- People who didn't enter ROBOT4.
- People who submit a new(-ish) robot as opposed to reposting their CBC4/ROBOT4/RFN2 entries.
Signup Deadline: You have a week from when this post goes up. Tournament starts the week of April 12th.
Arena: The Ventus Storm Refuge (see spoiler below) will be used for all rounds. The one and only stipulation is that the bird statue hazards will not be present (i.e. Omen cannot be spawned) in winner's finals, loser's finals, or the finals.
V900 wrote: ↑Sun Feb 02, 2020 7:27 pmThe following notes apply across all arenas, hazards, and house robots unless specifically stated otherwise.
- Hazards and house robots ignore armor. For example, a hazard with "2 damage" will always have a weapon power of (your armor + 2). Most of these cannot deal shock damage, completely tear off wheels, nor inflict damage from ramming.
- Certain hazards and housebots deal "knockback", which is a simpler term for how much knockback a weapon would cause if it were on a regular robot. For example, a house robot with a vertical spinner dealing 2 damage and 10 knockback will toss you the same distance a 10 weapon vert would, but only inflicts 2 damage regardless of your armor.
- Certain hazards apply stat debuffs to your robot, but no debuff can drop your stats below 1.
- A house robot's stats are typically set up like so:
Code: Select all
Speed: Functionally the same as a regular robot's speed stat. Armor: Functionally the same as a regular robot's armor stat. Weight: Expressed as a multiplier. Heavier robots are harder to flip and push. Attacks: List of attacks, how much damage they each deal, and any additional effects they may have.
- Yes, the armor stat does mean you can KO some house robots if you try hard enough.
- A house robot's traction and torque are assumed to be equal to its speed.
V900 wrote: ↑Sun Feb 02, 2020 7:49 pmVentus Storm Refuge
Location: Caribou, Maine, United States
Description: Originally used as a meteorology facility, Ventus Storm Refuge became promptly abandoned when federal funding was cut a number of decades ago. It's stood still ever since, remaining in surprisingly pristine condition. Aside from the skylight shattering during a hailstorm on a particularly harsh winter season, it appears to have been kept a close eye on..
...when did those statues get there?
OOTA Zones: 0 (technically 1, but odds are you're not getting it)
House Robots: 1 ...?HAZARDS:
House Robot PoolH-tek Sweeper ver. 2
State-of-the-Art Y2K Sweeping Technology
- Hammers: The 4 side hammers surrounding HtS cover all 360 degrees around the robot. Getting caught between a pair of hammers will hit twice for 2 damage apiece.
- Smother: HtS will occasionally use it's extending pistons to climb on top of short robots. While this deals no damage, it will provide an opportunity for the opponent to attack you. On the bright side, being smothered by a bot 3 times your weight means that flippers and verts will have a hard time getting under for an attack.
Armor: 12 (chassis), 14 (plow)
- HURT: BASIC ATTACK. FIRE FRONTAL BATTERING RAM FOR 1 DAMAGE AND 5 KNOCKBACK.
- OVERCLOCK: INCREASE WEAPON FIRING SPEED BY 100%, INCREASE SPEED AND INCREASE ALL DAMAGE DEALT BY 1. ACTIVATED FOR REMAINDER OF MATCH TIME WHEN SIGNIFICANT DAMAGE IS SUSTAINED.
- FORCED_REASSEMBLY: FIRE OVERHEAD HAMMER FOR 3 DAMAGE. ACTIVATED WHEN COMBATANT(S) OCCUPY(S) HOUSE ROBOT ZONE FOR 5 SECONDS OR MORE.
- Switchblade: Dustbucket can swing a diamond-tipped blade around its front, dealing 1 damage and 1 knockback on contact. Very quick attack, takes <1 second for a single back-and-forth swing.
- Hedge Clippers: A long and unwieldy pair of clippers that deal only 1 damage normally, but deals 3 damage to rubber wheels and treads, tearing holes into them instantly. They won't be outright removed, but heavily damaged and susceptible to randomly falling off later in the match. Other forms of locomotion (metallic walking legs, shuffling pods, snakes, plastic HDPE wheels, etc) are exempt from this bonus damage.
