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Topics - geese

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Site News and Feedback / New Tournament Mod
« on: Yesterday at 02:57:02 PM »
Congrats to our new tournament mod BSraven

Active Tournaments / Update to the tournament section
« on: November 11, 2019, 05:15:10 PM »
The tournament section has been simplified to better fit with the wider hosting community, and also make it far less of a hassle to use

- Tournamenta no longer require polls or mod approval to enter sign-ups. Sign-ups will start and end at the host's discretion 

- Discussion, sign-ups, and SBV's will now take place in a single tournament thread

- In-progress tournaments, discord, and all other off-site tournaments are welcomed and are fine to post here

- After a tournament has been completed, contact a mod to have the thread moved to the tournament archive section

We hope that this will encourage people to start posting their off-site tournaments on gtm, and also make it easier for new potential hosts to get a start with hosting

Tournament Archives / the worsr tournnet eveeer!
« on: November 06, 2019, 06:37:47 PM »

Off-Topic Discussion / real facts
« on: October 31, 2019, 06:58:59 PM »
flat motors are cancer and are partially responsible for why verts are so strong. it's far too easy to build a dual vert with no compromises compared to perms/eteks.

top hinges are also cancer and are far more powerful than their burst motors suggest

thanks for listening to my ted talk. feel free to argue in the comments

Modifications / Correct Armor Values for DSL 2.2
« on: October 25, 2019, 02:13:25 AM »

Paste it into your main RA2 folder and overwrite.

Off-Topic Discussion / sephy
« on: October 23, 2019, 03:52:16 PM »
he sucks and nobody likes him

like this comment if you agree

Site News and Feedback / New Admin
« on: September 14, 2019, 05:32:04 PM »
Following recent discussions, Orc has been promoted to admin.

We wish him the best in handling GTM's future.

Site News and Feedback / Open Admin Postions
« on: September 12, 2019, 06:18:36 AM »
Short and sweet: 09 and I have no longer have interest in being a part of the active administration are probably gonna join hoppin in the river 

If you want to step up, then now's your time. I've asked numerous people who are well respected and upstanding members of the community and they've all said no. y'all love to contribute opinions on where this site should be heading, so now's you're chance lead it there yourself. also, 09 and I will probably remain on temporarily to assist with the basics of editing the forum until the new admin/s can get the hang of things (or you can just ping one of us when you want stuff done, that'll probably be easier for everyone)

If nobody suitable wants to take the positions, then we'll probably just give it to kix since he was the only one who said yes ( not that he was given a serious offer)

« on: September 02, 2019, 07:56:57 AM »
Effective immediately, polls are no longer required to start a tournament

they really make no sense with the current setup of the tournament section, and anyone can already just host in the personal tournament section and skip the entire approval system

Yes the entire tournament system could use a revamp, however it's not as easy as it seems as we don't want to make it too restrictive and scare what few tournaments we have left into hosting off-site. the main goal would probably be to encourage off-site hosts into opening their tournaments up to the gtm community.

Modifications / dsl 2.2 CE update
« on: September 02, 2019, 05:22:23 AM »
it's been talked about for awhile so might as well get it over with

100% getting added :
-Colored typhoons and beaters
-Colored bars
-Colored drums
-Centered betas
-the correct skinned frenzy hammers

things already released but open for discussion:
- dsl 2.3 npcs
- non-damaging wedglets (technically not permanently released, but I've sent them to like 5 people so)
- mine/kix's colored mini wheels
- whether or not we should restore the colored beaters to the default 2.2 level or use the default beater buff
- locked npc motors
- disk covers
- include redace's AI pack

things that haven't been publicly released but shown:
- wedgelet fix to make them 30cm
- separating wedglets into non-damaging wedges and damaging chisels with a blunt edge
- updated teeth col meshes
- updated omni with improved srimech detection
- remove edge damage from replica disks (technically they'd be classed as having 1 normal so they should get a x2 buff but obviously that's not gonna happen)
- give steel and ti 1, 3, 5 their correct strength values

yes, it'll cause issues with people not updating their game, but we already have this issue en mass anyways

Site News and Feedback / Hoppin has stepped down from staff
« on: August 30, 2019, 03:01:55 PM »
Hoppin has chosen step down from the GTM staff team

Discussion / psa: ti/steel 1-5 sucks
« on: August 29, 2019, 11:42:52 PM »
pro gamer strat: make ti and steel 5 weigh more than plastic 10 while being weaker

fyi, armor efficiency is supposed to increase with weight

also i checked, and it's not an issue unique to the complete edition. somehow this is probably toxic hop's fault

Site News and Feedback / dedicated 2.2 mods section
« on: August 28, 2019, 06:51:54 PM »
we now have a dedicated section for the most commonly used 2.2 mods. currently it's missing a few things like the centered betas, and things that are already included with the complete edition (which needs a major update)

Also, don't upload the AS balance patch. we've had too many issues with people making mods with it unknowingly installed (the colored frenzy hammers in CE, colored beaters, etc)

Off-Topic Discussion / the gamer word
« on: August 22, 2019, 06:18:32 PM »
who can use it? cus sev and hoppin sure do

Discussion / ghetto testing pt 2: gutripper weapons
« on: August 03, 2019, 05:19:57 AM »
did some testing on how equal the current teeth limits are

for reference, the test bot has double strength steel 10 as i didn't want fights lasting 15 seconds, motors are two perms.

as always, this isn't a 100% realistic representation. your results may vary based on your motor choice, weapon setup, total spinning mass, if you've installed the AS' """"balance"""" patch, and if you're TOXIC like hoppin

here's the full results. this is TTK and not points btw

4 LARGE AVG = 32.4


6 SMALL AVG = 30.2 AVG



dual microvores AVG = 34

4 ripping teeth = 91

conclusion: i think 4 large/6 small is fairly balanced as 4 larges have more total hp, but 6 smalls have maybe up to around 10% higher dps. 8 smalls would definitely be pushing it.

