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puberty worked me over
May 20, 2013

by Cyrano4747

While not quite in the vein of Battlebots or Robot Wars, the number of multiplayer customizable robot fighting games are few and far between.

GNR is a free to play first/third person 5v5 arena shooter using customizable robots. Matchmaking is based on what components are used to build your robot, allowing players of any experience to play together against equivalent robots. Teamwork is extremely important and even the best designed bot and player will lose to an organized and skilled team. It's certainly not a groundbreaking game but at 900MB and being free I've got at least 20 hours of fun out of it and there is definitely potential for solid competitive gameplay. I've not spent a dime on the game and still do pretty drat well in it.

The game's replayability primarily comes from customizing robots as each one plays quite differently. It feels a bit like counterstrike with robots.


Robot Stats

It's important to understand GNR's stats before building a bot.

• Basic Stats

- Health: Each component of a bot (head, body, chassis, weapons) can take a set amount of damage, when the robot's body reaches 0 health the robot is destroyed. Destroying the head, chassis, or weapons have their own unique effects on the robot.

- Energy: Used when firing weapons and "sprinting". When a robot runs out of energy it can no longer fire weapon or sprint, but still move normally. Energy regenerates a few seconds after the robot is no longer firing or sprinting.

• Advanced Stats

- Durability: Damage each component will take before being destroyed.
- Weight: Higher weight means more speed penalty.
- Weight Limit: How many parts can be put on the robot. (I've yet to ever hit this and generally ignore it.)
- Energy Capacity: How long a robot is able to sprint or fire weapons.
- Energy Consumption (weapons): How much energy a weapon uses per shot.
- Terrain Penalty Negation (chassis): How much a chassis ignores height and type of terrain

There are about 10 other stats but most are self explanatory, for instance fire rate modifier impacts the speed at which weapons are fired.


Robot Customization
The most important aspect of any robot fighting game is throwing as many cool doodads on your robot as possible. The total different possible combinations of robot parts is probably in the hundreds of thousands but the chasis customization is not on the level of say Robocraft. That said there are far more weapon choices.

• Component Weights
Each component is rated heavy, medium, or light. Weapon component weight must match up. For example a light case must use a light barrel. Any chassis/body weight may be mounted on any other chassis/body weight.

• Component Types


- Chassis: A bot's chassis (along with the total weight of components) determines how fast it will move. A destroyed chassis will immobilize a robot. Split into two parts: cases and motors. Cases determine the chassis health, speed, weight, and terrain penalty negation. Motors will either grant a speed bonus or increase weight limit.


- Body: A bot's body determines how many hits it can take, and how many weapons/batteries may be mounted on the vehicle. A destroyed body will destroy a robot completely. Split into two parts: cases and batteries. Cases determine body health, weight, and quantity of mountable weapons and batteries. Cases are sold in 2 weapon, 1 battery and 4 weapon, 2 battery varieties. 4x2 cases are less durable and weigh more. It is possible to only put 2 weapons on a 4 slot body case to take advantage of the 2 battery capacity. Batteries will sacrifice either energy capacity for energy regeneration speed or vice versa in varying degrees.


- Head: A destroyed head will invert all robot controls. Heads do not vary in stats, so they are a cosmetic choice.


- Weapons: Determines how well a bot kills other bots. Choice of 2 or 4 depending on body case. Split into two parts: cases and barrels. Cases have rate of fire, damage, splash damage, and accuracy modifiers in addition to a set amount of health and weight. Barrels are the true determinants of weapon characteristics, there are 26 of them in the game and I haven't had a chance to test them all for a writeup. Light/medium/heavy weapons refers to their weight, damage, and energy consumption. Remember that though a weapon may do a lot of damage per shot, it may deplete your energy quickly.

Cases:
(Light) Gun - Low rate of fire
(Light) Revolver - Medium rate of fire
(Light) Hiccs - High rate of fire
(Medium) Lancer - Low rate of fire, high accuracy
(Medium) Arclight - Higher damage, higher energy consumption
(Medium) Hiccs - Extremely high rate of fire, lower accuracy
(Heavy) Ballistic - Higher accuracy
(Heavy) Cannon - High missle (launcher) speed and damage

Barrels:

Launchers - Projectiles have travel times (non-hitscan) and splash damage
(Light) Humiliator - Slow traveling
(Light) Stingray - Single target damage
(Medium) Hailfire - Slow traveling four round burst
(Medium) Oxidian - Fast traveling
(Medium) Chewing Gum - Low range arc fired sticky grenades on timers
(Heavy) Rocket Launcher - High area of effect, low rate of fire
(Heavy) Missile Launcher - Low area of effect, medium rate of fire

Shotguns - Low accuracy, low rate of fire, close range
(Light) Slugger
(Light) Sandblaster
(Light) Sprayshot - Deals damage equally to all robot components
(Light) Trasher - Deals damage equally to all robot components\
(Heavy) Plumber

SMGs - High rate of fire, low damage, close range
(Light) Nailer
(Light) Pewpew
(Medium) Death Ray
(Medium) Machine Gun

Snipers - Low rate of fire, high accuracy
(Light) Slingshot - Low damage, medium rate of fire
(Light) Reaper
(Medium) Railgun - Shoots through walls
(Heavy) Fragunov - Higher accuracy, higher energy consumption
(Heavy) Necroton 3000 - Lower accuracy, lower energy consumption

Rifles - Medium rate of fire, range, and accuracy
(Light) Flintlock
(Light) Ant Killer
(Medium) Blaster

Flamethrowers: Sustained extremely close range low accuracy damage
(Medium) Dragonbelch - High damage


- Devices: Choice of up to two consumable items on cooldowns. Each has a temporary duration. Tip: Keep only one device on your bot to keep it in tier 0.

