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Post by davortrogon on Jan 9, 2023 13:24:43 GMT -5
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Post by davortrogon on Jan 9, 2023 13:25:37 GMT -5
Ryujin 600,000 hp 50 titan defense points 40 km/h 80 km/h air speed (Thrusters) 2 Alpha 2 Beta 2 Attack 2 Universal Orientation 1(Momentum): 2 legs, slow acceleration, normal turning, normal rotation Weapon Placement 1(Momentum): 4<-**5^-=-^5**->4
Orientation 2(Glide): 2 legs, 1 built in weapon, normal rotation, Slow turning(Flight), Special Flight, Special Shield Weapon Placement 2: &4<-**5^-@-^5**->4&
Orientation 3(Offstance): 2 legs, fast turning, 1 built in weapon, normal rotation, normal turning Weapon Placement 3: 4<-**5\-@-/5**->4
Orientation 4(Soar): 2 legs, Fast turning, 1 Built in Weapon, normal turning, normal rotation, Altitude Flight Weapon Placement 4: 4<-**5\-@-/5**->4
Ryujin is an evolution of the hover. It is meant to play all roles; with its airspeed it is a really great rusher, a really agile sniper, and great support.
Abilities Glide (20 sec cool down) Momentum/Off Stance (12 sec cool down and 2 second switch time) Soar (20 second cool down)
Glide and Soar have Separate cooldowns; if one needs time you may still be able to switch to the other and use it.
Glide Glide works like Bahamut flight, but takeoff is an instant jump like Hover. Infinite fuel; when you let go of ability there is a short burst of fuel down, meaning if you spam ability you can dive, directional thrusters. It has the Bahamut style shield in the sky, but it blocks 30% + only 1/2 of whatever damage it would have taken, and only up to a total of 70% damage (Only 40% blocked instead of 69%). Directional thrusters accelerate from 0 to 80kph in 2 seconds.
It has a built in weapon in this mode with 500 m range; 7,000 a rocket like Bahamut but no percent damage. 50 meter explosion radius on rockets. There is no accumulation in Ryujin, and no landing explosion.
Defense points: 50 + 20 per 40 kph
Built in Gun Range: 500 Fire rate: .5 seconds Reload: none Damage: 7,000 per rocket Effect: Charge
Built in weapon Charge accumulation per rocket: 5% accumulation or 20 rockets to reach threshold Built in weapon Charge effect damage: 30,000 damage on 100% accumulation, every additional rocket adds 3% charge and deals 3% of total damage of accumulation.
Charge description: Effect stacks forever. Once the base threshold is reached and the effect application ceases for 5 seconds, the robot explodes with a 50 meter radius and applies 50% of the current effect to enemies nearby. Upon death, the robot explodes if accumulation is above the threshold. Basically a scarier Blastcharge. This effect is blocked by every type of shield; physical, old energy shield, aegis, aegis body shield, absorber, ECU, Reflector, and Seraph shields.
To summarize charge, after 20 rockets 100% acc. and 30,000 damage. After 40 rockets, because of the 3% charge, 3 x 20 rockets = 60% more charge damage. This totals to 30,000 + 18,000= 48,000 damage, from charge after 40 rockets. With rocket damage included these totals to (48,000 + 280,000) = 328,000 damage in 20 seconds. Scaling this up to 1 minute, 420,000 rocket damage + 120% of 30,000 + 30,000 = 66,000+420,000 = 486,000 per minute. That's a lot of damage from just the built in weapon. But, you have to avoid it. I guess this will be complained about as well. Also, it disappears with phase shift, but if someone has a lot of hp and gets hit they could kill their whole team.
Momentum/Off Stance Momentum is the default mode, where Off Stance is the 2nd ability. You can switch modes in the air.
Momentum changes the robot's running speed. Instead of accelerating fast to 40 km/h, it runs slowly, and over the course of 5 seconds it reaches 40 km/h. The faster it moves the more defense points it has, from 0 km/h and 0 points to 40 km/h and 20 points. This works in air, but makes flying hard as it takes a long time to switch directions, and when you are slow you have less points. When on the ground, the built in weapon becomes a defense shield, giving 30 defense points.
Defense points: 80+ 20 per 40 kph
Off Stance When you switch to Off Stance, running is normal and at 60 km/h, and you use thrusters on the ground to move like a Khepri (keep in mind it's a big titan so the hitbox is big as well). It puts away the 2 alpha Weapons in Off Stance mode. The built-in weapon in Off Stance mode becomes a Sniper; 1,100 m range Trebuchet - style cannon, dealing 50,000 damage with an 8 second reload, and 50 m energy explosion radius.
Weapon Range: 1,100m Damage full charge: 50,000 Reload: 8 seconds Damage minimum charge: 5,000 Every second adds base damage and max damage is 10 times the base.
Soar The Robot takes to the skies again, but flies at an altitude at 80 km/h. Soar lasts for 15 seconds before it falls out of the sky. This ability has 3 charges. Each charge launches the robot from 80 m where its legs point. Each dash has a 4 second cooldown before the next is available. During Soar, only the Beta Weapons are available.
The Built in Weapon is still a Sniper in Soar mode.
Ryujin should be able to take on Ao Ming. Accompanied with Fission and Fusion, It is a great ranged support; good for constant fire.
