Difference between revisions of "Sit & Spinner"

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'''Trinity SnS'''
 
'''Trinity SnS'''
  
Trinity SnS actually have two weapon arms and TWO pistons. When you reached maximum spin speed, fire the pistons.
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Trinity SnS actually have more than one piston but the pistons must be on opposite sides. When you reached maximum spin speed, fire the pistons.
  
  

Revision as of 08:18, 16 December 2008

Real Life Examples: Gold Digger, Mjölnir, Spaz

Game Examples: Arc Pounder, Tailwhip

A thwacker is basically a wide chassis with powerful motors (use HP Z-teks if possible) and reasonably big wheels. You then add a long extender going off the rear of the robot and put your main weapon on it (several would be wiser). You can also put another main weapon going off the front.

The tactic of this bot is to "sit-and-spin" (another name for a thwacker), storing as much kinetic energy as it can into his weapon, awaiting for the other bot to come.

Sit & Spinner (aka SnS)

SnS differ from thwackers in the point that they have generally more than one heavy weapon boom (Pillar of Fire, Haymaker), or plenty of weapons attached to the chassis.

Trinity Thwacker

For more power, swap the extender with a long pneumatic piston (you don't need an air tank) and fire it when spinning. If you spin fast enough, the pistons's axle will actually come out of the piston. This will increase the thwacker's range and damage.

A good example of this design, built by Clickbeetle:

http://img224.imageshack.us/img224/7162/emp23xk.gif

Trinity SnS

Trinity SnS actually have more than one piston but the pistons must be on opposite sides. When you reached maximum spin speed, fire the pistons.


You can now rest and watch the mayhem. The bot will continue spinning even if you let loose of the controls, it will even spin faster with the piston's axles going out of their body, allowing for more reach and more tip speed. The damage at this point is particularly impressive, but you can't control your bot at all - it will keep sit-and-spinning whatever you do.


The only thing that can make a Trinity SnS stop spinning is losing one of it's weapons (or being tossed in the air, of course)