that'd be great, a couple things i was wondering looking at the chinese meta evolution you described:1. how are horizontal spinners doing in this meta ? are tombclones more common or are overheads the majority ?2. did anyone tried the HUGE style of design yet over in china ? seems like it'd be a even more potent counter to the small, Bite Force like verts, althought i imagine the increase in bigger diameter verticals would be very troublesome for them3. you mentioned series 3 winner was a swiss-army with a flipper setup, are there others non-spinners that still go far despite the very spinner-heavy environment ?
Huh... So I didn't know IRL building was a thing here. Since now I do, I actually have smth to share.During the first Chinese tournament, there was kind of like an IRL tournament, but separate to the main one. It was different from IRL in that parts clipping into one another was allowed, but the robots must resemble an actual robot that exists. With the focus on mimicking the looks of real robots, some builders put so many tiny parts into their robots that the game would just crash during a match. The Chinese "IRL" was then cancelled due to that reason.Through competing in the tournaments I realised something: there's a limit to human ability Looking like a real life robot and functioning like a real robot are sometimes very different. Take the example of any spinner robot. The motors in our version is significantly more powerful than the stock ones (which contributes a lot to the spinner meta, but spinner meta itself is realistic, at least in China), and these motors still struggle to match the spinner motors in the real world. With the slow speed comes greater bite depth across the board and single tooth blades become totally unnecessary. Lower speed also decreases gyro effects on spinners, allowing them to be made larger and heavier without affecting the drivability. The bar spinner of Bite Force is usually regarded as on the lighter side of the spectrum, and in our version of the game a 100cm DSL bar + 2 Typhoon teeth would also be considered light. However, even on the largest chassis available in game the 100cm DSL weapon still looks way out of proportion if it was judged by the standards of real life. Instead of resemblance, I personally prefer "functional representation". If a part in game serves the same purpose as a part in real life, then no matter how crazy it looks in game I would still use it.
Interestingly there was one overhead spinner once equipped with a balanced (god knows how he did that) single toothed weapon. IIRC it was described as "unstable and sometimes hitting too hard" and never actually used.The videos of the second, third and fourth tournament are all there in my hard drive (in low quality), I just have to upload them through my unstable internet connection. Btw what's an upload site that you guys usually use?
another issue with single tooth is that sometimes you end up with so much bite your bar almost completely stops dead and you have to get all the way back up to speed, which may be what that builder described as hitting too hardand yeah like you mentioned, i did notice you seemed to focus more on the fighting and competition aspect than the art and showcase side of things which is more our focus, but it's interesting that game stability was one of the factors, i was wondering with that, are the boosted motors you use causing any instability problems (axles going mad, spinners going completely out of control and spazzing out, havok explosions) ?i also think the sportsman class idea is really neat and something i'm suprised GTM has barely ever used (the closest being a UK live event style tournament that never actually happened), is it just spinners banned or are there additional restrictions like real life sportsman ?
so it's essentially competitive IRL in how it works, you can tryhard all you like but you have the realism restrictions of real life, interesting