch: https://store.steampowered.com/news/app/301520?emclan=103582791435802687&emgid=3805039511931958987
Chat & Friends
To enable chat, you must type /list to see existing chats.
For example, we want to see English chat so we should type /join enus
You can enable send a private message to the player, for this you need to enter / w "player name" in the chat
When chat is selected, pressing [Tab] will switch to other languages, or private messages.
To send a friend request to another player near the chat there is a button with two people - this is a list of friends, where you can send a friend request.
You can also press [Tab] in combat and click on the portrait icon on the right side of the list to send a friend request.
If a player does not accept a friend request, then you can simply look at his nickname in the friends list and add the player to the squad by clicking the plus in the upper right corner and entering the player's nickname.
Rank
The game has a Player Rank and a Weapon Rank.
The rank of a Player or weapon can be Bronze, Silver, Gold, Diamond, and Protonium (Purple)
The rank of the Weapon affects the selection of opponents, although online is low now, but the higher the rank of the highest-ranking weapon on your robot, the more powerful opponents you will come across.
If the robot has several types of weapons, then the weapon with the highest rank affects the selection of opponents
Win battles to increase the rank of weapons.
Сostumize button
In the compartment view mode, you can select a robot and click the, where you can configure the robot control.
If you select the mode: "Control using camera controls", then your robot will automatically turn towards the cursor in the horizontal plane.
The "relative camera tilt" function will cause your robot to be rotated towards the cursor in the vertical plane as well.
The function "tanks turn towards the camera" will allow tracked tanks to always be turned towards the cursor.
The "Sideways" function will allow your robots to turn 90 degrees and walk sideways when you press "a" or "d"
If you select the mode: "Keyboard control", then your robot will not automatically become in front of the cursor and will be controlled like a car from gta.
 "costumize" button
Cpu and Robot tier
By placing every detail on your robot, you increase the cpu of the robot, and the ranking of the robot.
The cpu scale in the editor displays how many parts and blocks are placed on your robot.
For example, one 1 tier laser will add 14 cpu to your robot.
And one middle block will add 1 cpu to the robot.
Initially, you own 750 cpu bays, you can get new bays of this size for free.
However, for green dust you can upgrade the bay thereby increasing the cpu limit.
The maximum cpu limit allowed in a normal game is 2000cpu.
For 20,000 units of dust you can upgrade a bay from 2000 cpu to 10,000 cpu.
Robots with more than 2000 cpu are called mega bots and you can play them only in the mode against bots and in the custom game by invitation.


The compartment rating displays the level of the robot.
There are 5 tier robots in the game (without megabots).
In the game, the first tier of the robot is not playable due to the fact that beginners quickly move to higher tiers.
When entering combat, you will be playing with players whose robots have the same level as your +-1 tier.
Each detail or block adds a certain rating to the robot.
For example, each tier 1 laser gives the robot a rating of 14 units.
And the 5 tier laser adds a rating of 2,500,000 units to the robot.
Here are the rating values at which the robot will be considered the next level:
Tier 1: Rating up to 1000 units.
Tier 2: Rating up to 6430 units.
Tier 3: Rating up to 80,000 units.
Tier 4: Rating up to 1.300.000 units.
Tier 5: Rating from 1.300.000 units.
Tier TM (Megabot): more than 2000 processors.
Computer players
If there are not enough people during the selection of players, then bots are added to the battle.
Bots can be identified by the fact that they only have one Bronze Grade weapon, and they themselves are Bronze Grade 1.
In battle, they constantly spin, shoot very accurately and constantly rod forward like crazy.
Bots have infinite energy.
As soon as the bots see a supporter of the other team, they immediately begin to approach him and shoot at him.
They automatically switch to the closest player or bot.
Currencies
Green dust in this game is the main currency, this currency is called Robits.
For it, you can upgrade compartments and improve weapons and buy cosmetic options for items in the store.
In the ops room tab there is a technology tree where you can unlock new parts for tech point {TP}.
After each battle you will receive experience points, for every 100,000 experience points you will receive a new level.
By fighting in battles you get experience points and robits.
The game also has a "Cosmic credit" currency that can be obtained for real money.
For cosmic credit you can buy cosmetic items or exchange them for robits.
Improvement of weapons and cpu of robots
The maximum weapon level is ten.
Each level adds 3% to damage, together + 30% per tenth level.
However, at the start of the game, the new player will have to skip weapon upgrades and focus on upgrading a few bays to 2000 cpu.
I think after 4-6 compartments in 2000 cpu it is worth improving the weapon.
The thing is that starting from 2 tier (robot) it is worth making a robot in 2000 cpu
If the robot will have 2 tier, then the norm for it will be from 1500 to 2000 cpu.
But this is due to the fact that the plane will not be able to build a normal 2000 cpu second level due to the increase in tier.
It is easy to answer the question why it is worth playing robots in 2000 cpu.
The thing is that 80% of the players do this.
And for example, if your robot has only 1300cpu and you come across opponents with 2000cpu, then you will have almost 2 times less health and speed compared to them.
Quests
At the beginning of the game there is a technique of rapid development. It is the same for premium players.
During the entire game, the player needs to complete quests.
For each completed quest, the player receives a level and 50,000 robits.
Quests can be viewed by selecting "ops room" and "daily quest.
Transport quests are the easiest to complete.
For example, if you are asked to ride a certain vehicle three times, then simply place one key part that defines this vehicle on your main robot.
If you are asked to drive a car, then just place 1 level 0 wheel on your plane, etc.
Do not complete missions to heal other players, they may cause you difficulties.
Every day there is a new quest, but they do not replace existing quests.

