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Cube placement is the action of placing different kinds of components together. These components may be movement parts, armor, electroplating and special components (functional or cosmetic), and all must follow the block placement mechanics in order to be placed.
Placing Cubes[edit | edit source]
In the garage, you can edit your robot by placing or removing cubes. You can left-click to place the cube you are currently holding, or remove the cube under your cross-hair by right-clicking. Use the scroll wheel to rotate the cube to be placed, and middle-click to "pick" the cube under the cross-hair. You can use the reflection line by pressing "x" (can be changed in controls), which will helps you building your robot : faster and perfectly symmetrical. You can alter the position of the mirror line by pressing "[" to move it right and "]" to move it left. You can also nudge your bot by pressing "," and "." by default to nudge one block up or down, and can use the arrow keys to move your bot forward, left, right or backwards by a single block.
Mechanics[edit | edit source]
The placement hack detection is there to ensure the bots in battle do not have an advantage by bug abuse. By observing the yellow lines It is clear to see where you can or can not place cubes. If you are trying to place a cube in an illegal position, it will turn red along with the cubes that it runs into. The placement mechanics also let you know when a block placement is allowable or not. When building a robot placing an item in an invalid location will highlight all of the blocks in the color red that are preventing the placement. All of the red blocks must be moved/removed in order to place the item you wish to add. Block faces that are bordered with the color green means the area you wish to place the item is a valid location for the item to be placed.
Applied mass and force for every cube is applied to the point of attachment regardless of the size and shape of the cube. If you rotate a hoverblade 180 degrees, your bot will potentially become much more stable, at the risk of having the hover's mounting block exposed. This information is also useful basics for balancing robots.
Damage[edit | edit source]
If a block is damaged in battle, it will darken. If the damage caused to a block is greater than the block's ability to absorb said damage, the remaining amount of damage will then transfer to adjoining blocks. Blocking the damage that moves on after the previous block is destroyed depends upon how the blocks are connected. If the destroyed block is connected by multiple faces, then the direction of damage progression is random. If the block is only connected to another block by one face, then the damage has no choice but to move to the next block. Thus, the placement of your blocks will determine how your robot takes damage and survives in battle. If one block is destroyed, all disconnected blocks will also be destroyed due to not being connected to the pilot seat, being the reason of shots with an SMG will do over 100,000 damage when hitting a vital part of a bot. "Gun sticks" are discouraged of use, due to being very vulnerable when it comes to damage transfer. Triforcing was found to be an effective way of redirecting damage away from vital components, making a bot survive longer.
However with the addition of the new gamemode, Block-spamming (overabundance of blocks) and Gunspamming (addition of 10 or more gun components) works as good as Triforcing, making Triforcing not as effective in the new gamemode.
pFLOPS[edit | edit source]
pFLOPS (or Peta Floating-Point Operations Per Second) are the system that the game uses to tell how complex your robots are. Your pFLOPS meter is robot specific, so you can have one complex robot in one garage bay, and another in a different bay, without them affecting each other's pFLOP meter. A robot with a higher amount of pFLOPS would have more complex cubes, such as higher level guns, whereas a robot with lower level guns would take up less pFLOPS. One armour cube, no matter what tier, will take up one pFLOPS (except TX-1 cubes, which increase three pFLOPS), whereas all other functional cubes take up more pFLOPS as they get higher tier. Players have a maximum amount of pFLOPS, which when met will display a red warning sign and will not let the player place any more cubes. Your maximum pFLOPS is affected by your player level; your player level will increase as you get more kills in battle, and your pFLOPS meter will increase by 11 every level.* This is designed so that new players progress slightly slower, but it also gives them the chance to unlock everything on the tech tree and slowly build a well designed robot. The maximum amount of pFLOPS that you can have as a normal bot is 1511, but with a Megaseat it is a whopping 7555 pFLOPS.
(*Robots may have more pFLOPS than other players at the same level by buying robots from the Roboshop. See CPU for more information.)
|Battle||Matchmaking • Game Forces • Damage • Power • Scope • Weapon Firing Order • Self-Destruct • Bonus Engine • Overclocking • Respawning • Alignment Rectifier|
|Building||Cube Placement • Robot Balance • Front-or-Back Cube Behavior • Connection Points|
|Technical||Bugs • Troubleshooting • System requirements • Robocloud|