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Messages - Reier
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621
« on: July 11, 2018, 01:47:09 PM »
I noticed that people build 36HS and such in stock, and they claim it is "without ra2CF". Not saying that they are wrong, by the way. I just want to learn how to. Can anyone teach me?
I believe, that what they do is spin the weapon slightly until it is not in the same place as the other one, and then mount weapons onto the other spinner, meaning that the weapons intersect without CF.
that's the eFFe glitch. it's helpful by itself, but you need to know how to do a multitude of other ones in order to fully exploit the RA2 engine. snapper and axle loading being the biggest one. they're difficult to learn but very useful. But I definitely understand the intimidation factor. like I said above, it was a lot easier to learn how to build stock in like 2004-05 when the glitches were being actively discovered sequentially rather than now when a newbie has to basically learn all of them at once.
622
« on: July 11, 2018, 01:21:21 PM »
CF wasn't created until a few years ago. Up until then people had to get crazy effects using glitches. using CF in stock completely kills the challenge, but it's also pretty tedious to build in stock the traditional way. Now, anyway. It was a lot easier to grow up with the game when the glitches were being found out and basically learn them peacemeal rather than start the game now and have to learn EVERYTHING at once. http://beetlebros.gametechmods.com/ra2techs.htm <- if you're interested on how to do the glitches.
623
« on: July 10, 2018, 07:40:29 PM »
bad hair day - the DARK side of olay
624
« on: July 10, 2018, 09:38:27 AM »
nice look to it cb I will agree Ephilates looks pretty cool, especially with the wings, but holy hell does that extender frame look way too fragile for an IRL bot. Might need to find a way to make it look thicker.
it's not irl he's just trying to make something that's cool and can fight CB hasn't even been around since IRL got popular anyway
625
« on: July 09, 2018, 04:39:11 PM »
I have yet to see one of these Parsec tournaments go through. What's the likelihood this one will be no different?
just side note my signups topic is going up this week i may enter even if it's irl.
626
« on: July 07, 2018, 03:35:09 PM »
this is your peak
allll downhill from here
627
« on: July 07, 2018, 12:29:57 PM »
yea but its soccer tho so who cares
628
« on: July 06, 2018, 12:55:20 AM »
thank you
629
« on: July 05, 2018, 10:45:28 PM »
Specifically the metal skull and octagon arenas. I'm using them in ironforge but since the components in that mod are way tougher than stock, the spikes and hammers don't really do any damage. I've looked around a bit in the arena .pys but I'm not really sure which value to change. Any help would be appreciated so I can do it myself next time.
630
« on: July 05, 2018, 04:31:23 PM »
i'd like to thank the academy for 1st and 2nd place
631
« on: July 04, 2018, 08:37:06 PM »
some use two sets of wheels but i'm pretty sure a lot use one but have just a ring on the exterior of the bot and use a mechanism like this
632
« on: July 03, 2018, 04:55:26 PM »
I dont really watch grown men play with other peoples balls
633
« on: July 03, 2018, 12:42:49 PM »
I tried it before. you still need to have the wheels touch the ground. just another oddity of the world
634
« on: July 03, 2018, 11:29:04 AM »
just noticed this.
Strafing drive is something I've been playing around with too and I think it has the potential to be really powerful. The system you've posted looks fine enough, but have you tried putting the 4 main drive motors in a diamond shape? like sticking them out at a 45 angle from the chassis corners? I've had some moderate success with it so far. Often driving with a perpendicular wheel makes the bot fishtail a bit like yours seems to do and I think this might alleviate the problem somewhat.
trapper looks good. make sure it has powerful drive and I think you're pretty set. I don't think wedges will be quite as dangerous in online since flanking is much easier, so even if this bot's wedges suck its not the end of the world.
I do wish we had a slight rebalance patch with IF to change a couple things, making the servo more powerful being close to the top of the list
635
« on: July 03, 2018, 11:19:05 AM »
This will undoubtedly be controversial but I needed to say it cause I feel like no one else has, or at least in the way that I feel about it. I know I’m not the best at explaining what I think or feel so please try to understand the spirit of what I say and not the letter.
------
In recent years GTM has had a huge shift from the formerly popular ‘DSL-S’/’Standard” style of building that reigned supreme from like 2005-2014 to a more ‘IRL’ style. Now at risk of sounding like some disillusioned geezer who hates change, let me preemptively say that properly built and designed IRL bots are some of the coolest looking designs that I’ve seen ever built in the game.
That’s the issue. They look cool. They suck at fighting.