Radar: Shows opponents on mini-map.
Sky Spy: UAV/Flying camera.
Camo Cloak: Invisibiliy while not firing weapons.
Anti-Robot Mine: Area of effect high damage mine.
EMP Mine: Area of effect 100% energy draining mine.
Gravity Mine: Area of effect movement speed reduction mine.
Deployable Shield: Deploys a wide shield that can be shot through by friendly players but blocks enemy shots.
Flame Turret: Close range turret
MG Turret: High rate of fire area of effect turret
Rocket Turret: Low rate of fire high damage area of effect turret.

- Eyewear and Hats: Purely cosmetic, can be rented with in-game cash.

- Consumables: Make sure to never enter a battle without full set of consumables. These can be purchased using the supply menu under the consumables tab and bound to Z, X, and C.

Roadside Assistance - Restores mobility if chassis is destroyed. Chassis comes back to life with a very low amount of health and reduced mobility.
Nitro Injection - Temporary speed boost
Nuclear Shot - Restores energy to 100% and regenerates energy quickly for a short time. This consumable can make or break battles.


Maps and Game Modes

Bots can be wildly effective or ineffective depending on how they and opponents use the map to their advantage. For example while a 4 weapon heavy might have the advantage in the small corridors of Dragon Temple, a light scout on Abordage could completely outmaneuver or outrange slower bots.

Abordage - Nautical themed wide open map giving snipers and scouts big opportunities to flank and pick off opponents.

Dragon Temple - Close quarters oriented map with a small open arena and a few corridors. Hidden high ledges are great for ambushing opponents.

High Noon - Western themed close quarters oriented map. Unlike dragon temple the side lanes have multiple routes to entry, creating pincer maneuver opportunities. More cover in the central arena compared to Dragon Temple giving snipers and scouts more opportunities to escape or create range.

Pompeii - Two level circular arena map with two underground passageways allowing players to traverse between the two levels. The above ground arena has plenty of cover pieces that allow for a variety of bots to thrive. The underground tunnels serve as a good platform to sneak in batteries or bombs.

Suburbia - "Two fort" style map with two houses on diagnal opposing sides of the map with a very large open central area. Cover pieces are few and far between outside of the houses.

Any game mode can occur on any map at random:
1.) Bomb Squad - Each team has a bomb on a 60 second timer, plant it and prevent the enemy from defusing it or planting their bomb first. If both bombs are defused they respawn at each team's base.
2.) Steal The Battery - First team to deliver both enemy batteries to their base wins.
3.) Team Deathmatch - Elimination style where the last team standing wins.

Achievements
Completing most achievements in GNR awards cash shop currency (sparks), some achievements also grant special player portraits.

Pay To Win
Cash shop currency can be earned via achievements, daily missions, and as random rewards after missions. Robots are only paired against other robots in an identical tier, so players using cash shop to upgrade their robots will face only equivalently upgraded robots. Upgrading a robot does not unlock any new parts or change the gameplay in any significant way. All stat-based robot parts are purchased with in-game currency and cosmetic items can be rented for in-game currency.

Buying more robot part slots with the cash shop credits you earn in game seems to be the most worthwhile use of them.

Grinding And Progression
Components may have their stats upgraded for a monetary and item fee. Upgrading component stats increases the robot's tier. Robots with upgraded tier components only face robots of equivalent tier parts. No new robot components are unlocked at higher tiers. All stat-based components are unlocked immediately at level 1. Player levels unlock higher possible component tiers and award cash.

tl;dr: Levels and tiers don't matter because everything is unlocked at level 1. If you feel the need to grind you can, but there's no practical application for it.


Play with Goons
Game is on steam here. No account creation required.

Alternatively if you hate Valve.

Add Grumpy or Bad Frogger to friends in-game or on steam, and bug on of them for an invite. TS info is in the guild info in-game, feel free to hop in and say hello. There are some decent stat bonuses based on how much guild members play.

puberty worked me over fucked around with this message at 05:34 on Aug 8, 2014

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homeless snail
Mar 14, 2007

How does this compare to Robocraft?

puberty worked me over
May 20, 2013

by Cyrano4747

homeless snail posted:

How does this compare to Robocraft?

It plays so entirely differently I would say they're really apples and oranges. Robocraft definitely has the edge on making your own block-by block built robot. GNR is a far more on-rails experience where though there are less changes you can make to a bot, the bots uses and functions will be vastly different.

There's a definite long range World of Tanks vibe to Robocraft where GNR is more in the realm of your traditional higher speed in-your-face TPS.

If you're looking at pure customization aspects, Robocraft blows it out of the water.

puberty worked me over
May 20, 2013

by Cyrano4747
August 7th patch is out, seems the developer was rather pleased by the success of the game and has made cash shop currency earnable via achievements and daily missions in addition to the random rewards after any mission. Default part slots are upped to 20 and it's only 10 sparks to get to 25. I had done a few achievements and was easily able to get that to 35 rather easily. Previous to this patch it was one of the biggest free limitations to the game, this change results in much more options for free player customization.

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