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YMMV / Robocraft

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  • Awesome Music: The entire soundtrack is pretty good, but "Vanguard's End" is, arguably, one of the best tracks on it.
  • Broken Base: Everything that FreeJam does is hotly contested, but there are a few standouts; in particular, their emphasis on attempting to retain as many new players as possible, often at the expense of the older players.
    • Removing Megabots. Was it a good move, in order to bring everything in line with one limit so that queues wouldn't be inordinately long for Megabot players and force matches to primarily revolve around a single player, or a terrible one because Megabots were beloved by the fanbase?
    • Removing the tech tree. A bad move, because it removes the fun of levelling up to unlock new gear, or a good one because now you don't need endless grinding to unlock anything cool?
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    • Equalising the available CPU to 2000. Does this stop new players from properly working to a limit, and so flooding the system with terribly designed high-CPU robots that get slaughtered by experienced players, or allow everyone the proper freedom of expression? Similarly to the above, does it also remove the fun of levelling and getting more, or remove the tedious grind?
    • While it was around, 'seal clubbing' was a very hot topic, but the above changes effectively removed it as a thing.
    • The automatic regeneration continues to be a point of dispute, even over a year after its release. Is it good, because now you have a chance to recover if you manage to escape, or does it overly incentivise 'escape pod' design, remove strategynote  and disincentivise playing Nano Disruptors? This last point has increased significantly after Nanos were nerfed into the ground, dispite not being much more effective than just waiting for a recharge.
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  • Critical Annoyance: "Your protonium reactor is under attack! Your protonium reactor is under attack! Your protonium reactor is under attack!"
  • Dueling Games: Gaijin Entertainment has challenged Robocraft with Crossout, their own multiplayer team combat game featuring fully-customizable vehicles.
  • Good Bad Bugs: There was a glitch that allowed you, under certain circumstances, to glitch through the bottom of the hangar, leaving you unable to get back in and continue working on your robot until you restart the game. Rather than patching it quickly, the developers had instead hidden a code on the back of the ship that gave you two special badges. They've even considered adding an airlock to the hangar so those who trigger the bug can get back in afterwards, rather than actually just patching the bug. As for now, this bug is no more.
  • Game-Breaking Bug:
    • Unfortunately some of the areas in maps are glitched, leading to people falling through the map and start shooting the enemy team through the ground. Of course, you cannot shoot back at them.
    • There's also a bug (Possibly several bugs) that leads the game to randomly crash in the shop or the editor, the latter of which will erase any changes since the last time you connected to the server.
  • Junk Rare: The Legendary-grade Wheel Monsters. Wheels are received individually from crates and you require at least four to properly run a wheelbot (Two of which need to be steering-type); with the rate that Legendary parts drop at, chances are you're hoping for a more significant part such as an Ion Distorter or module rather than the disappointing sight of something that will require dropping an extra 150K Robits to be at all useful, an issue compounded by the fact that wheels are and have historically been very bad in the meta.
  • Scrappy Mechanic:
    • One of very few things that the Broken Base is not broken at all on is the loot system, which is terribly designed, offers truly awful drop rates for any of the good things and actively punishes non-premium players on multiple levels. Even for paying players, getting decent equipment that you actually want in a system where everything is a random drop is far more time-consuming than it was previously, and ultimately has very little to do with how well you actually played in a match, and generally offers far far less than it did before the Epic Loot update. note  The devs have made the claim that the intent was for parts to be primarily sourced from loot crates; given that the pay-to-win crates available from the shop have drastically improved drop rates (including guaranteed legendaries) just goes to even further ruin the system in the eyes of the playerbase.
    • The matchmaking system is notoriously poor; it will happily pair up 2000 CPU behemoths against dinky little 500 CPU boats without a care, match an entire team of Ion-toting tanks and hovers against a full team of flyers and then next match pair that same team of flyers against a full team of Aeroflak cannons. FreeJam also continue to insist that they see no problems with this.
  • Tier-Induced Scrappy: Various, depending on what's recently been nerfed or dominating the meta.
    • Low tier:
      • Rails typically fluctuate between being terrible, and being really good. Currently, they verge on the 'pretty terrible' side of things.
      • Wheels have long been one of the worst movement choices in the game. Being one of only two completely ground-bound methods of movement in the game doesn't help, but their real killer is their comparative traction compared to tanks; wheels will spin out at the slightest provocation, leaving the unfortunate driver badly out of position. Even when not spinning out, they're very hard to control. They're also extremely frail compared to tank tracks or even hovers, and the mega-sized Wheel Monsters are both ludicrously expensive and difficult to armour (Tank tracks offer additional hardpoints on both sides and the top, while mech legs have a while square of hardpoints) due to their vertical size and horizontal mounting requirements. They also have ridiculously disproportionate CPU costs, making it practically impossible to arm something with Wheel Monsters equipped.
      • Insect Legs are the single slowest form of movement in the game, ridiculously frail for their size and CPU requirement, have a ridiculously low carrying capacity per leg, and are basically impossible to construct armour over due to their size and arc of movement not to mention that to make use of their high-tier climbing ability you need them on the very outside of your bot.
      • Larger Electroshields have become this in more recent days, as calculation has found them to be terribly inefficiant armour for the CPU cost to use them. (Point per point, it's more efficient to use guns as armour even if you intend to never use them) To add insult to injury, their Regenerating Health that made them so attractive an option in the early days has only become a hindrance since the auto-regen was added; They take longer than ten seconds to regenerate to full health, and 'regenerate' disabled, meaning that you have to wait again for them to charge up before you can go back into the firefight. The shield part of the plate doesn't even prevent the damage timer from resetting.
    • High tier:
      • Drones are a typical target of hate. Usually a helium cube with powerful weapons and coated in thrusters or propellers, drones are tremendously difficult to both build and drive, but often acheive dominance once they do so. This combination often leads to calls to make it more difficult to make them, or to just ban them altogether.
      • Plasma Goliathons are ludicrously powerful, and have a huge area-of-effect. If your bot is groundbound and there's a Goliathon user on the other team, say your prayers.

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