The History of Triforcing
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What is up you guys this is SpaceKryptonite here to bring you the history of a method
that determined the faith of your life
(cough)
I mean your robot
This technique was very handy dandy, but works in the secrets of the shadows
Ladies and gents, we are here to talk about the history of Triforcing
So what was the purpose of triforcing and how did this technique help dominate the battlefield?
Just as a disclaimer, this video is going to be very informational as well as a huge overview on the methods of triforcing
but don’t worry, I will provide extra memes and delicious pizza to keep you entertained and well fed
Now that we got that out of our chests, let’s start off with its definition
Triforcing is a method of building that navigates the spread of damage to selected parts and/or reduces the overall mass of the robot
The goal is to make sure your weapons, movement and any crucial parts are safe from external damage
surrounding those parts giving you more time to shoot at your enemies
The builder would utilize prisms, tetras, and inners which would make your robot lighter with the cost of slightly losing health
The health reduction was barely noticeable since the health of your robot is strongly determined on your enemy's ability to
splice, focus on crucial parts, and for the old days, whether the blocks around your pilot seat was easy to destroy
Pilot seats were the sole purpose of life and without it, your robot would eventually... die
Hey! Hey!
Anyways, Triforcing had ways to help direct the damage and help the pilot seat
become one of the last parts to be destroyed
Its original name was known as Triforce Armor rather than Triforcing, and as for its origin, it was the birth of Robocraft’s building
It’s a fundamental mechanic in Robocraft that makes Robocraft what it truly is
Players would ticker with connection points and notice that damage works differently with other connected parts
At least for its first public release, the game contained cubes, prisms, tetras, and inners as its building parts
Triforcing is heavily relied on how damage works with weapons
Certain weapons spread damage differently, but the way damage works has changed in the past
The original damage model of Robocraft was simple and is what you currently see in today’s Robocraft
Damage is dealt directly to the parts receiving damage and any leftover damage is transferred to connected parts randomly
but respectively from its point of impact; however, the way weapons dealt damage was different
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The first generation plasmas did not deal a true area of effect
It would look for the closest part that’s in the area of impact and deal damage based on far it is from the core
Old Rail Cannons dealt a specific number of damage to a single part on impact and did not have a penetrating ability
Damage would only spread if the part was destroyed
Once that happens, it will move to the next part connected to it, but respectively from its point of impact
The main issues back in these days were gunbrellas for the simple fact that
weapons like plasmas, and rails, would not be able to spread their damage fully if landing on weapons 90 percent of the time
Triforcing methods and the reason for triforcing became more relevant with the release of Respawned and Overclocked
on April 30, 2015
This was a major update that included tons of new features
but also incorporated 2 new variables that would effectively work against gunbrellas
These 2 variables were barrier protection and resistivity
The purpose of this was to help plasmas, teslas, and rail cannons spread their damage within the parts they were shooting
Barrier protection affects how much plasma damage travels through connected parts
and resistivity affects how much rail and tesla damage travels through connect parts
Weapons, movement, shields, and other varies parts were given a percentage of barrier and a percentage of resistivity
This in turn helped provide more effective damage; however, with the help of Full Spectrum Combat update
this brought about the generation of legspam robots
Legspams were robots that would use the variables against each other
to have weapons last for a very long time by simply placing a weapon directly on a mech leg
This was done to multiple legs along with them being attached by tons of aero rods
Shooting the weapons would transfer damage to the leg
in which the leg would absorb most of the damage allowing the weapons to last for a very long time
Triforcing apex was reached with drone builds such as the Tesseract and the Dech in a Box
The tesseract demonstrated triforcing to the next level with damage spreading throughout the robot
while containing key movement parts on the inside
The health of these cubes were higher than the average mass per health
but still managed to keep components alive after numerous patches
The Dech in a Box demonstrated triforcing with damage sinks and extreme use of rodforcing
Damage Sinks are crucial points that utilize other parts to sink damage
Effectively, this would keep specific parts of the robot to last longer by giving the damage route a place to sink their damage
Drones as a whole are superior to the usage of Triforcing
It requires the builder to know how to route the damage to keep crucial parts as one of the last parts to be destroyed
Triforcing was a superior method that heavily relied on barrier protection and resistivity
but also relied on weapons
With the release of new weapons that dealt tremendous damage and the tier flattening process
This made triforcing feel very unnecessary
The time to kill for robots are a lot quicker than what they used to be in the past
This changed the perspective of triforcing and led to the release of mass and damage changes on August 1st, 2016
This update reverted the damage model to deal direct damage
by removing the barrier protection and resistivity variables for transferring damage
Weapons like the plasma, aero flak, and missile launchers were updated to deal true Area of effect
This was known as the day where some players would argue triforcing to be completely dead
It’s true final destination at least for chassis cubes is the Party Matchmaking update on December 1st, 2016
This update adjusted the health of chassis cubes to match close to their actual mass
This makes robots that use any non-cubed shapes for triforcing to become more squishy
Damage was not how it used to be
With damage being more true to where it lands, triforcing value has decreased very drastically
but the method still holds true to routing damage
Since you now have a general understanding of damage routing and the way Triforcing has its use
Let’s go over different methods used throughout its past along with some that players still use til this very today
Basic Triforcing
Starting with its foundation, Spaced Triforcing helps layer your outer shell and is fundamental to understanding the concept of how damage works
Prism Rows helps the body of the robot to not crumple apart randomly
Damage would spread, but would stay intact because of supporting blocks around the rows
Prism weaving is a more complex version of Prism rows
It’s purpose focuses on making damage spread very uniquely while keeping parts inside intact
This can also be used inside the robot which helps with keeps your mass low
Tetra weaving is commonly used on drones since it is very light, but also has very low health compared to other parts
This method requires knowledge of where you want to redirect damage. If done wrong, the robot will splice crucial parts very quickly
Tiered Mounts
This method is pretty old, but it is still something worth noting
The old tiering system worked dynamically with triforcing
It included Tiers of Armor from 1 through 10 and a mega tier known as TX-1
Players would use high tier armor to protect gun mounts and use a lower tier armor for the rest of the body
They would use this technique while still earning parts to have more protection on weapons since weapons are a necessity to have
Rodforcing
Using aero rods to route damage is known as Rodforcing
By adding an aero rod under your weapon, this allows your weapons to last longer if enemies are shooting at the weapon’s mount
Rodforcing also includes using aero rods as the frame of your robot
This allows your robot to have less of an impact when enemies are trying to splice crucial parts of your robot
Them Struts
Struts allows for more tanky style builds
Being thicker than aero rods, this allows parts of the robot to stay connected a lot longer than if it were aero rods
Struts do not fit in certain build styles because of how thick it is
which is why not every build is capable of using struts to transfer damage
Cactusing
This is a method where players would had tetras over the robot's outer core to gain more health when taking damage
The tetras would sponge some damage on impact and just add more protection for the body of your robot
Cactusing is a fairly old method, but is rarely used
Triforcing has helped provide a unique way for players to structure their robot designs
and helped pave the way to understanding how damage works
It has been used in many popular builds and continues to be a superior method
With the release of new parts and changes, triforcing will keep evolving and hold true to navigating damage
Don’t let your dreams be dreams
Memes Are Real.
So that pretty much wraps it up for this video
Let me know in the comment section down below your opinions on triforcing
Is it something you use on every robot you build or is it just something you never knew about
I want to thank you guys for watching
Don’t forget to like and subscribe for all your roboneeds and until next time
This is SpaceKryptonite logging out
I will catch you guys later