A Humongous Mecha combat game by Pixonic. Obtain robots through crafting or purchasing, fit them with weapons as you see fit, and duke it out through different game modes.
...Needs a better description.
This game includes examples of:
- Action Bomb: The Hellburner is infamous for its Overload ability. For 7 seconds, it will gain massive speed boost after which it will deal damage to anything within 75m radius, including itself. On the bright side, the explosion bypasses barriers, shields and even covers, making the Hellburner deceptively dangerous.
- Gatling Good: The Punisher family of weapons, with maximum range of 500 m. Notably, the L version (Avenger) boasts the highest damage output of any weapon in the game.
- Glass Cannon: Heavy robots in general. They possess awesome firepower thanks to their L weapons, but many of them lack barriers or shields and can be taken down with impunity if caught off-guard, not helped by their larger hitbox. As such they're often played as Snipers despite their bulk.
- Lightning Bruiser: Robots with barriers (in-built or through Ancille) with speed boost abilities are these.
- Macross Missile Massacre: Loading your robot with variety of rockets will allow you to pull this off. They're often nicknamed 'Russian Death Button'.
- More Dakka: The Molot family of weapons, with maximum range of 800 m. The Punisher family also overlaps with Gatling Good.
- Pint-Sized Powerhouse: Just because a robot is Light or small doesn't mean they cannot be dangerous. The Pursuer can have up to 3 Gusts and its stealth capabilities allow it to wail and wreck a much bigger robot within seconds.
- Skill Gate Character: Robots with in-built barrier and lack of mobility. Absolutely wrecks lower leagues due to rarity of energy weapons at that level, but becomes fodder at higher ranks. The Fujin is this incarnate; its inbuilt barrier is better than the Ancille but its health is mediocre at best and it has to become immobile to activate its barrier. If the enemy possess energy weapons, the Fujin will be dead in very short order.
- Tactical RockPaperScissors:
- Energy Weapons bypass energy barriers, but otherwise don't do anything extra against physical shields. Robots with physical shields can safely tank energy blasts with impunity.
- Explosive rockets and missiles bypass physical shields, but blocked by energy barriers. To a robot equipped with the latter, Explosive weapons tend to be like mosquitoes. That being said, beware a swarm of mosquitoes.
- Kinetic weapons are Jack-of-All-Stats. While Energy and Explosive weapons tend to go for burst, Kinetics are often about sustained damage and although they bypass neither shields nor barriers, they deal extra damage against physical shields and their sheer volume of fire can quickly deplete energy barriers. They also have a variant for each engagement range; Shotguns and Rotary cannons for close range, Autocannons for medium-long range, and BFG cannons for long-range engagements.
- Take Cover!: Because barriers, shields and your robot's health can only help so much. Some robots have asymmetrical hardpoint placement, allowing them to shoot from behind covers.
- Wave Motion Gun: Trebuchet (and its derivatives) is a long-range weapon with Charged Attack functionality. Once charged to its maximum capacity, it will become this.