There are many classes of vehicles, each with different tactics. Here, we will discuss the many of the vehicles you may encounter.
Ground Vehicles Edit
Ground vehicles are the bread and butter of gameplay in Robocraft. While less mobile and more predictable than air vehicles, they are far more durable and can carry much more and much heavier weapons.
Cruisers are the first vehicle available to the player, and will be found across all levels. Typically built with wheels, they can be the fastest vehicles, but are the most affected by weight. As a result, they are typically lightly built. They rely on speed and maneuverability to bring firepower where it is not expected. However, some cruisers are more than capable of holding their own on the front. Because of their mobility, they can be employed with almost every weapon in the game, with success.
Use your speed and maneuverability to ambush them with high-powered weapons, trying to first immobilize them before destroying them. This can be accomplished by adopting aggressive positions to ambush opponents at close ranges or employ rail cannons or plasma launchers to kill targets from long range.
Hover Blades Edit
While technically an aircraft, hover blades require close proximity to ground to operate - they levitate. They are as fast, if not faster, than Cruisers, and are much less susceptible to terrain differences. However, they tend towards light builds as the hover blade is less effective in supporting weight than treads or wheels, requires significant CPU, and is more vulnerable to mobility damage (far more so than if a single wheel was knocked out). Despite thsee limitations, they can be cleverly armored and shielded, on par with Cruisers, and can employ every weapon in the game with success.
Tactics are similar to those employed by Cruisers; flank, ambush or snipe.
Skis are essentially rocket sleds, capable of high speeds but are often incapable of negotiating rough terrain as well as other ground vehicles. However, alongside Hover Blades, they can easily negotiate frozen lakes with ease. Treat them like Cruisers and Hover Blades for practical purposes.
Tanks rely on their tracks to access terrain otherwise inaccessible to wheeled vehicles. However, they typically are slower, and the tracks are more vulnerable to damage. They rely on their good maneuverability and off-road abilities to deliver firepower from superior positions. The inherit durability of tanks allow them to become excellent frontline vehicles. Because of their off-road abilities, Rail Cannons and Plasma Launchers are very well-suited for tanks. However, their durability allows SMGs and Nanotech Disruptors to be effective
Tanks should employ their superior strength and off-road capabilities to become an irresistible force to be reckoned with.
Walkers rely on legs to access terrain otherwise inaccessible to wheeled and even tracked vehicles. They have the extreme mobility which only insects can provide, able to jump off from surfaces. However, this comes at a price: it is almost impossible to protect them adequately. This means that it is easy to damage them, provided they have sufficient firepower to do so. They should use their insect-like mobility to keep their distance from faster Cruisers or more durable Tanks. Of all types of mobility, walkers typically have the best synergy with Aerofoils and Thrusters, allowing for insectlike mobility. Long-range weapons such as Rail Cannons and Plasma Launchers are most effective, due to the high degree of vulnerability that Walkers have.
Use your insectlike mobility to reach unexpected and otherwise inaccessible positions and target and destroy confused opponents. Avoid the front line; your vulnerable legs would be cut down first, rendering you vulnerable and immobile for everything else to destroy you.
Air Vehicles Edit
Air vehicles are vehicles which fly, relying on Aerofoils, Thrusters, Rudders, Rotors and Armored Helium to achieve flight and movement. These components are often combined to form flying vehicles; thrusters are often used for forward thrust on all types. Shielding for Airplanes and Helicopters is advised, since it is much lighter than armor.
Airplanes rely on lift generated from Aerofoils and Rudders due to forward movement to maintain flight. Thrusters are used to generate forward speed for flight and lift. They are the fastest and most maneuverable at high speed than other types, although their low-speed maneuverability is inferior and are vulnerable to ground fire. They are best armed with SMGs and Plasma Launchers, since Rail Cannons are wildly inaccurate when moving and Nanotech Disruptors are too short-ranged for practical usage. The use of Tesla Blades will be discussed below in the "Rockets/Cruise Missiles" section.
Use the speed and maneuverability to launch hit and run attacks against distracted targets. Avoid SMG-armed ground vehicles, as they are very lethal against aircraft at such ranges. Be cautious about Rail Cannon-armed vehicles, since they can easily blast chunks of cubes off your airplane. Moving erratically when not attacking will prevent SMG and Rail Cannon-armed vehicles from reliably hitting you.