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Post by davortrogon on Jan 10, 2023 11:57:20 GMT -5
SIMULATION Ragnarok with Vesta and Inferno vs Ryujin with Fusion and Fission
No Motherships No weapon loss No leg damage All Attack modules Assault Reactors All universal Modules Assault Reactors All Defense Modules(none on either) Damage controllers Map: Springfield Team Deathmatch All cover variant
Simulation begin
Ragnarok spawns in the city across the farm. Ryujin spawns in the city across the dam. Ragnarok begins to move forward; in view from across the bridge near the river. Ryujin Uses Momentum and begins to fly towards Ragnarok. Ryujin is in range and begins to fire. Ragnarok use Fury and charges forward. Ragnarok is now in range; they are on opposite sides of the bridge; Ragnarok on the ground and Ryujin in the air. Ragnarok uses Wrath, and Ryujin tries to dodge, but can't because of the amount of fire, so it begins to fly back and out into the river. Ragnarok and Ryujin have both taken a bit of damage; stuff they can shrug off. Ryujin is halfway to the group of buildings that would hold a beacon; 500 meters away from the dam and 700 away from the farm. Ryujin stops shooting to reload. Ragnarok charges across the field, but their ability is on cooldown. Their weapons begin to reload. Ryujin is still in Glide, so it is firing at Ragnarok. Ragnarok hides behind some buildings, now in the same group where Ryujin was. Ryujin moved to the other side of the group, now at the hexagon station. Ryujin is flying backward, toward the farm. Ragnarok hides within the buildings; it is evident that Ryujin could permanently out-range Ragnarok. Ryujin is at the farm, and switches to Off Stance. It tries to get a shot on Ragnarok by moving around toward the border of the map, by the rock wall. I should mention this: Ragnarok is huge. It's significantly bigger than Kid, or Arthur, and is taller than every other titan. Its top alpha weapons can barely fire over the walls in the moon map, and when it uses Fury, it gets larger, and therefore can step over more than a normal titan. Now that Ryujin is in the field, Ragnarok uses Fury to climb over the hill most titans can't. Ryujin is 400 meters away. It retreats and fires the sniper round, putting a dent in the pop up shield, but not a large enough one to hurt. Realizing it's about to be cooked like the chicken it is, it uses Soar and dashes to farm. Once all the dashes are used, it switches to Glide midair and continues retreating. It is now almost to the city, where Ragnarok spawned. Ragnarok hides within the center group of buildings again, and is at full hp again. Ryujin is at 75% hp. It needs to keep the battle at range. Ryujin lands and reloads abilities. Ragnarok has done more damage, and will win if Ryujin stops now. All weapons and abilities are loaded again. Ryujin walks into the river, going down the ramp. Ragnarok advances, using cover. Ryujin is going to bait it with a ground attack. Ragnarok's Wrath ability bypasses Ryujin's shield in the air, so by attacking on the ground it might have a chance (or so it thinks; Ragnarok bypasses defense too). Ragnarok charges forward, using both abilities. Ryujin fires, and Ragnarok fires, now far from cover. Ryujin realizes it is going to die and uses Glide. It shoots up and dodges fire for a second, but the overtime damage is burning. It is at 45% hp. Ragnarok It unscathed. Ryujin retreats and makes it out of its range with 35% hp. Ragnarok's abilities are used, and it's out in the open. Ryujin takes this opportunity to attack from range; dealing intense ranged attacks to Ragnarok without its shield. Ragnarok needs to reload its ammo, and looks for cover, but Ryujin is aggressive. It strafes Ragnarok with the rockets; its advanced charge effect damages Ragnarok. Ragnarok's physical shield is destroyed, so it can no longer defend from the charge effect. The blue electrical effect reaches accumulation level; it will explode and deal much more damage. Ragnarok is in the buildings, but Ryujin still has an angle on it. 5 seconds until ability. Ragnarok can't fire back. 150% accumulation is reached when Fury is activated. Ragnarok now makes a charge, trying to rush Ryujin, but it is out of range and reloading. Ragnarok's aegis shield is up, and defending from incoming bullets from Ryujin's built in rockets. The charge effect detonates. BOOM! Ragnarok takes a tremendous amount of damage. It is at 50% hp. Ryujin continues firing, collapsing the aegis shield early. Ragnarok is not gaining the accumulation effect while Fury is still up. Fury ends, and Ragnarok retreats further into the buildings. Ryujin is at the top of the map, at an angle where it can hit Ragnarok still. Ragnarok begins gaining accumulation again. Ryujin is firing all weapons, and Ragnarok is suffering. It is at 20% hp. Ragnarok finally gets to cover that Ryujin can't hit, but explodes due to accumulation. Ragnarok has very little hp left, only about 80,000, or 10%. Fury is almost ready; only 5 seconds. Ryujin switches to Offstance and then Soar and begins to approach the river again; it is above the ramp to the middle buildings, next to the Hexagon. Ragnarok activates Fury and Wrath. Ryujin dashes backwards, and fires a round from the sniper. The aegis shield has a dent again, but Ragnarok is still safe, and healing. The 2 Fission's are wearing down the aegis shield, but Ragnarok has healed; 180k hp. Fury ends, and Ryujin is at the farm, and lands. Ragnarok uses this opportunity to charge over the hill and attack. Ryujin is circling the circle building to get behind its cover. Ragnarok uses Wrath and hits Ryujin behind the shield. Ryujin backs up, and uses Glide. Ragnarok has no more time to run for cover, and Ryujin has no way to heal and the shield is useless. But, Ryujin backs out of range one last time and the rockets apply enough accumulation to kill Ragnarok. Ragnarok has 5 seconds to use Fury, but is killed by the firepower.
Ryujin 1
Ragnarok 0
It was very close, but to be honest, If Ryujin just stayed at range, it wouldn't have taken much damage. If Ragnarok uses different weapons, perhaps if they both used Vengeance, then it would have been more of a fair fight. In a close range fight, Ragnarok would definitely destroy Ryujin, but at a ranged fight, Ryujin has advantages. In a fight with a smaller map, then Ryujin could still outrun Ragnarok. If Ragnarok ever caught Ryujin on the ground, then Ryujin would die quickly. Once Ragnarok's shield is gone, then the rockets from Ryujin can apply accumulation, which can severely hurt Ragnarok. In a long fight, Ryujin could win. If Ragnarok fought a Kraken Indra, it would destroy it. Fury is an extraordinary ability, and although Indra could phase out of range and slow it down with the shotguns and Lasso, Ragnarok could destroy it. Wrath would also destroy Indra, and if it tried to get in its face then its fire would burn Indra too much to keep it alive.
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Post by davortrogon on Jan 10, 2023 14:54:50 GMT -5
New Robot: Anemoi Theme: Greek God of Air Class: Titan Hardpoints: 1 Alpha 2 Beta 60 defense points 700,000 hp level 150 40 kph 2 Defense 1 universal 1 Attack Orientation: 2 Legs, 1 built in weapon Weapon Placement: 4<--***5^@***-->4
Abilities: 1 Switch 2 Secondary (Like Heimdal) Knockback (1) Elemental(1)/Reinforce(2) Black Hole(2)
Knockback Robot uses ability to push robots away in a circle in 500m radius for 5 seconds. 500m range Pulse every .5 seconds
Pulse Damage: 2,000
Movement per Pulse: 10 meters Cooldown: 20 seconds
Elemental Robot has base stats and built in weapon that pushes robots backwards.
200m range Pulse every .5 seconds Pulse Damage: 1,000 Movement per Pulse: 10 meters
Switch Cooldown: 10 seconds Transform time: 3 seconds
Reinforce Robot has increased defense points and has a weapon that pulls robots toward it. 200m range Pulse every .5 seconds Pulse Damage: 1,000 Movement per Pulse: 10 meters
Black Hole Robot has pulling effect in 200m radius around it for 10 seconds 200m range
Pulse every .5 seconds
Pulse Damage: 2,000
Movement per Pulse: 5 meters Cooldown: 20 seconds
Although I don't normally rush ideas, I have a goal to make a new robot every day, Monday through Friday. The titan may not be powerful, but the ability will be fun to use; you can stall flying opponents in the air and make people fly away. Because it doesn't do nearly as much as Minos, it will rely on pushing people a lot more. It will be really funny to push even Titans away. If a titan gets unlocked air (normal falling physics instead of altitude flight) then it will be able to make it go away. It's not going to be powerful but it's going to be fun to use. Imagine getting jumped by a Luchador but then instead of it landing on you you push it over you and it falls off the map. Will be fun on Carrier.
