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Welcome to the GUNS and ROBOTS New User Guide. This tutorial will walk you through everything you need to participate in the game – from building your robot to providing general information and tips on how to combine modules, strategy and gameplay. In this tutorial you will find useful information on the maps and pick-up bonuses that are important during battles.

 

Content

 

CREATING YOUR DEADLY MACHINE
Inventory
Garage
Workbench
Assembling Modules
Chassis
Engines
Body
Batteries
Weapons
Robot Assembly
GET READY FOR BATTLE
Repair
Resupply
Test
Shop
Pick-ups
Earning Credits
Combat Basics

 

CREATING YOUR DEADLY MACHINE

 

Inventory

 

You start with several free items in your Inventory that are good enough to compete in battles against other free robots. However, as you play the game and earn Credits, you will be able to visit the shop and purchase new, more powerful items.

 

Garage

 

When you log in the game, you will find yourself in the garage, where you can assemble your own deadly creations.
If you're playing for the first time, you will find there Rusty – a pre-assembled fighter that you can use to immediately enter battle. Or, you can stick around and explore the Garage and the Workbench, to customize a robot of your own.
You start with 3 available robot slots in the Garage. Should you find them insufficient, you can purchase additional slots with the Credits you earn, or you can just disassemble one of your old robots. To disassemble a robot, just select its Chassis and Right-click it.

 

Workbench

 

To build your own robot, you must first assemble several specific modules; this happens in the Workbench screen.
You can enter the Workbench through the gear button at the top of your screen.
On your left-hand side, you will find an arrow button which you can use to expand your Inventory screen. In the inventory you will find all of your available parts from which the Modules are assembled.
There are three categories of modules: Chassis, Body and Weapon.
The Head of your robot is considered a single-piece module and it doesn't need prior assembly in the Workbench.

 

Assembling Modules

 

In order to create a module, you should select a Main Part, by clicking on it in the Inventory, and then double-click on it to attach it to your cursor. Once the part is attached – drag it to the center of the Workbench until a blue hologram outline appears, and click again to release the part.
Then, you should attach an appropriate Secondary Part to your cursor. When you drag it near the center of the Workbench, you should notice again the blue hologram, indicating where the Secondary Part will attach to the Main one. Click to release and connect the Secondary part.
NOTE: Don't forget to press the "Save Module" button! Otherwise, your assembly will be discarded!

 

Chassis

 

Chassis module consists of the Chassis (Main part) itself and an engine (Secondary part).
When selecting your chassis, you should consider two things: the chassis Type, and the chassis Category.
As with most other parts, there are three categories of Chassis: Light, Medium and Heavy. Generally speaking, the heavier a chassis is – the more Durability it has, but also the slower it is.
There are four Types of Chassis – Wheelers, Hovers, Walkers and Trackers. Each type of chassis excels in something – it could be Durability, or Terrain Penalty Negation, or Weight Threshold. Examine your options and select the type of chassis that suits your play style the best.

 

Engines

 

Each chassis needs an engine to put it in motion. Some of the Engines provide specific bonuses to suit your preferred type of play.

 

Body

 

The Body module consists of at least one battery (Secondary part) and the body itself (Main part). Heavy Bodies generally have a greater Durability, but they also weight a lot – it's an important thing to consider, if your selected Chassis has a low Weight Threshold!
Some Bodies can equip multiple batteries, and some accept up to four Weapon attachments. The later tend to have an overall less Durability, however.

 

Batteries

 

You will need at least one Battery to assemble a Body module. A Battery has two characteristics: Energy Capacity and Energy Regeneration.
Energy Capacity is the maximum Energy your battery can hold and it's accumulative (if you have more than one battery equipped). You can never surpass your Energy Capacity.
Energy Regeneration is the amount of Energy your battery restores per second. Generally, the higher a battery's Capacity is – the lower its Regeneration rate is.

 

Weapons

 

A Weapon module consists of a Firing Mechanism (Main part) and a Barrel (Secondary Part).
Both Mechanisms and Barrels are divided into Light, Medium, and Heavy categories (indicated by the number of yellow dots in each weapon part icon) and they're only compatible within their own category!
Firing Mechanisms are designed to accept a wide variety of barrels. Furthermore, their specific design may modify your rate of fire, damage output and in some cases – even the number of barrels you can attach to them.
The Barrels determine the specific functionality of your Weapon modules. You should examine their stats carefully to determine which type of weapon will best suit your needs.
Your Weapons might be conventional guns or energy guns. More powerful conventional weapons require you to purchase ammo. Energy weapons will only drain on your robot's Energy, but their higher consumption will require you to balance them well against your Body's batteries, lest you find you energy exhausted in the heat of battle.