Helicopters rely on lift generated from Rotors to achieve flight and movement. A minimum of two rotors are required for full control as a single rotor will cause the helicopter to spin. Many helicopters will have up to three or more rotors. Lifting power is often augmented by Armored Helium or Thrusters, and forward speed is often increased with thrusters. They are the most maneuverable aircraft types, and is often supplemented by reasonable forward speed. The ability to hover means that aircraft can maneuver quickly and deliver accurate fire at short ranges. All weapons, with the exception of Rail Cannons, are effective, since helicopters operate at much lower altitudes than Airplanes.
Use the ability to hover to loiter over an area for a long time, striking targets of opportunity such as stragglers, the wounded and ground-based Nanotech Disruptors. Avoid Rail Cannons and SMGs; SMGs are more effective due to your lower altitude and slower speed and hovering makes you an inviting target for Rail Cannon snipers. Counter this with your agility, evading fire and employing terrain features to conceal yourself.
While it IS difficult, you can create a light EP plated helicopter capable of reaching greater heights. The use of Plasma can be quite effective but it takes a lot of practice to aim properly and predict the enemy's position.
Airships, blimps or satellites, rely on the buoyancy of Armored Helium blocks to achieve flight. Movement is provided by thrusters in all directions, not unlike the Lunar Module of the Apollo spacecraft, if any movement is provided. Some airships are merely a pilot's seat, a helium block and a single weapon, often a Plasma Launcher. They are the least maneuverable types, and can be easily be brought down by any weapon at close range. However, blimps typically do not operate at low altitudes, and therefore typically dispense with the shields and armor of other aircraft. They typically operate at higher altitudes, often at the edge of the skybox. As a result, the only viable weapons are Plasma Launchers and Rail Cannons, due to the immense long-range firepower it can rain. The fact it relies on Armored Helium to fly means that it can easily loiter over an area and patrol it.
Use the extreme altitudes to avoid detection and effective anti-aircraft fire while raining death from above. Never engage opponents at low altitudes; you are the most vulnerable here. SMGs do not pose a significant threat aside from harassing fire; their effectiveness against targets at high altitude is negligible, even when burst firing. Rail Cannons however, pose a greater threat as they can reliably hit targets at long ranges repeatedly. Combined with the immense power of Rail Cannons and the low durability of most Airships, they should be regarded as a more serious threat.
Rockets/Cruise Missiles Edit
Rockets use thrusters and rudders for control, in effect becoming a small airplane. While impractical in most cases, they fill a niche role as the ideal machine to mount Tesla Blades. Their small size, minimal cross-section and sufficient team support would allow this otherwise impractical flying machine to crash into a target in a kamikaze-style attack. Because of this specialization, only Tesla Blades are practical for most purposes.
Use the high speed and small cross-section to avoid fire long enough to reach the intended target, dealing significant damage upon impact. Have a plan to return to a place where you can heal and recharge your Tesla Blades, for it will be expended upon impact. Attack from the top, where weapons are most likely to be mounted and to provide a larger target, increasing its power. Avoid Airplanes or Helicopters with SMGs, since they can easily pursue and destroy you far from the target.
- Strike less-armored portions of the vehicle, and prioritize as listed.
- Pilot's Seat, if visible
- Weapons and movement cubes
- SMGs work best at short ranges, Plasma Launchers work best at medium ranges and Rail Cannons work best at long ranges. Keep this in mind when engaging opponents.
Ground Vehicles Edit
- Focus fire on weapons and movement cubes, since a robot is virtually useless if unable to move or defend itself from attack.
- Aim for weak points, such as thin stubs or branches which weapons are mounted on.
- Nanotech Disruptors are prime targets, since they can replenish your opponent's health. Any weapon can reliably engage them, due to their short effective range.
Air Vehicles Edit
- Hitting a target's weakpoint is more down to luck than to skill. Fortunately, Aerofoils, Rudders and Rotors are large targets.
- If equipped with SMGs, fire bursts of 2-3 shots at aerial targets at most ranges; any more and shots will become wildly inaccurate at range. Only fire continuously when target is at very short ranges.
- If equipped with Rail Cannons, aim for long-range air targets or targets heading toward or away from you. If possible, aim for their movement cubes, such as Aerofoils and Rotors. A single shot in critical components will disable, if not destroy the aircraft.
- If equipped with Plasma Launchers, do not actively attack aircraft due to your slow-moving projectiles which have a ballistic trajectory. Remain under the cover of friendly aircraft, valleys or ground vehicles with SMGs or Rail Cannons. If you must defend against air attack, engage opportunistically and only at point-blank ranges; any shots you land would at least damage the aircraft enough to give the pilot second thoughts about pressing the attack.