The Monsterworks: New Monsters

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The_Angry_Goat
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The Monsterworks: New Monsters

Post by The_Angry_Goat » Sun Nov 20, 2016 2:29 pm

This is exactly why selective armor bonuses are not a thing :v:
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NFX
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The Monsterworks: New Monsters

Post by NFX » Sun Nov 20, 2016 2:39 pm

<blockquote class='quote_blockquote'><dl><dt>Quote:</dt><dd>&nbsp;</dd></dl><div>effectively turning Freedom into a 2WD drum spinner with 5 speed.[/quote]

Nnnnnnope, that's not how that works. Torque gets cut when wheels are off the ground, not Speed. I can see what you were trying to do, though, but it's not going to work under the current stat system. Sorry about that. :v:
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The Monsterworks: New Monsters

Post by The Monsterworks » Sun Nov 20, 2016 3:34 pm

<blockquote class='quote_blockquote'><dl><dt>NFX</dt><dd>Nov 20 2016, 02:39 PM</dd></dl><div><blockquote class='quote_blockquote'><dl><dt>Quote:</dt><dd>&nbsp;</dd></dl><div>effectively turning Freedom into a 2WD drum spinner with 5 speed.[/quote]

Nnnnnnope, that's not how that works. Torque gets cut when wheels are off the ground, not Speed. I can see what you were trying to do, though, but it's not going to work under the current stat system. Sorry about that. :v:[/quote]Speed doesn't get cut? Whoa&#33; No need to apologize at all&#33; Good point about the torque, but I'd also assume that since half of 1 torque is 0.5, it rounds up to 1. Even if that's not the case, I'll just swap a point from armour to torque. Problem solved and wow, I'll have myself one helluva a (unexpectedly and not-entirely desired) fast drum spinner.
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The Monsterworks: New Monsters

Post by NFX » Sun Nov 20, 2016 3:39 pm

<blockquote class='quote_blockquote'><dl><dt>The Monsterworks</dt><dd>Nov 20 2016, 03:34 PM</dd></dl><div><blockquote class='quote_blockquote'><dl><dt>NFX</dt><dd>Nov 20 2016, 02:39 PM</dd></dl><div><blockquote class='quote_blockquote'><dl><dt>Quote:</dt><dd>&nbsp;</dd></dl><div>effectively turning Freedom into a 2WD drum spinner with 5 speed.[/quote]

Nnnnnnope, that's not how that works. Torque gets cut when wheels are off the ground, not Speed. I can see what you were trying to do, though, but it's not going to work under the current stat system. Sorry about that. :v:[/quote]Speed doesn't get cut? Whoa&#33; No need to apologize at all&#33; Good point about the torque, but I'd also assume that since half of 1 torque is 0.5, it rounds up to 1. Even if that's not the case, I'll just swap a point from armour to torque. Problem solved and wow, I'll have myself one helluva a (unexpectedly and not-entirely desired) fast drum spinner.[/quote]Yeah, what I meant there was Speed does not get cut and thus Weapon power would not increase. It's like when Spatch tried to claim ABR's forks were powered by the Speed stat or something and we thought "no there's something wrong with that there"
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The Monsterworks: New Monsters

Post by The Monsterworks » Sun Nov 20, 2016 4:05 pm

So then what are those front wheels and the full power of their motors with no weight to move except for their own and that of the drum doing? Just derping around?

Also, the idea that a robot will be able to move at the same speed with only half of the motive power actually being put to ground kind of ignores the idea of power:weight ratio and is a bit unrealistic, IMO.

Let's be real here, there's nothing formalized in the rules about that and it seems to have always just been done on a mostly assumed basis according to what people think makes sense. I've provided an actual mechanism and explanation for how this design would work. You've said 'because rules' when there's really nothing officially on the books.

