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Post by davortrogon on Mar 7, 2023 15:37:16 GMT -5
With Ranger down, Soldier is no longer protected. It turns it's attention to Thor and switches from Overwhelm to it's 2 Beta weapons. Thor uses the last of Smite against Soldier and finishes it off with Cataclysms. Copycat had snuck around Thor and became it. It activates both abilities, annihilating Thor before it turns around. Ryujin is constantly bombarding Chelis, after forcing Bahamut to retreat by ceasing fire once more. Longinus fires on Ryujin with it's built in machine guns, and Ryujin turns it's attention away from Chelis and nearly kills Longinus with Fusion, Fission, and Glide rockets. Chelis fires again at Ryujin, hitting it. Ryujin is now at 45%. It looks at the situation and realizes Thor is dead, and uses Soar to charge a transforming Copycat, killing it. it dodges a lot of Chelis's Fission and Fusion and lands safely in valley. Bahamut Charges it from the sky, but Ryujin fires only 2 rockets. This intimidates Bahamut because if it keeps doing that it's shield will not allow it to heal, so it backs away, still firing on Ryujin. Longinus tries to use bending machine gun bullets to damage Ryujin, so it walks a little out of cover. Ryujin uses Glide to jump and kill it, barely dodging Chelis's line of sight. Now in the air, Ryujin turns to charge Bahamut, but it has retreated to Chelis. Ryujin uses Glide and flies next to the buildings, barely off the ground. It uses it's elevated height to fire it's 2 Fusions at Chelis. Chelis knows it has to move, so it does so by using it's sniper ability as cover. Ryujin waits for it, and Bahamut attacks it once again. Ryujin fires 2 more rockets, making Bahamut near death, at 25%. Bahamut flies directly behind Ryujin and keeps firing, trying to draw away the attention. Chelis's sniper mode is over, and Ryujin flies up and over to it, bringing it to 1/2 health before it's stationary mode comes back. Ryujin retreats to cover again, and targets Bahamut. Bahamut flies through rockets at 550 meters away, near Lower City and over the valley. Ryujin eventually gets it to 10% before it is out of range. Ryujin turns back to Chelis, and slowly glides near the ground to stay in cover, using a standing wall for cover to cornershoot. Chelis tries to hit it with splash damage, but it is at an angle where the weapons can either hit the cover or fly until max range. It needs to move again. Bahamut returns to cover it from farmlands, but Ryujin fires on it, killing it before it's shield activates. It turns back to Chelis to find that it is in sniper mode, and it fires on Ryujin. Ryujin is at 30% now, and Chelis at 45%. It's Sniper mode ends, and Ryujin once again flies upward, firing everything it has in these precious seconds. Chelis is dropped to 15% before it's in stationary mode again. This is enough for Ryujin to try to kill it. It keeps firing, and Chelis fires back. When it activates it's sniper mode again, Chelis is at 7% and Ryujin at 15%. Ryujin retreats, and Chelis fires and misses. Ryujin then charges back and finally kills Chelis.
Ryujin and Thor win.
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Post by davortrogon on Mar 7, 2023 15:38:14 GMT -5
I think this may be a bit off because it's hard to to be perfectly accurate. I'm going to reread the stats to see if this is more accurate.
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Post by davortrogon on Mar 7, 2023 16:18:45 GMT -5
I think I need to take a closer look at Fission and Fusion.
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Post by davortrogon on Mar 7, 2023 16:53:12 GMT -5
Well, it seems Fission and Fusion didn't have a cooldown written down, so I made it 5 seconds. Their damage is actually less than I thought, but I did nerf them in this debate, so they are actually very accurate.
Soldier was actually pretty accurate, and I actually did buff Chelis's built in cannon after the previous fight.
I keep thinking Thor is actually slow, when for Titans, it's pretty fast. I'm making these too fast to really consider place for place of every robot and timestamp less often, so I am most likely off on a lot of the locations.
For Longinus, I should have had it shoot with it's sniper. I hadn't read it's stats in a while, so I didn't write it as powerful. it should have been a more serious problem.
