News Liste War Robots: Frontiers

Summer Update: Rebalancing Strategy and Q&A
War Robots: Frontiers
Heute 12:01 Community Announcements
Eyes up, Pilots! The Summer Update has launched, and as you’ve been enjoying red hot Robot battles in the sun, we’ve also noticed some issues we want to address.

We addressed some of the issues in our recent Known Issues article, where we also included the patch notes for the most recent hotfix. There is another patch planned for July 23 to further address your concerns. 

On Friday July 12, we hosted a Q&A session on Discord with members of the dev team and producers to address the issues raised. You can find the transcript later in this article.

First, we’d like to explain our rebalancing strategy for the Summer Update, and shine some more light on the matter. 

Rebalancing Strategy 


Our intention was not to reduce Build options, but redistribute energy and load capacity to make more Builds viable.

Why We Did This:

  • First of all, because of the three light Weapon slot Robots, which could not compete with five light Weapon slot Robots and Robots with three heavy Weapon slots.[/*]
  • Previously Chassis from the lightest to the heaviest were compensated by energy and speed. Lighter Chassis were faster and had more energy capacity. Meanwhile, Weapons almost never require energy. This devalued the light Chassis and made some heavier Chassis the ultimate choice.[/*]

What We Did:

  • Weapons are now divided into mass-consuming and energy-consuming. Conventional Weapons for “light mechs” consume little mass, but a lot of energy, and vice versa.[/*]
  • Some Abilities began to consume a lot of mass. This correlates with their Class. So, for example, in order to give yourself Regeneration, you will have to pay with mass, which Tanks and Assaults have in excess of, but Flankers do not have enough.[/*]
  • Damage has been recalculated taking into account the new weight. For example, damage from four Shredders now equals damage from five Shredders previously. Two Trebuchets now equals 2.5 Trebuchets, etc.[/*]

What Happened Next:

  • Factory Builds have become more playable right out of the box because of this. You can put three light guns in a Phantom, which will be equal in power to three heavier ones due to the expenditure of energy, which light Chassis have in abundance. However, this led to the fact that they can no longer be installed on a heavy Robot.[/*]
  • The damage of heavy guns has become on average twice as high as that of light guns. The idea of one heavy equals two lights worked. This has led to the fact that some Builds, such as 3 Trebuchets, 3 Thunders, etc. are very difficult to assemble now, and you have to sacrifice Abilities.[/*]
  • Due to the more precise adjustment of factory Builds, there is less free energy and mass. The best Builds are packed tight and this in itself makes you think more about what Parts and why you are putting on the Robot. [/*]
  • Some tastier Builds now require specific details. You need a specific Chassis to get the combination of energy and mass. You need specific Shoulders to fit the weight and slots. [/*]

Goals Achieved: 

  • Now, if you just assemble a Robot from spare Parts of the same Class, it will be playable. [/*]
  • Overpowered Builds can still be found, but it has become more difficult to do and you need to look for specific Parts.[/*]
  • We’re confident that in time, players will have new favorite Builds.[/*]

Q&A


Could you share the intentions behind the UI changes and new Robot Management features added in the Summer Update, like the Workshop and new Build section? These have made build creation and editing more complicated. 

Our goal was to make the game more accessible for new players, allowing them to explore the content and see what they can build. Currently, some user scenarios are broken, which we will fix in the upcoming hotfix. The main issue is that clicking on a Part (or ‘Module’) now opens an overview instead of entering editing mode. This change was to provide additional details on obtaining items through crafting, store availability, daily deals, or battle passes. However, this feature wasn't completed in time, leaving players unclear on what to do next. In a future hotfix, we will add shortcuts to editing, allowing players to edit Builds as before.

We recognize UX/UI as one of our main weaknesses and have tried different iterations without really nailing it. We're making internal changes to ensure future designs are more intuitive and user-friendly, aiming for players to understand how things work with minimal clicks. However, these improvements won't be ready immediately as this requires a significant amount of work and polishing before we bring this to the community.

