Interference
Interference is a common phenomena on Nia. Robots in Perpetuum use waves to gain information about the surroundings, and such waves can interfere with each other.
The most common occurrence of interference is when several robots are near each other and being near the Teleport Anomaly. Interference will affect these robots' sensors:
- slower target locking
- shorter locking range
- dropping of sensor strength
- dropping of signal detection
The measure of interference
Each robot has certain parameters about interference.
- Interference emission - The amount of interference that your robot emits.
- Interference minimum - The maximum amount of interference that your robot can tolerate before suffering sensor penalties.
- Interference peak - The maximum amount of total interference that can affect the robot. Any additional unit of interference will not affect your sensors any more.
- Interference radius - The distance that your robot's interference can affect others.
Obviously, it can be important not to have too any bots close together –friend or foe! To avoid deterioration of your sensors, avoid crowds, team up in smaller squads, and stay away from the center of large enemy forces. (Probably good advice in any extent!)
Also, when you're near Teleport Anomaly, it's huge interference radius and emission usually overwhelms the sensors of many bots. Even Heavy Mechs are suffering from the penalties. Therefore, it is advised to stay away from the anomalies when fighting.
You can check your own level of interference on your robot's status bar, near the speed meter. When it's green, it means the total incoming interference is below the interference minimum value. When it reaches the orange section, that means your sensor's parameters will get worse. This will continue to worsen until your total incoming interference reaches interference peak, but after this point your sensors' abilities cannot decline any further.
The tactical use of interference
Interference affects robotic sensoring in a negative way, so it's obvious that this effect can be used as a kind of electronic warfare. The tactical interference equipment consists of two parts: a module and an interference emitter.
To utilize this, an interference module needs to be equipped onto your robot, with interference emitters loaded into the module. You can place the emitter anywhere on the terrain, but it affects robots only on beta islands. It won't interfere with robots anywhere on Alpha. Also, emitters cannot be deployed closer than 150 meters to each other.
The level of emission of the deployed emitter depends on the type of the emitter, either high or low-frequency, the grade of the module you use, and also the extension level of Interference Modulation you have installed.
Interference modules

In-game description:
Only one interference module can be equipped at a time.
Interference modules are the primary components of the tactical interference emission system. This module is capable of deploying a small emitter unit onto the terrain, which emitter is generating interference waves to disturb enemy robots' sensors.
The module requires emitters to operate.
Stats
Module | Tech Level | CPU use | Reactor use | Mass | Accu* use | Cycle time | Optimal Range | Ammo Capacity | Emitter Radius
Modification |
Emitter Strength
Modification |
---|---|---|---|---|---|---|---|---|---|---|
Flawed Interference Module | T0 | 85 TF | 150 RP | 150 kg | 50 AP | 5 sec | 250 m | 3 | -40% | -40% |
Standard Interference Module | T1 | 85 TF | 150 RP | 150 kg | 50 AP | 5 sec | 300 m | 3 | None | None |
Bandoler IU-250 Interference Module | T2 | 77 TF | 130 RP | 120 kg | 45 AP | 5 sec | 300 m | 3 | None | None |
Bandoler IU-250 Interference Module prototype | T2P | 70 TF | 120 RP | 100 kg | 40 AP | 5 sec | 300 m | 3 | None | None |
Niani Interference Module | T3- | 99 TF | 183 RP | 135 kg | 55 AP | 5 sec | 350 m | 3 | 20% | 20% |
Bandoler IV-500 Interference Module | T3 | 90 TF | 165 RP | 150 kg | 55 AP | 5 sec | 350 m | 3 | 20% | 20% |
Bandoler IV-500 Interference Module prototype | T3P | 80 TF | 150 RP | 120 kg | 50 AP | 5 sec | 350 m | 3 | 20% | 20% |
Omini Interference Module | T4 | 100 TF | 180 RP | 180 kg | 60 AP | 5 sec | 400 m | 3 | 50% | 50% |
Omini Interference Module prototype | T4P | 90 TF | 165 RP | 150 kg | 55 AP | 5 sec | 400 m | 3 | 50% | 50% |
Interference emitters (Ammo)
In-game description:

These deployable tactical emitters are used to cause interference to robots on the terrain. When an emitter is deployed it discharges a signal that interferes with the nearby robots' sensors that can cause their sensors to lock slower and with less sensor strength.
There are essentially two types: High Frequency and Low Frequency variants.
High frequency emitters have a relatively larger interference measure but smaller radius, compared to low frequency emitters.
Low frequency emitters have a relatively smaller interference measure but larger radius, compared to high frequency emitters.
Stats
Module | Armor | Surface
Hit Size |
Interference
Emission |
Interference
Radius |
Operational
Time |
---|---|---|---|---|---|
High Frequency Emitter | 200 HP | 1 m | 50 B | 150 m | 300 sec |
Low Frequency Emitter | 200 HP | 1 m | 20 B | 450 m | 300 sec |