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Messages - J
2821
« on: September 19, 2010, 12:37:43 PM »
......If TC wants bot teams, then could I send him my Smorg Team? O,o (he would have to AI it, of course)
2822
« on: September 19, 2010, 12:27:25 PM »
As the robot could weight 399.00000000000000000000000000001, and then be classified as a Heavyweight.
noooo
I said 2 decimals, not unlimited, 
RA2 is evil like that. .........At least to me.
2823
« on: September 19, 2010, 09:25:34 AM »
To beat popups.
So.... if you fire and they get under you, the maces would damage there spikes? (I think?)
2824
« on: September 19, 2010, 09:21:36 AM »
its 399.00 the theory is the second decimal point isnt seen but the chassis weight does use 2 decimals thus making 399.0 HW robots possible also
Which is such crap. As the robot could weight 399.00000000000000000000000000001, and then be classified as a Heavyweight. @Gazea: Why are the maces on the inside? O,o
2825
« on: September 19, 2010, 09:17:04 AM »
sadistic texts in pokemon? WIN!
I know right <3
2826
« on: September 18, 2010, 05:56:49 PM »
I'm tempted to re-install RCT2 again.
2827
« on: September 18, 2010, 10:19:53 AM »
The hidden stock parts are pretty much the same as the zombie head part from RA1. They were "unfinished", and simply ended up as hidden.
2828
« on: September 17, 2010, 10:54:05 PM »
Wedges on snappers take up a lot less space I would argue that, but I think it's the little bit of flex in them that makes them better than static wedges when they're angled against the ground a little bit.
True. And you always could just have anchors facing to the right/left
2829
« on: September 17, 2010, 04:50:25 PM »
What do they do, actually flip or just do nothing?
Wedges on snappers take up a lot less space, actually touch the floor, and allow for more weapon-mounted shenanigans.
2830
« on: September 16, 2010, 12:43:53 PM »
if you used wheel components as feet it wouldnt be damaged since rubber components dont receive any damage from the floor and walls.
True. But they would have to be horizontal wheels.
2831
« on: September 16, 2010, 11:25:06 AM »
The problem with walker-bots is that as they walk they damage there own legs in the process. But nonetheless, walker-bots are still very fun to make :3
2832
« on: September 16, 2010, 11:21:01 AM »
I'll do that next time, but keep in mind, I'm really lazy.
No, Lazy is building the whole thing off a Snapper. And you've inverted the colours on the wedges, haven't you? =D FOTEPX Pack - Invert Colors ftw J24, please don't quote massive images straight away.
ITT: J = J24
2833
« on: September 16, 2010, 11:06:11 AM »
I can
it is creative work.. That, or he was just bored ; ) just dont like the size.. 50% of your posts are smaller then your sig :P
Its emphasis my friend. His posts only contain like 1 line of text, as it shows off the giant sig more often.
2834
« on: September 16, 2010, 11:01:47 AM »
Since all you guys have been begging me to add Z-teks, here ya go. Downgraded the weapon motors to Z-teks and added Z-tek drive. The wedges seem better as well.
(Image removed from quote.)
Call me crazy, but if you mounted all of the frontal weapons/wedges on a Snapper, you could probably save a lot more weight ; )
2835
« on: September 16, 2010, 10:58:55 AM »
magic or luck, whichever works first :P
Chassis re-building is annoying, but its all part of fine tuning your bot.
I build a robot inside a robot
no seriously.. I build a big chassis and layout all my parts into a set up then build a chassis the shape of those parts.. minimizes amount of rebuilds
Lol@Having a robot inside a robot. I'm tempted to do something like that now, with mega adapters. Though I usually try to start with the small-er chassis, then build something off of it using Snappers and what-not :3
2836
« on: September 15, 2010, 05:47:46 PM »
Ok, I'm re-working my idea from earlier:  Lets say that tires, as a whole, are 1 part. Connection parts(like black extenders and what-not) don't count, as those would just eat at the part limit. And just for laughs, lets say all bots need an antennae, but that doesn't count towards the part limit. And I think an 8x8 area, with a limit of 7 bricks high, is how big a 'Stud-weight' bot can be, so we don't have monstrous robots running around, and still claiming to be Stud-weights.
2837
« on: September 15, 2010, 10:20:53 AM »
You are currently pulling on the moustache of the mighty god of havok. Like a boss. And also are the most random builder of GTM. Ever.
The bot isn't exactly build the way in the above post, as all of it fits neatly into the chassis via just rotating the Snapper's starting point.
2838
« on: September 15, 2010, 10:18:44 AM »
Dammit, I need to get some skills at snapper loading.
Technicly, he used the Snapper IIs side mount to hold the HPZ in place. Very nice.
2839
« on: September 15, 2010, 10:15:14 AM »
Shrink? SHRINK!? ARE YOU NUTS!?
This is why stock is boring,, with only 2 armors you have to rebuild a chassis over 9000 times to get a good space management.
What!? 9000!? THERE'S NO WAY THAT CAN BE RIGHT!! *cough* Chassis re-building is annoying, but its all part of fine tuning your bot.
2840
« on: September 14, 2010, 09:33:02 PM »
Guiz, we should make up weight classes for LDD-Bots. But instead of actual weights, we have it based on # of parts used. K?
I'm thinking: 10 or less - Studweight 10 - 15 - Brickweight 15 - 20 - Figweight 20+ - Modelweight
Obveiously this is subject to change, but ehhh....
Also, just for laughs, lets say the Max Sphere is an area thats 16x16 studs. (I'm tempted to say no mechs, but that ruins the fun)
I like the idea, but what if there's a huge bot made of 10 or less pieces?
 Yea, this might be a problem. Maybe we should say "Bot cant exceed [# of studs] wide" and "Bot cant be taller then [# of bricks] tall" for each class?
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