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| LoRE 2: The Arena; w00t! | |
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| Topic Started: Mar 9 2015, 12:51 PM (344 Views) | |
| Badnik96 | Mar 9 2015, 12:51 PM Post #1 |
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You're just a voice pal, you don't know a damn thing about racing!
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Hello everyone! Welcome to the official unveiling of the League of Robotic Excellence arena, which has been rendered by Paul!![]() Here's an overview of the arena. as you can see, plenty of floor space! ![]() In two of the corners, we have the pulverizers! These weapons have enough power to dent the toughest armor! ![]() In the other two corners are these horizontally-spinning sawblades. The teeth are large enough to rip and tear into robots. ![]() Set in the floor are two sets of killsaws! You know what these are for. ![]() On one end of the arena is this vertically-spinning drum, with a feeder wedge in front of it to beach robots and help wedges get sent into the drum. The drum itself, due to its width, is fairly low-powered and is meant to flip robots and disorient them, rather than damage them. ![]() Finally, we have the OOTA zone! This wall is what all flippers will have to get over to throw their opponent over. The wall is currently set at its highest height, which is what Superheavyweights have to throw over. The wall lowers depending on the weight class, and it will take a good 6 or 7 weapon power for a flipper to toss its opponent over the wall. A powerful vertical spinner could do it as well, but their weapon power would need to be 14 or 15 to get a good shot at tossing a robot out in a single blow (a 14-powered VS would need a near-perfect hit to launch the opponent OOTA, while a 15-powered one is easier but definitely not a sure thing. this also applies to flippers, with 6 needing a near-perfect arc and 7 being easier). However, one flip isn't it for the flipped robot - Once they've been tossed out, the wall lowers entirely (it essentially drops into the floor as soon as the robot is flipped out) and gives them a chance to re-enter the fight! However, if they're thrown out again or cannot right themselves and get back into the fight, they will be eliminated. The official ruling for this will be as follows: once a robot is thrown out it has ten seconds to re-enter the arena, and the opponent cannot interfere with their attempts to re-enter the arena. If they can't enter the arena after 10 seconds they will be eliminated. Edited by Badnik96, Mar 15 2015, 12:24 PM.
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Team Ignition WhipCoil - The Crash & Burn Tournament 5 Champion Redline - Robot Bastards LW Champion Sling Shot - Bot-o-Rama 2016 Sportsman Champion The Debilitator - Cherry Bomb Classic Lightweight Champion Pyrite - FRR Backlash Lightweight Champion Doomerang - Robot Fight Night Heavyweight Champion [/color]
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| That Kode Guy | Mar 9 2015, 12:58 PM Post #2 |
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Ruiner of All
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Pretty cool. |
![]() Team Covenant stuff
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| British-Robotics | Mar 9 2015, 01:11 PM Post #3 |
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Superheavyweight
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Really remind me of Battlebots :). Looking forward to this tournament. |
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TEAM TBR Team: FRR Backlash Powerdrive Jr 0-4 Lethal Carriageway 3-1 Sparkster 4-0 Chemical Explosion V2 1-3 "Completely British Killers" Ruination: The Contagion: Chemical Explosion - SHW Champion Rocket Knight - HW Quarter Finalist Awards: Ruination: The Contagion: Chemical Explosion: (Astrobot Award, The Windmill Award, Blood Thirsty Award (Shared with Redemption Denied) | |
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| Siphai | Mar 9 2015, 04:40 PM Post #4 |
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The Guy
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Really like the concept with the OOTA zone. |
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Team Targeted - (36-12) Robot Bastards Dr. P: 4-8 Square Wave: 11-1 Snijmachine: 10-2 Parabolic Trajectory: 11-1 | |
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| Minion33088 | Mar 10 2015, 11:39 AM Post #5 |
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Team AC/DC
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Have fun with the arena guys, I will be sitting this one out. Too many hazards for my taste, I prefer my bots to have the weapons, not the arena. |
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| Badnik96 | Mar 10 2015, 11:42 AM Post #6 |
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You're just a voice pal, you don't know a damn thing about racing!
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>_____________________________< |
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Team Ignition WhipCoil - The Crash & Burn Tournament 5 Champion Redline - Robot Bastards LW Champion Sling Shot - Bot-o-Rama 2016 Sportsman Champion The Debilitator - Cherry Bomb Classic Lightweight Champion Pyrite - FRR Backlash Lightweight Champion Doomerang - Robot Fight Night Heavyweight Champion [/color]
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| Badnik96 | Mar 10 2015, 11:48 AM Post #7 |
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You're just a voice pal, you don't know a damn thing about racing!
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What exactly is wrong with the hazards? Are they too strong? I can lower the power some... |
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Team Ignition WhipCoil - The Crash & Burn Tournament 5 Champion Redline - Robot Bastards LW Champion Sling Shot - Bot-o-Rama 2016 Sportsman Champion The Debilitator - Cherry Bomb Classic Lightweight Champion Pyrite - FRR Backlash Lightweight Champion Doomerang - Robot Fight Night Heavyweight Champion [/color]
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| Minion33088 | Mar 10 2015, 11:57 AM Post #8 |
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Team AC/DC
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No spinners are going to survive in there, one hit from any of those hazards and it could kill most bots |
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| NFX | Mar 10 2015, 11:58 AM Post #9 |
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Fuck Bitches Get Crystals
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It doesn't seem to have many more hazards than the ARC arena to me, aside from the OOTA zone. If you don't like hazards, it's a good job you weren't around for CBNBC, you couldn't even sit down without getting hit by one.
