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Messages - Clickbeetle

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281
made some changes; gave it a cooler name
(Image removed from quote.)
spins really fast now

What would make this an effective hybrid:

Remove the hammer and cover the shell panels with spikes to make a rammer/SnS hybrid.  It would look cool, it's fast enough to be a good rammer, and the spikes would still be effective when it was spinning.  There is AI to make it act like both and not just an SnS.  (Thwack3.py--which I should really include in my AIessentials pack.)

282
Stock Showcases / Re: Wacky Bob's Stock Showcase
« on: May 03, 2014, 10:34:56 PM »
3 plows and 1 iron is not enough armor, especially with no trapping V shape.

But yeah, it still looks cool.

283
Stock Showcases / Re: Wolfsbane's supertastic showcase of stuff
« on: May 03, 2014, 10:32:09 PM »
Aww, it looks generic now.  I liked the top hammer.  Though it is probably better in combat now.

If anything, it might have too many weapons in front now... I would use one ramming rack, angle the irons to take up more vertical space, and put a few more weapons on the side hammers.  If you're going to invest 2 DDTs in them, you want them to last a while.

284
Stock Showcases / Re: MassimoV's Stock Showcase
« on: May 03, 2014, 10:25:02 PM »
I had that happen to be before, IIRC it seems to be caused by the rotation of the axle of the snapper (which you can't change at all due to the maces).

Ohhh right.  That makes sense.

I had two Snappers facing opposite directions, and the glitch consistently only happened with one of them.  It was the Snapper with the start position slider set all the way to the left.

So maybe you could rotate the Snapper itself, thus putting the axle at a different angle, and it would fix the problem?

285
Would it be possible to add another connection point on the opposite side of the spike so that you could attach weapons to the sides of it, like how you can do on the 75kg hammers?

You know, that might not be a bad idea.

Another reason I made this weapon is so I can eventually upgrade Vladiator to a SHW.  The old Vlad spike won't scale well to that size, so I was going to use a heavy spike, and I would need to attach little teeth to the sides then anyway.

286
reminds me of what I have done with NAR AI. Well, if it works for you it's fine.

Yeah, I looked at your rebalancing for NAR AI and used some of the same ideas.  The main thing I did differently is how I counted the number of normals.  And also make efficiency increase with mass.

Will there be an beta update at anytime or will the next release be the full version?

I'm thinking the next release will be Beta 2 (hopefully soon), and the next one after that will be the full version.  Unless there are more major issues with Beta 2 and I need to get a patch out sooner.

Meanwhile, here's a new weapon I've been working on.  This is something I feel DSL has needed for a long time.  It's not particularly flashy, but it fills a huge void in the weapon options.  Namely, that we don't have any heavy spikes.



Previously, if you wanted to use a heavy weapon, you were basically limited to hammers.  Which is not always the most realistic.  Now, you can use hammers or spikes!

Heavy spikes come in 40cm, 60cm, 80cm, 100cm, and 120cm lengths.  The 120cm one is 50kg and has 1,000 DP (currently the most powerful weapon).  That's a lot, but the normal makes it hard to use.

The heavy spike is also an important balance component.  Hammers are a high-durability, low-damage, no-normals weapon.  Spikes are a low-durability, high-damage weapon with one normal direction.  (Hence the 1,000 DP.  It's actually 500, but doubled to compensate for the normal.)

They're great for rammers and hammers.



For reference, the rammer does around 1500-2000 damage a pop if you hit straight on at full speed (not easy to do against a moving opponent--this is kind of a high-risk, high-reward weapon).  A slower hit, or one that is too angled, is more like 800.  The hammer does around 1000 on a good hit.

287
DSL TC Showcases / Re: S.H.I.E.L.D's failcase
« on: May 02, 2014, 01:57:27 AM »
To do a half crawler, you want to flip it around so the weapons cover the chassis and the wheels are out back on extenders.  Regular NPCs are the motor to use here for their 12000 HP.