Little history. Back when RA2 was released the line between ‘stock unrealistic’, ‘standard’ and ‘IRL’ was much more blurred and the terms hadn’t really been invented yet. Now I wasn't an active member until after the official forums died but I’ve done my fair share of looking at as many of the earliest RA2 posts as I could find. The original RA2 bots were obviously the stock AI, which despite being built with the buggy RA2 engine which allowed parts to intersect with each other, were generally built to look as realistic (ie mimicking actual robots) as possible. But I’m hard pressed to find any showcased bot from ‘04-05 on the official forum which wasn’t stock unrealistic. They were just flat out better at fighting than IRL style because RA2’s engine is not designed in a way that building a robot that would work in real life will be the best in RA2. Why add one spike in the front when you can add 16? A bot with 16 spikes would suck in real life, but RA2 isnt real life. Stock was dominated by these glitch-exploiting, unrealistic, but extremely well engineered bots as a result. That’s basically what stock has remained since then. Extracting every ounce of efficiency possible out of the game engine as you can to make the best robot you can. That was the goal of builders. To make a good robot, and to make it cool if you could on top of that.
So then DSL 1.0 comes by in ‘05 I believe. Can’t say I played much of 1.0 but I remember it being released with all the replicas but none of the stock bot remakes that Click+FB did for 2.0. BBEANS2 and DSL 2.0 were released around the same time, meaning that the generally accepted “standard ruleset” had been around before that for DSL since both the BBEANS2 bots and the 2.0 remakes used the system. It’s a system that works, works well, and has stuck around for like 13 years for a reason. And one that I believe is the best system to build in for RA2 specifically because it has enough of the freedom of stock unrealistic but very little of the silly and abundant exploits that makes stock inaccessible and tedious. I think this is where IRL falls flat on its face.
‘RA2 IRL’ as is popular now is designed for making things look cool, not making things that can fight well. As I said, RA2 as a game is not designed in a way that bots that would work in real life would work well in the game. In RA2 there is a sliding scale of building from ‘efficiency’-to-‘realism’ with stock unrealistic on one end and DSL-IRL on the other. If you make a bot that uses every mechanic in the game to build the absolute most efficient fighting machine possible, it would look nothing like a DSL-IRL bot. (For those who don’t believe me, try adding 4x more spikes to your IRL bot and tell me with a straight face that it isn’t better at winning fights) And on the flip side, making the most realistic looking IRL bot by design isn’t gonna be as good at fighting as the first, since it doesn’t take advantage of mechanics in RA2... it takes advantage of mechanics from real world physics. RA2 doesn’t have real world physics. There is no fall damage. There is no structural integrity, internal or external. Damage and force is not divided by surface area. So on. DSL-S standard is just objectively a more efficient way to build if your focus is to win battles. Period. A DSL-S bot would annihilate an IRL bot every time without question if they are both built with the same level of quality.
It’s the whole root of the problem with building IRL bots “efficiently” (aka- to win) because it inherently is not efficient. To make it more efficient (eg weapon spam) you have to make it less IRL. So people try to make some subjective standard to how many weapons you can use, or how many weapon supports you need, or how many wedges you are allowed to have, or blah blah blahhhh. No no no! It is way too subjective, and if you think it isn’t, I just don’t know how to tell you the sky is actually blue. This is only a problem with IRL tournaments. If you're building IRL to make a cool robot and nothing more, using RA2 as a simulator of sorts just so you can drive it, I’ve got no problem whatsoever with that. What I do have a problem with is people trying to play IRL to win tournaments in which I ask, what is the point? An IRL tournament is like the special olympics. You can watch two disabled bots duke it out (IRL), but why not just watch two professionals do it better (standard)? If you try to build an IRL bot that is good at fighting, it no longer is strict IRL, people get mad, and you’d be better off just building efficiently in Standard. If you build the most realistic thing you can, it’ll be total garbage at fighting due to the nature of RA2. So again, what is the point?
Then you get reaaal nitpicky and subjective when you try to ban ‘problem’ things in tournaments. “don’t use weapon spam”. “limit of 2 bursts”. “weapons need to have believable supports”. At what point do we just stop using RA2 to build in if we aren’t really gonna build to RA2’s strengths? Just design stuff in CAD at that point. Wanna know what the rules are in Standard? 1. Don’t make stuff intersect that couldn’t have a slot cut through it in real life (extremely objective) 2. Don’t use external programs to edit stuff (totally objective) 3. That’s it Rules in Stock? 1. Don’t use external programs to edit stuff (totally objective) 2. literally again thats it Rules for IRL? 1. no one agrees on anything because you really can’t (subjective) 2. make it look realistic (extremely subjective) 2a. make sure it has a believable number and design of weapon supports (which are unnecessary in RA2, tying up weight in a pointless thing, and is subjective to the host if they are “realistic”) 2b. Use a very specific but vague amount of weapons where it is just enough to be competitive but not enough to be “unrealistic” or “tryhard”, and pray that whoever is hosting will agree with you and not see you as leaning to heavily towards the latter (lean too heavily to the latter and you get kicked out, too heavily to the former and you just lose) 2c. Don’t use too many motors to be unrealistic but enough to be competitive (same as above) 2d. make the chassis look however you want including making it unrealistically small and unhittable as long as it looks realistic with tons of extenders (and totally not just to make other parts sacrificial and make the actual chassis hard to hit, trust me…) 3. external programs are okay to use (CF, RO7B, BFE) despite the fact that they count as cheating in other mods due to their ease of exploitation 4. don’t use cheat parts except sometimes (flatmotors, judge burst), even though using them in other rulesets is cheating due to their power
it’s all so silly.
