Tharsis Rift

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Tharsis rift is one of the Mars maps in Robocraft.

Layout[edit | edit source]

Tharsis Rift.jpg

An almost ideally symmetrical map, divided along the horizontal axis, the Tharsis rift is nonetheless one of the most varied. It is generally composed of three areas: The rift and the adjoining rock "forest" (providing plenty of cover), the canyons, and the hills surrounding each of the bases. Due to its symmetry, it's easy to learn, yet hard to master.

Strategies[edit | edit source]

The large map allows for varied strategies, though is generally intended for ground robots rather than flyers. Tall mountains tend to obscure lines of sight and the rock forest provides cover for anyone approaching along the left edge of the map, also allowing for harassing flyers with general impunity.

Attacking[edit | edit source]

Due to the symmetry of the map, attacks will usually have to deal with a number of enemy robots coming along the exact same approaches. The most prominent area where clashes happen are the opposing cliff faces on the two sides of the canyon bisecting the map, to the right. Both incoming forces have the enemy in clear view and the structure of the roads forces them to fight alongside. The differences in elevation tend to favor the southern base and its team, though not by much. Accounting for these clashes is a crucial part of attacking. In general, it is also important to have at least some AA capacity, as while flyers have obscured lines of sight in most areas of the map, they can wreak havoc if they have high damage weapon and make a pass over the canyon as you are attacking.

Defending[edit | edit source]

The symmetrical map tends to make defense similar for both teams, the slight differences in elevation notwithstanding. Obscured lines of sight limit the effectiveness of railguns except on the odd open space, making the plasma launcher and the SMG kings of the battlefield. Importantly, due to the terrain, at least one team mate should hang back and protect the base on-site, as the hills protect each of the approaches, allowing for effective stealth attacks. Of course, the same thing that limits flyer usability acts to the benefit of a stationary airborne defenders: The attackers can't attack them reliably until they are in the field of fire.

Bugs[edit | edit source]

  • When first added to the game, some players would fall through the terrain and be respawned at the top of the map, looping indefinitely until they left the match. A hotfix later patched this out.