Therefore, you can play every 2-3 days and complete three quests at the same time,
Or play every day doing one quest at a time.
Factory
You can also get robots for free at the factory.
The factory can be filtered by preferences, and if the items that are on the selected device are open to you, then you can get it.
Experienced players weed out other players by posting robots with cosmetic parts, and the rest of the players cannot get such robots.
This creates a motivation to get such parts in the store for dust, or money.
However, the factory is full of other robots that do not use cosmetic parts.
So for example, you can just play each battle on a new robot and see which robots are better played.
You can simply copy the names of the best robots into a text document and at the right time just re-download it instead of some other bot from the factory.

How to search for robots in a factory?
Robocraft has a very bad search, if you just write the name of the robot or the author in the search, then you can not find anything.
Take for example a robot from a factory called "Es:hoarder" that has been bought more than 40 times.
However, we will find it if, in addition to the name itself, we also indicate that the search is conducted among the most bought devices.
The robot itself is just a good level 2 robot.
The "battle rating" and "cosmetic rating" filters do not work, they just display robots with 5 stars that have been bought only a few times.
The filters I use are "most bought" and "date addet".
Even if I haven't played in a week, I go into the factory and just take a quick look at all the robots that have been added in the last week.
So I do not miss a single new high-quality robot.
With experience comes an understanding of whether it is a quality robot or not.
To choose a good robot, look at those robots among those that have recently been added that cost from 4 to 5 battle stars, and which have been bought several times.
As for the "most bought" filter, here I can look at the best robots if I can distinguish them, they have more than 3 battle stars, and I have a lot of details open.
Also take the opportunity to hide locked robots, but sometimes look at them to see what it takes to open them.
So find the robot that you are about to open and copy its name into your notebook.
Perhaps you will see some very good bot in battle with the best score, then you will want to find a similar robot in the factory to get it.
And use the filter by type details.
In the end, I’ll add that most of the robots in the factory are very bad and made by noobs, either by casuals thirsting for aesthetic pleasures, or simply by players who spied on a good robot in battle, but could not recreate it correctly.
Brick base
If your robot has areas where most of the robot is holding on to just one block, or behind a 2x2 thick block structure, then those areas are vulnerable to critical hits.
Don't even think about covering such places with shields, it's a mistake, just avoid creating such places.
The problem is that if the damage from hits spreads in these places.
If such areas are damaged, the smaller part of the robot no longer rests on the larger part of the robot due to the lack of connections, and it simply disappears.
Hits that produce such destruction are called critical shots, and are accompanied by a small amount of thunder for those who fired.
But there is also something to be gained from this problem.
Just try to shoot the thin robots in the middle so that one half is gone and you will destroy the bot faster.
The solution to such problems is the use of a massive brick base.
I mean, it's better to make the structure thick in width, height, and longitude. And the robot itself can be made compact.
A significant proportion of the best robots are bricks, I mean that the body of such robots is a thick mass of blocks.
The picture on the left shows a robot vulnerable to critical hits. On the right in the picture is a robot with a thick body.
Robot Types: Mech
Robocraft has a long history.
For all the time, the community has accumulated a lot of experience in building robots and all the ideals of robots that players strive for are already known.
Let's define them...

Tracks and wheels*
Do not use a tracked tank, and a wheeled vehicle. This vehicle is the worst in the game.
And although the car can still be controlled, it loses to other vehicles, for example, it often rolls over.
The controllability of the machine depends on the distance of the extreme front and rear wheels to each other, the greater the distance, the better the controllability.

Mech are robots with mech leg, ideal choice for beginners. Since mech legs have no weight limit, the ideal choice would be to build the body of the robot entirely from heavy blocks.
The advantage of these blocks is a large amount of health. Such robots have the problem of losing control when they lose their legs. This problem can be solved in several ways:
Make a body from medium blocks and put hovers so that the robot turns into a levitating robot after losing its legs.
Put more legs in, and purposely use smaller legs to fit more legs.
Put tracks that also have no weight restrictions between the legs and on the sides of the robot.
And the best option is to put 2 legs of the insect on the back wall of the body in order to retreat backwards when the main legs are lost.
Insect legs also have no carry weight penalty.
Also, the best solution for this robot is to use helium to increase health, this option will not affect the ranking from level 4 of the robot.
Helium is a block that adds upward lift and has the most health of all cubes. In order for the robot to stay at the same level and not rise, there must be 150 kilograms per helium.
This means that it will not be possible to put a lot of helium in a heavy case, otherwise the robot will take off, or fall very slowly and become vulnerable to attacks.
Limit yourself to using just enough helium so that your robot doesn't descend as slowly when jumping.
Since shields give the same amount of health as heavy blocks, you should refuse to use them if the robot's body consists of heavy blocks.

As a result, the ideal mech will be a robot with several legs (2-3) of a lower level.
With 2 insect legs on the back wall of the case.
And a body of heavy blocks mixed with helium.