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Post by davortrogon on Jan 10, 2023 15:39:54 GMT -5
New Robot: Atom (This is a very old Idea, part of the first batch of robots I made. I made this 40 minutes after making Bahamut 1.0, along with a few more.) Theme: Nothing, actually Hardpoints: 1 Alpha 2 Beta Orientation: 8 disks as legs, fast turning, normal rotation Weapon Placement: <4_@5<_>4 (It's a robot with the beta and built in gun in a line and an Alpha weapon much higher up but symmetrical.) 560,000hp at level 150 50 defense points 60kph 2 Attack 2 Universal
Abilities: Atomic Blast (Activation) Overdrive (Multiple activations(Dashes))
Atomic Blast Weapon type: Energy, Laser Robot fires 500m blast Blast Duration: 5 seconds Cooldown: 12 seconds Damage: 10,000 per second, total damage 50,000 per ability
Overdrive Robot's disk legs gain more power for 2 seconds. This allows the robot to dash great distances, and even hover if they stay still. They can use this ability however they want; if it hovers and then dashes it will fly far and if it dashes and then holds still it will be able to jump long distances. Say, if you start off a ramp, go forward for the first second and stay still for the next, then the robot will dash and then gain altitude. it can use the height to climb obstacles like buildings that most can't climb. With all the disks, it is very wide, so it may have trouble moving in closed areas. All you need to do is to use the legs to aim where you want to go. You can change directions extremely fast in the air; like you are on the ground. It's not a flying robot, but this dash allows it to have great airspeed and cover a lot of distance. When you stop dashing, you still have some speed left because you were moving very fast. Dashes: 2 Cooldown: 12 seconds Dash duration: 2 seconds Distance (if only pointing forward): 350 meters Individual Dash Cooldown: 0 seconds
This robot is one of my oldest ideas. It is meant to be a fast dashing robot capable of crossing great distance and doing a lot of damage. It's probably the only titan in this whole forum that can keep up with Ryujin. I will simulate a battle between them soon. I'm betting Ryujin will win, because Atom is a glass cannon. It is also very fun to use, and it is one of the fastest things in the game, second to broken Seraph and Fafnir. It's faster than Ryujin. It can dodge it's missiles. This thing can keep up with Nether.
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Post by davortrogon on Jan 11, 2023 12:43:23 GMT -5
Gathering of ideas is taking place for tournament. Scroll down to read about it.
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Post by davortrogon on Jan 11, 2023 12:46:17 GMT -5
Fission Range: 600m Weapon type: Energy, Splash 10 seconds before overheat 15 second mag before overheat (After 10 seconds of constant fire, overheat fire rate is activated) Fire rate: 4 bullets per second(.25) Upon overheat fire rate slows to once every 2.5 seconds (2.5) 5 seconds for weapon to begin cooling down once overheat is reached During duration of mag 3 seconds to begin cooling down Cooldown: 5 seconds Damage: 2,000 per bullet Explosive radius: 25m Travel physics: Trident
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Post by davortrogon on Jan 11, 2023 12:47:46 GMT -5
Fusion Range: 600m Weapon type: Energy, Splash 10 seconds before overheat 15 second mag before overheat (After 10 seconds of constant fire, overheat fire rate is activated) Fire rate: 5 bullets per second(.2) Upon overheat fire rate slows to once every 2.5 seconds (2.5) 4 seconds for weapon to begin cooling down once overheat is reached During duration of mag 3 seconds to begin cooling down Cooldown: 5 seconds Damage: 3,000 per bullet Explosive radius: 25m Travel physics: Trident
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Post by davortrogon on Jan 11, 2023 12:53:05 GMT -5
New Robot: Ragnarok Class: Titan Hardpoints: 2 Alpha 2 Beta 800,000 hp 40kph Shield Durability: 300,000 hp Modules: 3 attack 1 universal
40 Defense points
Orientation 1: 2 legs, normal rotation and turning, 1 Physical Shield Weapon Placement: 4<-***5^-=-^5***->4
Orientation 2: 2 Legs, normal rotation and turning, 1 Built in Weapon Weapon Placement: 4<-***5^-@-^5***->4
Ability 1: Fury
Ragnarok gains speed, healing, grey repair, reload decrease, damage increase, increased defense points, a temporary aegis shield, immunity to effects, and a burning radius. Speed increase: 25% Damage increase: 25% Reload decrease: 20% Healing: 10,000 per second, 100,000 per ability Grey recovery: 2,000 per second, 20,000 per ability Aegis shield: 300,000, no recharge (like Blitz shield) Defense point increase: 45 defense points Burning radius: 70 meters, 5,000 per second, 50,000 per ability. Immunity: all effects for duration of ability Cooldown: 20 seconds
Ability 2: Wrath
Ragnarok puts away physical shield and fires built in 350 range flamethrower that bypasses all effects in normal game. This fire leaves an overtime effect; if you are standing where it fired you receive overtime damage like the lava on Abyss map. The fire has a 60 degree angle of fire; 30 degrees on each side.
Built in Weapon damage: 1,500 per tick, 10 ticks per second, 15,000 per second, 150,000 per ability Transformation time: 1 second Ability Duration: 10 seconds Transformation to cooldown time: 1 second Ability Cooldown: 15 seconds Built in effect: Bypasses all (No reflector damage taken, bypasses phase shift, bypasses and hits shields (double damage), charges absorber shields but hits the opponent) Overtime damage: 7,500 per second, lasts for 5 seconds on enemy, ground has effect for 5 seconds after ability ends. If you step on the ground you automatically have effect for 5 seconds; staying at 5 seconds until you get off, like dot.
Ragnarok is an old idea I had; almost as old as the first Hover idea, part of my second batch of robot ideas. It is meant to be a Tier 4 version of the Kid, and be able to counter what was powerful back then: Minos. It is played as a rusher, a shield, and a conqueror. You can take on 2 Luchador's and win. You can burn the world to the ground. This titan should be able to kill every titan in game in a 1v1.
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Post by davortrogon on Jan 11, 2023 12:54:53 GMT -5
Bahamut (MK3)
170,000 hp 40 km/h on ground 80 km/h in air at 0% 160 km/h in air at 100% 2 medium 1 light 20 second cool down
Weapons oriented like Hover
Ability: Buildup Bahumet takes 2 seconds to take off (like harpy), but to about the altitude a Cossack jumps. Once this is reached flight and transformation is complete and it can begin to fly.
It flies like the Hover, but with 2 big changes.
For 1, it has thrust where the legs point (due to shape the legs are still facing forward but still push it in different directions.) This allows it to change direction in air fast; although since it's not locked to an altitude it takes longer to do than most stuff today.
The 2nd change is the up and down mechanic. It has infinite fuel, but when you stop holding the button to go up, there is a blast of fuel that stops your upward momentum and can push you down. This is here so that if you spam the ability you can dive really fast.