It’s impossible to make a universally agreed ruleset for IRL because it is just a subjective way to build in the first place. And if you balance components buffing them to make them “““competitive””” for IRL then it make them horribly unbalanced for actual competitive modes like dsl-s where your only goal is to build the best bot you can with the limits of a single rule. and it doesn’t even fix the problem, cause you could just use two of the buffed weapon instead of one, again a subjective and arbitrary condition.
RA2 sucks as a game engine but its the best we got. Stock and standard rulesets both play to its strengths, as unrealistic as they may be. When we start adding all these silly arbitrary and VERY subjective rules like IRL wants to do it just gets real dumb real fast. What joy is there in winning an IRL tourney when you realize that you didn't build the best bot you could, you just built the bot with juuust enough weapons to win (meaning more weapons than anyone else) but not too many that you got kicked out by the host for being “tryhard”. That is sooo lame. Why is it so taboo to be tryhard? To just build the best bot you can build with a universally agreed ruleset (eg stock or dsl-s)? Just build the best bot you can with stock or standard and no one can tell you that your bot is too ‘X’ because the rules are actually objective.
Man. I just want to be able to fight again. I want to build efficiently without people complaining about being a ‘tryhard’. It’s almost the entire point of the game. Why build if you don’t fight. And if you fight, why limit yourself to some bizarre subjective rules that no one agrees on but still all limit you to building something inefficient? ugh.
I get why people who were sick of the difficult stock rules and the efficiency-mentality of dsl-s and stock wanted a reprieve to just 'build what they want.' I do get it. But the pendulum swung way, way too far as a result. I got no problem with people that build to be efficient. That’s what I do. And I got no problem with people that build to make something cool even if it sucks at fighting (the only thing IRL can do WELL). I DO have a problem with people that build something cool that can’t fight and expect the standards of every other bot to be lowered so they have a chance of winning. And that is competitive IRL.
Reply if you want, or dont. I’m not necessarily trying to change anyone’s mind. Just wanted to say what I think and why I thinking building IRL competitively is broken from the start.
636
« on: July 03, 2018, 10:17:34 AM »
 to both
637
« on: July 02, 2018, 03:51:36 PM »
Hot take: Typhoon teeth are a bigger problem then mechavore disks (at least at HW level) and should be first in line to get a nerf
Is it the large ones, small ones, or both?
Also the Typhoon teeth have almost the exact same stats as the DSL teeth. Are those overpowered too?
If so, I suspect the problem lies in the x2 stat multiplier for components with one-dimensional normals. The teeth actually have 1.5-D normals and this may make a bigger difference than I thought.
The real issues with them are that they're pretty easy to spam even without sacrificing in other areas, plus they have a pretty nice collision model, and a decent looking, versatile appearance which can fit with many designs, while most of the alternatives such as the DSL teeth look kinda ugly in many applications, or don't have as good of a collision mesh. As a result of all of that you end up seeing bots with like 15+ typhoon teeth and rarely do you see bots, especially effective ones, with anything else.
Sooo... it's more that people just prefer them for aesthetic reasons and ease of placement? That doesn't sound like a nerf is the answer.
Do you have any specific examples of alternatives with "bad" collision mesh? Would "fixing" these help?
also note that since youve been gone the forum has done a major shift towards IRL-style building. Many want 'balace' changes to cater to IRL style but due to the nature of IRL in RA2 no one can really agree what balanced is. whatever the specifics, balancing something for IRL building will make it horribly imbalanced for standard so keep that in mind.
638
« on: July 02, 2018, 03:17:08 PM »
Ban dsl-s. Problem solved
Nobody plays it anyway
not our fault if you can't build efficiently chief
639
« on: June 30, 2018, 01:28:15 PM »
britain is my favorite part of england
640
« on: June 30, 2018, 01:02:30 PM »
I am thinking of hosting a tournament
But first off, you need to learn how to AI or else. You can't host a tournament with you controling the bot.
i can't remember who did that before lmao
lra2
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