Wheels, caterpillars, insect legs, and mechanical legs are the only propelling parts that do not have a robot weight penalty.
Any other vehicle should not be made from heavy blocks due to a significant penalty to speed and maneuverability.
Robot Type: Sprinter
A robot with sprinter legs is called a Sprinter:
The sprinter's legs have a weight limit, which means that it is better to build a robot from any other blocks except heavy ones.
The legs can also be destroyed and the player will want to remain mobile when they are lost.
In this case, hovers are the best option.
The player can sink hovers into the hull and surround them with concave blocks that will fit into the free space.
If the player uses the sprinter's legs on his robot, then the hovers must be on that robot.
The main advantage of the runner's legs is the acceleration when jumping.
The player should be aware that the speed indicator in the editor (red) is not working.
And the actual speed depends on how many driving parts are placed on the apparatus.
And also the speed depends on the number of accelerating parts (Trusters, propellers, skis)
For example, the speed of a car depends on the number of wheels.
And the speed of the aircraft depends on the number of thrusters or propellers.
So, we can increase the acceleration during the jump of our sprinter if we place a lot of thrusters or propellers on the device, and I recommend using thrusters instead of propellers.
So that the guns do not interfere with our thrusters, weapons can be placed on blocks or rods so that they are 1-2 blocks higher than the thrusters.
And thrusters, in turn, can be placed 1 block below the hull by removing one layer of blocks.
But after placing the thrusters, you can place concave blocks near them that will not interfere with the thrusters.
If, in addition to thrusters, the player uses propellers, then they can be placed more compactly if every second propeller is inserted deeper into the robot by 2 blocks.
In this case, the screws will not intersect.
Also, propellers can be placed in the front of the robot, because they partially serve as shields.
Shields would also be a good choice for this robot.
Shields come in 2 types, those that have one mount, and shields of the 5th level "b" and "c" with several places for mounting.
The last 2 shields have ~1600 HP/cpu, all the others from 2800 HP/cpu to 3000 HP/cpu.
So it makes sense to use shields with one mount only in order to protect the front part of the robot, and they cope with this task better than shields with several mounts.
Shields with one mount are only profitable on devices that turn towards the cursor.
Do not try to cover all sides of the robot with such shields, otherwise the robot will be vulnerable to critical shots.

As a result, the ideal sprinter will be a robot made of light or ordinary blocks that has hovers.
Which has a lot of thrusters and maybe even propellers in the back or front of the robot.
Also, such a robot can have shields covering only the front of the robot.
And in such a robot, the thrusters are placed 1 layer below the body and they are surrounded by concave blocks.
The image below shows thrusters and hovers surrounded by edge blocks.
Blocks, regardless of shape, have the same amount of health and weight as a cube block
Below is an example of a vulnerable robot due to having too many shields.
Robot Type: Spider
Insect legs also have no weight restrictions, and therefore the best type of blocks for the body will also be heavy blocks.
There is a way to make such a robot as fast as a sprinter, so that it accelerates to a speed of 320 to 420 miles per hour.
To do this, skis are placed in the bottom of the robot.
The more skis are in contact with the ground during movement, the higher the speed of movement will be.
Using 15 to 17 skis will be the best solution.
Also, such a robot will need at least 6 paws of an insect, otherwise such a robot will lose control too quickly.
Such a robot with insect paws will be able to instantly gain maximum speed in any direction.
As for the skis, it makes sense to open only the steerable ski, it's more convenient to use it just because it takes up less space.
There is a way to compact the arrangement of skis, if each ski behind the previous one is recessed deep into the body by one block, then it will still give acceleration since the skis have springs.
If the robot is level 4-5, then adding helium mixed with heavy blocks will not affect the ranking of the robot.
Insect legs also allow you to climb walls.
If such a robot has only hind legs, but it still has skis, then the player can retreat backwards.
Then the player should look at the map and press the "back" button, creating an imaginary trajectory through the passages on the map.
Then the player will be able to retreat if he constantly looks at the map, quickly react if he encounters an obstacle.

