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Disclaimer

This page sometimes consists of controversial information. Please do NOT consider it to be the final or an official statement. The purpose of this page is to collect all the more or less trustworthy information on this wiki and to stop the spreading of misinformation and ungrounded rumors.

Source of this information would be Test Server; Pixonic press releases; Pixonic representatives, insiders' information and Pixonic's website.

Please take notice: NO SUGGESTIONS ARE ALLOWED HERE. Only developed or developing stuff can be posted here, with a high probability of being introduced into the game. No past and rejected test server contents are allowed.

If you want to make a suggestion for this wiki, go to User Ideas.

We try to keep ungrounded rumors out of this page, so if you are going to edit it, do NOT put your opinions or superstitions here.

Note: Press an open button near a section to view its content.

Robots

N/A

Equipment

Sting - coming in version 4.4

Stingtest

Level 8 Statistics:
Hardpoint Type: Light
Damage Type: Kinetic
Damage: 789 per bullet
Corrosion Damage: 69 damage per second (can stack)
Corrosion Duration: 5 seconds (resets if the enemy is hit during the duration)
Clip Size: 5 bullets
Reload: 3 seconds
Rate of Fire: 5 bullets per second
Range: 600 meters


Wasp - coming in version 4.4

Wasptest

Level 8 Statistics:
Hardpoint Type: Medium
Damage Type: Kinetic
Damage: 3333 per shell
Corrosion Damage: 302 damage per second (can stack)
Corrosion Duration: 5 seconds (resets if the enemy is hit during the duration)
Clip Size: 5 shells
Reload: 5 seconds
Rate of Fire: 1 shell per second
Range: 600 meters


Viper - coming in version 4.4

Vipertest

Level 8 Statistics:
Hardpoint Type: Heavy
Damage Type: Energy
Damage: 926 per charge
Corrosion Damage: 75 damage per second (can stack)
Corrosion Duration: 5 seconds (resets if the enemy is hit during the duration)
Clip Size: 150 charges
Reload: 10 seconds
Rate of Fire: 10 charges per second
Range: 500 meters

Maps

Castle- coming in version 4.4

Castle map july 2018

Castle

Two castles, divided by a huge rift with bridges spanning the gap. This would be the second map with an environmental hazard - once you fall into the rift you need to spawn into another bot as you cannot escape. However, one possible tactic is to push an enemy robot off the bridge whilst firing, eliminating them without having to go through all their health.

Game Modes

Improved - King of the Hill - status unknown

Less beacons and new locations for the beacons on all maps. Beacon cap zones are approximately 35% larger.

Note: The top pictures of each map are the ones currently being used on the the live server. The bottom pictures are the ones currently being tested.

The blue and red robot symbols show the possible spawn locations for each team.

Canyon

Canyon

Carrier

Carrier

Deadcity

Dead City

Dreadnought2

Dreadnought

Moon2

Moon

Powerplant

Powerplant

Rome

Rome

Shenzhen

Shenzhen

Springfield

Springfield

Valley3

Valley

Yamantau

Yamantau

Other (Technicalities, Stats, Etc.)

Report System - coming in 2018

Will allow players to report abusive behaviour or cheating.


Matchmaking Improvements - coming in 2018

Content blur ids

Low priority queue icons

A visual representation of low priority queue along with changes to it. Also, giving players the ability to rejoin the battle after disconnecting and a reporting system are planned.





New Module Customization - planned for late 2018

Content 2018-04-20 14.11.44

Modules


Modules are the new kind of secondary equipment in game. They provide interesting utility effects for your robots to augment your playstyle in new, often unexpected ways.

Each robot receives one more slot in which you can put a new type of equipment. For example, one module can teach your robot how to jump, while another gives it a resistance to certain types of damage.

