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| | H-shapes: Clamps, Hammers, Saws, Spears | | H-shapes: Clamps, Hammers, Saws, Spears |
| − | In this case, it's not really necessary to make the middle bar in the exact
| + | In this case, it's not really necessary to make the middle bar in the exact |
| | center. You'll probably want to move it upwards for more lead-in space. An H | | center. You'll probably want to move it upwards for more lead-in space. An H |
| | shape would be used versus a U/V if you wanted a longer stance for the wheels. | | shape would be used versus a U/V if you wanted a longer stance for the wheels. |
| | | | |
| | I-shapes: Spinners, Rams | | I-shapes: Spinners, Rams |
| − | Here, there's a factor of which orientation is the front. For rams, it's
| + | Here, there's a factor of which orientation is the front. For rams, it's |
| | better to have the top of the "I" as the front making a chassis design similar | | better to have the top of the "I" as the front making a chassis design similar |
| | to a "T" design, just capped on both ends. Spinners, on the other hand, are | | to a "T" design, just capped on both ends. Spinners, on the other hand, are |
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| | | | |
| | U/V-shapes: Clamps, Saws, Hammers, Vertical Spinners | | U/V-shapes: Clamps, Saws, Hammers, Vertical Spinners |
| − | As you'll read below, the listed weapon types benefit from immobilizing
| + | As you'll read below, the listed weapon types benefit from immobilizing |
| | the enemy. | | the enemy. |
| | | | |
| | Hexagons/Octagons: Wedges, Spinners, Thwacks | | Hexagons/Octagons: Wedges, Spinners, Thwacks |
| − | These are similar to a circular chassis [below], but are easier to get
| + | These are similar to a circular chassis [below], but are easier to get |
| | even-sloped edges. | | even-sloped edges. |
| | | | |
| | Circles: Spinners (and on occasion a hammer) | | Circles: Spinners (and on occasion a hammer) |
| − | It comes to no surprise that a spinner would adopt a circular chassis, If
| + | It comes to no surprise that a spinner would adopt a circular chassis, If |
| | you want a more conical shape, you're going to have to un-click the "snap to | | you want a more conical shape, you're going to have to un-click the "snap to |
| | grid" box and move them manually. Really though, it's probably just better to | | grid" box and move them manually. Really though, it's probably just better to |
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| | + Massive # of spikes or other parts (more than 6-8 is overkill) lag the game | | + Massive # of spikes or other parts (more than 6-8 is overkill) lag the game |
| | + Stack motors (attaching the motor axle to another motor) with discretion. | | + Stack motors (attaching the motor axle to another motor) with discretion. |
| − | + 2 Stacked spin motors are dangerous, and more than that is overdoing it.
| + | + 2 Stacked spin motors are dangerous, and more than that is overdoing it. |
| − | + Don't stack burst motors (or burst motors to pistons)
| + | + Don't stack burst motors (or burst motors to pistons) |
| | + Do not make a robot that purposely causes problems with the physics engine. | | + Do not make a robot that purposely causes problems with the physics engine. |
| | + Check with whoever you're playing against regarding custom parts (for one | | + Check with whoever you're playing against regarding custom parts (for one |
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| | | | |
| | STRONG: Robots with a large, exposed roof (usually rams and wedges) and/or | | STRONG: Robots with a large, exposed roof (usually rams and wedges) and/or |
| − | lots of extenders
| + | lots of extenders |
| | WEAK: Spinners, Spears, other Hammers | | WEAK: Spinners, Spears, other Hammers |
| | | | |
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| | | | |
| | STRONG: any opponent with lots of external attachments (hammers, thwacks, | | STRONG: any opponent with lots of external attachments (hammers, thwacks, |
| − | lifters, saws)
| + | lifters, saws) |
| | WEAK: Well-armored ram bots, wedges, other spinners | | WEAK: Well-armored ram bots, wedges, other spinners |
| | | | |
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| | This is a wheel number break down (that are touching the ground): | | This is a wheel number break down (that are touching the ground): |
| | 2 WHEELS: pretty much used for thwacks, as well as some hammers and spinners. | | 2 WHEELS: pretty much used for thwacks, as well as some hammers and spinners. |
| − | Driving in a straight line is difficult. Turning often over-shoots
| + | Driving in a straight line is difficult. Turning often over-shoots |
| | 3 WHEELS: you are on crack 8P, Really, some do this to increase translation | | 3 WHEELS: you are on crack 8P, Really, some do this to increase translation |
| − | speed and to slow down turning (ideal for spinners). If you try building
| + | speed and to slow down turning (ideal for spinners). If you try building |
| − | an auto-steering bot (aka Ackerman steering), you may need to put counter-
| + | an auto-steering bot (aka Ackerman steering), you may need to put counter- |
| − | weights on the opposite side.
| + | weights on the opposite side. |
| | 4 WHEELS: good all-around. It may have some turning problems due to slippage. | | 4 WHEELS: good all-around. It may have some turning problems due to slippage. |
| − | Again, might be good for spinners, and to keep hammers from over-turning
| + | Again, might be good for spinners, and to keep hammers from over-turning |
| | 6 WHEELS: This is a fine compromise of turning and translating speed. | | 6 WHEELS: This is a fine compromise of turning and translating speed. |
| − | However, this is a lot of dedication to the drive train, so your weapon
| + | However, this is a lot of dedication to the drive train, so your weapon |
| − | and armor may start to suffer.
| + | and armor may start to suffer. |
| | 8 OR MORE: You are almost certainly building a ram. With all those wheels and | | 8 OR MORE: You are almost certainly building a ram. With all those wheels and |
| − | motors, you're not going to have much for other active weapons.
| + | motors, you're not going to have much for other active weapons. |
| | | | |
| | Omni-Drive: This is a design that employs 4 motors (I suppose 3 or 6 could | | Omni-Drive: This is a design that employs 4 motors (I suppose 3 or 6 could |
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| | 2. Break Something - Any time a part snaps off, the audience goes wild | | 2. Break Something - Any time a part snaps off, the audience goes wild |
| | 3. Damage the Control Board - Crowds love sparks. | | 3. Damage the Control Board - Crowds love sparks. |
| − | 4. K.O. the Opponent - Audiences love robotic death (count-outs and ring-outs | + | 4. K.O. the Opponent - Audiences love robotic death (count-outs and ring-outs don't count). |
| − | don't count).
| |
| | | | |
| | =HAVOC WITH HAVOK= | | =HAVOC WITH HAVOK= |