The second image is an example of compact skis.
Robot Type: Blimp.
Helium has 5000 HP/cpu! After all, we can make a robot entirely out of helium and such a robot will have an incredible amount of health.
Such an apparatus will fly like an airplane, but will not be able to go down and will always fly under the ceiling.
However, from 6.500.000 to 8.000.000 health overshadows such shortcomings.
The essence is simple, make a very large cube of helium, place wings on the back that will be covered with helium on the sides, and use Lasers or rocket launchers as weapons.
Robot Type: Helicopter
Players want to play with helicopters, but they often break the rotor, they go their own way and build something like a quadcopter
This evolutionary branch of development works well only in the imagination of casuals thirsty for aesthetic pleasures.
In the game, no matter how far you place the rotors from the center of mass, the device will always keep a stable position.
This is not true only if you use heavy blocks, then the machine will be slow and possibly unstable (due to the heavy weight)
So, during construction, the rotors are hooked on the back of the rods.
Moreover, they stack them, placing them on top of each other, even inverted rotors are suitable.
Also, in order not to lose control when the screws are destroyed, hovers should be placed on the device.
On such helicopters, the "relative camera tilt" option should be enabled.
Don't bother to block the rotors completely, just make a thick body in front of the rotors.
Use the highest tier rotors possible.
There is a way to compactly place the rotors.
In the picture below, to place the second rotor, you need to put a block on which you can put the rotor.
However, the first rotor will not interfere with the block.
In order to place the rotors as in the picture, the robot must be moved to the side using the arrows on the keyboard.
And then using the mirror mode to place the rotor.
Robot Type: Airplane
If a Wing or Rudder is placed as an aircraft wing, it is automatically considered a wing and is also an engine.
Thrusters and propellers do not propel the aircraft, but only increase the flight speed.
If the Wing or Rudder is placed flat on the front or rear wall with the arrows pointing to the sides, then this part works as a stabilizer.
Below in the picture in the red square are parts that work like wings that propel the plane.
The purple square shows details that stabilize the aircraft in flight and improve pitch control.
If only the wings are used as engines, then the flight speed will be 210 miles per hour
If only radders are used as engines, then the flight speed will be 40 miles per hour higher.
However, rudders themselves have a low lifting mass, which means that an aircraft with radders should be built from light blocks.
Also, if the mass of the aircraft is higher than 14 tons, then the aircraft will turn around more slowly.
So for example, if the mass of the aircraft is 17 tons, then the aircraft will maneuver very badly.
If the plane has radders as stabilizers as in the picture below, then such a robot will be able to fly stably even if it has wings on only one side.
This can be used to keep the wings out of the way of the Tier 5 Cannon and allow it to be placed on the side.
The second gun in this case can be placed on top.
It is only better to place several stabilizers in the amount of 2-4 in reserve.

So these were the basics about airplanes.
And here comes the branching of the evolutionary branches of robot types into hybrids.
The fact is that wings or rotors can be attached to any robots with a weight not exceeding those same 14-17 tons.
The same Sprinter can be a helicopter sprinter or an airplane sprinter.
Simply place the rotors at the back of the sprinter and you'll get the benefits of both types of robots.
Such a robot will lose the ability to accelerate when jumping, as the jump will be replaced by flying, but thrusters and propellers will still affect the constant speed of movement.
But a sprinter can have wings instead of helicopter propellers and the robot will become even faster.
Even a hover robot can have wings, and then the question arises, why even ride a hover robot without wings.
But placing helicopter propellers or wings on a ground robot will make the device be forever stable and resistant to coups.
Therefore, we can conclude that if the robot is not made of heavy blocks, then you can simply add wings or helicopter propellers to it and the device will become better.
It is also worth noting separately the t5 wings, which have the same speedboost / cpu value as the propellers.
This is how robots come across which, on the one hand, have a large number of wings placed in order to accelerate the robot.

As a result, the devices can be divided into hybrids controlled "using the camera controls" and classic aircraft controlled "from the keyboard"
A regular aircraft that automatically hover over the cursor can have hovers and it will also be a ground robot, do not forget about this and use this ability in combat.

There is also a whole class of robots with hovers that have many hovers of exactly 4 levels.
Such robots are fast due to the large number of hovers.
The second robot below has many wings accelerating the robot up to 360 mph on land.
He also has super maneuverability.


Robot Type: Keyboard Controlled Aircraft
Such planes do not need hovers,
Seekers are their main weapon.
But they also use other weapons.
It is worth noting that it makes no sense to put rocket launchers on a ground robot.
Among keyboard-controlled aircraft, aircraft with inverted thrust are often encountered.
If you see an aircraft at the factory with the thrusters pointing backwards, this is an example of such an aircraft.
Before flying on such an aircraft, the player must go into control and swap "w" and "s", as well as "a" and "d".
Such aircraft are better controlled by roll and therefore they are created.
Also, if someone shoots at you, you can randomly circle at a point above the enemy.
Try to turn the sight on the ground robot 87 degrees up and try to aim at an imaginary plane that is circling above you, it will be very difficult to hit.
An example of such a keyboard-controlled airplane would be the "seeker airplane" from the player ionium.
This is a Tier 3 aircraft which is made on the principle of Availability/Quality.
The player should just place a seeker t3 down there.
A feature of the aircraft will be its maximum speed of 480 MPH.
Flying on such a plane, just constantly instantly earn "a" or "d" and thus you will slowly circle high above the opponents, shooting it with seekers.
Robot Type: Drone
There is a class of low-profile small aircraft that are weight neutral and controlled by thrusters.
Thanks to several pieces of helium at the top of the robot, the robot does not fall.
To make the robot less inert, its body is made of lightweight blocks.
Since high level thrusters are large, the best solution is to use level 2 thrusters.
Also, small wings or radders are placed vertically on the drone so that the robot is stable in the air.
Shields cover the front of the robot.
When flying on such devices, the "relative camera tilt" option must be enabled.
Drone players can fly up and down without getting hit.
The drone in the first picture is called "nub drone" is a good choice for new players
Robot Type: Tesla
Perhaps there are only 3 types of Tesla devices worthy of your attention:
Tesla Classic, Tesla Crawler Spider and Tesla Sprinter.