For Ryujin, I completely forgot about it's special rocket effect. Completely. I also forgot that in Momentum it has a lot of defense points. In Glide, when it slows to turn, it loses defense points until it speeds up. The rockets besides the effects had the same power. Ryujin is actually stronger than I thought. But, at the same time, it was taking more fire than I displayed, so if it were where I thought it was, it should have died, but based on it's real stats it should have done a bit better.
Copycat was actually accurate, except for the duration.
I was also really bad at remembering cooldowns. Bahamut never needs to land, so it never did. In most cases, it never will. Most reload times were estimates.
All in all, this is not how this should have gone down. There are too many inaccuracies to really see if this is true. This is about 60-70% accurate. Several main components, like Longinus, Ryujin, the misplacing of opponents, the time passing, improper speeds, barely estimates of reload times, and improper health messed up the simulation. I will need to redo this battle.
I will make the new battle more real by focusing more on the math part.
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Post by davortrogon on Mar 7, 2023 17:12:03 GMT -5
I guess it's hard to track 8 robots, do the math for all of their tiny details, and make them make smart choices, and describe covers. I will also try to label cover somehow so there is more placement accuracy, like I used to in older simulations.
Maybe they should fight in an empty square map with no cover, for simplicity.
Besides the numerous errors, the performance of Team 1 was less than I expected. This is most likely due to the lack of Longinus, which should have turned the game around a little. Copycat played a better role, actually killing Thor. The reason Ryujin won is because it managed to use cover effectively. It can glide very low to the ground, and surprisingly, it's more tough than Chelis's stationary ability in the air, with much more firepower. It's also just as fast as Bahamut, which is something I also unintentionally nerfed in this scenario. The battle between Ryujin and Bahamut is very accurate. The Soar mode could definitely nearly kill Bahamut; it would take 4 shots from just this. Bahamut's atomizers wouldn't do anything to Ryujin. At the same time, Ryujin isn't as tanky as I thought it was.
Chelis's ability damage is accurate: to be feared. Thor's ability at point blank alone could completely kill Chelis because it bypasses defense. At 600 meter range, it still does 100,000 damage, enough as Chelis's sniper round. I didn't acknowledge the power at range properly for Thor.
Soldier was actually the most accurate, surprisingly.
The most inaccurate robot was Longinus, followed by Ryujin.
Bahamut's rocket power was not considered correctly, and I also ignored it's percent based damage; it should have been able to hurt the Titans a lot more.
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Post by davortrogon on May 8, 2023 13:34:27 GMT -5
I might make another tournament, once I collect enough new ideas either prompted by me or said anywhere.
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Post by davortrogon on May 8, 2023 13:34:39 GMT -5
How are Titans going to look in a few years? How many passive abilities will they have?
I'm going to design a titan that may exist in 2-5 years, or something like it.
Titan: Prometheus 2 Alpha 2 beta 2 Assault 2 Universal 1 Defense (Modules) Orientation: 2 Legs, normal turning and rotation, 1 built in weapon. Level 150 stats: 770,000 hp 45 kph 70 dp
Ability Types: 1 Secondary activation (Ares, Phantom, Ao Jun, Harpy, and Scorpion have this), 1 Activation (Mender, Lancelot, Pursuer, Lynx, and Kid have this type), 2 Passive (Crisis has this)
Ability 1: Hearth Duration: 12 seconds Cooldown: 18 seconds
Prometheus uses it's built in weapon (Retractable bullet type). This version has a special corrosion effect that lasts for 10 seconds. Base Range: 30 meters Size: 20 meters (about the size of Skyros) Range: 500 meters Damage: 30,000 on contact Speed: 200 kph DOT: 1,000/s
Retractable bullet type weapons are weapons that shoot a sphere that has a hitbox. This can move other players, and damages them on contact. When colliding with buildings it rolls along the side of buildings until it gets back in it's path.
When the weapon is activated, the hitbox appears in front of the robot. Enemies and allies are moved by this hitbox, and it is always exactly in front of the weapon that fired it. Wherever the weapon points, the ball immediately travels to. Like the gravity gun from Gmod. For a normal weapon (not titan ability), you fire it and it travels to it's max range, and if you are aimed at an enemy it moved to their distance from you, either pushing them away or pulling them toward you. The weapons do not have ammo; your only move is to make it go further away or closer, so when you push the button it launches to max range and pushing it again pulls it back to you.
