Patch Notes

War Robots 6.6 update notes

by War Robots - 23.10.2020

Halloween event

Halloween event in War Robots will start soon after the update 6.6 lands.

Get coins by completing daily tasks. Use them to open special chests with new items. Each chest can give you different rewards. Press the info button to get more info on each chest.

The event will be split in 2 phases, the second phase will start on November 12th. The following weapons will be added to the event chests in phase 2: Havoc, Grom, Squall.

For more details on the event, please watch the video.

Drone improvements

Free spawns, more chips, lower prices, less randomness and revamped balance — in the first round of drones improvements.

There were 3 key issues with drones that were often discussed in the community: drones are too expensive to get and maintain, they are too random and they make combat way harder to control and predict.

We looked at the issues at hand and went on to the drawing board — to figure out what we can improve right now according to your feedback.

Here’s what we’re changing.

1. Drone power cell costs — REMOVED

You are now able to spawn every drone for 0 power cells. Yes, that’s right. Got a drone? Feel free to use it whenever you need it. 

2. Randomized drone energy capacity — REMOVED

All new drones come with the maximum base energy capacity by default. All drones you already have are also bumped up to their maximum possible base capacity. 

WARNING: changes to old drones’ capacity might take a couple of days after the update to apply. If your drone’s capacity didn’t change yet, it will soon!

3. Daily Tasks with microchip rewards added

Tasks with microchip rewards will start appearing in your task log every day. Every day you’ll be able to grab a couple of new T1 microchips just for playing. 

4. Microchip Store updated

Microchip store refresh cost is greatly reduced: 50 for the first refresh of the day, 100 for the second and 200 for all subsequent ones. 

T3 microchips will now be occasionally appearing in the store. That should let you cut your way past the combining hassle. 

T2 Lockdowner, Freezer and Suppressor microchips are removed from the store due to their overwhelming effect in lower leagues. If you have them, you will be able to keep them, but getting new ones will be impossible from now on. (NOTE: you can still get their T3 versions from the microchip store)

5. More control over chip combining

Fusing together microchips of the same name will now yield you the same microchip — just with a higher tier.

6. Microchip rebalance

1. We tune down the power of most T1 and T2 microchips. If you were using the low level chips, you will experience a slight power drop — unfortunately — but we firmly believe that this change has to be made to even out the playing field in lower leagues, where drones only start appearing. 

2. Lockdowner, Freezer и Suppressor chips are nerfed. The microchips created too much uncertainty on the battlefield. They allowed every weapon to inflict status effects often even better than effect-focused weapons. That also made situational builds very tricky to use, because everyone suddenly became great at everything.

While we definitely wanted people to have access to special effects on more occasions, making Atomizers as good at locking people down as Pulsars was never the goal. We are tuning down the Lockdowner, Freezer and Suppressor chips to make them less of a must-have. You still should be able to apply effect once per magazine but it'll take a bit longer and thus give your opponent a better chance of countering you actions and making the game more interesting for both of you.

This should also highlight other options for A socket. Anticontrol-focused builds might be a good idea, especially if you don’t want to dedicate a separate robot slot for the Anticontrol module (or want to have it saved as a trump card).

3. Finally, we buff lots of C and B-type chips, while also giving a slight nudge to AC-type weapon chips. Some other T3-4 chips also received buffs. For more info check the list at the end of this article.

Buffs to speed bonuses

In 6.4 we changed how movement speed bonuses stack together, so all booster-pilot-ability combinations behave in a more consistent way. Certain speed bonuses became less effective as a result — we buff their numbers to make up for that.

  • [Leech Pilot Skill] Thomas's Guile. Speed bonus increased x2 (15% → 30% at max T4 level).
  • [Regular Pilot Skill] Road Hog. Speed bonus increased x1.5 (8.2% → 12.3% / 12.5% → 18.75% at max T4 level).
  • [Regular Pilot Skill] Adamant Road Hog. Speed bonus increased x1.3 (25% → 32.5% at max T4 level).
  • [Regular Pilot Skill] Spy, Scout. Speed bonus increased x1.5 (6.25% → 9.4% at max T4 level).
  • [Regular Pilot Skill] Ghost. Speed bonus increased x1.1 (62.50% → 68.75% at max T4 level).
  • [Booster] Speed Booster. Speed bonus increased x2 (10% → 20%).

Bug fixes and QoL changes

  • Titans are now available at account level 25.
  • Fixed Fujin not taking any damage and not being able to capture beacons.
  • Fixed robot selection panel not appearing at the start of the match.
  • Fixed Alexander Frost pilot skill not increasing Cerberus built-in weapon range.
  • Fixed an issue that prevented players from equipping ECU on Ravana or Scorpion.
  • Fixed Ao Qin and Ao Guang not accelerating in flight.
  • Fixed Ravana moving slower than intended.
  • Fixed an issue that caused camera angle to reset at the end of the match countdown.
  • Fixed several crash cases on devices fitting the minimal requirements.
  • Fixed several graphical bugs in Minimal quality preset.