Let's start with a common mistake...
New players put Tesla on slow robots, and the weapon itself breaks very quickly.
They begin to think like this: since adzes break quickly, more adzes need to be put in.
As a result, most of the Tesla robots that are bought in the factory have a very, very large number of Teslas.
However, this is a completely wrong decision.
The best Tesla robots have a small number of rams scattered across the front of the robot.
Let's take the classic Tesla as an example of a robot called "Tesla T4 Relevant". (It can be found at the factory)
This Tesla is in the first three images above.
This classic Tesla robot is specially designed with quality and affordability in mind and is aimed at low level gamers.
Classic Tesla Robots should always have Relative Camera Tilt enabled.
And so Tesla flies on 4 radders only because they are faster than wings.
It is built with lightweight blocks for faster rotation.
There are also 4 stabilizers at the back and front so that the robot can rotate vertically faster and be controllable when it is low on health.
The weapon mount is duplicated so that the weapon does not disappear if one of the mounts is damaged.
The weapon holders are made of blocks only to make the robot obtainable at low levels.
In other cases, use rods to mount weapons.
Tesla is also only using a lightweight cube with no smooth cube options to make the robot available early on.
The robot has a lot of max level thrusters so that they give more speed, it is important that the Tesla is fast.
Also, rotary thrusters are placed in front and behind, this is done so that the robot is stable when receiving large damages.
Tesla should also have one to two modules: Blink, Emp and Ghost are options to choose from.
But if the modules are not yet open, then you can do without them.

Here are tips for playing Classic Tesla Robot:
Prioritize ground bots over air bots when you have a choice.
Give preference to slow robots over fast ones.
Do not attack the robots with a machine gun if they are completely intact (You can try what happens).
You are super fast, attack enemies from the side, if the target learns about you 2 seconds before the attack, the operation may end in failure.
It is better to attack those enemies that are already in combat with allies so that the enemies are busy and do not switch to teslas during the attack.


"Tesla Crawler Spider"
What are caterpillars for?
It is important to note that these are Tier 5 tracks with 2800 HP/CPU (same as heavy blocks).
And each caterpillar, although not in contact with the ground, but gives an increase in speed of 5% just because it is directly above the ground.
Let me explain, the robot runs on the legs of an insect, but the caterpillars are also the body of the apparatus, in addition to giving speed.
As a result, the robot moves at a speed of 300 miles per hour.
It has 2 front legs, 2 side legs and 2 hind legs.
But you can do without the side ones.
As for the Tesla Sprinter
Either this is a regular mech, or a sprinter who has a melee weapon in front.

Here I have listed several types of commonly encountered robots.
Ideal Medical Robot
A healing robot should always carry some sort of weapon, unarmed healing devices are never used by experienced players.
If you want to heal others rather than shoot, then carry an Energy module with you.
But still, carry a weapon with you.
There is a myth that the Nano T3 healing weapon heals more health than the Nano T4.
Yes, it really works longer because it has less energy consumption and, taking into account energy regeneration, such a weapon works longer.
However, based on the database of all the details, we can find out that firing until the energy depletion, the healing weapon of the nano T4 manages to heal more health than the Nano T3 for the entire supply of energy.
And this despite the fact that she heals faster.
Database of all details: https://docs.google.com/spreadsheets/d/19NcNYMFHartyMoAjplOCPB2cu-iztbHFpX4i19eHyhQ/edit#gid=1633892372
The database is constantly updated.
If you see that some player is already healing the player you want to heal, then find another injured person.
If 2 players heal one robot, then only one player will receive the healing.
It's more efficient to start healing another player or shoot than to explain it to everyone in a row.
All experienced players in 90% of cases take a healing robot while playing in Elimination mode, this is the key to their victory.
In elimination mode, you can follow the bots while staying away from them to retreat.
The point is to heal them while behind them so that they win the first battle between bots and attack the main squad of players.
So you can get an advantage at an early stage.
Dodging robots
If you're using a hybrid sprinter and going up the road, you can constantly press the space bar to speed up.
Another reason why sprinters are always given hovers is because it gives them extra mobility.
Try to put 2 feet of a runner without hovers and run from side to side and you will notice that the speed of the change of direction has a delay.
But the delay disappears if there are hovers on the robot.
Thus, the robot will be able to run from side to side instantly changing the direction of movement and it will be difficult for enemies to hit the player.
However, this is only possible if the weight of the robot is small.
Super mobility can be achieved if the body of the robot is built from light or compact blocks.
Runner's legs are not a mandatory attribute for such robots, and the apparatus can only be built on hovers.
Most players use t4 hovers for this purpose.
Another advantage of light or compact cubes over medium blocks is that light robots turn almost instantly.
The robot in the first picture can quickly change direction and is difficult to hit.
The second helicopter can fly diagonally up-left, down-right, dodging enemies from long distances
The two pictures below show the "Noah" drone, and a low silhouette helicopter.
Weapon
Lasers - There is a technique for firing lasers without reducing the accuracy of shooting that allows you to shoot at long distances and which Pro players always use.
You just need to release the shot button every third of a second for a moment without allowing the crosshairs to disperse.
If you have a double-click key on your mouse, it's even easier, you just need to constantly click it.
This is the only way pro players shoot lasers. It is cost-effective to have an energy module starting at level 4. Front lasers do not differ in characteristics from conventional ones.

Plasma - Hard to hit air enemies. It is cost-effective to use on aircraft and melee vehicles. Level 5 Plasma is the worst weapon in the game.
Only plasma levels 0-3 are strong. Becomes much stronger with the Energy Module.
Please note that plasma consumes energy very quickly and this is more of a benefit than a disadvantage.
If the player needs to spend 5 seconds to completely expend the energy, then he will destroy the opponent’s weapon earlier than the opponent to the player.
If the plasma is used with an energy module, then in the first 7 seconds you can kill the enemy without suffering serious damage.
It is also possible to fly the plane low behind the hills and take off only to almost instantly fire the entire volley and take cover.