While in the air it gets a built in missile gun and a shield which both have a special property - they change based on damage. The weapon fires rockets like a pinata at 500 meter range, doing 1,000 damage per rocket, +.1% of opponent total hp. It has a firing rate of 10 rockets per second. It is meant to counter players with more hp, but will do less to players with less hp.
It doesn't bypass resistance, but takes it into consideration as hp. It takes 3 seconds to lock onto a target's hp; you have to look at them and it will not affect how the weapon fires (you can fire it as another weapon so it's not automatic like Fafnir). If you lock onto a target with 1mil hp, then each rocket will do 1k +.1%, so 1,100 damage. If you switch to a weaker target, like a Cossack with 40 k hp, then it will do 1,100 damage until 3 seconds have passed.
The shield is a type of reflector, but instead of reflecting it heals. It blocks 30% plus the amount of damage it would have taken up to 69%, and heals back half of the damage taken over 5 seconds, and takes no grey damage when the shield is up. If it has 100,000 hp and takes 10,000 damage, then it blocks 40% and heals back 1/2. 6,000/2 is 3,000, so it takes 6,000 damage and heals 3,000 in the next 5 seconds. The reason 69% is so important is because this means the max it can block is 99%, so if you have the firepower to kill it once every second, then it can survive.
_______________________________________________________________________________________________________ IT IS ONLY ABLE TO HAVE 99% SHIELD POWER IF YOU ARE ABLE TO KILL THE ENTIRE ROBOT ONCE EVERY SECOND _______________________________________________________________________________________________________
The shield activates .6 seconds after taking damage and only stays up for 3 seconds after damage is taken, so it has a sniper weakness.
The last part of this robot is why it's so unfair. The amplifier system. It has a built in amplifier that stacks with a Nuclear amplifier, and goes up to 100% damage; each tick is 1% and takes 50,000 damage to get. You need to do 5 million damage to get 100% power. It also boosts speed and by the same percent. It gains a healing factor that heals at 1% per second, and goes up to .5. The built-in rocket also increases damage and percent, +10 damage and .001% damage per tick, up to 2,000 damage and 2% per rocket. Upon reaching 100%, it gets another healing factor that heals the grey bar at 1% per second. Additional damage done gives it a defense point up for every 50,000 damage, up to 50. Once this is finally met all new damage heals .5% of the grey bar and 1% normal hp, like the magnet weapons do.
On top of all this, when Bahamut lands, it expels all its charged power, doing 1,000 damage for every percent it had in the air in a 50 m radius. It is stuck in place for 5 seconds, and then its cool down can begin.
If Bahumet is hit with EMP, all built up damage from ability is lost.
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Post by davortrogon on Jan 11, 2023 12:58:17 GMT -5
Robot: Apollo Theme: Song, Greek Gods Hardpoints: 2 Medium 2 Light Modules: 3 Stats at mk3 40kph 260,000 hp
Weapon Placement Example: Natasha 1<^3-3^->1 Arrows (<,^,>) indicate placement Dashes (-) indicate space Equals (=) indicate built in weapons Numbers(12345) indicate weapon class 1 = light 5 = Alpha
Orientation 1: 2 Legs, Normal turning, Wide Robot (Around the width of Natasha) Weapon Placement 1: -^21<>12^- The medium weapons are on the side but still held upright and generally centered there is an island tower that holds the 2 light weapons in the middle. Orientation 2: 4 Legs, Slowed turning, Wider Robot (Around the width of Mars) Weapon Placement 2: -^2@1<@>1@2^- All Weapons Spread out from each other to make room for 3 built in guns.
Ability type: Activation (Once you push it, it runs its course) Ability: Song of Death Apollo Transforms, slows to 20 kph, and is able to use built in weapon (all weapons act as one). Robot Turning is slowed to Rhino levels of slow. Duration: 10 seconds Transform: 5 seconds Cooldown: 15 seconds Transform on cooldown: 3 seconds Built In Weapon: Three 200m range sound cannons with special effect: they pass through buildings and have a centered 90 degree angle attack radius. The weapon does more damage the longer you are in attack radius and range, plus the closer you are.
Weapon damage: 1,000 +1,000 per second (At 200m). Close-range damage: 1,000 + 2,000 per second (At 50m). Every second the weapon deals +2,000 damage Over 10 seconds and Total damage: 1,000, 3,000, 5,000, 7,000, 9,000, 11,000, 13,000, 15,000, 17,000, 19,000. Total Damage: 100,000 damage Over 10 Seconds and Total damage at range: 1,000, 2,000, 3,000, 4,000, 5,000, 6,000, 7,000, 8,000, 9,000, 10,000. Total Damage: 55,000 damage You will only take excessive damage once you are in radius for more than 1 second. The weapon bypasses only Aegis shields.
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Post by davortrogon on Jan 11, 2023 12:58:59 GMT -5
Tatsu 150,000 hp 2 medium 65 km/h 100 km/h in air 10 second cool down Both medium weapons are on the sides in Outlast mode Both medium weapons are centered in Outrun mode It is a very short and small robot; smaller than a Rogatka.
Tatsu is the speed oriented version of the Bahamut, trading power for speed, health and protection.
Ability: Outrun/Outlast Ability is a switching ability where Outlast is the default. In Outlast mode, Tatsu is on the ground. It has an aegis shield with 65,000 hp, that recharges 10,000 every 2.5 seconds. It has a Seraph type shield that blocks 70 - 40% and has 30,000 hp, recharging every 10 seconds. In this mode, all damage accumulation done while in Outrun mode will fuel the aegis shield and the Seraph shield durability, trying to keep them full as long as possible.
In Outrun mode, Tatsu flies in the same way Bahumet does, but its thrusters change its direction faster; it's like a Khepri in the air. It's faster up and down than the Bahamut. If it lands, it is still in flight mode and can just fly whenever it wants to. All damage accumulated during Outlast mode will become temporary hp boosts, activating to 1/2 incoming damage as much as possible until accumulation is gone. In this mode it has neither the Aegis nor the Seraph shield. It activates built in missile weapons that act like Hydras; essentially 2 more built in weapons with 600 m range. The weapons have a special corrosion effect that lasts 10 seconds and does more damage to higher hp opponents. Corrosion is stacked at 10, and rockets do 1,000 each. It fire 3 rockets a second, and rockets do 2% extra damage for every 10% more hp enemies have that it based on full normal hp and compared to it's own.
The Systems When you do damage to something you get 50% damage dealt as accumulation. This will go to the shields and healing, but only available in the other form. If you have 1,000,000 accumulation available (2,000,000 damage done), then your shields and health will have a lot of healing power. The accumulation is only able to help the Aegis and Seraph shield every 5 seconds, so they can go down. The hp in Outrun will always immediately heal back 1/2, but does not bypass the grey bar. Unfortunately, if you have 1,000,000 points available for Outlast mode, but 0 available for Outrun, then in Outrun you will have no accumulation, so you need to constantly switch modes for effectiveness.
