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The Monsterworks: New Monsters

Posted: Thu Feb 16, 2017 12:17 pm
by Wolf51-50
I knew this thing would be back :P should do quite well despite the walker nerf, and it's a perfect octagon :v:

The Monsterworks: New Monsters

Posted: Thu Feb 16, 2017 11:14 pm
by Madman
Hellhound scared you so bad you needed a shell to hide in? :P

When are you gonna learn that you can run, but you can't hide? ...Actually, you can't run either.

Seriously tho, it looks good. I've got something in the works to hopefully beat it.

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 12:19 pm
by The Monsterworks
Brother of mine, your shit-talking skills have atrophied. Try harder.

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 2:52 pm
by Cha0sFerret
It's a turtle!

About as fast as a turtle, too :v:

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 3:38 pm
by GF93
...okay, you're too good at this. :v:

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 6:49 pm
by patrickrowberry
<blockquote class='quote_blockquote'><dl><dt>The Monsterworks</dt><dd>Feb 16 2017, 12:05 PM</dd></dl><div>Resurrected from the Dead, it's...

<big><big>GLACIER II</big></big>

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The walking 360 deathspinner is back, with a bit of added bite this time around. It now sports a 360 degree outer flipping/lifting shell that also acts as a self-righting mechanism and a spin-up protector. Box rush it and get stonewalled by the shell. Glacier will hit you when it damned well feels like it.

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For added flipping and wedging ability, there's an outer shell with a lip:

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The lip can be attached or removed as required for matchups and does not affect the stats in any way. There are also two configurations without the walker bonus:

2 Speed &#124; 1 Traction &#124; 1 Torque &#124; 17 Weapon (+1 Lifter) &#124; 9 Armour

--and--

2 Speed &#124; 1 Traction &#124; 1 Torque &#124; 17 Weapon (+1 Flipper) &#124; 9 Armour

With the walker bonus, its stats get a bit...nicer.

3 Speed &#124; 2 Traction &#124; 1 Torque &#124; 18 Weapon (+1 Flipper) &#124; 10 Armour

--and--

3 Speed &#124; 2 Traction &#124; 1 Torque &#124; 18 Weapon (+1 Lifter) &#124; 10 Armour

Yep, it's a trundling death fortress that moves at a glacial pace and will learn how to fly following every hit. At a certain point, you just stop giving a shit as a designer. Bring on the pitchforks.[/quote]monster sometimes i love your robots but we got another "freedom" again

its fine to make your robots good but this is just taking the piss

a 360 degree lifter is complete bullshit and you now it the idea you have a robot that nothing can get under kind ruins the fun of rping
a robot that basically makes it self indestructible while it spins up it death weapon and it will every time as no wedge, flipper or anything can get under it do to the mentioned 360 degree lifter and axes' crusher will need so much power just to get thought the shell that they have no hope

the idea seems fine it you realise this robot is just a fun killer pure and simple

every fight with this robot will be the same

robot a tries bot rushing robot but can't do anything dies to spinner

robot b tires to axe it nothing happens and death to spinner

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 7:41 pm
by The_Angry_Goat
stop whining about it and think creatively about how to beat it.

it's really the crux of his designs; they aren't standard in the slightest, and so you can't run on autopilot around them

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 9:43 pm
by Wolf51-50
Sometimes you just have to look for another way around monsters like these. Every design <big><big>EVERY DESIGN</big></big>, has some form of weakness. Sometimes you just have to look harder to find them

The Monsterworks: New Monsters

Posted: Sat Feb 18, 2017 11:19 pm
by The Monsterworks
<blockquote class='quote_blockquote'><dl><dt>The_Angry_Goat</dt><dd>Feb 18 2017, 07:41 PM</dd></dl><div>stop whining about it and think creatively about how to beat it.

it's really the crux of his designs; they aren't standard in the slightest, and so you can't run on autopilot around them[/quote]Thank you. At least you get it.

