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The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 9:13 pm
by The Monsterworks
Nah, I thought of that as a problem and they only take up three TinkerCAD units in height each, while the body is ten units high. That leaves space in the middle for a large, low profile motor. Alternatively, it could run a series of small motors (perhaps 4-6) around the edges, like many ring spinners do.

As for turning, realism is one of the reasons that I only gave it 2 traction (I was considering taking a point from the lifter) despite my recent control crusade. Making the feet any smaller would've been pushing it, but I needed eight for obvious reasons, and heh, the inner ones are still providing motive power.

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 9:45 pm
by attackfrog
<blockquote class='quote_blockquote'><dl><dt>The Monsterworks</dt><dd>Mar 24 2017, 09:02 PM</dd></dl><div>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 For a better view of their basic principles (though a pretty crudely-drawn and outdated version), check out these old glacier renders.[/quote]Those pictures make sense. Seems like it would be a pretty fragile system IRL though :v:

Overall I like the concept&#33;

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 10:01 pm
by The Monsterworks
It wouldn't be the strongest, hence the bracing on both sides and the redundancy. Also, it's one of those instances where ARC's armour rules play to my favour, though I might look into modifying them to reflect the fragility of walker drive trains in the future.

The Monsterworks: New Monsters

Posted: Fri Mar 24, 2017 10:56 pm
by Venice Queen
I was thinking about adding something like that in on my ruleset but couldnt find a way to do it without making them unviable

The Monsterworks: New Monsters

Posted: Sun Mar 26, 2017 10:07 am
by Madman
You're a bucket, fam.

<div class='spoiler_toggle'>but...</div><div class="spoiler" style="display:none;">Seriously, ridiculous and terrifying as usual.</div>

The Monsterworks: New Monsters

Posted: Tue Mar 28, 2017 2:31 pm
by The Monsterworks
It's time for some brute force and ignorance, and a whole lotta speed. Prepare for a carnivorous Cretaceous clamp in the form of...

<big><big><big>REX</big></big></big>

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Lean, mean, and green.

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Rocket REX.
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It's an ultra low profile walking brick for ROBOTS, with a pressing clamp and a vicious drivetrain. The robot is fully invertible and the rear walking pods are mounted on pivots to prevent REX from being high-ended. The wedges are low but steep for superior leverage, though a shallower attachment is incoming when my computer decides to function with something approaching dignity. A full album can be viewed by clicking the title, which is highly recommended.

So, is REX perfectly optimized? Nope&#33; Is it still badass and hella dangerous? You betcha&#33; This thing is going to be fun to drive if nothing else.
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8 speed / 8 traction / 8 torque / 1 weapon / 9 armour (+2 jaws)

The Monsterworks: New Monsters

Posted: Tue Mar 28, 2017 2:48 pm
by Venice Queen
you call it a clamp and only give it 1 weapon point :V

The Monsterworks: New Monsters

Posted: Tue Mar 28, 2017 4:25 pm
by Wolf51-50
<blockquote class='quote_blockquote'><dl><dt>The_Angry_Goat</dt><dd>Mar 28 2017, 02:48 PM</dd></dl><div>you call it a clamp and only give it 1 weapon point :V[/quote]You call Cuddle Time a clamp with 1 point as well. You have no room to talk :V (kidding)

The Monsterworks: New Monsters

Posted: Tue Mar 28, 2017 4:57 pm
by Venice Queen
cuddle time has 3 points of weapon in total, he has 1 point in total, so he can't power two separate mechanisms. he stated that it could press in chat earlier though, which implies both a lifter and a clamp

The Monsterworks: New Monsters

Posted: Tue Mar 28, 2017 10:25 pm
by The Monsterworks
It could just be that a single mechanism is responsible for moving both jaws apart. They wouldn't be able to move independently from each other or open and close separately, but that's not necessarily a huge loss. This thing is mainly meant to smack into opponents and stay after them like a giant mosquito. It's kind of just walking Lycan minus a bit of speed and plus a lot of torque. Stats are potentially subject to change though, just to make the weapon more useful. I was considering 8 speed / 8 traction / 5 torque / 3 weapon (2+2 jaws) / 10 armour (+1 jaws), but then I lose the ability to push with 8 speed that makes it basically impossible for 90% of opponents to escape me.