Honestly dude, do you think the design's just OP and would damage the meta? That's a standpoint that I can understand. However, it's more likely to be marginally inadequate as both a brick (lacking in armour and torque) as well as a spinner (big wedge getting in the way and poor design optimization). Its only real value is its versatility in-fight. I'd kind of like to try it.
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The Monsterworks: New Monsters

Post by NFX » Sun Nov 20, 2016 4:25 pm

On the power:weight ratio thing you've mentioned there, that's largely to do with Torque rather than outright power, at least in the area we're involved in here. You could have a gearing on your machine that gives you massive amounts of Speed, but if you don't have enough Torque, you aren't going to move yourself much anywhere either way. On the other hand, low Speed paired with high Torque means you'll almost always get to your top Speed, regardless of how many wheels are on the ground. However, fewer wheels on the ground means less of a contact patch to utilise the Torque, which is where the cut comes into play.

The way I explained it to Kody on Discord when he asked me about it, was to take the example of an 8 Speed robot with 4WD and a 5 Speed robot going up against one another. The 5 Speed robot gets underneath the 8 Speed robot and takes its front wheels off of the ground, which then have no purchase on anything. Now, based on what you're suggesting, the 8 Speed robot would get its Speed cut to 4, and thus be unable to simply drive away, which - to my mind at least - makes zero sense.

Another way to look at it is that you're claiming to be losing 4 points from Speed, but gaining 9 points in Weapon power. So that's a net gain of 5 points, giving your robot effectively 35 stat points, which is more than the walker bonus offers now. Plus, I'm struggling to work out how the wiring would work with the motors spinning around inside the drum there, and if the drum is being spun by both wheels either side of it, how does the robot turn? And what would happen to the drum when it does?
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The Monsterworks: New Monsters

Post by The_Angry_Goat » Sun Nov 20, 2016 4:34 pm

<blockquote class='quote_blockquote'><dl><dt>The Monsterworks</dt><dd>Nov 20 2016, 04:05 PM</dd></dl><div>Let's be real here, there's nothing formalized in the rules about that and it seems to have always just been done on a mostly assumed basis according to what people think makes sense.
[/quote]while it's not in the old ruleset, this is one of the many things we fixed in the new one&#33;

"Pushing power is a fairly simple stat. If your torque is higher, you will win a shoving match. That
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CBCIII
Cuddle Time!: 5-2
Scion: 7-2 (finalist)
Chimera V: 7-1 (undefeated in the regular season, semifinalist)
Delorean Cowboy: 2-4


ROBOTS3...?
Found God in a Tomato: 0-0
Venice Queen: 0-0
Visual Assault: 0-0
Blackburn Kangaroo: 0-0


@Badnik96 did I post a RP for PTS this week? I can't remember ~Wolf5150
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The Monsterworks: New Monsters

Post by The Monsterworks » Sun Dec 18, 2016 1:59 pm

<big><big>FURY</big></big>

Image

So, I made a tank. It was originally going to be named 'Hummel', after the German self-propelled gun from WWII, or 'Krieg', after the German word for 'war', but the Nazi implications of those names make them pretty morally questionable. Instead, since it's a goddamned tank, I named it FURY, after the 2014 movie.

Anyway, I noticed that a lot of spinners, no matter how powerful, fail because they just get box rushed and stifled for the rest of the match. No longer. With a fast turret in its Sherman configuration, FURY can simply move its deadly, turbine-powered X-axis/vertical spinning blade to avoid box rushes and then sweep it back in behind the armoured plows of its opponents.

Unfortunately, in order to have enough points to make this work, FURY had to be a walker, though the pods are now reversible. As a result, there doesn't need to be an obscene number of them. I'll concede that it was a bit ridiculous before, and I'd rather not use exploits to win. You may also notice that two have been mounted perpendicular to the others, so that this lumbering monstrosity can strafe in any direction.

FURY, far from being 'antique technology', as Josh would put it :P , has a number of innovations. Firstly, the 'gun' on the turret is actually a self-righter, assisted by the rear rails. The chassis is as wide and low as it is in order to ensure FURY's stability in the face of rotating a large weight and of the gyroscopic forces that it'll have to deal with. The very thick rubber skirts aid with suction generated by the turbine engine, to ensure zero ground clearance and help reduce recoil and gyroscopic effects. Unfortunately, that suction also gimps up the reasonably powerful drivetrain and is one of the reasons that it underperforms to the tune of only 2 speed.

