Author Topic: MikeNCR's Legendary Bots  (Read 109813 times)

Offline MikeNCR

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Re: MikeNCR's Bots
« Reply #260 on: December 28, 2009, 07:56:12 PM »
Some other designs I was playing with-


Offline System32

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Re: MikeNCR's Bots
« Reply #261 on: December 28, 2009, 08:01:15 PM »
1st isn't realistic, IMO. aluminium at least?
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Offline TriTon

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Re: MikeNCR's Bots
« Reply #262 on: December 28, 2009, 08:02:13 PM »
DSL Caridac Arrest?

Offline Reier

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Re: MikeNCR's Bots
« Reply #263 on: December 28, 2009, 09:01:00 PM »
Really slow Cardiac Arrest.
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Offline MikeNCR

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Re: MikeNCR's Bots
« Reply #264 on: December 28, 2009, 09:18:51 PM »
1st isn't realistic, IMO. aluminium at least?
In what way? I made sure the spinning bar doesn't contact any components. The other one is a bit slow, but it's meant to be a wall. Oh, and none of these are my CC3 entry.

Offline System32

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Re: MikeNCR's Bots
« Reply #265 on: December 28, 2009, 09:32:35 PM »
Polycarbonate can't hold that kind of weight. it's not really an OFFICIAL Realistic rule but it prevents a 600 KG weapon on a ploycarb extender, which is impossible, unless it is molded to take the strain.
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Offline Urjak

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Re: MikeNCR's Bots
« Reply #266 on: December 28, 2009, 09:56:43 PM »
S32, I believe that component material being involved in determining realism is a bad idea. Realism in DSL was invented to prevent uber-stacked HS and intersecting components, not the physics of materials used ingame.

Also, the names of the components should be meaningless, if the extenders had just been called light extender, medium extender, heavy extender, than the original argument would be meanigless. But no matter what they are called, and extender can still not spin through another extender as that would break all fundemental laws of physics, and thus be unrealisitic. But just becasue the modders decided to call the extender a "polycarbonate" extender doesn't mean the material should be taken at face value.

My rant has now concluded...
Any comments would be appreciated. :D

Offline System32

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Re: MikeNCR's Bots
« Reply #267 on: December 28, 2009, 10:53:53 PM »
lol that was a rant?

You really are a softie...

I remember a post somewhere (Click, I think. Only he makes such a large post.) about the official/unofficial guidelines to DSL. No stacking, no overlapping, and One small sentance about that you should think relistically, and a 120CM polycarbonate extender can't hold up a dual perm and a 200KG weapon.

I think it may have been archived, correct me if I'm wrong.
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Offline Urjak

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Re: MikeNCR's Bots
« Reply #268 on: December 28, 2009, 11:38:17 PM »
Okay, rant was the wrong word... but my statement still stands.
Any comments would be appreciated. :D

Offline 123savethewhales

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Re: MikeNCR's Bots
« Reply #269 on: December 29, 2009, 12:19:40 AM »
Agree with Urjak.  I don't see how "light materials" are so ruining the game that it requires vigorous enforcement, especially when it's nothing more than the parts' name.

Besides, polycarbonate extenders really can't hold the dual perm and 200kg weapon well, a light tag and the whole thing collapse.

Offline Pwnator

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Re: MikeNCR's Bots
« Reply #270 on: December 29, 2009, 12:24:41 AM »
If you're trying to enforce realism rules on extender strengths, that means you should also enforce a realism rule on a Perm axle support (because it just can't float in the air on it's own, you know). That's just going way to far. :P

Anyway, I think you could use the other attachment point on the 4-Mag so you can use the extra weight in protecting it. :D
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Offline System32

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Re: MikeNCR's Bots
« Reply #271 on: December 29, 2009, 07:13:39 AM »
*Looks at posters*

Urjak,
Pwnator,
123sav-*Archive.org ragesearch*

Huh? that's not right...

Infact, I was Completely wrong.

I'm not THAT sure, but... it... it seems they never cared about the realistic rule at all.
http://web.archive.org/web/20061019222848/www.robotarena.com/wizforum/forum_posts.asp?TID=5133&PN=1

Lemmie check, musta been a typo.

Gah, lack of pages on DSL!

I can safely assume the realistic rule was formed by the DSL players themselves, and not the mod makers...

Ohh! a flame mod!!!
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Offline MikeNCR

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Re: MikeNCR's Bots
« Reply #272 on: December 29, 2009, 11:50:37 AM »
lol that was a rant?

You really are a softie...

I remember a post somewhere (Click, I think. Only he makes such a large post.) about the official/unofficial guidelines to DSL. No stacking, no overlapping, and One small sentance about that you should think relistically, and a 120CM polycarbonate extender can't hold up a dual perm and a 200KG weapon.

I think it may have been archived, correct me if I'm wrong.

A steel extender in the same dimensions would fail nearly as spectacularly in the same application. You've got to work within the limitations and reality of the physics in the game to some extent.

Offline Clickbeetle

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Re: MikeNCR's Bots
« Reply #273 on: December 29, 2009, 10:02:47 PM »
I've noticed that floor dragging weapons often do no damage for some reason. I blame it on the physics engine being odd.

Weapons that are touching the floor won't do damage for some dumb reason.  But if you elevate them just a little bit--say, by putting a small component in the center of the disc--then you can get low weapons to work.  See: Civil Uprising.

The HS that has generated such controversy actually looks cool; it reminds me of Relic/F-bomb with an overhead weapon.  You don't have weight for a roll cage do you?

While it's not realistic in the sense that it would work in real life, it is as realistic as you can get in RA2, like you said.

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Offline MikeNCR

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Re: MikeNCR's Bots
« Reply #274 on: December 29, 2009, 10:18:07 PM »
No weight for a cage, but it will flail about wildly and often rights itself that way when it gets flipped.

Offline Naryar

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Re: MikeNCR's Bots
« Reply #275 on: December 30, 2009, 04:34:59 AM »
Yes, weapons touching the floor don't do damage on their own, but they still seem to deal damage when hit with another weapon. Or a component...

If not for that, Gearhead would fail.

Offline System32

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Re: MikeNCR's Bots
« Reply #276 on: December 30, 2009, 06:47:47 PM »
Perhaps that's the difference between Concussion and peircing?
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Offline Naryar

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Re: MikeNCR's Bots
« Reply #277 on: December 31, 2009, 04:25:34 AM »
Somehow. High concussion return more damage when hit, and high piercing deal more damage to the chassis.

Both seem to do roughly similar damage to components.

Offline System32

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Re: MikeNCR's Bots
« Reply #278 on: December 31, 2009, 09:45:18 AM »
So Concussion is good for defense, and peircing is good for offence? cool.

I'd still like to test them when dragged against the floor though.
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Offline Naryar

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Re: MikeNCR's Bots
« Reply #279 on: January 01, 2010, 11:32:26 AM »
^^ Roughly... high concussion is still probably better on spinners though (excepted when using flails)