Changes

Jump to navigation Jump to search
5 bytes added ,  16:00, 21 September 2009
no edit summary
Line 5: Line 5:  
Offspring of the classic [[horizontal spinner]].
 
Offspring of the classic [[horizontal spinner]].
   −
Shell spinners features one spinning shell (a cylinder generally closed at the top) surrounding the chassis. Several weapons are then attached to the shell. This protects the bot, as well as creating a powerful weapon to defeat other robots. Usually in these bots, chassis armor is weak, because most enemies will only be able to hit you when your shell has been knocked off, at which time your pretty much screwed anyway.
+
Shell spinners feature one spinning shell (a cylinder generally closed at the top) surrounding the chassis. Several weapons are then attached to the shell. This protects the bot, as well as creating a powerful weapon to defeat other robots. Usually in these bots, chassis armor is weak, because most enemies will only be able to hit you when your shell has been knocked off, at which time your very likely to lose anyway.
    
The DSL pack is the best way to create shell spinners.
 
The DSL pack is the best way to create shell spinners.
Line 14: Line 14:     
Pros:
 
Pros:
* All sides of the robot are protected meaning they will not be capable of manuvering out of your damage zone.
+
* All sides of the robot are protected meaning the opponent will not be capable of manuvering out of your damage zone.
 
* Known for devastating damage.
 
* Known for devastating damage.
 
* The shell spinner parts usually mean a very well protected chassis.
 
* The shell spinner parts usually mean a very well protected chassis.
Line 36: Line 36:  
The final step before you can start packing on weapons is the core shell. You have several sizes of shells, each size containing three different strengths. Always try to keep your shell as small as possible, as this will reduce the number of panels needed, and thus give your more weight to work with. As far as the strength of your disk, it depends on your personal preference and whether the bot is more defensively or offensively minded. When attaching panels to your shell spinner, try to generally get them as low to the ground as possible. This will allow you to better deal with wedges when you attach weapons.
 
The final step before you can start packing on weapons is the core shell. You have several sizes of shells, each size containing three different strengths. Always try to keep your shell as small as possible, as this will reduce the number of panels needed, and thus give your more weight to work with. As far as the strength of your disk, it depends on your personal preference and whether the bot is more defensively or offensively minded. When attaching panels to your shell spinner, try to generally get them as low to the ground as possible. This will allow you to better deal with wedges when you attach weapons.
   −
And now finally, the offensive aspect of your bot. When choosing weapons for your Shell Spinner, always try to stick with the shortest weapons. Thus, if you are planning to attach a sledgehammer to your shell, attach it so the hammer is parallel (||), not perpendicular (-|) to the shell. The reason behind this is that when your weapons strike the opponent, the longer weapons reduce the shells momentum greater than a weapon that grinds against the opponent, and then increases the time it takes for the shell to spin up to speed. The best weapon choices for Shell Spinner ''tend'' to be: Iron Spikes, Razor Tips, Small DSL Teeth, Spike Clubs, and finally Sledgehammers when used in combination with other weapons. Do not be afraid however to use other weapons, as they may prove more effective in your situation. If you don't already have a detailed idea of your weapon setup, try to put two weapons on each panel. Mount one at the bottom attachment point, and one at the top. This will provide adequate defense for the panel, yet allow you to better handle wedged bots. If you can only attach one weapon to a given panel, put it in the middle. Thi allows you to strike lower bots while again providing defense to the panel.
+
And now finally, the offensive aspect of your bot. When choosing weapons for your Shell Spinner, always try to stick with the shortest weapons. Thus, if you are planning to attach a sledgehammer to your shell, attach it so the hammer is parallel (||), not perpendicular (--|) to the shell. The reason behind this is that when your weapons strike the opponent, the longer weapons reduce the shells momentum greater than a weapon that grinds against the opponent, and then increases the time it takes for the shell to spin up to speed. The best weapon choices for Shell Spinner ''tend'' to be: Iron Spikes, Razor Tips, Small DSL Teeth, Spike Clubs, and finally Sledgehammers when used in combination with other weapons. Do not be afraid however to use other weapons, as they may prove more effective in your situation. If you don't already have a detailed idea of your weapon setup, try to put two weapons on each panel. Mount one at the bottom attachment point, and one at the top. This will provide adequate defense for the panel, yet allow you to better handle wedged bots. If you can only attach one weapon to a given panel, put it in the middle. Thi allows you to strike lower bots while again providing defense to the panel.
    
As a last note, if you have weight left over, put bottom protection to resist gut-ripping, and/or increase chassis armor. As far as self-righting goes, there are different strategies, all of course depending on the Shell Spinner in question. Always try to put a skirt of some sort mounted on the top of your disk. This will prevent the bottom from laying flat on the disk when flipped, and make it easier to be tipped back over.
 
As a last note, if you have weight left over, put bottom protection to resist gut-ripping, and/or increase chassis armor. As far as self-righting goes, there are different strategies, all of course depending on the Shell Spinner in question. Always try to put a skirt of some sort mounted on the top of your disk. This will prevent the bottom from laying flat on the disk when flipped, and make it easier to be tipped back over.
Line 42: Line 42:  
==Flail Shell Spinner==
 
==Flail Shell Spinner==
   −
Flail Shell Spinner are like regular Shell Spinners except their weapons are attached to axle mounts. This allows the weapons to scrape against the opponent instead of smacking them. This allows for greater faster damage, but leaves the bot more vulnerable to fast wedged bots, which they can't push away as easy as fixed weapon Shell Spinners. This also allows for the Shell Spinners to maintain its spinning momentum due to the impact being absorbed by the weapon and axle. Aside from the normal Shell Spinner weaknesses, Flail versions are generally very hard to drive straight. Also a havok mine, flail shell spinners do a minor havok (generally just pushing away the other bot) each time an axle is ripped off and when the entire shell comes out, the robot flies (and anything around it, for that matter).  
+
Flail Shell Spinner are like regular Shell Spinners except their weapons are attached to axle mounts. This allows the weapons to scrape against the opponent instead of smacking them, giving them greater, faster damage, but leaves the bot more vulnerable to fast wedged bots, which they can't push away as easy as fixed weapon Shell Spinners. Flails also allow for the Shell Spinner to maintain its spinning momentum due to the impact being absorbed by the weapon and axle. Aside from the normal Shell Spinner weaknesses, Flail versions are generally very hard to drive straight. Also a havok mine, flail shell spinners do a minor havok (generally just pushing away the other bot) each time an axle is ripped off and when the entire shell comes out, the robot flies (and anything around it, for that matter).  
    
Flail shell spinner specialists includes [[Urjak]] and [[Scrap Daddy]].
 
Flail shell spinner specialists includes [[Urjak]] and [[Scrap Daddy]].
2

edits

Navigation menu