Stats:

Sherman

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (21) 15 spinner, 5 turret, 1 srimech &#124; Armour: 7

Three other configurations are coming: a drum spinner, an axe, and a clamper

T-34 (Drum Spinner)

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (21) 15 spinner, 5 turret, 1 srimech &#124; Armour: 7

Churchill (Clamper)

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (13) 5 jaws, 5 turret, 1 lifter, 2 flamethrower &#124; Armour: 15 (+8 jaws)

Tiger (Hammer)

Speed: 2 &#124; Traction: 3 &#124; Torque: 1 &#124; Weapon: (21) 16 hammer, 5 turret &#124; Armour: 7

The title is a link to the album, renders of other configurations are coming soon, and let the pitchforks come out for me&#33; :P
Last edited by The Monsterworks on Sun Dec 18, 2016 2:41 pm, edited 1 time in total.
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The Monsterworks: New Monsters

Post by That Kode Guy » Sun Dec 18, 2016 2:58 pm

Yeah that clamper configuration isn't gonna work in R4. If you add 8 points of armour to the jaws, you're setting yourself back... um... 36 points on the body? Which is more than illegal, it's implausible. :v:

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The Monsterworks: New Monsters

Post by The Monsterworks » Sun Dec 18, 2016 3:23 pm

Realistically, it's not going in R4 (partly out of protest), and if it does, I'll use that idea that you posted on Discord.

This one is likely going to be for NARCO and next year's CBC.
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The Monsterworks: New Monsters

Post by The_Angry_Goat » Sun Dec 18, 2016 3:35 pm

<blockquote class='quote_blockquote'><dl><dt>KodeBreaker</dt><dd>Dec 18 2016, 02:58 PM</dd></dl><div>Yeah that clamper configuration isn't gonna work in R4. If you add 8 points of armour to the jaws, you're setting yourself back... um... 36 points on the body? Which is more than illegal, it's implausible. :v:[/quote]this is why that armor bonus rule makes more sense to me now :P

it's cool but seems like it'd be really boring to RP for and will have trouble showing movement because of its speed.
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CBCIII
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Chimera V: 7-1 (undefeated in the regular season, semifinalist)
Delorean Cowboy: 2-4


ROBOTS3...?
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Visual Assault: 0-0
Blackburn Kangaroo: 0-0


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i like my robots like my women
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The Monsterworks: New Monsters

Post by The Monsterworks » Sun Dec 18, 2016 4:42 pm

Eh, I have other bots for the purposes of fun. 2 speed is enough to not sit still for 10 seconds.
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The Monsterworks: New Monsters

Post by British-Robotics » Sun Dec 18, 2016 5:13 pm

Damn it, how an earth can I beat your complex machines, they look very good&#33;

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The Monsterworks
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The Monsterworks: New Monsters

Post by The Monsterworks » Sun Jan 29, 2017 2:23 pm

<big><big><big>Justice Rev.2</big></big></big>

Image

The return of The Long Arm of the Law. I swapped out the goofy tracks for wide-base 2WD. It is also now undeniably a perfect octagon. Hinged skirts are removable and there are optional anti-slope hammer heads. Otherwise, the rest is the same, just cleaned up.

Any ideas for stats?
Last edited by The Monsterworks on Sun Jan 29, 2017 2:31 pm, edited 1 time in total.
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The Monsterworks: New Monsters

Post by The Monsterworks » Tue Jan 31, 2017 10:48 am

Hey, does this thing have <big>Bluetooth</big>?

Image

Yes. Yes it does. Basically, this is the control-oriented version of Justice that I've been promising Brad for months. I guess it's worth a shot.

8 speed / 7 traction / 4 torque / 1 weapon / 10 armour (+2 weapon teeth)
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