The Monsterworks: New Monsters

Posted: Fri Mar 31, 2017 10:38 am
by The Monsterworks
First, for some entrance music&#33;

Presenting the Sword of St. Angelo, the Shield of St. Michael, slayer of Mehmet's Moslem hordes, defender of Christendom, vanquisher of pirates, protector of Maltese virginity, smiter of heretics, master of the Chivalric Code, beloved of the Pope, the kings of Castile and Aragon, and all faithful Christian men and women who await God's kingdom, it's...

<big><big><big>La Valette&#33;</big></big></big>

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This Baroque bruiser comes armed with a massive <del>Sword of Christendom</del> <del>Muslim Mangler</del> <del>Jew Jeopardizer</del> <del>Heretic Harmer</del> <del>Pagan Punisher</del> <del>Hindu Hammerer</del> <del>Orthodox Obliterator</del> <del>Taoist Tormentor</del> <del>Atheist Annihilator</del> <del>Confucian Converter</del> <del>Rasta Wrecker</del> <del>Buddhist Batterer</del> <del>Shintoist Smasher</del> <del>Satanist Slayer</del> <del>Voodoo Violator</del> <del>Daoist Decapitator</del> <del>Zoroastrian Zeroifier</del> <del>Mormon Mulcher</del> <del>Hutterite Hurter</del> <del>Terrorist Terrorizer</del> <del>Scientologist Savager</del> <del>Druid Decimator</del> <del>Sikh Splatterer</del> <del>Wiccan Waster</del> <del>Jain Juicer</del> <del>Brony Bludgeon</del> horizontal spinning blade that will gleefully smite any who stands opposed to <del>God's will</del> me winning.

There isn't much of a chassis to speak of. This is basically a re-themed Atom (NoiseyGiraffe's old bot). The wheels are powered by hub motors, as is the weapon. The connecting spars are so large because they're hollowed out and packed with batteries and signal cables. This is pretty much the ultimate weapon on wheels, and that's how I've statted it.

4 speed / 2 traction / 1 torque / 17 weapon / 6 armour

La Valette is here to kill or be killed, but with as much weapon power as it has, it shouldn't require more than a handful of blows to vanquish what are sure to be its many enemies. As added insurance, its weapon shuts off immediately following blows to avoid straining against things and either burning itself out or warping its mounts.

The Monsterworks: New Monsters

Posted: Fri Mar 31, 2017 10:44 am
by British-Robotics
Now I'm afraid&#33; That thing's weapon power is insane&#33; You've created a suicidal machine&#33;

The Monsterworks: New Monsters

Posted: Fri Mar 31, 2017 10:54 am
by The Monsterworks
One whose place in heaven is assured does not fear death&#33;

Kill or be killed&#33; Take no prisoners <small>(only slaves)</small>&#33; The only way that you will win is over the The Great Inquisitorial Redeemer of St. Agalawhoopde of Christ III's <sub>(thanks Nick)</sub> dead chassis&#33;

The Monsterworks: New Monsters

Posted: Thu Apr 27, 2017 10:42 am
by The Monsterworks
<big>Das Leben ist Krieg. Krieg ist Leben.</big>

Vorstellen...

<big><big><big>[font=felix titling]-------KRIEG-------[/font]</big></big></big>

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[font=felix titling]5 speed &#124; 5 traction &#124; 1 torque &#124; 14 weapon &#124; 5 armour[/font]

The Monsterworks: New Monsters

Posted: Thu Apr 27, 2017 1:36 pm
by Madman
So it's not Agamemnon anymore?

Still looks good. Sorry about taking the original render btw. I thought you'd shelved it.