Rail is a strong low level weapon if the player is accurate. Very low shooting accuracy if the robot flies.
Just stay at long or medium distances and click on enemies without holding down the shoot button.
The level 5 rail is used in esports tournaments, but in normal combat with this gun, you can only deal serious damage to enemies if you are an experienced player.
Players using this weapon move out of cover for a moment and shoot at enemies.
It makes sense to use an energy module for 1-4 tier

Nano - Healing weapon, cost effective to have an energy module.
If two players heal a wounded player, then only one player's projectiles will heal the wounded.

T4 and T5 chaingan - These are the highest DPS melee weapons in the game. The T4 chaingun achieves a rate of fire with 2 cannons, which is enough for mechs from medium blocks.
If the robot is made of heavy blocks, it is enough to use 3 guns (spare if one gun is shot down).
T4 chaingun does not require a power module. But the T5 chaingun discharges very quickly and I do not even recommend using it without an energy module.
When you shoot from a chaingun, spin the guns in advance,
And don't shoot enemies from afar.

T5 Mortar - Throws a bomb that does area damage but doesn't fire at close range.
No one puts more than 2 of these guns, does not require an energy module.
Difficult to use. It is recommended to have some kind of additional weapon to finish off players.

T4 and T5 ion - Melee weapons with a large spread, energy module is optional.

T3 seeker(PSK) - A homing weapon that can do without an energy module, but will deal more damage with it.
It is a very powerful weapon at level 3, especially on a plane.
A weapon that is relevant even at tier 5.
Not effective against heavy block robots.
Used on some robots as an additional weapon to finish off opponents.
When using this weapon on a plane, always aim to finish off wounded opponents and don't let them get away.
Enough 1 gun for maximum rate of fire.

T4 and T5 Seeker(loml) - Seeker missiles. You can just shoot rockets, but they will fly very slowly.
It is recommended to use together with the Energy module.
If you hold an enemy in the cursor for more than 3 seconds, then the missiles will automatically aim at this enemy.
Itself is induced to be only those missiles that were fired after fixing the target.
After fixing the target, the player is not required to keep the cursor on the enemy, the missiles themselves will fly towards him.
However, if the enemy hides or becomes invisible, the target lock will be reset.
Experienced players only use this weapon on aircraft.
To play Loml effectively, the player must try to keep the crosshair on the opponent in order to lock onto the target.
Beginners usually have difficulty with this.
To fix the target it was easier to be high above the target, then the sharpness of the enemy's movements will not be so great.
Players targeted by the Rocket Launcher will hear an audible notification that they are being targeted and tend to hide from line of sight.
The target also sees arrows showing which side the enemy with loml is on.
A loml controlled aircraft player is better off keeping track of the target and predicting its actions.
Once the target is locked in, it doesn't make much sense to be high, and the player can prevent the target from trying to escape.
For example, if the target is running under a bridge, the player must fly under the bridge.
If the target wants to hide behind a corner, then the player must fly to a point above that corner.

T4 and T5 Aeroflak - Weapons that are designed to fire at air targets.
Damage to ground targets and hovers to robots is so weak that the weapon is useless against ground targets.
Fast keyboard-controlled planes dodge this weapon with ease.
And mouse-controlled planes and hybrids can simply drop down the slope and stand on the hovers.
All this makes this weapon the most useless in the game on par with the T5 Plasma.
Such weapons are only effective against noobs on slow planes.

Also remember that the maximum rate of fire is achieved with 1 5 tier cannon (for all weapons), if the player wants he can put 2 5 tier cannons, or 2 different 5 tier cannons.
However, placing more than 3 and level 5 or more guns is not a cost-effective solution.
Modules
At the very bottom of the technology tree are 6 modules.
To get the first module, the player must spend 30 technology points just to pave the way to them.
Let's list them from the most useful to the most useless.
Blink, Energy, Shield, Emp, Ghost, Windowmaker,
Modules occupy a weapon slot and are activated by the corresponding button