The balancing changes to Robot Parts, particularly energy and weight restrictions, feels more restrictive to our build options; could you explain more about the changes and philosophy behind them? 

We discussed balancing extensively with our combat designers. Currently, many previous builds no longer work due to several changes we made:

Balance for Light Weapons: We aimed to make Robots with three light Weapons competitive against those with five light Weapons or three heavy Weapons. Previously, light Chassis were at a disadvantage since they carried more energy but offered less utility.

Weapon and Chassis Adjustments: We had a lineup where heavier Chassis were slower but carried less energy, and lighter ones were faster but carried more. Weapons were almost never energy-consuming, making light Chassis less effective. Players often had excess energy that couldn't be used.

Weapon Classification: We divided Weapons into weight-consuming (for heavier classes) and energy-consuming (for lighter classes). This helps align Weapon use with Chassis types, e.g. Flankers or Tacticians use energy-consuming Weapons, while defenders and attackers use weight-consuming Weapons.

In summary, assembling Builds is more challenging due to these changes, but the variety and playability have increased. While five-Weapon builds are harder to create, three and four-Weapon Builds are now very effective.

For the Chassis and Robot Parts, in the next update, are you going to fix how they work and the energy and weight? Are you going to adjust the weight of Weapons and Abilities?

We'll definitely analyze the current meta closely. It has shifted, but overall, we don't believe the variety of Builds has decreased. Previously dominant meta Builds now face stricter restrictions, allowing for more diverse options to emerge. We'll monitor how this adjustment impacts gameplay.

Additionally, we need to clarify the reasoning behind these restrictions. Our game is designed for competitive play, with a future League System in development. It's crucial to maintain balance to ensure a healthy competitive scene where no single Build dominates unfairly, promoting enjoyable and competitive gameplay. 

Will the original maps, before they were revamped, be returning in any special way? Some of the original maps look completely different from what they look like right now. 

Since the game is still in development, the previous version of maps you mentioned were placeholders until the maps were finalized. The new map, Fissure, which is based on the previous Mont map, now features a snowy theme compared to Mont's previous desert theme. We may consider returning to the desert setting for a new map in the future.

Reskinning existing maps to reflect older themes could be an interesting idea. We’ll definitely discuss this with our art department. Thank you for the suggestion!

The original map of the Spectrum map was inspired by the original map of War Robots: Frontiers, right? The map now does not have the original glass dome in the middle—is that intentional? 

Right now, it's intentional. We decided that, in the new level topology and layout of the map, it doesn't fit. However, we still think it's pretty cool that you could destroy the glass there. It was really fun. We'd like to return to that idea in a future map.

When will this game be on consoles, like PS5, Xbox, etc.? 

We have some good news to share. With this release, we feel confident about the game's direction. Now, we're focusing more on the console version during the summer. Our goal is to potentially launch a small console beta by the end of summer, around back-to-school time. This will likely be a Closed Beta, similar to what we've done on Steam.

As developers, one challenge we face is the unpredictable console submission process, which can vary greatly in duration. Our intention is to deliver something to players by the end of summer, even if it's just a first look.

We can also confirm that we're testing the console version internally on PS5 and Xbox Series dev kits, and it's performing well at 60 FPS. We still need to undergo rigorous console review processes. Once that's completed, we'll be ready to proceed.

The only issues that I have with this game is its lack of a matchmaking system. Me and one of my friends were playing a few days ago, and we're a little bit under level 7. We just started a few days ago, and we're put up against level 70 players.

We're planning to adjust matchmaking soon, possibly with a hotfix, and we'll continue to work on it as we develop the League System. 

