Power booster robocraft
Capturing all three towers deactivates the enemy fusion shield. The second tower enables the Clock Cycle Booster, which passively gives the members of the capturing team clock cycles over time and provides a multiplier for clock cycles earned by damaging or killing enemy players, towers or reactor crystals. The first tower activates the team's own fusion shield.
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Attacking a fusion tower allows a team to capture it, which resets the fusion tower to full health and changes the color of the crystals to match the color of the team that captured it.Ĭaptured towers provide the teams that own them with certain boosts based on the number of towers held. Three fusion towers are located at strategic points on the map and begin as neutral towers (identified by their purple crystals). New game elements added to the support the mechanics of this game mode include the Protonium reactor, the fusion towers, the fusion shield, overclocking and respawning.īoth teams in a Battle Arena match have one Protonium reactor located at the center of their base with crystals matching their team's color. In this game mode, teams battle to destroy the crystals surrounding the enemy Protonium reactor while defending their own reactor from destruction.
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A new bot was also added to the roboshop, an interceptor that made use of the new blocks called the T7 Reaper.
During the Hallowfest, several new cubes became temporarily available in the Tech Tree and Cube Depot, including a large 6-piece mask. The Hallowfest is a Halloween festival that began on the 29th of October, 2014. In even earlier versions, there was no cooldown between Rail shots, allowing rail users to discharge the full "clip" at once on close targets, since doing this made the shots extremely inaccurate.Īside of being renamed from SMG (sub atomic machinegun) lasers haven't changed much, a notable change however, was that lasers used to have hitscan, making them overall more accurate, this was changed later to bring in line with the other weapons, since lasers where the only weapon with hitscan. Reloading caused all remaining shots to be discarded and made the user unable to fire, but the reload was faster the more shots where left. Prior to the implementation of energy, rails used some type of "ammunation" and once depleted it had to be reloaded, each gun could hold 1 shot and the "ammo reserve" was infinite. This behavior made them extremely deadly if all shots where landed, often killing low CPU bots in one barrage Trough the game history, many weapons changed in functionality, here are some of those changes.īefore the implementation of "energy", Plasma launchers used to be fired all at once, and required some time to recharge, unlike with rails, this reload was automatic.