Now I will explain what they give:
Blink - instantly teleports the player a certain distance in the direction of the cursor.
The most useful module, never use it to get close to opponents.
Use it to run away from enemies when you are low on health.
Don't teleport high into the sky when playing a ground robot, learn how to teleport to the ground.
Energy - Restores 75% of Energy, makes it possible to deal more damage, bet on robots that run out of energy very quickly.
Shield - Places a shield for 9 seconds through which allies' shots fly, and does not miss enemy shots.
Emp - A zone is created in the sight zone that disables all enemies for a few seconds and resets their energy supply. Does not affect bots in quick play.
Ghost - Makes the player invisible until the energy runs out, constantly consumes energy when enabled. Reactivation disables invisibility. Used only in classic tesla.
Windowmaker - Shows the location of all enemies. It recharges so fast that you can keep seeing enemies if you remember to activate the module.
Compact blocks
Also on the way to discovering modules, you will encounter compact blocks.
It may seem that these are the best blocks in the game, because each block costs as much as 5 research points.
And they have 4.500 health and they cost 3 cpu.
However, let's look at them soberly.
If you divide 4.500 hp by 3 cpu, you get 1.500.
It turns out that by building the body of the robot from such blocks, it will have the same amount of health as if the body were made of light blocks.
Its only advantage is the fact that the robot will be 3 times smaller than in other cases.
But this is also a disadvantage because it will have 3 times less space for parts (thrusters, legs, propellers, weapons, wings.)
In addition, a robot built from such blocks can only be level 5.
A little about HP
A robot is considered destroyed if it loses 80% of its cpu.
If the robot has 2000 cpu, then if 1600 cpu is lost, it will collapse.
Many players bet on hovers modules and when the robot has 10% health left, it can still be controlled to escape.
All the best robots have mobility at 10% health
If the robot is uncontrollable at low health and randomly dangles in the air, then it is worth holding ctrl to make the robot fall to the ground and start running away, sometimes this can help.
If that doesn't help, run backwards with ctrl while looking at the map.
In general, in order for the robot to be controllable at 10% health, it is better for him to place a little more hovers in different places.
Now about the heavy body:
If the body of the robot is built from heavy blocks and has 2000 cpu, then you should pay attention to what part of the robot remains when the robot dies.
It may turn out that the whole part will be just 50 percent of the heavy body,
Take for example the "Armored Mech" robot of the player "_atel_".
The body of this robot has about 800 cpu.
Half of this hull has 1.400.000 hp (mixed with helium)
Such a robot has 4.600.000 hp and its real useful amount of health will be 3.200.000 hp.
For example, for a robot made of light blocks, the last 400 cpu will have 600.000 hp with the health of the robot at 2.800.000 hp.
It turns out that the real health of a robot made of light blocks in battle will be about 2.200.000 Hp.
It is also worth noting that the real useful amount of health will be the health of the weapon.
The robot is combat-ready until the weapon is taken down.
What difference does it make that the device has a lot of health in the body. If it is enough to demolish the guns to make the robot useless.
It may turn out that a robot made of heavy blocks will remain without a weapon, but with 40% health.
While a robot made of light blocks will remain unarmed, but with 15% health.
Taking into account the spread of damage on the player’s vehicle, it turns out that regardless of what blocks the hull is made of, the vehicle needs to deal almost the same amount of damage to make it unarmed.
However, this phenomenon is not always true.
And since all the best vehicles have controllability at 10% health, the line between robots made of light blocks and heavy blocks is not so great.
However, this phenomenon is not always true.
Other shields
What do shields do and why are they special?
Shields are just a detail that has a lot of health and they are needed so that the first damage does not go deep into the body of the robot immediately.
Simply put, if there are no shields, then the rails can destroy the inside of the robot with a few hits.
However, other details will also cope with this task.
For example, players often use several T5 hover as shields, which has 5 attachment points and 180.000 HP.
Or t3 Strut at 27cpu.
I even saw the player put a second T5 Chaingun on the front of the robot.
The reason they use these parts as shields is because they have multiple attachment points.
In case of serious damage to the device, half of the mounts will disappear, but the part will remain in place.
For the same reason, robots with a lot of single-mount shields are a bad idea.
The fact is that when plasma projectiles hit, most of the shields will simply disappear due to the destruction of the mounts.
If the hull is made of heavy blocks, then it makes no sense for him to put shields
The picture below shows 2 hover 5 tier used as shields.
Making the robot resistant to critical hits
When building a thick robot body, use the rule: place two to three rods in the width, height, and longitude of your robot body.
This is done so that the body of your robot is destroyed evenly.
Prefer a 5 cpu long rod if possible.
Be sure to surround such rods with concave slopes.
A projectile hit in such a section will destroy the slopes, but with further firing, the projectiles will pass through the rod.
This is necessary so that players cannot destroy your robot into 2 parts.
Also duplicate the connections of the key parts.
For example, connect to a 5 tier cannon several rods leading to different parts of the robot (everything pro players do this)
The picture below shows the rods that connect the 2 cannons together.
The rods are surrounded by edge blocks
Game Modes
There are 4 game modes available in the game, 3 of which are used in a quick game.
They are called: Battle Arena, Team Deathmatch, and Elimination.
In each mode, the points of the winning team are doubled.
The fourth mode is only available in the custom game by invitation.
Let's look at these modes in turn.

Battle Arena:
The game has 5 players on each side
In the game, each team has a base that almost instantly heals the players of their team if they are in the area under the dome.
Initially, there are 3 zones on the map that do not belong to any of the teams. They are called "Near Point", "Mid Point", and "Far Point".
When a player steps on a point, a position is captured, the more players of the same team are on the point, the faster it is captured.
But if at least one player of the other team stands on it together with the player, the capture stops.
Each fully captured point constantly brings protonium crystals to the base, the team wins if they get 100% of the crystals first.
When one team captures all the points, the dome of the opposite team opens and it will be possible for enemies to enter it.
An open dome will still heal allies making them nearly immortal.
However, the open dome allows enemies to shoot at protonium crystals.
Each destroyed Crystal is transferred to the base of the other team.
From time to time, a protonium core will appear in the center of the map.
If the team that is behind on points destroys it, then it will catch up with the leading team.
However, such a nucleus appears only for one minute.
In the mode there is auto healing, if the robot has not received damage for 10 seconds, then it starts to heal faster and faster.
After death, 15 seconds must pass before the player is respawned.

