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 Scarabs
Scarab
Spotted as Rail Cruiser

Role Walker/Flyer hybrid.


Scarabs are flyer-walker hybrids.

Overview[]

Scarabs are a combination of either Rotor blades, aerofoils/rudders and walker legs. Their name helps dictate their battle type, they can fly around the map and use the availability of walker legs to maneuver and land very quickly, but are vulnerable to rails.

Weapons[]

Scarabs can be used for a variety of designs for different weapons, most popular is rails as they add the transport ability of flyers and the stability of walker legs. there are 2 main types:

Mainly Walker[]

  • Usually a sniper who is used to walker legs and decides to add mobility to his bot
  • Commonly known as rail flyer, though this can refer to helicopters or somehow stable flyers with belly rails
  • Most likely 2-5 propellant thrusters and 4 rudders, some don't even have a stabilizer rudder

Mainly Flyer[]

  • These are designed by advanced flyers mainly who are either looking to add pFlops to their build or want to have a quick take off and landing flyer
  • Either have multiple wings or a standard 5 winger
  • Not usually rail, usually SMG, plasma, or nano
  • Have only 3-4 walker legs minimum
  • These are true hybrids, made to dogfight and to brawl on the ground

Design[]

  • Narrow chassis
  • Rear thrusters
  • Belly and nose weapons
  • Plating on belly and around cockpit
  • For helicopters, rotors near back or in middle
high tier Scarab, mainly walker design

high tier Scarab, mainly walker design

Pros[]

  • If you're mainly a flyer, you can actually make it back to your base if you can't fly.
  • If your mainly a walker, you can go to all the different sides of the map for maximum intercepting ability and quick retreats.
  • Very maneuverable.
  • Perfect ATV for the game.

Cons[]

MOSTLY SPENDING

  • If pFLOPS is an issue for you, this is going to be extremely difficult to make a working one
  • If RP is an issue for you, this will take a long time to fully put together and design
  • Average cost for T10 - 10-15 million from scratch
  • If you're mainly a flyer, this is going to be a slow plane

Strategy[]

  • Stay on the outskirts.
  • Find overview/sniping points. They are quite easy to find.
  • Fly either really high or really low.
  • Dogfight at your own risk, WARNING - it's ridiculously fun.
  • Avoid other rails, as they can cripple flyers easily.
  • Tanks, hovers, and wheels are your main targets as they can not climb easily.

Since you have two movement parts, you have the advantage of flight and land movement without risking instability of either side, thus making you more viable in terms of freedom in movement as opposed to land or airlocked crafts. However, this is also a disadvantage, as the CPU traditionally used for armor will be used by your secondary movement system, thus making your craft weaker in defense. This leads to most fighting concerning Scarabs be done from mid to long ranges, although one can hold itself in close range against a craft when necessary.

The edges of the map provides good cover and a way to flank. Combined with your low profile shape and your ability to crawl along or glide without being noticed, your craft makes itself good in flanking enemies or getting the jump behind large groups. Use this to your advantage, but remember to retreat whenever necessary, as your armor cannot withstand too much damage.

Attacking bombers can be good or bad, depending on your choice of weapons. Rails and SMGs can take bombers right off the sky when hitting them in their vital parts (Wings, Rotors, Thrusters, or the Pilot Seat). It is recommended you attempt to keep a lower profile if you are a medic or a plasma scarab, however, as you cannot hit flyers well unless you yourself take fight, and even so, this reckless movement will risk your well-being due to rail gunners watching the skies.

Having superior mobility can also allow you to access terrain that cannot normally be walked upon. These are famous for rail users that tend to hang around a cliff's edge or near a mountain, where cover is abundant and the viewing range exceptional. However, still take note of bombers that flank; most of these crafts will circle around a path in great pain just to disable you while being unnoticed.

Your choice of movement will also contribute greatly to your special maneuvers that you can apply. A list of these maneuvers can be found below:

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.

Immelman Loop[]

  • 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 wary.

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 wary.

Walkers[]

Wall Jump[]

  • Practical - Scouting high on a cliff but see a close range fight going on, back up and dive off the wall for the fastest way down. (warning, there is an about 40% chance that after your jump, you will be upside-down.)
  • Experimental - Test balance and likelihood of flipping, along with how to right-side-up your bot.
  • Visual - a bit of a suicide bomber feel, tells team that you are coming as fast as you can (literally) to help.

Double Lariat[]

  • Practical - Have enough armor in all sides of your bot to take damage? Spin around then jump while in one spot in order to distribute all shots across your armor, as opposed to taking it all in one concentrated shot. Very useful for SMG shots, Plasma shots, Rail shots and all the shots!
  • Experimental - Test both the speed and turning point of your bot, up to its very limits.
  • Visual - Makes you look like a very fast Beyblade to your target, as their shots are absorbed through many layers of armor.

Plasma Jump[]

  • Practical - Is an enemy plasma after your bacon? Don't worry! Watch the plasma bolt, and using your lightning-fast reflexes, dodge that puppy and jump all the way up to heaven to avoid your premature death!
  • Experimental - Tests your bot's weight and jumping ability, along with your own reflexes.
  • Visual - Makes enemy plasma mildly annoyed, whilst making you feel like you're the boss!

Have fun with your new Scarab!