Our next integration will have 3 groups which should help address these immediate concerns. 
[olist]
  • Level 1-6: A group for players without access to Titans.[/*][*]Level 7-20: A group consisting of players with full Garages who are still progressing through the game.[/*][*]Levels 21+: A group that has likely assembled their best Garages.[/*][/olist]
  • This adjustment will result in more bots in games, but we're more confident in the quality of our bots now, making matches against them enjoyable. Previously, our concerns about bot quality made us hesitant to implement such changes. Now that our bots have improved, we're ready to move forward with these adjustments.

    On some of the heavier Chassis, like Purifier and Ravana, there were some heavy speed nerfs. I know you want Robots to feel heavy, but at the same time, movement is such a big thing in this game, and being able to move makes it feel more fun. With less movement, it just feels more restricting. I just wanted to hear your thought process on that.

    When we aimed to make class distinctions more significant and fitting for different play styles, we focused on the heavy Chassis for sniper bots, defensive bots, and heavy assault bots. These Robots are slow but compensate with firepower and heavy weaponry. It should feel like more of a playstyle choice now, with noticeable differences between Robots.

    Please send your feedback in written form on our Discord channels. We need detailed thoughts, especially if a specific bot, weapon, weight, or energy is just not fun to use. Your direct feedback is invaluable for us to review alongside our analytics.

    Will we be getting any information on the road map for the next year of the game? New maps, or a new Titan, or new weather effects for all the maps?

    When addressing this question, we need to focus on two main points: new features and new content.

    Regarding content, we're committed to delivering consistent updates. Our goal is to release at least two new maps per year. This is a significant commitment, but it's our intent. If possible, we might increase this cadence. Currently, our capacity is to produce two maps annually. While this year we're concentrating on polishing the game for PC and console release, you can expect new maps, bots, and other content each year.

    We are already working on the next map, though we won't spoil any details at this moment. As for Titans, we plan to introduce more in the future. Currently, we have three Titans across four classes, so you can guess which class is missing its Titan.

    Rest assured, our goal is to keep the game fresh and engaging with regular new content.

    We currently have Robots like Lancelot and Ravana that offer resistance, Purifier that boosts damage, and Griffin that grants invincibility for 10 seconds. However, I believe we need more Robots that can buff speed, ammo, shield, or health. This would enhance the teamwork aspect, encouraging players to stick together and take down enemies as a cohesive unit. It’s very satisfying when team coordination works out perfectly.

    We completely agree. One step we're taking in this direction is with the classes. We want players to easily understand how they can fit into various play styles. For example, I personally have friends who always play tanks, while I usually prefer being a healer or support player. Encouraging tactical team play is a key goal for us.

    To achieve this, we need to implement more Abilities that can synergize with other players. This will foster a sense of playing together. Adding such Abilities will enhance the tactical aspect of the game and make team coordination even more rewarding.

    Is there going to be a test server like there is for mobile War Robots?

    Yes, definitely. We aim to have this before the end of the year.

    It's one of the most requested and needed features for us. This will allow us not only to conduct technical tests but also to have more playable tests, focusing on playing to win rather than just for fun.

    Before releasing a patch, we'll put it there for bug fixing and quality assurance. Even if we hotfix it on the PTR and transfer it to the live branch, some bugs might still slip through. Unfortunately, that's just how game development works. But, yes, this feature is a definite yes.

    How do you plan to handle power creep as the game progresses? And, over time as you add new Weapons and Robots, will they become more powerful to make them attractive to players? What are your thoughts and plans there?

    Our current meta design aims to counter the rapid power creep. The idea is that we don't need to make new Parts more powerful; instead, we can introduce Parts with new Abilities, weight restrictions, and energy restrictions. This approach alone can create many new and interesting combinations, potentially leading to new builds that we can then balance as needed. New content will always go through a testing period upon release.

    Our primary goal is to cater to a PC and console audience, focusing on adding new content that remains interesting to players because it offers new possibilities, not because it's more powerful.

    Over time, most games experience some level of power creep, however, we aim to make it slower than usual by continuously introducing new weapons and content that allow for fresh combinations without necessitating power increases.