- Flamethrower: Long-range weapon, inflicts 1 damage initially, this amount increases by +1 for every 5 seconds of continuous contact. Can also rotate up to 200 degrees on a vertical turret to self-right.
- Skylight: Very much shattered open. As a result, rain falls freely onto the center of the arena and douses anything underneath. Robots will suffer a -1 traction debuff while in this area. In case you're wondering: yes, you can technically throw a robot through the opening here for an OOTA, but you'd need something along the lines of a 15 power flipper and some rather precise aim.
- House Robot Area: Hosts 1 house robot from the house robot pool. Indicated by the yellow rectangle.
- Bird Statues: 4 statues are scattered about the arena's perimeter. Inspection reveals that they are rather fragile, with any robot capable of dealing 10 or more damage able to shatter it. It is highly recommended that you leave them be.
So. You broke all 4 statues.In the case that all of the statues are broken, an additional house robot will spawn:
After spawning, Omen will wander randomly throughout the arena. This includes the house robot area, but the house robot will not attack it.
- Drop-in: Upon spawning, Omen will drop into the center of the arena with great force. If, for whatever reason, you are caught underneath during this, you will receive 5 damage and will likely be in range for one of it's other attacks.
- Stomp: Omen can use its legs/chassis to smack the tops of any robots immediately next to or underneath it (post drop-in). This deals 2 damage.
- Laser Shot: A close-range hitscan attack that never misses its target. Requires 2 seconds to focus before firing (attack will be cancelled if target strays out of range), and has a 15 second cooldown period afterward. Deals 3 damage and lowers your base armor by 2 for 10 seconds. Armor-lowering effect does not increase self-damage.
Whenever Omen stands underneath the skylight, a thunderbolt will strike its ruby-colored receptor. From there, it will trod toward one of the broken statues and repair it. Repaired statues cannot be broken again.
Generally, it will take 1:30 minutes to repair all 4 statues. Upon doing so, Omen will move to the center of the arena one last time, hop out of the arena via the skylight, and will not return for the rest of the match.
Bracket: 8 robot bracket, double elimination. No "bracket reset" in finals.
Writers: I will be writing all the matches myself.
- Botomatic1000 - Avanti!
- Badnik96 - Night Slasher
- carpedav000 - Poisonus Dart Frog
- Superbomb122 - Phantom
- Killjoy - TRiP
- Hide - Dead Baby Cannon
- Noisy - Death Or Glory
- YSMQTHLQYH - bot
RPs shouldn't exceed 300 words, not including things like statlines or "good luck"-type messages. There's no penalty for submitting an RP over 300 words, but I'm also not obligated to read your 15 page thesis on why the opponent's wedgelet setup is slightly suboptimal. Go play chess or something if you wanna overanalyze things, dweeb.
Configurations must be declared on the forum by Wednesday of a given round. You are allowed to have a maximum of 2 statlines and 3 total configurations. Any change to your robot at all will be counted as a configuration and must be declared. If you don't declare by the deadline, I will declare for you, and you're not gonna like the one I pick.
Rounds will occur every other week and have a deadline of Saturday 11:59 PM EST (8:59 PST, 4:59 GMT). Requests for extensions must be made beforehand.
All entries must have at least 1 static image (jpg, png, bmp if you wanna act like a sociopath) and a statline labelling each stat. In other words: if you really have to do the X/X/X/X/X thing, at least mark each stat with something along the lines of "X spd/X tor/X tra/X arm/X wep". If you don't, I reserve the right to "accidentally" (read: purposely) misinterpret what your stats mean.
This tournament will be using a heavily modified version of the standard ARC ruleset. General list of changes is as follows:
There's a lot to unpack here.
- Put the "i don't have to drive at full speed :^) :^)" clause into writing. You can drive up to 3 points slower than your base stat, and must put 1 weapon point into a "speed controller" for even slower speeds.
- Excess traction now reduces knockback and opponent push speed (so long as your wheels are on the ground).