...To be honest I'm not even sure if a half crawler would be good, but that's how I would build one.

288
DSL TC Showcases / Re: TommyProductionsInc DSL Showcase
« on: May 02, 2014, 01:50:40 AM »
Here's my second ever UHW:
(Image removed from quote.)
And before you ask, no I can't have it battle Rusty 2.0, since I forgot to export him and deleted him without knowing it.
You'll be seeing the likes of the Metallicus robots in BB9, in each weight category. ;)

what exactly is that?

Looks like a horizontal disc spinner with a crapload of armor.  Looks awesome, but it would probably be outweaponed by most other UHWs.  Not destroyed, though.  That thing would almost certainly take more than 3 minutes to destroy.

Komodo Dragon looks similarly awesome, but that pointless pile of hammers in the back makes me cringe.  It just screams, "I couldn't build up to the weight limit so I'll just throw on random heavy junk until I get there."  They would be much better in the front.

289
Stock Showcases / Re: Badnik96's Stock Scrapyard
« on: May 02, 2014, 12:53:16 AM »
Been more than a year since I posted in here, holy crap
(Image removed from quote.)
My planned entry for Sauce's tourney. Beats about 75% of the heavies in ReStocked so I feel fairly confident. Only pet peeve is the weak weapon extender/motor (popup fodder, also vs like to nom on it but i can usually outweapon them and win by points) and I haven't tested it against any generic HS/SnS.

I'm gonna fine tune it a little more then send it off. Not planning to win, just wanted to do something different : )

Also it has DSA.

One question:  How does that not tip over when turning?  I know from experience that having a heavy weapon on a servo up high like that REALLY messes with your balance.

I was also going to suggest making a V-shaped front, maybe something similar to my bot Accident Waiting to Happen, but if you already tried that and it didn't work, then never mind.

290
Stock Showcases / Re: KOS_Flow's Best Bots Showcase
« on: May 02, 2014, 12:40:15 AM »
Whoa.  Really impressed with Silentium.  Though to be honest, I think Z-tek drive and RAD weapons are better than the other way around.

291
Stock Showcases / Re: MassimoV's Stock Showcase
« on: May 02, 2014, 12:28:16 AM »
Blarg.  I just had that happen with my most recent build.  First time I've seen it.  I can't figure out what would cause it.

It's different from AGOD.  AGOD only messes up the collision mesh.  This messes up the display AND collision, and in a different way than AGOD typically does.  Maybe it's a new kind of AGOD?

It can sometimes be temporarily fixed by pause-loading the bot.  It will stay fixed for a while, but can eventually glitch out again for no discernible reason, at which point you have to pause-load again.

292
Stock Showcases / Re: Wolfsbane's supertastic showcase of stuff
« on: May 02, 2014, 12:20:08 AM »
Hammer + side hammer combo is pretty ambitious.  It's hard enough just to make a good side hammer or a good hammer, let alone both at once.  This is a good start but could be better.

I don't think one plow is enough front protection.  I would move some weapons off the side hammers and make a static ramming rack.  It doesn't matter how many weapons you have if your chassis is wide open.

Also, you can easily get a bunch of extra weight for another battery by removing the random plow+irons in the back.  You could use a Snapper for the wedge too.

293
DSL TC Showcases / Re: SKBT's showcase
« on: April 26, 2014, 11:53:13 PM »
Hammers need more love.  Or axes, as the case may be.  Is this going in BB9?

294
DSL TC Showcases / Re: TommyProductionsInc DSL Showcase
« on: April 26, 2014, 11:45:17 PM »
Here's an IRL bot from DSL 3:
(Image removed from quote.)
I think it's pretty good looking.

I love this bot.  Very clever use of the triangle armor plates.  I feel like the triangle plates should stay in place though, and the flipper should only include the DSL bar, flipper segments, and carrot spikes.