Team Deathmatch:
The game has 5 players on each side
Here, the same auto-healing is present as in the previous mode.
However, there is no healing dome and players are instantly resurrected.
The first team to get 15 kills wins.

Elimination:
The game has 8 players on each side
There is no auto-healing here, and only allies with special weapons can heal you.
After death, players do not respawn and can exit the battle by pressing the appropriate button in the corner of the main menu.
The team whose enemies will be destroyed wins.
There is also a large capture point at the spawn of each team.
The capture of a point can be prevented if allies stand on it.
Also, if you shoot at players who are capturing the base, the capture will roll back to the nearest quarter.
Other Tips
Try to strive to play fast robots:
Allocate from 250cpu, up to 450 cpu for accelerating parts on ground robots or hybrid robots (wings, propellers, thrusters, skis).
Allocate from 600 cpu to 1.000 cpu for accelerating parts for keyboard controlled aircraft. (It is assumed that the robots will have up to 2000cpu)
In close combat, do not stand still, but move from side to side.
You can try to circle around the enemy: approach the enemy at close range and walk around him and shoot at him.
When shooting at you from the side, try to walk randomly (if your robot is maneuverable), sideways and to the side, left, back, and left, etc.
In the "battle arena" game mode, never go to the far point immediately, it is better to go to the near point together with allies in order to capture it faster and the whole crowd will go to the middle point earlier.
Going to the middle point from the start of the game is a controversial decision, you can capture it by 60% and the opponents can come to kill the player and get both the point and the dead enemy.
If you have a plane with an emp module, then it makes sense to fly high, and fly closer to the far point in order to drive off the enemies with an emp charge.
Always stay together with the group in the elimination game mode.
Using the "[" and "]" buttons, you can move the mirror line to the left or right, or place it between blocks.
The arrows on the keyboard can move the robot in the editor, the keys "," and "." move the robot up and down
Some hybrids may have a cannon on top and it will not be able to fire at ground robots when flying or on a hill.
In such cases, experienced players enable the "relative camera tilt" option.
When fighting in the "battle arena" mode at the near or middle point, you can use blink to go back under the dome, instantly heal and return to the battle (this is what all pro players do).
If you play on a fast plane or a classic Tesla robot, then there’s nothing to even think about, you are treated only at the base, and they won’t be able to kill you.
If your robot is very fast or has a blink, then it makes sense to go behind enemy lines and finish off wounded players in the "Team deathmatch" game mode.
But in this mode, the main thing is not to die yourself, so if you have few lives, feel free to run towards the spawn and hide in order to heal even before your group is destroyed.
It’s just that if the enemy has a quantitative advantage in a grapple and everything goes to the loss of allies, then it’s better to retreat in advance.
When playing with lasers, keep your distance from the enemy without letting him approach, so you will receive less damage.
11 Comments
Akira.system May 16 @ 5:43pm 
I would love outdated information on all weapons, modules, movement, blocks, and other components pre-lootbox update, but post-retro block era
one.half.fee Mar 24 @ 3:23pm 
that sucks
AHyperactiveSpoon Feb 2 @ 3:00pm 
i miss playing this game with so many players online
[DD] Сомелье Apr 18, 2024 @ 5:48am 
123
digitalapround  [author] Jan 12, 2024 @ 7:26am 
For detailed information about the parts you can see this link: https://docs.google.com/spreadsheets/d/19NcNYMFHartyMoAjplOCPB2cu-iztbHFpX4i19eHyhQ/edit#gid=1633892372
Section with modules in "spacial".
andrew39 Jan 6, 2024 @ 8:42pm 
How long does EMP immobilize? sec.
Because I noticed that it stops me for 5-7 seconds, but for some reason there are no enemies for 3 seconds.
digitalapround  [author] Oct 25, 2023 @ 6:14am 
Only basic things are described here, and simple tips for casuals are collected.
This guide is for new players who make obvious mistakes.
There is no chapter on advanced robot assembly and the triforce.
People here don’t even know who the farmers are.
Farmers are people who play in groups of 4-5 people on tier 3-4 to gain a victorious advantage on the battlefield.
Will useful information make a farmer out of a player?
Look really, how many slow robots do you have out of a hundred?
victortron Oct 22, 2023 @ 1:12pm 
guide to farmer 101, you really are missing out on half of the stuff on high tiers and most of the examples aren't what you described

recomending users to slap bunch of thrusters to small t3 box shaped sprinters, or planes just because "its fast" doesnt mean its any better, they tend to be bullshit and will make you easy food for anyone with a decent skill and is just one of the many things farmers tipically do
digitalapround  [author] Oct 6, 2023 @ 8:14am 
You can still play RoboCraft 2015 with people if you google RoboCraft 2015.
The game has become completely different, the transport is more abrupt when moving, there is a community, but it is small.
If you want to play RoboCraft 2015, then I’ll send you an invitation to the discord server where fans gather to play RoboCraft 15.
Error 404 Oct 2, 2023 @ 1:50am 
Sunk 100 hours into Robocraft back in 2015. Considered playing it again but ngl I'm afraid the game will be too different to how it was before. Is there still a player base for it and real question.. is it better than it was back then?