    We strive to ensure balance through extensive playtesting, including a PTR (Public Test Realm) where everyone can test builds before they are officially released. While mistakes can happen, our philosophy is to prioritize balanced gameplay over rapid power creep.

    Will you add a way to see the Garages of the players we are in a crew with?

    A great question. Yes, adding this element of tactical team play is crucial. Before going into battle, players need to understand the synergy between different Garages of different players.

    We're talking about the player profile feature, where you can look into another player's profile and not just see their stats—win rate, kills, deaths, assists—but also the Garage they are using. This feature is in our plans and is pretty close to being implemented. We've discussed this idea with the design team and have a good understanding of what needs to be done. We just need time to develop it.

    Do you have plans to bring back the ability to see the Robots our crewmates are bringing into battle during the pre-combat screen?

    We're working on a new pre-combat screen at the moment. The previous layout had visual issues with elements not aligning properly and overlapping, making it challenging to process all the information on one screen. 

    Various Parts rarity was changed in the Summer Update, will we see additional rarities added over time, like special additions of Parts or Weapons, beyond what's already in the game? 

    For the time being, we'll still have only three rarities: common, uncommon, and rare. However, we plan to align with the more common RPG color coding, which includes five levels: common, uncommon, rare, epic, and legendary. So, in future updates, we will introduce more rarity options.

    Let us explain the principle behind what makes a Part rare or common, as this is important to discuss. We noticed questions in the community chat about our guidelines for determining rarity. Currently, it's more intuitive because we have a manageable amount of content. However, as we add more content, we'll need a stricter system.

    The idea is as follows: the rarer the Part, the more specialized and useful it is in specific situations. For example, a teleport Ability might not be powerful by itself, but in the right moment, it can be extremely effective. Higher rarity Parts offer significant advantages when used correctly in niche scenarios.

    On the other hand, common Parts are more universal—they can be used in almost any combat situation but won't provide special benefits in rare cases. They are the jack of all trades, master of none. This balance ensures that higher rarity Parts offer unique advantages, while common Parts remain versatile and reliable.

    You talked earlier about discussing a new pre-battle screen. Do you think it would be something where you'd have an extended time to talk with your team and develop a comp?

    When players are not on voice chat together, seeing this information on the screen in the lobby becomes crucial. It ensures everyone can make informed decisions about their choices. This is definitely something the team is actively exploring.

    For selling level 5 or above Weapons, is there going to be a mechanic that you get the Intel back that you get when you upgrade?

    Yes. We'll do that at a capped rate of compensation. 

    Will we have spider bots in the game?

    A lot of people want to have spider bots. They will be in the game, they will arrive eventually. Right now, they are very, very far away. They are currently planned somewhere for 2025, but even then we might need to delay further as we start working on them.

    About spider bots, are they going to be able to climb? Or jump in some way? Maybe they could jump forward? That'd be really cool.

    Jumping is indeed a viable option. We're cautious about implementing unrestricted wall climbing because it could disrupt level design. For instance, Cyberpunk initially planned wall climbing but canceled it due to its impact on game mechanics and level design. If we were to introduce wall climbing for Robots, it would likely need strict limitations.

    Any plans on getting maps from War Robots Mobile to Frontiers?

    We'll definitely look into that. All the ideas about map themes, Robot themes, customizations please let us hear them. We want to know your ideas, because we will use them. Our artists can do a lot of really cool stuff, driven by your ideas.

    Will you add voice chat?
    Yes. There's going to be voice chat. We are looking into that. When is it going to be released? We cannot promise anything, but, yes, we're looking into it.

    Could we have a feature that provides multiple options for assembling Drop Teams so that players could have teams for each specific game mode?

    This is interesting, especially since right now, we don't have this luxury of creating a separate matchmaking queue for each game mode. It could be a solution, a good solution. If you are already matched into the game, you can select one of your drop teams to use for this specific game mode. We'll look into that. That this is a good idea, thanks. 
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