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Post by davortrogon on Jan 11, 2023 13:03:08 GMT -5
I didn't make this robot, 079 did
Description: Ranger is a medium-sized robot, being a bit taller than Hover but not being as wide. It is geometric in shape and has a compact design, similar to the classic designs of Boa and Gepard. Ranger’s hull is black, with orange plates beefing it up, and hints of white paint. Rather than walking with legs, it hovers off the ground, akin to Demeter, with the hover mechanisms being trapezoidal in shape, with the larger side facing downward, and being similarly plated to the body. Small sensor nodes dot the main body and hover mechanism, and two antennas stick upward from the rear top of the hull. The front of the body is densely reinforced and plated, the sides have lesser plating and some paint decals, and the rear having the footprint of the reactor, being armored but having vents and heat syncs. Some exposed piping travels from the reactor area to the top of the body, where a large shield generator sunk into, but still sticking out of, the hull crowns the body. Ranger is meant to have an appearance that is industrial, yet experimental and somewhat futuristic.
Weapons: Ranger has 3 medium hard points, 1 on each side of its body, and 1 atop its shield generator.
Stats: At base level (mark 1 level 1), Ranger has 120k durability and moves at 45kph. Its body and legs can swivel at a high rate, akin to Orochi and Stalker. Its hover mechanism allows it to perform unconventional maneuvers, akin to Demeter.
Ability (called Segmented Protection): Ranger has an absorber shield that is active at all times. However, the shield does not provide full protection, only being 105° wide instead of the usual 360°, meaning it covers a little less than 1/3 of the area around Ranger. Tapping and holding the ability button will rotate the shield to face a different side of Ranger, and quickly double-tapping the button will reverse the direction of rotation. When not being rotated, the shield always faces the same direction, not moving when Ranger swivels its hull, unlike physical shields. Like a typical absorber shield, this shield can be bypassed with Shieldbreaker, and it extends 30 meters beyond Ranger, meaning enemy robots within that radius can disregard the shield entirely.
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I see Ranger as my take on modernizing the “mobile tank” concept seen in the classic Boa. Ranger has great survivability thanks to its shield and high health, decent mobility thanks to its maneuverability and travel speed, and firepower that, while not weak, is not very remarkable. The Segmented Protection ability gives Ranger its own mechanic and thus play style, as while it is most similar to Bulwark with its shield management, it is still unique. Ranger does best in situations where enemy fire is coming from one direction, such as areas with dense cover that protect Ranger’s flanks, or an isolated duel, where the enemy robot is the only threat. Users have to be aware of their surroundings since Ranger’s health will rapidly deplete if it is attacked from an unprotected side, which is most of the robot, but its health means Ranger is still rather hearty. Ranger is weak to attacks from multiple sides, teleporters, and Shieldbreaker, but with good positioning, it can be a beast.
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Post by davortrogon on Jan 11, 2023 13:04:57 GMT -5
I didn't make this robot, 079 did
Description: Enforcer is a large, four-legged robot, being around the same size as Solid Jaeger. It shares its design philosophy with Ranger, that being an industrial, but somewhat experimental and futuristic appearance. Enforcer’s hull is gunmetal grey, with yellow plates to beef it up, and some hints of white paint. The main body is trapezoidal in shape, with the larger side being the top of it. The legs have large, geometric armor plating covering them, with their lower sections featuring segmented armor that has white and black caution stripes. When Enforcer enters Lance Mode, these segmented armor plates reveal themselves to actually be stabilization mechanisms, separating from their leg and driving into the ground like stakes. The central spine of the body features some antennas and a shield generator that bears design similarities to Ranger’s. Enforcer’s hull’s front is plated and reinforced, its sides have lesser plating and one paint decals, and its rear has the footprint of its reactor, with vents and heat syncs. Sensor nodes are at the corners of the body, as well as the tops of the knee joints. The undersides of the legs have large hydraulic mechanisms, and some piping extends from the reactor area to the body’s underside.
Weapons: Enforcer has 2 heavy and 2 medium hard points, with the heavy ones being on platforms extending out from the top of the body, and the each medium one being on a simple mount on either side of the body.
Stats: At base level (mark 1 level 1), Enforcer has 80k durability and travels at 40kph. It has the acceleration and maneuverability of four-legged robots, but only swivels its body at a low rate, akin to Revenant and Warrior Typhon. Its Aegis shield has 35k durability and a medium recharge rate, and its Reflector shield blocks 50% of received damage.
Ability (Skirmish Mode/Lance Mode): In its default mode, Skirmish Mode, Ranger can move at full speed and is protected by its aegis shield. In Lance Mode, Enforcer looses its Aegis shield, ability to move, and ability to use its active module, but in exchange, it is protected by a Reflector shield and its equipped weapons gain 75% defense mitigation. It takes 2 seconds to switch between modes, and the aegis shield passively recharges in both modes.
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Enforcer is my personal take on the damage dealer robot archetype. Enforcer has only modest defenses and mobility, but its damage output is staggering, as it has a lot of firepower, and its modes allow it to effectively engage different targets. Skirmish mode is good against small, fast, ability-based robots, as Enforcer can move to evade or catch them, survive brief encounters with its Aegis shield, and use its active module to counter abilities. Meanwhile, Lance Mode lets Enforcer pound away at tanks and titans with its defense mitigation, as well as have more survivability duels. However, each mode has its drawbacks, as the Aegis shield in Skirmish Mode is rather weak, and in Lance Mode, Enforcer is still not exceptionally durable, being devastated by Reflector-bypassing rust or corrosion, as well as enemies brute-forcing the Reflector, which would not be difficult on a stationary target. The user needs to see opportunities when they arise, such as when a target is distracted or has a range disadvantage, and know when to pull back before it is too late. Enforcer rewards awareness: it is a monster damage dealer at any range if left unchecked, but goes down quickly if it loses control of the situation.
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Post by davortrogon on Jan 11, 2023 13:05:48 GMT -5
I didn't make this robot, 079 did
Description: Reaper is a moderately large robot, being tall and of average width, but is not as long as other robots. Its hull is olive green, with purple plates beefing it up, and some hints of white paint. It is somewhat skeletal in appearance, having similarities to a bare-bones Shell. The body has the shape of a hexagonal prism (with the faces being up and down), with the plates wrapping around the body, as if encasing it. The front of Reaper’s body is plated and reinforced, and has a small bulge from the reactor, but not as large as the back, and has a large sensor package in its center. The back of Reaper’s body is dominated by the footprint of its reactor, an armored, hexagonal bulge that has vents and heat syncs. Reinforced piping comes out of the reactor to form an “x” shape on the hull, curving into the body before they reach the boundaries of the body. Small sensor nodes are present of the sides of the body, and on the thighs of the legs. The legs are plated and bulky, with hydraulic mechanisms on their undersides and boxy feet. When Reaper is in Totem Mode, the sides of its legs drop down onto the ground to stabilize the robot.
