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|Extremely tough mech legs|
- Not to be confused with Insect Legs.
|“||Extremely tough Mech Leg with the ability to jump.||„|
|~ In-game description|
Mech legs, are a movement cube in Robocraft. They are used to create humanoid or biomorphic robots. They are available from the beginning
Overview[edit | edit source]
- Can jump.
- Can strafe.
- Standard legs have highest durability - extremely high health,
in addition to built-in electroplating.(Deleted)
- If legs are shot off, a single one can still leave you mobile.
- Stable on icy surfaces.
- Hard to get into an angle where it must be flipped.
- Can crouch to hide behind rocks (although not very deep).
- Standard legs have the slowest movement type.
- Highest CPU cost.
- Needs a large cube area.
- If in an angle where it must be flipped, the easiest way to do so is to rectify the bot.
Placement[edit | edit source]
Legs can be placed on the bottom surface of a robot. Only a single leg is required for stability. The turning center for legs is the point equidistant from all the legs placed on a robot.
Legs are very large and have a relatively wide wedge where they obstruct block placement.
Legs lift the chassis of a robot very high off the ground, allowing space to mount hardware on the underside.
When airborne, legs fold into a stored position on the side of the robot.
Movement[edit | edit source]
Unlike other movement cubes, Legs do not significantly increase their ground speed with the use of Thrusters.
As legs magnetize themselves to the terrain, therefore making a robot extremely resistant to the effect of all other movement cubes and collisions, as well as having full traction on Ice.
This makes legs ideal for landing on slopes or uneven terrain, and can stabilize a robot for high accuracy aimed fire.
Leg Number[edit | edit source]
Although it is possible to make a robot that can move with only 1 leg, the minimum needed for balanced and easy motion is 2.
Additional legs do not affect the motion of the robot across terrain, other than providing additional attachment points and moving the turning center of the robot. More legs make a robot less likely to slip or fall when on difficult terrain.
When climbing, changing geometry may make your bot change directions, so if you're running back and forth up a hill to dodge shots and fire your own, beware the direction changes while doing so.
Jumping[edit | edit source]
Pressing the SPACE (or another, custom choosed) key will cause a mech to jump into the air. The initial impulse provided by the legs is greater than what can be delivered by thrusters.
While airborne, legs have a strong self-righting effect that keeps a robot legs-down so that a robot lands on it's feet.
On their own, mech legs are capable of rotating side-to-side without the aid of thrusters. Thrusters can slightly increase the height, duration, and distance a mech can jump.
Jumps are always more or less vertical, with slight variation if jumping off angled terrain. That is, a jump off flat ground will go up, where as, if you are clinging to the side of a cliff wall, you will go up and slightly sideways.
If you jump and do not release the SPACE(/custom) key, your legs will stay in a stowed position and will not grip the surface when you land.
Crouching[edit | edit source]
Pressing the SHIFT(/custom) key will cause a mech to crouch down, how well a robot can crouch depends on how much structure the bot has below the attachment points off its legs.
A robot can only crouch down until it's lowermost structure collides with the ground (or other surface). Large robots with many widely spaced legs can crouch over smaller robots and pin them to the ground (Doing this to teammates can get a player kicked/banned if caught by a moderator or other server staff).
Mechs can still move whilst crouching, though at a reduced speed. This gives them a smaller profile, allowing them to duck down below rocks or barriers, and can offset the fact that most designs will have taller profiles than most Cruisers, Tanks, and low-flying Hovercraft designs.
Stowing[edit | edit source]
When airborne, tipped, flipped, or any other situation where legs cannot grab a surface to attach to, they fold up into a stowed position. This can slightly reduce the profile of a robot and makes a legged jumper a slightly smaller target.
Stowed legs are easier to roll and tip over when righting, but are still significantly impede the righting of a robot. If the jump key is pressed and held down without releasing, the mech's legs will remain in a stowed position till the jump key is released.
Poor Maneuverability[edit | edit source]
Features[edit | edit source]
- Mech Legs grip surfaces, however do not cling to them nearly as well as proper Walker Legs.
- When jumping from a cliff face, legs will aim to self-right during the fall – like a cat – so you land on your feet.
- When overburdened, Mech Legs have a slower top speed, have a lower ride height, and do not jump as high.
- More legs can be used to increase weight bearing capacity.
- Thrusters don't improve your speed on the even ground but do help a very slight amount with with jumps (e.g. down-facing and forward-facing thrusters for slightly extended jump height and length).
Statistics[edit | edit source]
- Heal rate: 3.0
- Hermes Carbon 6 Legs have the same stats.
Trivia[edit | edit source]
- Mech Legs were released 22/10/2015 as a part of the League of Mechs update.
- Sprinter Legs were released on 30/09/2016.
- Added Carbon 6 Hermes Leg.
|Chassis||Cubes||Basic Cubes • Glass|
|Other||Rods • Struts • Helium|
|Movement||Ground||Wheels • Hover Blades • Mech Legs • Insect Legs • Tank Tracks • Skis|
|Air||Wings • Rudders • Rotor Blades|
|Propulsion||Thrusters • Propellers|
|Weapons||||Proto-Seeker • Laser Gun • Plasma Launcher • Railgun • Nano-Disruptor • Aeroflak Cannon • Lock-on Missile Launcher • Ion Distorter • Tesla Blade|
|Modules||Weapon Energy • Disc Shield • Blink • Ghost • Windowmaker|
|Cosmetic||Masks||Scary • Football • Mech 7 • Sabretooth • Rhino 8 • Eagle • Cockpit • OverWolf • Honeydew • Alienware|