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Team Mongoose (358-215) "The Colour of Awesome" Braveheart / Crash Blossom / Depth Charge / Broken Ghost / Murder Death Unit / Agent X RoBattle Override - 13 pts MiDAS - 12 pts it was a gigantic masturbation of polygons :v - That Kode Guy | |
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| Minion33088 | Mar 10 2015, 11:58 AM Post #10 |
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Team AC/DC
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For an arena like this I'd use simple wedges or lifters/flippers, and I dint have time to design new bots |
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| NWOWWE | Mar 10 2015, 12:00 PM Post #11 |
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Team Blood Gulch Motto
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Suddenly it all makes sense as to why there is an amazing abundance of wedge-y type bots being entered! |
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| NWOWWE | Mar 10 2015, 12:06 PM Post #12 |
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Team Blood Gulch Motto
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To be fair in the ARC Arena, the drum is actually rather small and has a very low damage output and is mostly for helping flip bots over. Here it's literally the strongest hazard in the arena! The ARC Arena killsaws are also much less damage oriented. In the LoRE arena they're primed to cut most spinner level armor in half
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| Badnik96 | Mar 10 2015, 12:08 PM Post #13 |
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You're just a voice pal, you don't know a damn thing about racing!
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Okay I see the point. I'll lower some of the hazard powers down some more. EDIT: Done, is that better now? Edited by Badnik96, Mar 10 2015, 12:09 PM.
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Team Ignition WhipCoil - The Crash & Burn Tournament 5 Champion Redline - Robot Bastards LW Champion Sling Shot - Bot-o-Rama 2016 Sportsman Champion The Debilitator - Cherry Bomb Classic Lightweight Champion Pyrite - FRR Backlash Lightweight Champion Doomerang - Robot Fight Night Heavyweight Champion [/color]
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| Minion33088 | Mar 10 2015, 12:12 PM Post #14 |
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Team AC/DC
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Well don't do it just because I said something lol. |
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| Minion33088 | Mar 10 2015, 12:13 PM Post #15 |
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Team AC/DC
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And the reason this arena reminds you of a Battlebots arena is because the original cad was a Battlebots arena, I just modified it over the years. 😃
Edited by Minion33088, Mar 11 2015, 11:09 AM.
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| Badnik96 | Mar 10 2015, 12:15 PM Post #16 |
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You're just a voice pal, you don't know a damn thing about racing!
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Honestly, I don't entirely know what I'm doing with the hazard stats, and I'm trying to make them less overpowered than the ones in the CBNBC arena. You guys seeing this now and telling me about it helps me fine tune it and make it as balanced as possible. |
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Team Ignition WhipCoil - The Crash & Burn Tournament 5 Champion Redline - Robot Bastards LW Champion Sling Shot - Bot-o-Rama 2016 Sportsman Champion The Debilitator - Cherry Bomb Classic Lightweight Champion Pyrite - FRR Backlash Lightweight Champion Doomerang - Robot Fight Night Heavyweight Champion [/color]
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| Siphai | Mar 10 2015, 12:16 PM Post #17 |
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The Guy
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Nah it is kinda true. The drum having 10 weapon power was a little much, since that basically turns it into more of a vertical spinner than the traditional drum. It should have something more like 4-5; not enough to damage armor but enough to flip a robot. More keeping in line with the battlebots screws. |
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Team Targeted - (36-12) Robot Bastards Dr. P: 4-8 Square Wave: 11-1 Snijmachine: 10-2 Parabolic Trajectory: 11-1 | |
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| Siphai | Mar 10 2015, 12:19 PM Post #18 |
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The Guy
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As far as the number of hazards are concerned, I think Paul did a great job making the arena large enough to where there's more than enough space for robots to fuck around without constantly tripping over hazards - especially for the lighter weight classes like LW and MW. I guess the only concern is the amount of damage that could be caused, which lowering the weapon power has helped out with. I think I'd lower the hammers to like a 7? Or so? The main trade off between the hammers and the arena discs is that the discs are more of a one shot, where it might be tough to grind a robot against them and its easier to slip away, whereas the hammers should do less damage, but its easier to pin a robot in that corner. IDK. |
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Team Targeted - (36-12) Robot Bastards Dr. P: 4-8 Square Wave: 11-1 Snijmachine: 10-2 Parabolic Trajectory: 11-1 | |
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| Badnik96 | Mar 10 2015, 12:27 PM Post #19 |
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You're just a voice pal, you don't know a damn thing about racing!
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I realized something, that with the damage scale I'm using with the RB ruleset, robots with more than 8 base armor wouldn't take any damage at all from the hazards. So, since it's deemed incredibly difficult to balance the hazards for rammers and spinners, I've decided to remove the weapon values entirely, and go by the ARC arena rules which simply state robots take more hazard damage if they have less armor. |
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Team Ignition WhipCoil - The Crash & Burn Tournament 5 Champion Redline - Robot Bastards LW Champion Sling Shot - Bot-o-Rama 2016 Sportsman Champion The Debilitator - Cherry Bomb Classic Lightweight Champion Pyrite - FRR Backlash Lightweight Champion Doomerang - Robot Fight Night Heavyweight Champion [/color]
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| NWOWWE | Mar 10 2015, 12:28 PM Post #20 |
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Team Blood Gulch Motto
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I don't even think you need definite point values anyway. With the way it is right now, most rammers are, in effect, completely immune to hazard damage so with the high amount of rammer vs rammer fights we're looking to have, you'd just be pushing your opponent to them for something to do rather than trying to wear them down lol. The ARC arena doesn't really use numbers with the hazards. Basically the higher your armor, the less damage you take from them. No bot can ever be considered completely immune that way. |
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