Weapons: Reaper has 1 heavy, 2 medium, and 1 light hard points, with the heavy one being on the top right of the body, the 2 medium ones on the left side of the body, and the light one being on the right side of the body. The heavy hard point is on a traditional mount, but the medium ones and light one are mounts on conveyor mechanisms, which are used in Totem Mode.
Stats: At base level (mark 1 level 1), Reaper has 90k durability and moves at 45 kph. It can swivel its body and legs at a middling rate, akin to Lancelot and Cerberus. Its damage resistance is 54 defense points (35% damage reduction), and its trickle heal repairs 300 hit points per tick, with 3 ticks per second.
Ability (Seeker Mode/Totem Mode): In its default mode, Seeker Mode, Reaper can move at full speed and is protected by resistance, but its heavy weapon is not usable. Reaper’s weapons are in their normal positions in this mode. In Totem mode, Reaper looses its resistance and has its movement speed reduced by 75%, but it can use its heavy weapon and activates a special healing mechanism. Reaper and all allies within a 70 meter radius are constantly healed at a very low rate, but when enemies within the radius try to heal, the health restoration is stolen from them and is distributed between Reaper and affected allies. Additionally, Reaper’s medium and light weapons are hoisted to the top of its hull by the conveyors, allowing it to fire over robots or low cover in front of it. It takes 3 seconds to switch between modes.
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I really like the idea of Reaper as a healer because it is a unique kind of “sentry healer”. Rather than rushing into combat and pushing the front lines like Mender or Demeter, Reaper shines at area control, similar to Weyland, but of course in a completely different way. Reaper is tall and has a ton of firepower, making it an excellent weapons platform, and its ability will devastate ultra-close range robots like Revenant and Fenrir that rely on healing to be effective. However, Reaper only has modest resistance and speed in Seeker Mode, and lacks both of those in Totem mode, so it can easily be destroyed if not played carefully. Users need to know when to advance to strategic positions without being caught, and have an idea of what places on each map are best to set up camp, such as beacons or choke points, where enemies will be forced to enter the radius of Reaper’s ability. Reaper is a team-play robot, being the centerpiece of a defensive formation or an offensive strike team.
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Post by davortrogon on Jan 11, 2023 13:10:19 GMT -5
Inferno Class: Beta Range: 350m Spread: 60 Degrees Reload: 10 seconds Damage: 233 per tick, 10 ticks per second, 35,000 per mag Ammo duration: 15 seconds 84,000 damage per minute If the weapon has not been fired in 5 seconds, it begins to reload. This reload refills 10% per second, so if you have fired 5 seconds then after the 5 second no reload period it would take 5 seconds to reload remaining ammo.
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Post by davortrogon on Jan 11, 2023 13:12:03 GMT -5
Vesta Range: 350m Spread: 60 Degrees Reload: 10 seconds Damage: 350 per tick, 10 ticks per second, 52,500 per mag Ammo duration: 15 seconds 126,000 damage per minute If the weapon has not been fired in 5 seconds, it begins to reload ammo. This reload refills 10% per second, so if you have fired 5 seconds then after the 5 second no reload period it would take 5 seconds to reload remaining ammo.
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Post by davortrogon on Jan 11, 2023 13:15:40 GMT -5
Quasar Quasar is a Heavy weapon that acts counterproductive to everything else, but has really good benefits.
You have to hold a charge, like an energy pistol in halo.
1,100 meter range Trebuchet-physics bullet
12 seconds to fully charged When the weapon fires a charge shot, it needs 1.2 times the charge time to cool down. Max reload: 14.4 seconds
Max damage: 36,000 per bullet
Minimum damage: 100 per shot
Max fire rate: .12 seconds per shot
72,000 dpm
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Post by davortrogon on Jan 11, 2023 15:15:46 GMT -5
Thor is one of the oldest robots I designed. I made everything here the day before the Typhon came out. Thor is a very tall robot; tall enough to fire over Arthur's shields at point blank.
New Robot: Thor Theme: Greek Gods Class: Titan Hardpoints: 3 Alpha Modules: 2 Attack 2 Universal 860,000hp 70 defense points 42kph
Orientation 1: 2 Legs, normal turning, normal rotation Weapon Placement 1: ***5^-5^-^5***
Orientation 2: 2 Legs, normal turning, normal rotation, defense physical shield Weapon Placement 2: ***5^-5^=-^5*** Orientation 3: 2 Legs, normal turning, normal rotation, built in weapon Weapon Placement 3: ***5^-5^@-^5***
Abilities: Aspis Smite
Aspis Duration: 10 Seconds Cooldown: 15 seconds Thor gets 60 additional defense points for duration of ability.
Smite Thor activates it's built in weapon. The weapon is a mix of the Seraph ability and the Cataclysm weapon. It does more damage the closer something is, and can lock on to up to 3 targets at once. When locking onto multiple targets, the damage is split. This built in weapon is the most powerful weapon I have ever created. At point blank, it can melt an entire Arthur.
Weapon type: Energy, Lock on Lock on time: 3 seconds Duration: 10 seconds Cooldown: 15 seconds Range: 600 meters Effect: Regular defense bypass Damage at 600m: 1,000 per tick, 10 ticks per second, total ability damage 100,000. (Split damage is just divided by 2 or 3, depending on the targets.) Damage at point blank: 8,000 per tick, 10 ticks per second, total damage 800,000. Damage increases 11.6% every 100 meters, full damage within 100 meters.
Thor is meant to overpower any titan at close range. Armed with shotguns or Cataclysm's, it takes an army to pretend to fight it. However, because it's abilities are single activation, it would struggle against something like Indra, unless it ran out of charges, or made the mistake of getting close.... If 2 Thors fight, then it would only last a few seconds if they were point blank. Since this weapon is lock on, nothing in the sky is safe.
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Post by davortrogon on Jan 11, 2023 15:39:49 GMT -5
New Robot: Soldier Theme: Original War Robots design Class: Titan Hardpoints: 2 Alpha 2 Beta 760,000hp Modules: 2 Attack 1 Universal 1 Defense
Orientation 1: 2 Legs, normal rotation, normal turning Weapon Placement 1: 4<-***5^--^5***->4
Orientation 2(Battery): 2 Legs, normal rotation, normal turning, weapons fold, 1 built in gun Weapon Placement 2: 4<-***-5\@/5-***->4
Orientation 3(Overwhelm): 2 Legs, normal rotation, normal turning, 2 built in weapons Weapon Placement 3: @<-4\***5^--^5***/4->@
Abilities: Battery (Secondary activation) Overwhelm (Switch)
Battery
Transform: 2 seconds Cooldown: 16 seconds Duration: 12 seconds Secondary activation delay: 4 seconds Effect: Shield bonus damage, no reduction to energy shield damage, defense bypass.
Soldier folds Alpha weapons away and activates its built in machine gun. The machine gun has 800m range, defense bypass, and slowly accelerates to double the firing rate. Weapon mode 1 Range 1: 800m Fire rate: .25 seconds, after 4 seconds .125 seconds. (8 bullets a second) Bullet damage: 3,000
If you choose to activate secondary activation, then weapon changes mid-fire into a 500m range machine gun. Remaining ability time is halved, and defense bypass is replaced with damage over time.