The Titan ability works the same, but you can only pus hand pull once before the cooldown begins.
Ability 2: Suffering Prometheus heals to full health over 10 seconds or until full and deletes 1/2 of it's grey bar. If it is constantly taking damage, it will still constantly heal until it returns to full health. The grey bar will also continue to be cut in half again and again every 10 seconds if the ability is interrupted until it's normal health reaches full health.
Duration: 10s - Infinity Cooldown: 20 seconds
Passive ability 1: Every 10 seconds it is not at full health while using it's Suffering ability, it gains a 20% damage boost and 10% less reload time.
Passive ability 2: After 30 seconds of not reaching full health while using the Suffering ability, it heals either leg damage or repairs a lost weapon at random if anything is broken.
Basically this would be insane. I'm going to go add it to that tournament I had a while ago. Maybe I'll do another one.
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Post by davortrogon on May 8, 2023 13:35:08 GMT -5
Titan Idea Mangonel
Currently in discord, will copy over once I have time.
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Post by davortrogon on Jun 25, 2023 16:37:44 GMT -5
Titan: Mangonel (Mideval artillery weapon) Level 150 Hp: 680k 38 kph Modules: 2 Attack 2 Universal Weapon Slots: 2 Alpha 2 Beta Movement Style: 4 Legs Size: Roughly the Size of Luchador, legs extend almost as far as Sirius. 2 Alpha Weapons on top, 2 Beta Weapons on sides 60DP Built in weapons: 4; 1 between the 2 Alphas and 2 on the sides above the Beta weapons, and 1 in the center of chest. Abilities: Payload and Flares
Payload Duration: 15s Cooldown: 15s BIW 1 Range: 1,100 BIW 2-3 Range: 1,100
Activates it's built in weapons; improved versions of how the Zenit and Noricum work. They can tilt down to shoot right in front of them. Every round from these 3 weapons has a lock on system; they will almost always hit the target because the missiles curve like the Smuta bullets do but vertically. During ability Mangonel gains 50DP and immunity to negative effects.
BIW 1: DPB: 5,000 Firing Sequence: Bullet 1, .3s, Bullet 2, .3s, Bullet 3, 1s. AOE: 60m
BIW 2: The second 2 weapons work like Noricum. Firing Sequence: 10 Bullets; each bullet .05s delay, 1s. DPB: 1,500 AOE: 30m
Flares activates the 4th built in weapon, which has 3 cannons. Range: 500m Duration: 5s Cooldown: 18s Rocket Lifetime: 12s Blast Radius: 10m Weapons fire 40 kph rockets which you can destroy. When activating the ability, it fires a full salvo, and then the cooldown begins. Firing Sequence: Each gun fires 4 r/s for 5s Weapons angled 120^, 0^, -120^
After 1 second of a rocket existing, it will target whatever enemy the Titan is targeting. if no target is in sight, it will continue forward. Upon target switch the rockets will target new enemy. Each rocket has 5,000 hp and 5,000 damage. When you deal damage to a rocket, the damage is lowered, scaling to it's health: if 5,000 hp and damage, and you deal 4,000 damage, it now will deal 1,000 damage.
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Post by davortrogon on Jun 25, 2023 16:44:24 GMT -5
This titan is so powerful at range it makes the Zenit and Noricum proud in a sense. You can't really dodge it, and if your unfortunate enough to get close then your going to be quickly overwhelmed. In combat against something like a Thor, then Thor would win because it could cross the distance before it takes too much damage. Same for most of the faster things here. If Thor gets into 350 meter range, then it's aiming system could get confused, but at the end of the day it has more firepower and strength.
It's strong suit is still doing area damage, so it could defend a beacon from across the map.
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Post by wrmechanoid01 on Jun 25, 2023 20:20:18 GMT -5
So much text!
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Post by davortrogon on Nov 14, 2023 0:17:15 GMT -5
After taking it to discord, it did ok. I went through a whole lot, and had plenty more ideas. It was fun.
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Post by davortrogon on Jan 12, 2024 11:44:39 GMT -5
Since (silly me) I've been banned from War Robots discord for discussing glitches, I might try to build it back here as well. Remember, if anyone has any robot ideas, feel free to put them here! This whole thing is just a "who's idea would win?" scenario, so your free to write here too! Write whatever battle scenario you want!