- Acceleration is (speed / 4) seconds from 0 to top speed, halved per point of torque beyond 1.
- Pushing speed is the midpoint of your speed and torque. Base torque stat takes priority when determining who outpushes the other, with pushing speed being used as a tiebreaker.
- Self-damage uses base armor to prevent "armor: X, +Y weapon" abuse. Stats-wise, this is basically as if every robot received the +4 armor bonus for self-damage reduction.
- For most weapons, you get +2 armor from enemy attacks at 5 weapon and +4 at 10 weapon. Shells (+ any weapons making up over 1/3rd of your surface area) receive half of this, and extended contact weapons receive none by default.
- Surface area being used is intentional, this means overheads receive the standard +2/+4 so long as their weapon is small enough. Blood Eagle is a few millimeters away from being an overhead as-is, so might as well.
- Literally any weapon type can forfeit their armor bonus in exchange for articulation. Wanna give your armorless hammer a 4 point turret? Go nuts.
- Damage scale now has repeated hits incorporated into it. Repeated hits have also been toned down, achieving the required number of hits will now give you a +1 to that area instead of being a KO. This bonus stacks with continued hits.
- Wheels will be torn off upon receiving 3 damage in a single hit.
- Hammers deal +1 shock damage.
- Removed the half damage from verts flipping opponents. You already get repeated hits and near-guaranteed +1 corner damage, you really don't need more bonuses.
- Crushers are counted as extended contact weapons a la sawblades.
- Control weapons (especially turrets) don't receive a "controllability" debuff if weapon exceeds 5.
- Turret speed does not stack with the chassis itself turning. Turrets will generally be able to "keep up with" an opponent with a speed stat equal to or lower than the turret's weapon power.
- Continuous weapon equation reworded for easier understanding, functionally the same stats-wise.
- Saws get a 4 point articulation device at 5 weapon and inflicts 1 hit of regular damage on every initial contact, crushers get a 4 point srimech at 5 weapon (with the option to forfeit this in favor of a regular armor bonus), flamethrowers are assumed to have a short range of a few feet.
- Chainsaws and reciprocating saws deal the same damage as regular saws.
- Ramming damage = (speed*0.5) + torque, with a maximum of your base speed stat.
- Torque reaction thwack damage = (speed*0.5) + (traction*0.5). This also applies to any other active weapons powered by your drive.
- Thwacking/meltybrain damage = speed.
- Flails don't receive the -1 damage debuff, but only deal 1 hit of damage per second.
- Thwacks take ( speed / [6 * traction] ) seconds to spin up.
- Powered, yet purely decorative components don't require any points invested.
- Added a novelty weapon "lightning round" section for anything along the lines of "what about ginsu tho??". Projectile bots and KE-powered flippers got lumped into here too because holy ravioli one-off robots do not require their own dedicated section.
- KE weapons semi-buffed (spinner nerfed, attached weapon buffed), projectile weapons semi-buffed (ammo count now scales off of weapon stat, does not use its own statline).
- Treads have -1 armor, receive 2/3 knockback, and the opponent's pushing speed is reduced by 2.
- Shufflers/Legs/Slitherbots receive NO point bonus, instead receiving knockback resistance and pushing resistance, at the cost of flat speed penalties.
- Heavy hits to HDPE wheels (i.e. HUUUUUGE) will chip away at the wheel instead of tearing it clean off. Traction penalty will never push your traction below 1.
- Mecanums/omniwheels receive a flat -1 torque penalty instead of being halved. Torque penalty will never push your torque below 1.
- Gyroscopic walkers (i.e. Wrecks) are counted as walkers.
- Drones and minibots are counted as purely decorative and thereby don't cost points, use them to flex your CAD skills!
- Weight distribution for multibots should be declared in your signup post. Pushing speed is reduced and knockback increased proportional to this weight.
- You can swap multibots out now (i.e. The Four Horsemen) so long as the heaviest portion of the multibot is included in both of your statlines.
- You don't receive any stat total penalty between configurations.