Complete info on microchip rebalance:

 

A
Control Resistor
  Accum. reduction
T1 5% 5%
T2 10% 10%
T3 20% 25%
T4 30% 40%
     
Defence Mitigator
  Def. mitigation
T1 10% 15%
T2 20% 20%
T3 50% 70%
T4 70% 100%
     
Acid Sprayer
  DoT
T1   15
T2 30 25
T3 50 50
T4 70 80
     
Lockdowner
  Effect accum.
T2 0.7% 0.1%
T3 1.3% 0.2%
T4 2% 0.5%
     
Freezer
  Effect accum.
T2 0.7% 0.1%
T3 1.3% 0.2%
T4 2% 0.5%
     
Suppressor
  Effect accum.
T2 0.7% 0.1%
T3 1.3% 0.2%
T4 2% 0.5%

 

B
Modulative Intensifier
  Dmg. boost
T1   2%
T2 5% 5%
T3 12% 10%
T4 15% 15%
     
Resurgent Intensifier
  Dmg. boost
T1   2%
T2 5% 5%
T3 12% 10%
T4 15% 15%
     
Inhibited Intensifier
  Dmg. boost
T1   2%
T2 5% 5%
T3 12% 10%
T4 15% 15%
     
Raging Intensifier
  Dmg. boost
T1 5% 3%
T2 10% 5%
T3 20% 20%
T4 30% 30%
     
Struggling Intensifier
  Dmg. boost
T1   3%
T2 10% 5%
T3 20% 20%
T4 30% 30%
     
Revitalizing Intensifier
  Dmg. boost
T3 5% 15%
T4 8% 20%
     
Unimpeded Intensifier
  Dmg. boost
T1   2%
T2 5% 5%
T3 12% 10%
T4 15% 15%
     
Inciting Intensifier
  Dmg. boost
T1   2%
T2 5% 5%
T3 12% 10%
T4 15% 15%
     
Thermic Intensifier
  Dmg. boost
T1   2%
T2 5% 5%
T3 12% 10%
T4 15% 15%

 

C
Recurrent Emergency Defender
Threshold 30% HP 35% HP
Duration 5s 10s
Cooldown 10s 15s
  Def. points
T1 10 5
T2 25 10
T3 35 35
T4 45 50
     
Recurrent Forewarning Defender
Duration 5s 10s
Cooldown 10s 15s
  Def. points
T1   5
T2 10 10
T3 20 20
T4 25 35
     
Impaired Defender
  Def. points
T1 15 7
T2 25 15
T3 45 35
T4 60 60
     
Inhibited Defender
  Def. points
T1 15 7
T2 25 15
T3 45 35
T4 60 60
     
Debilitating Defender
Duration 5s 10s
  Def. points
T1   5
T2 15 10
T3 25 20
T4 35 35
     
Arctic Defender
Duration 5s 10s
  Def. points
T1   5
T2 15 10
T3 25 20
T4 35 35
     
Revitalizing Defender
Duration 5s 10s
  Def. points
T1   5
T2 10 10
T3 20 20
T4 25 35

 

D
Recurrent Reconstructive Repairer
  Repair
T1 10000 7000
T2 20000 10000
T3 30000 30000
T4 45000 50000
     
Recurrent Reconstructive Repairer
  Repair
T1 5% 3%
T2 10% 8%
T3 20% 20%
T4 30% 30%
     
Recurrent In-trouble Repairer
  Repair
T2 5000 5000
T3 10000 10000
T4 15000 20000
     
Recurrent In-trouble Repairer
  Repair
T1   2%
T2 5% 5%
T3 8% 10%
T4 12% 15%
     
Recurrent Crashing Repairer
  Repair
T1 15000 10000
T2 30000 20000
T3 50000 50000
T4 80000 80000
     
Recurrent Crashing Repairer
  Repair
T1 10% 5%
T2 15% 10%
T3 25% 25%
T4 40% 40%
     
Recurrent Emergency Repairer
Threshold 30% HP 35% HP
  Repair
T2 10000 10000
T3 15000 20000
T4 25000 30000
     
Recurrent Emergency Repairer
Threshold 30% HP 35% HP
  Repair
T1 3% 2%
T2 5% 5%
T3 8% 10%
T4 12% 15%
     
Phasing Repairer
  Repair
T1   2%
T2 5% 5%
T3 8% 10%
T4 12% 15%
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