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Post by davortrogon on Jan 12, 2024 11:56:31 GMT -5
Since I didn't put them here, I'm going to list what I remember from discord, because I had a few good ideas.
Ymir: Titan with 4 modes, like how Heimdall has passive modes. Instead of an active ability, imagine Heimdall could switch between 2 types of passive modes, and that's Ymir.
Koschei: 4 alpha weapon titan with turret, but easily killed because you shoot turret and it dies faster
Rikoche: Dash robot that leaves barrier as trail for a few seconds to trap enemies
Calvary: Robot with 100m aegis shield and normal aegis shield, but the big aegis had special properties, like reducing 80% of shield-breaking damage.
Vangeroon: 4 light weapon robot that sped up and had a built in harpoon weapon that turned off aegis shields for 5-7 seconds. Looked and was similar to Blitz.
Promethius: Titan that shot a "Bullet ball"; it shoots a hitbox, either a bullet with Minos pulse on it or a hitbox that stayed locked in front of the robot so you could essentially play golf with enemies, depending on the version.
Revolver: Robot with 5 Heavy weapons, but can only use 3 at a time. Weapons are on a belt, and move right. Ability moves weapons 1 space over.
I do have a description as long as the rest I put here for each of these, but if I learned anything, it's that not everyone always has the energy to read or comprehend a large paragraph. I'm putting them here so I don't forget them, but if anyone asks me about them, I'll recreate the description here!
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Post by shadethefluffmech on Jan 14, 2024 3:34:56 GMT -5
How are Titans going to look in a few years? How many passive abilities will they have? I'm going to design a titan that may exist in 2-5 years, or something like it. Titan: Prometheus 2 Alpha 2 beta 2 Assault 2 Universal 1 Defense (Modules) Orientation: 2 Legs, normal turning and rotation, 1 built in weapon. Level 150 stats: 770,000 hp 45 kph 70 dp Ability Types: 1 Secondary activation (Ares, Phantom, Ao Jun, Harpy, and Scorpion have this), 1 Activation (Mender, Lancelot, Pursuer, Lynx, and Kid have this type), 2 Passive (Crisis has this) Ability 1: Hearth Duration: 12 seconds Cooldown: 18 seconds Prometheus uses it's built in weapon (Retractable bullet type). This version has a special corrosion effect that lasts for 10 seconds. Base Range: 30 meters Size: 20 meters (about the size of Skyros) Range: 500 meters Damage: 30,000 on contact Speed: 200 kph DOT: 1,000/s Retractable bullet type weapons are weapons that shoot a sphere that has a hitbox. This can move other players, and damages them on contact. When colliding with buildings it rolls along the side of buildings until it gets back in it's path. When the weapon is activated, the hitbox appears in front of the robot. Enemies and allies are moved by this hitbox, and it is always exactly in front of the weapon that fired it. Wherever the weapon points, the ball immediately travels to. Like the gravity gun from Gmod. For a normal weapon (not titan ability), you fire it and it travels to it's max range, and if you are aimed at an enemy it moved to their distance from you, either pushing them away or pulling them toward you. The weapons do not have ammo; your only move is to make it go further away or closer, so when you push the button it launches to max range and pushing it again pulls it back to you. The Titan ability works the same, but you can only pus hand pull once before the cooldown begins. Ability 2: Suffering Prometheus heals to full health over 10 seconds or until full and deletes 1/2 of it's grey bar. If it is constantly taking damage, it will still constantly heal until it returns to full health. The grey bar will also continue to be cut in half again and again every 10 seconds if the ability is interrupted until it's normal health reaches full health. Duration: 10s - Infinity Cooldown: 20 seconds Passive ability 1: Every 10 seconds it is not at full health while using it's Suffering ability, it gains a 20% damage boost and 10% less reload time. Passive ability 2: After 30 seconds of not reaching full health while using the Suffering ability, it heals either leg damage or repairs a lost weapon at random if anything is broken. Basically this would be insane. I'm going to go add it to that tournament I had a while ago. Maybe I'll do another one. Magnetic flail would be a cooler name for the new weapon type
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