8 beaters still doesn't match the damage output of typhoons even when patched. that being said i don't think they're a completely non-viable choice. 8 beaters have 20000 hp vs the 16000/12000 of typhoons, and from my testing are pretty effective at de-weaponing them (assuming you don't lose your disk/drum setup). also most hosts will probably let you spam more than 8 since they aren't toxic typhoons and that's all people really care about tbh

micros should probably be regulated on the same level as 4 larges/6 smalls. they are technically less dps, but the difference is very small and each disk only weighs 35kgs while also having 7000 hp. they did have a tendency to jam due to my test cage and their large size, but i don't think the impact is that severe on the results, and i don't think that theyd be faster than 6 smalls

idk what's going on with ripping teeth. i know my disk setup probably isn't optimal but still, they have a really sh** collsion mesh/normals

there's a few other components that might be worth checking (the heavy ds tooth, minion disk, cutting teeth

thanks for listening to my ted talk. btw kix sucks at csgo

short and sweet, mechs are more powerful than their dp suggests due to frequency

perm 132:
typhoon l = 2618
mech =  3672
mech (0 frequency) = 1942
typhoon with mech stats (0 freq) = 2507


typhoon l = 905
mech = 1559
mech (0 frequency) = 802

for reference, a mech disk has 685dp (2.06p/2.74c) and a frequency of 2. large typhoons have 700 (1.75p/3.5c) as everyone probably all knows

weapon to weapon, a large mech is usually fairly even with 2 large typhoons, but it will lose to 4 small typhoons and even 4 large beaters with the patch (overfloat + fracture hits). 4 large vs 2 mechs follows the same pattern. this is all assuming your disk doesn't fall off before your teeth (btw the entire outside edge of the mech does damage)

tldr: mechs deal more damage than their dp value suggests

frequency seems to work as a damage multiplier. mechs have a frequency value of 2, and while not close, the difference is very close to a x2 in testing. also note that return damage scored by the target bot's chassis nearly doubled

idk how true the whole 'contact damage thing is, but that really doesn't matter for this test. i suspect there is some validity to it, but it does it in a way that outright multiplies damage. i guess the hypothesis for this would be that the mech is dealing damage twice before the game can output the points pop-up

regardless, dp once again proves itself to being a poor indicator for actual effectiveness. frequency isn't taken into account for DP, and mechs aren't the only weapon with it (imagine if minions had a decent mesh). i suspect that dual minivores will be the best weapon choice in ow4, but that requires further testing

as for tournament limits, i would say a single mech disk is fair for the standard 4 large/6 small meta. dual mechs probably shouldn't be allowed, but a single mech is somewhere in between the overall power gap of 4 large typhoon and 4 smalls depending on the bot type

also also I'm willing to bet that a decent majority of the community unknowingly has the AS balance patch installed, thus rendering all of this non-relevant. ez way to know is to check the description of the default large typhoon.

Going over the stats of a few components, I've discovered that the colored beater have higher stats the the default DSL 2.2 ones.

After a brief discussion with a few people, we've agreed that the best fix would be to buff the stock beaters to the stats of the colored ones.

patch to buff the default beaters

typhoons appear to have the exact stats as the default ones.

also another PSA: the largest black drum from the OW AI pack is slightly lighter than the default one.

edit: also also: the skinned frenzy hammers in the Complete Edition are weaker than the default ones

Discussion / TIL with batteries
« on: July 10, 2019, 03:55:55 AM »
so some people have been wondering why their bots have been prematurely losing power despite having adequate battery life. the explanation that people seemed to come up with was that smoking motors drained more battery life than undamaged motors. personally, i didn't think that was right, so i decided to do some ghetto tests on the theory that damaged batteries lose some of their total output.

for the test bot, i used a custom motor that has near infinite hp to avoid any chance of motor '''''smoking'''', and a single ant battery that gives about 2 minutes of power for a single motor. the motor was wired to a switch to make sure that it stays on constantly after activation

the first minute is just me damaging the battery and making sure that both bots stay mobile. i activated the switch on the motor at around 2:00 on the match timer (not the vid), and the battery dies almost exactly a minute afterwards (half of what the ant battery should provide to a single motor).

this was done with an externally mounted battery, but I've tried it off-cam with a chassis mounted bat and was able to get similar results

also another til: i think external batteries might be invulnerable to being knocked off

iirc anything in the powertab is technically invulnerable
quality on the vids isnt the best but it should do

Site News and Feedback / New tournament mod
« on: May 01, 2019, 06:43:30 PM »
Billy5545 has been promoted to tournament mod.

He does good work off-site with handling tournament related business, so I think he's a great a fit for the position

Modifications / centered betas
« on: April 30, 2019, 06:57:33 PM »
old and never posted, but some people have these in their games

spring loaded


the aps are centered with the axle, not the motor

also if you use one of the new aps, and then send your bot to someone without them, your beta will use the default offcentered ap.

TBH we need to make an attempt to 'standardize' what add-ons are used in dsl 2.2 IRL. maybe a discussion every few months or so about what new mods are going to be added/removed, and then update the complete edition to reflect said changes

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