Classes (3 in total) :

  • Offensive (Modules that can increase damage output, or sniping abilities, etc.)
    • Energized Ammo: Every X damage has a Y% chance to root target
    • Squad Leader: Enemies within a certain radius will take more damage from your allies.
    • Death Mark: deal X damage to an enemy to put a debuff on it, that will increase the damage this enemy takes from your allies.
  • Defensive (Modules that can increase durability, or reducing the chances of taking a critical hit, etc.)
    • Lifesaver: Reduces damage taken for a short period of time. The more damage you take the more you absorb.
    • Battleborn: Upon spawning you receive damage resistance for X seconds.
    • Berserker: When a robot receives a hit that would be lethal, its HP freezes at 1 and it becomes immune to all damage types and control effects for X seconds.
  • Special (Modules that provide a wide range of abilities.)
    • Repair Unit: Repairs a certain amount (%) of your robots HP over time (you cannot be healed back to full health).
    • Diffraction Bomb: An active ability that creates a special zone around your robot, in which your robot cannot be targeted, however you cannot target any enemies as well.
    • Spy: A passive ability that can activate when your robot has not received any damage for X seconds. Upon activation your robot will show up as an ally on your enemy team, however you will still appear as an ally to your team. During this mode you cannot be targeted. When damage is dealt to you, the ability deactivates, and can only reactivate once every Y seconds.
    • Attacking Drone: Launches an AI-controlled Drone that sticks to the players robot that can attack enemies inside the player's attack range. It prioritizes enemies that are currently being targeted by the player.
    • Repairing Drone: Launches an AI-controlled Drone that sticks to the players robot that can repair the players robot every X seconds for Y% of max HP. If the player cannoth receive further repairs (due to being at the highest health allowed) it will repair nearby allies.
    • Bumblebee: Launches a rocket the player can manually guide into a target.
    • Air Strike: Charges when dealing damage, when its fully charged it lauches a large AoE (area of effect) strike at the locked target, dealing damage to everybody (including allies) in that area.


Types (4 in total):

  • Buffs
    • Effects that give increases (+10%, etc.) to durability, speed, weapon damage, etc.
  • Proc (Procedure) Effects
    • Effects that have a chance of triggering, like silencing enemies (disabling their abilities), rooting enemies (disabling their movement), disarming weapons, etc.
  • Passive Abilities
    • Innate effects, like becoming invulnerable for 3 seconds after taking lethal damage (damage that would destroy your robot), etc.
  • Active Abilities
    • Effects that require activation (pressing the respective activation button), like becoming untargetable and appearing like an ally to the enemy team, or sending down an Orbital Strike, etc.


Every Robot has Module Slots:

Robot Offensive Slot Defensive Slot Special Slot
Destrier 1 1 0
Patton 1 2 1
Lancelot 2 1 1
Rogatka 2 2 0


These predefined layouts will allow Pixonic an additional layer/method to the game and robots. Slots cannot be shifted (like turning an O Slot in an S Slot). Each robots may have from 1 to 4 module Slots, and modules can be upgraded just like weapon and robots can. All Modules work for all Game Modes, and can possibly be destroyed while in battle. Modules with similar effects can stack (to a certain degree).

Separate tab for equipping Modules (separate from equipping equipment):

2018-04-23 04 13 50-War Robots 2018 NEW Modules, Armor Penetration & Resistance - WR - YouTube

Example

Acquirement:

  • Standard robots come with standard Modules
  • Shop (separate Module button)
  • Black Market
  • War Robots Royale
  • Workshop 2.0


New Mechanics - in early testing stages

  • Resistances: Robots can have a low, medium, or high resistance to kinetic, explosive or energy damage types.
  • Armor Penetration: Weapons can have a low, medium, or high penetration. For example, an explosive weapon with high penetration nullifies a robot's high explosive resistance.

See this graph for details.

Penetration versus Resistance numbers (SAME LEVEL WEAPONS AND ROBOTS):

  • High Resistance (of any damage type):
    • 17% reduced damage against high penetration weaponry
    • 23% reduced damage against medium penetration weaponry
    • 33% reduced damage against low penetration (regardless of the weapon's level)
  • Medium Resistance (of any damage type):
    • 5% reduced damage against high penetration weaponry
    • 13% reduced damage against medium penetration weaponry
    • 20% reduced damage against low penetration weaponry (regardless of the weapon's level)
  • Low Resistance (of any damage type):
    • No reduced damage against any weapon (regardless of the weapon's level)

Notes:

  • Values above were tested on the September 9 test server session
  • Values above are based on any resistance type against a penetration of the same type
  • Values above may vary when there is a difference in level between weapons and robots

Robot/Equipment Balancing

Trident:

  • Reload-while-firing
  • -10% damage
  • New Visuals

Miscellaneous Content

Redesigns:

  • Weapons:
    • Trident




(Note: This page is under heavy development, so please contribute to this page. Also, take all the information with a grain of salt as some are supported by speculation. All details are highly experimental and may be cancelled or scrapped by Pixonic at any time.)