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Messages - Clickbeetle
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641
« on: December 01, 2011, 09:29:35 PM »
I think people have forgotten about this...
I haven't. Probably because I entered a bot. Perhaps I can drum up a bit more excitement... here is where my bot's name "Fierce Irish Coca" comes from: Couldn't resist... the Metal Skull is the perfect arena to bring it out.  (With modifications to fit the tourney rules, of course.)
642
« on: December 01, 2011, 09:08:22 PM »
Meeeeh, it's pushing it. Might be acceptable if you replace the plows with a flat plate like a Ti sheet, or a central stabilizer coming down and touching the floor between the blades (a real bot would probably need this to prevent the chassis from getting bent out of shape on big hits). I'd also try reworking the stabilizers more like martymidget's VS he just posted (but without the skirts; use extenders or something instead). But of course, freeziez might have a different opinion. Weapons look scarily powerful but I see nothing wrong with them from an IRL standpoint. Except for the enormous power required to run four Perm 132's, but that's getting kind of picky.
643
« on: November 30, 2011, 11:48:29 PM »
Unfortunately true walkers can't move in RA2 due to the low friction of both components and the arena floors. You can make a walker, but it can't push off the floor because there is no friction to push against. The closest you can come to walking is a froglike 'hopping' motion. Now, if you had a custom arena with a high-friction floor and custom high-friction components, that would be another story. But of course, regular wheeled bots can't drive on high-friction floors.
644
« on: November 30, 2011, 11:24:28 PM »
I agree with Scrap as well. It should be about entering cool bots for the fun of it... however I understand it's tempting to try to win, since you'll only get 1 fight if you enter a bot that can't fight. Your bot has to be GOOD to see it in action more than once. Plus nobody likes to lose, no matter how much you tell yourself it's not about winning. Perhaps switching to a round robin format, or at least double elimination, would help reduce some of that 'competitive urge' since you would be guaranteed more fights even with a non-competitive robot. Don't do it for this tournament obviously, being so close to signups, but it's an idea for future IRL tournaments. Q F T
All but maybe 1 of my losses in this tourney (Hard Drive vs Freezerburn) have been against bots built solely for efficiency (NyXL, Toriodore, 8Rec).
? I thought NyXL was one of the more realistic and exciting bots. Apparently you haven't seen . (2 Judge bursts was maybe a little overkill for the flipper though.) In other news, I got my SHW pretty much ready. Just need to make a custom smart zone because using 'range' isn't cutting it against some opponents.
645
« on: November 29, 2011, 01:13:57 AM »
#1 - Would be better if there was actually something IN the present, instead of just an empty box. #2 - I can see the votes, you know, Badnik. And I know you didn't actually vote for it... someone is going on Santa's naughty list. #3 - Great AI'ing and beautiful to watch in action but should have spent a few more minutes on the splash. #4 - What it lacks in combat ability and Christmas-ness, it makes up for in creativity and humor. Probably going to win (this is without looking at the votes). #5 - The concept would work better as a train-bot with engine, freight car full of presents, and caboose... as is, it's not that interesting. #6 - What is this I don't even. How is it even built? #7 - No comment. #8 - Pretty awesome work but it really should show more angles and/or some battle shots.
646
« on: November 27, 2011, 11:49:08 PM »
I don't know about freeziez but I wouldn't class either of those bots as IRL realistic. But I wouldn't have let Top Comment in either. You need more "supports" for the weapon motor (look at MikeNCR's undercutter he just showcased; that is the bare minimum of support you should use for IRL) and the drive motors need to be internal on the SHW. The chassis is almost big enough already.
647
« on: November 27, 2011, 11:34:35 PM »
Excellent use of Overkill blades and actually using hex plates how they were originally intended! I never would have thought of integrating Overkill blades into the design like that. Unfortunately it's going to be gut-ripped by the first VS it comes across... 'tis a shame.
648
« on: November 27, 2011, 11:25:35 PM »
Interesting method of making a side hammer there. Should be plenty wide to grab and hold bots. I fear it doesn't have enough weapons to take on HS though, and the lack of wedge means it can't take on other wedges. Which leaves... not much it can take on.
649
« on: November 27, 2011, 11:13:51 PM »
What are you talking about, the MW looks the best out of all three. The HW and SHW are certainly more combat-effective but are a little too overloaded with weapons for my IRL tastes.
650
« on: November 27, 2011, 11:07:38 PM »
(Image removed from quote.)
Heads up: Freeziez banned Judge spikes from BB. All the Judge extras are allowed but not the spikes. Really awesome collection of IRL bots though. Ivan would look great even without the Judge gavels.
