Team Deathmatch

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The start of Old TDM (now named Elimination) mode, where an enemy player attempts a backdoor attack.

Team Deathmatch (or TDM) is one of only 5 game modes (8 if including Single Player, Tutorial and Build mode.) currently available online Game modes in Robocraft, The others being Elimination (Old TDM), Battle Arena, League Arena, The Pit, and Single Player.

TDM is the newest game mode that came in the Battle for Earth Update. The players battle in teams of 5 vs 5, and it is set in an abandoned power station in Birmingham.

Victory conditions[edit | edit source]

There are 3 ways to win in this mode:

  • Destroy enough enemy robots to fill the blue bar on top (numbers changes based on CPU).
  • Have more kills then the enemy team at the end of ten mins.
  • When there is a tie, the next team who gets a kill wins.

Rewards[edit | edit source]

Rewards for TDM is a crate containing 6 items, but you only get 3 if you are non-premium.

Winning Team


1st (on the winning team): Protonium

2nd (on the winning team): Diamond

3rd (on the winning team): Gold

4th and 5th (on the winning team): Silver

Losing Team


Top 3 on the losing team: Bronze

4th and 5th on the losing team: Rusted

Winning the game[edit | edit source]

The Robocraft devs wanted to know if they could take the game down to its roots even more. Just destroying robots with just strength vs strength. This is the result. Winning the game is simple: Destroy the enemy. But sticking together in a group with teammates will give you the upper hand most of the time, that's all the strategy you need in this game mode.

Strategies[edit | edit source]

There are a lot of potential strategies a person can take when entering a match. If you don't have one with your team, the chance of your team winning is greatly reduced. Most strategies can be divided into three categories:

Attacking[edit | edit source]

Important: When you are in enemy territory, be sure to have some sort of get away route or cover to duck behind, or just have some other teammates or a medic with you.


Group Charging[edit | edit source]

The most common strategy in lower CPUs is to run at the enemy as soon as you spawn. As players get more experienced, they start to travel in packs, spending the first 30 seconds waiting for someone to pick a direction. The more people a group has, the better the chance of survival for the group members, and the faster a lone enemy will be picked apart. When playing in a group, be mindful of the people around you. If the player in front of you starts to reverse, make room for them. This strategy is favored by gunbeds and other heavily armed vehicles.

Flanking[edit | edit source]

Unlike Group Charging, Flanking involves several players attempting to attack the opposing force from behind or from the sides, while the latter is distracted from fire. Success is usually determined by enemy players awareness, player's functionality and overall bot build. A very simple strategy that usually works, provided being done right and correctly.

Pincer Maneuver[edit | edit source]

The advanced form of flanking, the Pincer Maneuver is an attempt to encircle the enemy force in all directions, providing no avenues of escape and constant firing from all sides. This strategy is the hardest to coordinate, but also produces the best results when done right. Most strategies similar to this only involves two or three sources of constant fire, although not as effective as the first, it still produces good results, especially when the enemy is startled and starts to panic.

Backdoor Attack[edit | edit source]

The Backdoor Attack is when one or two bots attack the enemy when they least expect it. Even though it doesn't usually work, it has amazing results for the team when done right.

Defending[edit | edit source]

Defending becomes an important strategy if three or more enemy bots are capturing the base. It usually involves sending lots of bots back to the friendly base to surround the attackers, with maybe one or two bots on each lane protruding from the base.

Camping[edit | edit source]

This is when a player picks a location and waits for the enemy to come to them. Some people build vehicles with no method of movement to allow more Armour and weapons. These are very limited in efficiency, due to their stationary nature. Even if the defending players are destroyed, they have damaged the enemy enough to give the team a little time to pick them off before they heal.

Another good strategy for defending is to use Armored Helium to propel high into the air and wait for enemies to come into your base, then use a Plasma Launcher or a Rail Cannon to destroy them.

Hit and Run[edit | edit source]

This strategy distracts the enemy team if there is a big battle going on, and you are getting critically damaged on the front lines, but still want to be helpful. Just find a place where you can hit the enemy team from behind. If the enemy team is behind cover or is damaged, it's very important to rest their auto heal. Just do a little quick shots, and duck away to safety. If an enemy is trying to pursue you, try to fight him off while retreating to your teammates. Then you and your teammates can finish him off.

Support[edit | edit source]

Sniping[edit | edit source]

Another common strategy is for players to snipe. Either they will travel at the back of a pack, or they will find a location where they can see a large portion of the map. All weapons can be used to snipe, though the railgun is the one intended for it. Often players with over-rank guns will snipe with Lasers due to the lower reload time, or plasma due to the higher damage. A popular strategy among snipers is to find a place where their own team is also quick to get to. This allows them to also take on a slight defending role.

High Mobility[edit | edit source]

This is a method used by fliers as well as a few adventurous land vehicles (including sleds, speeders, or any vehicle with a lot of thrusters). These vehicles are built to get places where no-one will expect them, before anyone expects them there. Some are simply ultra-fast, performing hit-and-run attacks. Others can climb to obscure locations to allow sniping, plasma-rain from unexpected places, Missle barrages, and etc. Due to the large CPU spent on mobility, these vehicles are often fragile, but are fun to play.

In lower CPUs, these vehicles can be used to get to enemies early and destroy them from behind while still distracted looking for enemies.

In higher CPUs, these vehicles take on a support role: flank attacks, ambushing lone enemies, crippling flipped craft, chasing down wounded robots, or drawing away enemies from a wounded player or a team.

In all CPU levels high mobility robots harass the enemy and disrupt whatever plans they had for the match.

Medical Assistance[edit | edit source]

Medics perform best in any gamemode, provided they do their job correctly. Medics are not used for offensive purposes when having medic guns as a primary weapon: Their function is to heal allies and assess healing priorities. They are also required to respond in any medical assistance needed, although maintaining common sense whenever a bot is beyond saving. They are also expected to stay behind the main force, but not trail along too far, lest they be vulnerable in enemy flanking or backdoor attacks.

Maps[edit | edit source]

Mars
GJ 1214b 5-1


P.S, The Earth Map is the only map used in TDM, a page for it has not been made yet.

P.S.S, will someone replace the photo at the top with a new Battle for Earth photo please?