I've said from the very start that my designs are as much about presenting interesting puzzles for people to solve and thereby challenging the meta at least a bit as they are about actually winning fights. I'm not interested in making another UK-style flipper, 360 lifting brick, VS/drum with feeder wedges, or generic HS. Those are cool, but they've been done, so for me, there's no fun in doing them again.

Trust me, this thing is very beatable. You just need the right bot and some nonstandard strategies to take it down. Once it gets beaten, I'll adjust it. Then other people adjust. Then I adjust, and so on. There are more ways to have fun here than just RPing. Dare I say that it's only one small part of the game, and personally my least favourite.

The Monsterworks: New Monsters

Posted: Wed Mar 01, 2017 1:33 pm
by Mystic2000
wanna know how to counter it ? use that shell against him with a fast clamp, boxrush him, he closes the shell, you clamp the shell so he can't open it, and then you can use the fact that he has the weakest drivetrain in existence to pin him against walls and shit, this thing is so terribly slow that as soon as he's wedged and/or the blade stops, any fast wedge can make it it's plaything

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 12:34 pm
by The Monsterworks
<big><big><big>MINDFANG</big></big></big>

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Sylandro challenged my brother to build a middleweight based on Marquise Spinneret Mindfang. I was building something with a spidery theme, so I co-opted the idea. Admittedly, this has virtually nothing to do with the homestuck/hiveswap character. I just like the name and thought that the concept fit reasonably well.

Basically, it's a ring spinner, but the ring is spaced considerably from the chassis to create both an angle and a buffer space that makes it very hard for overhead weapons to attack. The weapon is also split in two across the middle, so that there's an undercutting portion as well as an overcutting portion. The chassis fills the gap between them and mounts a 360 degree lifter in the style of Breaker Box. Not only does this allow the robot to gain leverage by pressing its lifter into the arena floor (there is just enough ground clearance to allow for this), with optional teeth added, it can stymie the smothering attempts of control-focused designs, giving Mindfang's deadly blade time to spin up. Additionally, the lifter, with its armour bonus, provides options for facing other spinners, allowing Mindfang to either attack aggressively (ring first) or absorb incoming damage before turning aggressive. Finally, aids in self-righting and simply in being a lifter, able to deny other robots traction and potentially flip them.

Stats: 4 speed / 2 traction / 1 torque / 17 weapon (+2 lifter) / 10 armour (+2 lifter)

I'm not yet sure which weight class this one will go in. Any suggestions would be much appreciated, along with (constructive) comments, questions, and feedback.

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 2:41 pm
by Sylandrophol
Dope.

I suggest you put it in Middleweight for extra shenanigans.

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 7:13 pm
by attackfrog
Can you explain the drive system? Looks like it's the same one from your other robots but I've never understood how it's supposed to work.

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 9:02 pm
by The Monsterworks
Yeah, it's probably going in middleweight, since Seadevil and Brimstone have been (rightfully) nerfed, Orthocone is a joke bot, Bluetooth is garbage, and Osiris is only viable in certain tournaments. Also, we need to have that fight, though I'm going to be hella busy for the next few days. Notice how I gave it eight legs? This one pretty much had to be a walker due to the spider thing.

Attackfrog, the feet are basically an improved version of the usual Monsterworks feet. They're powered by linear actuators and really similar to Manta style feet, except that they move along guide rails for extra durability and there's a rotating joint involved. When they reach the end of their stroke, they shift onto the upper part of the rails, losing contact with the ground so as not to pull the robot in the opposite direction while they're retracting. For a better view of their basic principles (though a pretty crudely-drawn and outdated version), check out these old glacier renders.

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 9:06 pm
by The_Angry_Goat
I'm thinking that having them run the entire length of the body is probably a poor plan since the inner ones will be next to useless when turning anyway, and all it actually does is leave it so there's no logical way you could fit the weapon motor in there