651
« on: November 27, 2011, 10:32:30 PM »
Patriotism: Great! Angered Mystery: Great except the wedge is a little steep and METAL HINGE WEDGES Garrison: VS? If so needs a slot painted on the chassis for maximum realism. Otherwise looks good. Sound: Looks good but... somehow looks more standard DSL than IRL. It's not unrealistic at all but doesn't really look like something you would actually see in real life. Might look better with only one hammer. And less big flimsy wheel guards (although it has to be said they do look cool).
652
« on: November 27, 2011, 10:17:33 PM »
It's bad to be too narrow because it makes it easier for spinners to hit your sides, which makes it difficult to get under them. It doesn't ruin the bot but try fighting some spinners and you'll see what I mean. And lots of popups don't even have ram plates (Pyscolone popups) yet can still beat some spinners, so if you have weight it's good to have a chassis wedge as backup. And I don't think Sage noticed the red extenders. :P
653
« on: November 27, 2011, 10:00:59 PM »
it's an irl bot it's supposed to suck
No, it's supposed to LOOK COOL. WreckTangle sucks but you wouldn't call it IRL. With that in mind, Red Beast could look better with different spike placement. Try putting four spikes, one at each front corner. Or if you want to stick with three, put them in an evenly spaced row across the front. The triangle arragement with the angle connectors looks... awkward.
654
« on: November 27, 2011, 09:52:31 PM »
Too narrow IMO. Very good space management and setup though. Also, it's always better to have a chassis wedge under your ram plates so you can still fight without them.
655
« on: November 27, 2011, 09:48:43 PM »
I also think it's better to have a mace on the end attachment point of the extender instead of in innermost one.
Seconded. Also invertibility isn't as critical for HS as long as you can make them flop around while inverted.
656
« on: November 27, 2011, 09:36:32 PM »
Saws aren't even good IRL, because the opponent generally doesn't sit still long enough to cut them. That Darn Dustpan is the only exception I can think of (and even then, the saw was usually more of a spark-thrower than an effective weapon). Saws were also effective in the early days of antweights (VDD), but only because of their grabbing and throwing power, not for cutting. In RA2 however, anything can be good if you give it good enough stats.
657
« on: November 27, 2011, 09:25:52 PM »
And you're sure you weren't modding something and accidentally messed it up? The only thing I can suggest at this point is reinstalling. Edit: Try Sage's complete download if you haven't already.
658
« on: November 27, 2011, 09:13:04 PM »
There are lots of fancy AI .py's for making 'smarter' AI (the one that comes to mind is my SpinupOmni.py, which actually measures RPM of spinning weapons and doesn't attack until the weapon is up to speed). The big problem is, most people only have a very basic understanding of AI, or none at all, and they leave the AI'ing up to the host of whatever tournament they're entering. The host, burdened with dozens of bots to AI, doesn't want to spend time tweaking every one to its optimum strategy, and usually ends up slapping Omni.py on every one they can and calling it good. (And I'm not accusing anyone of anything here; I am guilty of this as well.) The other big problem is that the AI can effectively only move straight toward the opponent or straight away from them. Maneuvering to the sides, avoidance tactics, waiting for an opening, all those would be ridiculously complicated and would likely backfire as often as they succeeded. (Just try maneuvering around to Neglected Waterbug's side and see how hard it is... now imagine telling an AI to do that.) Plus there's the fact that you would want different tactics for different opponents--sneaky maneuvering for wedges, and box-rushing for spinners, and there is simply no way for an AI to identify a bot's type. I'm not saying it's impossible to make better AI, but no matter how advanced it gets, it will never be as smart as a human driver.
659
« on: November 27, 2011, 08:36:50 PM »
The way I do seeding in BBEANS is I put the 32 top-ranked competitors in the bracket first, so the highest-ranked bots are as far apart as possible. So the #1 seed goes in slot #1, #2 goes in slot #32, #3 goes in slot #16, #4 goes in slot #48, etc. Then I fill in the remaining slots randomly with unseeded bots, so every round 1 match is between a seeded bot and a random unseeded bot.
I had that seeding in mind before now, and now when I use it it'll seem like I was taking your idea. :P
Whatever. It works in college basketball, it'll work here.
It's not even my idea; I got it from somewhere else (don't remember where though). So go ahead and use it. By the way, you gonna enter?
I have a SHW to enter if I can AI it and if the bracket doesn't fill up too fast. (The self-righting AI will be complicated.)
660
« on: November 27, 2011, 08:12:28 PM »
The way I do seeding in BBEANS is I put the 32 top-ranked competitors in the bracket first, so the highest-ranked bots are as far apart as possible. So the #1 seed goes in slot #1, #2 goes in slot #32, #3 goes in slot #16, #4 goes in slot #48, etc. Then I fill in the remaining slots randomly with unseeded bots, so every round 1 match is between a seeded bot and a random unseeded bot. There's never been any controversy over it so you might want to give it a try. Also, stop trying to steal the "most tournaments in a series" record from BBEANS. :P (j/k, BB is a fun tourney, even if some people take it too seriously.)
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