Weapon mode 2 (Upon Secondary activation) Range 2: 500m Fire rate: 16 bullets a second Bullet damage: 3,000 Damage over time per bullet: 40/sec per bullet
Over the duration of the ability, weapons are fully reloaded. Their reload changes to match the ability so even if the reload is longer than the ability then it would still be able to use.
Overwhelm Robot switches beta weapons for built in weapons. The robot gains 35 defense points while using built in weapons in this ability. Over the duration of the cooldown the robot reloads weapons. Transform: 2 seconds Switch ability Cooldown: 16 seconds
Built in weapon: Type: Energy, splash, radius effect (Like Harpy) Travel Physics: Tsar (It fires like the bullet type a Tsar has) 500m range Fire rate: 1 bullet per second; weapons time shots to fire every .5 seconds, right weapon starts first. Damage: 4,000 per bullet Effects: 75% Suppression, stacking damage over time Damage over time: 20/sec for 5 seconds per bullet Splash range: 30m (not enough to hit someone with a shield unless they move towards the bullet and walk into the splash) Suppression and overtime damage continue until you are no longer in radius to restart countdown via gaining new effects. (If you keep getting hit the timer will stay full like all other dot weapons) Radius is spherical like Harpy
Damage per minute: 59,800 (48,000 base damage + 11,800 overtime (11,600 damage from 100 damage every .5 seconds x 58 seconds + 200 (20+40+60+80 from first 2 seconds))
Soldier was also one of my oldest ideas. It is meant to play support and assault, and should be able to provide cover fire, rush beacons, 1v1 shot-gunners, provide ranged support, and anything else you may need. It is a jack of all trades, but isn't the most powerful robot on the field. Against an Indra, It would be able to harm it at range and even up close the Indra wouldn't be able to do much, unless it had anti control. The long range gun would shred Indra down, and the machine gun would break it.
Against Atom, it would most likely win. Atom could retreat all day, but if it's cornered, Soldier is simply too strong and would kill it. Against Ragnarok, Soldier would most likely lose; the suppression bullets would not do enough damage and because of Ragnarok's boosts it could power through everything Soldier could throw at it. Ragnarok's Wrath ability would turn this into scrap metal.
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Post by davortrogon on Jan 12, 2023 12:01:49 GMT -5
Once we have 8 robot and 8 titans, I am going to start a tournament. Tournament rules, regulations, and contestants This is a tournament to determine which idea is the most powerful Robot and Titan. Rules Any weapon ideas that have been proposed and completed can be used. Any module ideas can be used as long as they are created and completed and brought to my attention before the tournament begins. No drones, motherships, or pilots. (Even pilots we made are not allowed) Active modules are allowed and will be determined before the Tournament. If you made a robot and a matching weapon, it would be appreciated if you used it. Gear can be changed per round. No weapons with clear advantage (Spear, Fainter is up for debate, Puncher is up for debate, no Kramola, Smuta or Razdor due to gameplay). Weapons that apply effects are allowed. Any additions to the list of contestants should be created with detail, and presented and approved by by before the tournament begins. I will not allow incomplete ideas; if you have a concept I will help you build it and then I will let it in if we have space. Currently we have 1 slot open for a robot and 2 open for titans. The tournament wont happen for a long time, but once everyone is ready it will begin. The tournament will happen how it has been happening already: Someone writes a confrontation, and if it is approved then it happens. If someone dislikes the results, they must write another confrontation. If the new one is approved as well, then there will be a rematch. It is an elimination style tournament(I think that's what this is) , so once a robot wins it will fight another victor. Once 1st place is determined, then the 2 second places will fight for 2nd. Once a second place is determined, the 3rds will fight for 3rd place, and then 4th, then 5th, 6th, 7th, and the last place will be given the underdog trophy. List of completed weapons available as of now: Quasar (Heavy) war-robots-forum.freeforums.net/post/701170Fission (Beta) war-robots-forum.freeforums.net/post/701158Inferno (Beta) war-robots-forum.freeforums.net/post/701168Fusion (Alpha) war-robots-forum.freeforums.net/post/701159Vesta (Alpha) war-robots-forum.freeforums.net/post/701169Right now, some of these weapons are grouped with other stuff, so I will separate them and have everything readable later today. Robot Contestants: Bahamut war-robots-forum.freeforums.net/post/701161Longinus war-robots-forum.freeforums.net/post/700867Apollo war-robots-forum.freeforums.net/post/701162Tatsu war-robots-forum.freeforums.net/post/701163Ranger war-robots-forum.freeforums.net/post/701164Enforcer war-robots-forum.freeforums.net/post/701165Reaper war-robots-forum.freeforums.net/post/701166Widowmaker (Filler if necessary; if any idea is proposed this will swap out) (I still need to write it down) Titan Contestants: Ragnarok war-robots-forum.freeforums.net/post/701160Thor war-robots-forum.freeforums.net/post/701177Ryujin war-robots-forum.freeforums.net/post/700989Soldier war-robots-forum.freeforums.net/post/701178Atom war-robots-forum.freeforums.net/post/701113Aneomi war-robots-forum.freeforums.net/post/701107(To be determined) (Filler) (To be determined) (Filler) To propose an idea, you must format it correctly. Here is my guide on how to properly format a robot or titan. war-robots-forum.freeforums.net/post/700770 Good luck, contestants! (Almost all of these ideas are mine)
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Post by davortrogon on Jan 25, 2023 10:06:38 GMT -5
You know what I think? I was the only thing keeping this running. I waited for a bit, doing other things and keeping myself situated, but there was no response here. Maybe it was just too much to read.
Regardless, next week I am going to start the tournament. I have plenty of ideas to fill in for all sides, but I just wished enough people could have come up with their own; enough to finalize an idea. How often do these types of threads fizzle out and die? Because I will not allow this one to follow the same path. Not this one.
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Post by davortrogon on Feb 6, 2023 11:54:38 GMT -5
Well since no one added any new ideas, I'm going to start the tournament tomorrow.
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Post by Adazahi on Feb 6, 2023 18:35:39 GMT -5
Imma keep it real with you, I totally feel you lol. Sometimes I write and go on a tangent, so it helps to try an keep it simple. You go way more into detail than necessary sometimes, but it’s something everyone can be guilty of when they’re passionate about something. I find that it helps to include illustrations to keep people’s interest, especially when doing really detailed concepts, so keep that in mind too.
While I’m here, I’ll post one of my favorite concepts; Heavy, medium, and light weapons Caduceus, Ambrosia, and Nectar.
These are bot-sized counterparts to the titan magnetic weapons, but with a twist. These weapons don’t reload while firing, and don’t heal while firing, rather, they have a 6 second reload and release a burst of healing for you and any teammates within 75m based on how much damage you dealt in the magazine.