Edit:  Oh wait I see, you have another plate on the top, and the whole top flips up.  I guess that looks pretty good too.

295
Stock Showcases / Re: Wacky Bob's Stock Showcase
« on: April 26, 2014, 11:37:34 PM »
If RA2 says it is overweight at 800.0 kgs, it means it is actually 800.04 kgs or less, but it rounds the display to 800.0.  So this bot is technically a SHW.  BUT, you can just attach that last extender to the plow extenders and remove the baseplate anchor.  You get weight to make it 20cm longer and put the bot at 798.04.  Problem solved!

And yeah, it does need to be wider.  It might be enough just to space out the weapon motors more.

296
Stock Showcases / Re: Virus Bomb stock showcase
« on: April 26, 2014, 11:28:50 PM »
That looks really good.  Just need to pin a spinner down, and a few precise hits to the chassis will finish it.  I wonder if a deeper V angle with the plows would make pinning easier.

297
Stock Showcases / Re: Clickbeetle's bots
« on: April 26, 2014, 11:14:11 PM »
Hmmm...
It would be interesting to see how it fares against Dark Void 2 given the plow.
I imagine it's good at taking off large chunks of weapons.

That is a battle I would like to see.  Dark Void's plow spins around, so ASMD could hit the wheel or chassis with the right timing.  It would be close.

Anyway, here's a cool design that didn't work in battle as well as it did in my head.  It was supposed to be for Super Smash Bots, but I think I'll enter Drumblebee 9 instead.



DSA, 1 Supervolt, HPZs for weapons and drive mounted on two Snapper IIs.  Obviously an anti-wedge design here.  It's actually all right against popups, but it's not the invincible wedge-killer I was hoping for.  And jugglers?  Forget it; jugglers tear this thing apart even faster than HS do.  And the fact that it's a Havok bomb on top of everything else doesn't help.

Still, I think it's cool and original enough to post.  Maybe someone has an idea of how to make it less bad against jugglers.

298
Boring imageless update:

I finished redoing the weapon balance.  It may not be perfect yet, but testing indicates that it is better than the weapon balance in DSL3 beta 1.  Hard to be much worse than that, really.  In a nutshell:

- Removed normals from a lot of weapons.  Most weapons that did not have normals in DSL2 do not have them now.

- Those weapons that do still have normals have increased DP to compensate.  Weapons that only damage in one plane get a x2 boost, and weapons that damage in two planes get a x1.5 boost.  (This disregards double-sided weapons as they still only damage in one plane, so for example, the double sided ice pick and battle axe get a x2 boost; things like spike strips and saw blades get the 1.5 boost.)  Testing indicates that these weapons have what it takes to be useful.  (We may be seeing more battle axes in DSL3 beta 2...)

- HP and DP are now calculated independently of each other.  What this means is that weapon efficiency now increases with mass, so not everything is set to 60,000 efficiency anymore.  Heavy weapons are generally more efficient than light weapons.  Practical example:  Razor tips now have about 49,000 efficiency, and 70kg hammers have about 87,000.

- Nerfed fracture on all weapons.  Only big bulky stuff like hammers and DSL bars have fracture now, and it is never over 500.

- Nerfed frequency on saw blades (was 5, now is 1).

- DSL bars are 37.5% lighter, but still heavier than they were in DSL2.  (The 40x200 bar is 100kg now; was 160.)

Now that that's out of the way, I'll work on something fun and exciting next!  I know you all want more weapon choices, and I have some ideas...

299
Modifications / Re: CG Textures
« on: April 25, 2014, 11:20:06 PM »
This looks very cool!  No more hunting through Google images when I need a specific kind of metal texture.  Some good images for the DSL3 Backdrop too.

300
DSL TC Showcases / Re: Craaig ~ DSL VS Design
« on: April 20, 2014, 09:19:42 PM »
...So you're not sure what it was originally made for?

Why not just make a "no crawlers or spikeballs" rule?

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