 

Robot Assembly

 

Once you've assembled your Modules, you should head back to the Garage to build your robot out of them; you can do that via the "robot head" button on the top of your screen.
In the Garage, select an empty assembly platform from one of the buttons of on the bottom of your screen. (If you have already built robot on all available platforms, you should either purchase new Garage slots, or destroy one of your existing robots to free up space) You should start by placing a Chassis module on the platform. Next, drag a Body on top of the chassis. Finally, you can attach your Weapon modules to the Body. (You will be allowed to enter battle without any Weapon modules attached – do so at your own peril, however!)
In the Garage, your inventory has two additional filters that are unavailable within the Workbench – Heads and Accessories.
Heads are a mandatory prerequisite for a robot, so you should select one of those available to you and attach it to the Body module. If your Head ever gets destroyed, your robot controls will be scrambled and this could make winning a battle a lot more difficult.
Accessories may range from funny looking hats to goofy glasses, and more – they can all be found in the Inventory. They have no direct impact on gameplay.

 

GET READY FOR BATTLE

 

Once you have created your robot, you must supply it with ammo. Also, if any of your parts have sustained damage in battle, you will be well advised to repair them.

 

Repair

 

The Repair menu is accessed by a button on the bottom of your screen. When you open it, notice the Auto Repair checkbox. If you activate it, your robot will be repaired automatically upon returning to the garage after a battle.
Keep in mind, that if you lack the funds to repair ALL of the damage sustained, no repairs will be done automatically and you will have to fix your robot manually, by entering this screen.
Next to each module, you can see its individual repair cost. Clicking the Wrench button will repair this module only.
One thing to keep in mind is that even if your body is destroyed, the rest of your modules suffer no additional damage and you'll only have to repair the damage they've sustained up to this point.

 

Resupply

 

To resupply your conventional weapons with ammo, click the appropriate button on the bottom of your screen. The Resupply menu will show up, with a list of all the weapons your robot is wielding.
Notice the Auto Resupply checkbox. If you activate it, your weapons will be fully loaded upon returning to the garage after a battle. As with repairs, if you lack the funds to resupply all weapons, no ammo will be purchased and you will have to enter this screen to do it manually. You will ALWAYS have to resupply a new robot manually, before entering a battle for the first time!
To the left of each weapon, you will find an icon indicating the currently selected ammo type. With the arrows on each side of the icon you can cycle through the different ammo types available. You can hover your cursor above the ammo type icon to see a description of the selected ammo's properties. Remember, energy weapons use no ammo and they draw on your battery instead.
Next to the Ammo Type icon is the Current Ammo slider. It shows the maximum ammo capacity of a weapon, as well as the amount of ammo you want to load it with.
By pressing the Max Load button on the top of your weapon list, all ammo sliders will be set to maximum so you can reload all of your weapons faster. On the right, you can see your Ammo Reserve count for each weapon. When resupplying, ammo will always be drawn from your reserve first. On the bottom, you can see the total cost of the ammo you have chosen to resupply with. Pressing the Buy button will confirm the purchase, should you have sufficient funds available.

 

Test

 

Before entering the arena with a newly assembled robot, you are well-advised to take it for a spin in the Testing Ground, and see if its parameters satisfy you.

 

Shop

 

The Shop (represented by the little shopping cart button on the top of your screen) is where you can spend your hard-earned Credits and acquire new parts for your robots.
When you open the Shop screen, on your right-hand side you can see all of the available parts in the Store Inventory. You can use the same filters present in your Inventory to sort through the different types of parts.
When you want to purchase a new part - click on the part to select it, then click the Buy button and confirm your decision in the pop-up window. In the left-hand Shop screen, you can sell some of your old parts when you find them no longer necessary.

 

Pick-ups

 

All over the maps you can find a variety of pick-ups to help you against your opponents. There are 4 different categories of bonuses – Energy, Durability, Ammo and Speed, each appearing in several different packages. Note that while the pick-up locations for each map are fixed, the type of bonus that will spawn at each one is randomly determined.

 

Earning Credits

 

Credits are the primary in-game currency in Guns and Robots. They are used to buy robot parts, avatars, unique devices, drones, brand new garages and much more.
The primary way to acquire credits is to participate in battles. Each point of damage you inflict on your enemies will be earning you credits; you don't have to kill an opponent or to win a match. Therefore, it's better to face a superior enemy and damage him as much as you can before you die, instead of running around the map and trying to get a Draw Match.
Should you decide that you want to upgrade your robot more quickly – you can also purchase Credits from the Official Website of Guns and Robots.

 

Combat Basics

 

To test a robot that you just created in the garage, click on the 'test'.
Pressing 'esc' returns the robot in the garage.
To enter the lobby, click on the 'battle'
Movement in the game is done with 'w', 'a', 's', 'd' or arrow keys.
Picking left-shooting weapons is done with the left mouse button.
Picking the right weapons is done with the right mouse button.
Choosing particular weapon is done with keys from '1 'to '4'.