I made an animation (with sounds) of the fire/reload cycle for caduceus and put it on my YouTube channel:
I also have some robot and pilot concepts in my notes, some of which are posted to Reddit, but many of them lack illustration, and I don’t have much time these days, so they may stay in my notes for a bit.
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Post by davortrogon on Feb 8, 2023 10:29:15 GMT -5
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH99648589729475da59d26aade6ce1be6"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHda41f5e49d0d8f5fe8eee368f4d77fad">I do love your ideas; they sound and look amazing.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d"></thspan></thspan>
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHa95d6cd5568f9a9f1f8dbd4e059f2372"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHb5a67036be1eecea5d1595f8cc717682">I do not have the skill or the time to animate any one of my ideas.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHb461bfc506b005a46d174d31e35905f7"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH1e34093d1b9f35a2a8ea90abfb86a5ca">I did try to draw my favorite one once, and it was decent at best.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d1"></thspan></thspan>
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH676c46ae5013c39a76977949d918d2a7"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHd0328e5675d1823dd6c7c99f3a1ef0a1">Since this thread is a tournament about our ideas, we need to plan our fights accordingly.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH0fe371e758f408ec18c57b8c443c753c"></thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH76921f26beec4e101d064a38f3327e3c"> To do that, we need details.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHa61558548f37aae507416f1f48022deb"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHb605d579fa6bd99cf5c98c73ac1615fa">I wrote an essay about exactly how to provide the most necessary detail about your robot, titan, module, weapon, or any other idea you may want to share in the most efficient way possible.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHed3d6278f650e867d270e96a3cb255c1"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH7898596492443703ee34e9a5ce7a6683">It's mentioned in the tournament announcement.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d2"></thspan></thspan>
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH17b0fa13d60fd5b14b9c26ee44c6689e"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH2b58e5ef251ab7189ba8417991332fa0">Most people do not have the skill or time to animate an idea, so we need to be as descriptive and detailed as possible.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH7d7a9a025d6705a26cb7cf11ce12f765"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH121a81fd7328d6e1c7a05935cea96bf8">Imagine every minute and tiny detail you did not mention is stretched to terrible proportions.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH0613b53e0155b8e18e3922cb93514976"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH6a08b75320c51cd313147abb5193567b">For instance, You said your robot would heal you and your teammates once it was done firing.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHb7c9ea2f15f1d586090b4162767006bb"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH49673737914ede961b35514cded25da6">How much?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH4437be4e9a2627e1662abfe5016769a3"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH79407809c2b9bfc0a533d8fc2c05c247">By what percent does it get back when it's done?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH886a1a3045b2fabbf5325c9bfa0043d0"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH9015824b2d9f5d127ed926a4a5c77c2c">20?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHc9c8210c14030f7b83682d5f8d41720d"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHa116f7afec320bb9cf0908ece78213bd">30?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHe89d8f81af61e28f4fd69d1cad347951"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHf6edc8cf8e51b9b4dc8a85fdcf8280bd">100?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHc0b1c24386e75974646511c8e6500248"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHd08f9685b7bae349486c136c1a2259c6">How long is the mag?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHd3422f401df4114487c1154c3e5aff99"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH38510333c913552d12a911f04ca7ca74">10 seconds?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHb5b5992cf6ac010ff4875ae913c2941f"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH2c2f6496d3d100d598415705c70e20bd">15?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH7c6cae86bdd50d483968bc87412867b6"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH6059fedc56d1d06d7e81543981e3fe02">How many bullets?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH34416983e2cd8b6666d12139795f1d60"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH9a4fcb8572b56ba3e064baead8ea60b3">(Well I guess it's a magnetic weapon but how many charges does it do per second?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH506bcea8dc2141eced66b13b2fc69476"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHf2b68b2b4ad3cd400060a8089ccba894">How much damage in total?</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d3"> </thspan> What type of aiming physics does it have, and what range? </thspan>
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH1d6ec22b67fe18604187a8b374913db9"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH68aa80cd47c6e8938c3124f779c1b289">No one can compete in this tournament with just a concept.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH0bb3a866acd0c0ac51f2ccae45a22a30"></thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHb3a6018eda8977f5dd04f66ecb35c7e3"> This is a place where numbers matter a lot.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH4ae9aa936228621db6de00f3eab261e5"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH57ba2e8d00929e4d826aff6f24c09f01">I have plenty of robots that all have numbers solidified, and if anyone wishes to compete then they need to have all their numbers too.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d4"> </thspan></thspan>
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH0c32ddb62e0d2ea7cd189a44322a4f24"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHc71d3df4c172df35811c99b60f6c130d">Unfortunately you are also right in the matter of longer paragraphs.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH0e3dde38190d06c683b1c79152dfc376"></thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH4597070854393be83dc2d06b3aee4cc4"> Details scare away the person who was going to post their 30 second idea and leave.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH98c0533cb543b6422a4b39b5ac8719a3"></thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH4297f416e0db5824b0c93a82c3dc110e"> Most people can't even read this.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH3a7d596789076ef2a973a6d551b75110"> </thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH9f0616a83387afa405ce0c8a12c3d9e0">At the end of the day this really was just for me, anyway.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d5"></thspan></thspan>
<thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH431d58faee958d0550bcb7aff56fad6c"><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHc5006f28e8673651293332d94552b86e">If by some chance you wanted to add these weapons into the tournament, you would need to choose a robot to partner them with.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTHae5cc250df9539f827a03e50e41843ad"></thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH2e3c2d1324d03a874cced49be2b0e576"> I was planning to start writing today, but I guess I'll wait a little bit longer.</thspan><thspan class="thspan" data-rwthpgen="1" data-ss-id="rwTH53489d92418219e566fa1171c2f17d4d6"> </thspan></thspan>
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Post by davortrogon on Feb 8, 2023 10:31:11 GMT -5
what happened to my text
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Post by davortrogon on Feb 8, 2023 10:37:36 GMT -5
WHY
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Post by davortrogon on Feb 8, 2023 10:42:40 GMT -5
It took 10 minutes to write that and it is now filled with numbers
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Post by davortrogon on Feb 8, 2023 10:51:24 GMT -5
I already tried to delete it but it didn't work.
*SIGH*
I guess I will need to summarize.
Your idea was fine.
In this thread detail is required to help remove errors. I gave several examples of stuff you didn't say in your idea to give you an idea of why we need detail. There is a link to the essay where I discuss how to format a robot to be efficient and accurate in the tournament announcement.
Also this thread really at this point is just for me. It's mine. I just occasionally listen to others' ideas, and try to expand upon them if they have not. I'm trying to get the ideas to fight each other and am going to write a scenario for every battle. I was going to write the remaining ideas today, but I will give you a chance to join if you would like. If you want to enter your weapons, solidify all their numbers and pick a robot to use them with.
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Post by davortrogon on Feb 15, 2023 12:10:12 GMT -5
Time is up for new ideas.
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