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Messages - Kossokei
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301
« on: May 08, 2014, 05:06:24 PM »
I'm actually surprised by the amount of entries so far. Thought there would be more
Urjak, MikeNCR, Gf93, Ounce, Coolrunner, Conraaa, Scrap Daddy, Akshaylan and Avalanche aren't joining this time round.
May or may not have missed out a couple of people
but yea, what happened? BB7 had 30+ entries per class
And kurt, kossokei, maz, mr as, mystic,090901 and one member that has returned wolfsbane and DSC.
I know Maz has personal shtuff to attend to. Guess the others just didn't wanna join/didn't have the time. 
And Virus bomb, I think that's all the members I can think of.
DSL IRL doesn't like me right now
302
« on: May 08, 2014, 04:38:11 PM »
DSL3, reskinned components.
303
« on: May 04, 2014, 03:41:42 PM »
(Image removed from quote.) beep beep mother****er no brakes on my swaggin wagon
that's a 403 forbidden picture, love
304
« on: May 04, 2014, 12:58:14 PM »
Spam Nerd's twitter with Click's building tutorial or something. This will save Nayar's life.
Spam Nerd (whose using DSL) with a Stock building tutorial. Wow. Genius.
305
« on: May 04, 2014, 01:01:48 AM »
if we enter does it need to be a good robot? because if it does i cant enter... edit: just realized all slots were full good luck everybody
Ad infinitum basically means that the entry slots keep going from there. To answer your question, it needs to be a good robot, yes, but that can also mean good by your standards. It does say no jokebots, but robots built by newer builders are welcomed. Just do the best that you can. You still got 2 days, which is plenty of time to make a robot that you can be proud of.
306
« on: May 03, 2014, 06:40:09 PM »
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.
(Image removed from quote.)
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.
(Image removed from quote.)
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.
oh that reply number is fitting for you. 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?
307
« on: May 03, 2014, 06:28:22 PM »
Anyway, wouldn't be cool if Nerd3 joined this place? :P He would kinda be like a celebrity, it would be weird.
That's the problem. If he joined, we would give him advice, and then he would probably say something like, "How dare you say such things to a YouTuber with 1,659,480 subscribers!" 
Being a Nerdcubed subscriber myself for quite some time, I doubt this. Is he raking in dough? Likely. But, he's a pretty down to earth person, from what I've seen anyway.
308
« on: May 03, 2014, 10:56:53 AM »
What are you talking about, that's one of the most beautifully executed Face Slides I've seen in my lifetime. We have a future olympic champion on our hands.
What kind of newbie are you? Obviously this was an attempt at a Nose Brake. Judging by how far she slid, this was done sloppily and an amateur technique. Only the best of Olympic Champions can do this and stop instantly.
309
« on: May 03, 2014, 10:51:06 AM »
I know I said I didn't like that type of style but f**k it that was excellent
310
« on: May 03, 2014, 10:45:19 AM »
what the **** are you guys posting exactly
Me and Kossy were referencing Frozen.
Yes, one of the only 2 songs I know because I refuse to let such a pure movie find itself within my brain.
311
« on: May 02, 2014, 10:16:34 PM »
How well does it lift?
Does it even lift?
312
« on: May 02, 2014, 07:05:45 PM »
His building skill doesn't really bother me as long as he is having fun and supporting RA2.
qft, honestly
then if there is another wave of new people, everybody will be using piglets for drive 
Wow. That's something we would've never seen before
313
« on: May 02, 2014, 03:57:06 PM »
His building skill doesn't really bother me as long as he is having fun and supporting RA2.
qft, honestly
314
« on: May 02, 2014, 03:55:31 PM »
my gf is draging me to a disney movies night with her friends. got my laptop at home but maybe I'll be swoooshing by.
looking forward to the volleybot
Let it go
316
« on: April 30, 2014, 03:58:15 PM »
they're not mako wedges cuz they're on skirt hinges, herpderp kossokei
I called them Neo-Mako wedges because they were steep, like the wedge on Mako. Are you simply unable to read, Saviour of War?
317
« on: April 30, 2014, 02:00:29 PM »
Reminds me of a bot I did some time ago
318
« on: April 29, 2014, 06:03:44 PM »
I was quite bad with wedges too for the longest amount of time. A good way to make a decent wedge is by making a 2-wheeled bot. wheels in the back and a wedge up front that just slides on the ground.
At that point it is all on your driving skills and weapon effectiveness because you will either get under them or clash because they are just as low as you.(Image removed from quote.) Now it by no means a sure win as I have implied. Both RA2 and reality can back that up. It is a good starting point though.
Actually Mystic was talking about wedges in RA2 specifically, where this doesn't quite apply. In RA2 there are a few ways to make a good wedge, such as using skirt hinges, metal hinges and burst motors, all with wedge components mounted on them. A chassis wedge, as you suggested, will almost always be outwedged by one of these designs in RA2. Welcome to the forums, by the way.
As everyone copies the same few working setups, every wedge becomes average. "Good" wedge, as define by actually being better than average, no longer exists.
So while the game runs on a different mechanics than real life and requires a slightly different setup, both faces the same problem.
No one has thought to use your Neo-Mako wedges, though.
And by that I mean the wedges in the wedge test that you did that were at edgy angles
Not really Neo-Mako wedges. Flail wedges are actually decent on slow bots though so for some VS they're a valid and quite light option.
I agree that the whole angled skirt hinges thing is cool but it's surprisingly hard to use those as effective wedges
I called them Neo-Mako wedges because they were steep, like the wedge on Mako. I referenced them because, of the test of wedges, those steep, oddly angled wedges were the most effective at getting underneath things. Edit: https://gametechmods.com/forums/index.php?topic=12081.msg557319#msg557319
319
« on: April 29, 2014, 02:18:54 PM »
I was quite bad with wedges too for the longest amount of time. A good way to make a decent wedge is by making a 2-wheeled bot. wheels in the back and a wedge up front that just slides on the ground.
At that point it is all on your driving skills and weapon effectiveness because you will either get under them or clash because they are just as low as you.(Image removed from quote.) Now it by no means a sure win as I have implied. Both RA2 and reality can back that up. It is a good starting point though.
Actually Mystic was talking about wedges in RA2 specifically, where this doesn't quite apply. In RA2 there are a few ways to make a good wedge, such as using skirt hinges, metal hinges and burst motors, all with wedge components mounted on them. A chassis wedge, as you suggested, will almost always be outwedged by one of these designs in RA2. Welcome to the forums, by the way.
As everyone copies the same few working setups, every wedge becomes average. "Good" wedge, as define by actually being better than average, no longer exists.
So while the game runs on a different mechanics than real life and requires a slightly different setup, both faces the same problem.
No one has thought to use your Neo-Mako wedges, though. And by that I mean the wedges in the wedge test that you did that were at edgy angles
320
« on: April 28, 2014, 03:45:57 PM »
Gotta love my wiki page.
Curiosity got the better of me, this is all it says:
Member of the INFAMOUS PICMazKoss!!!
??? XDD
The older members know what that means, lmao. As I said, Gotta love that wiki page.
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