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The items described in this article have been removed from the game. This article has been kept for historical purposes.

 


Wiki4

An example of a T6 Interceptor.

Interceptors are a robot archetype airplane seen at and above tier 4.

Overview[]

Interceptors are essentially planes with SMG's mounted on them, made specifically to destroy enemy planes. They have no usual size, and go from tiny drones to flying juggernauts the size of the entire bay. These robots are primarily a threat to plasma bombers. They usually feature guns on both the top and the belly of the aircraft, but sometimes will have them nose or side mounted. Sometimes they use Nano-Disruptors instead of the SMGs, but this was ruled out when nanos stopped auto-targeting enemies.

Strategy[]

The role of an interceptor is simple; to intercept. They spend the majority of their time chasing down plasma bombers, keeping them tossing volleys helplessly in the air trying not to die instead of damaging units on the ground. Usually an interceptor damages several planes at the same time, so that his teammates can kill all of them. It's only after every enemy's been spotted and every bomber has gone down in a fiery crash that they should focus on ground units.

Avoid flying too high or dogfighting in a very lively portion of the battlefield. Most railers tend to target units such as yourself, and their shots are known to cripple most interceptors to the point of no stable movement at all.

Depending on what flying component you use, there are several maneuvers that can be taken in order to evade, retreat or attack. These are listed below.

Maneuvers[]

Airplanes[]

Lateral Roll[]

  • Practical - An Interceptor attacking from above and you rotate to expose your usually heavily armored belly to take the hit.
  • Experimental - Allows you to feel the overall maneuverability, Ex. time it takes to turn left or right.
  • Visual - Makes you feel cool, Its been scientifically proven.

Barrel Roll[]

  • Practical - An attacking plane behind you that you can avoid by circling vertically to place yourself behind the attacking bot.
  • Experimental - Testing the speed of lift and drop
  • Visual - Again, makes you feel cool, science and everything.

Spinning Dive[]

  • Practical - You are injured, your balance is thrown off from a loss of Thrusters, weapons, Electroplates whatever, there is a medic on the other side of a cliff. A spinning dive allows you to get to the medic faster and in a more linear path.
  • Experimental - Quick maneuvering test for both Yaw and Lift/Drop. Practical practice for in battle maneuvering.
  • Visual - Tells others on your team that you were in combat and signals to medics you are injured. It also tells the opposing team you are injured so be weary.

Rotary Twist Turn[]

  • Practical - The fastest and safest way to perform a 180 turn, Simply flip your bot on its head via lateral roll then complete by doing a half Barrel roll placing your belly back towards the ground.
  • Experimental - Vultureing an injured bot, but it has fast movements, use this turn for possibly quick direction changes.
  • Visual - The coolest to see, Its scientifically proven. There is also a 45% chance that every time you perform this, you will feel better about yourself both physically and socially.

Circle strafing[]

  • Practical - Circle strafing is the technique of moving around an opponent in a circle while facing them. Circle strafing allows a player to fire continuously at an opponent while dodging counterattacks. By rapidly circling the opponent, the player evades the opponent's sights. Circle strafing is most useful in close-quarters combat, where the apparent motion of the attacking player is the greatest, and thus the chance of disorienting the opponent by making him lose track of the attacker is higher.
  • Experimental - Test both the speed and turning point of your bot.
  • Visual - Makes you look very fast to your target, as their shots sail through empty air.

Helicopters[]

Glide Stop[]

  • Practical - See an injured bot but you are traveling at high speeds, rotate your tail 180 and move forward to perform a fast stop. Then take out your target with the accuracy of a still bot. This an also be done by making your rotors move in the opposite direction, but its effects are considerably lesser due to a rotor's max speed without thrusters is lesser.
  • Experimental - Test the turning speed of your bot.
  • Visual - Looks cool AND, tells target bot, "You're about to die, sorry but not really".

High Altitude Sniper[]

  • Practical - Rotor blades allow bots to travel to the highest extremes of maps, use this along with the limited vision of ground bots to your advantage.
  • Experimental - Test the lift speed of your bot along with max altitude.
  • Visual - there is none because no one can see you.

Circle strafing[]

  • Practical - Circle strafing is the technique of moving around an opponent in a circle while facing them. Circle strafing allows a player to fire continuously at an opponent while dodging counterattacks. By rapidly circling the opponent, the player evades the opponent's sights. Circle strafing is most useful in close-quarters combat, where the apparent motion of the attacking player is the greatest, and thus the chance of disorienting the opponent by making him lose track of the attacker is higher.
  • Experimental - Test both the speed and turning point of your bot.
  • Visual - Makes you look very fast and invincible to your target, as their shots sail through empty air.

Spinning Dive[]

  • Practical - You are injured, your balance is thrown off from a loss of Thrusters, weapons, Electroplates whatever, there is a medic on the other side of a cliff. A spinning dive allows you to get to the medic faster and in a more linear path.
  • Experimental - Quick maneuvering test for both Yaw and Lift/Drop. Practical practice for in battle maneuvering.
  • Visual - Tells others on your team that you were in combat and signals to medics you are injured. It also tells the opposing team you are injured so be weary.

Pros and Cons[]

Pros[]

  • Good against other planes, especially Plasma Bombers
  • Good at protecting teammate's planes
  • Faster than the SMG Bomber

Cons[]

  • Weak against rail guns and ground SMG
  • Weak against SMG Bombers
  • Bad at fighting against enemies being on the ground
  • Often crippled if any plasma shots land
  • Relatively difficult to build and use compared to Helicopters

Building an interceptor[]

  • Start as you would a plane:
  • Add SMGs or Nano-Disruptors
  • Add some eletroplates if you wish. (Recommended)
  • Try out the plane in practice mode; do some rolls and turns in the air. This is extremely important, because an untested bot can become a failure and a laughing stock for your team and the enemy.