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Thread: NSBFL 7

  1. #11

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  3. #13
    TEAM BRAVEHEART
    FEATHERWEIGHT
    - T.R.E.D.T.H.A.L. (if overweight, shed 1mm of titanium, or if that wont work, replace it with Aries)

    LIGHTWEIGHT
    - Ringo Scarr

    MIDDLEWEIGHT
    - Killoteeny

    HEAVYWEIGHTS
    1. Wedge Devolution
    2. SD IV (minus useless front scoops)
    3. Revenge of the Revenge of the Bludgeonator
    4. The Doomsday Project

    Stats for Doomsday can be found here (http://www.fightingrobots.co.uk/discus/messages/760/3109.html?1093381857http://www.fightingrobots.co.uk/disc...html?109338185 7) and the rest can be located here (http://mattyhakaman.proboards15.com/index.cgi?board=Bravehearthttp://mattyhakaman.proboards15.com/...ard=Braveheart)

    Sounds like another wootiful War, Mr Goacher

  4. #14
    OK heavies:

    achilles (obviously)
    archangel of the abyss (stats coming soon)
    heir to black panther 4
    you only live once

    middle weights: blizzard (stats are around somewhere, ill have a look for them)

    lightweight: tiny tengu (stats to be written)

    featherweight: ill make up somethign wqhen im writing the other stats

    stats for yolo and htbp4 are at http://www.geocities.com/alex_j_holtwww.geocities.com/alex_j_holt the rest either havent been written or are updated, except for blizzard of course which i need to find


  5. #15

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  10. #20
    I guess Parasite will be in by default. How it got # 5... Im not with a clue. Do you need the stats?

    Weapon Summary:
    I break it down into a spectrum of armor.

    1-hit Kill - Polycarb: It isnt even there as far as Im concerned. Straight to the internal components!

    2-hit Kill - Good aluminum. (Bad aluminum is worse than Polycarb, really.) If its thick, itll take multiple hits to take it all off.

    3-5-hit Kill - Good Magnesium/moderate Titanium: this can slow the weapon significantly, just to take off a 10x10 cm panel, but the weapon is powerful enough to take a lot more than that off before it stops and needs to spin up again.

    Heavy Damage, but no KO - Against something like SpinVerter, with huge thick panels of titanium and hardox moving parts, damage is still possible, but not easy. Its confined to the joints. While taking a couple panels of this off will significantly reduce the mass of the opponent, and make them easier to toss with more hits, layer after layer of this stuff in the armor and frame will stop it unless some parts are more exposed than others (a front plow, but scant rear armor for example).

    Undamageable - Usually this is just spinner-killing plows, and its a matter of hitting the other sides of the robot, but 200 kg robots with 50 kg of spinning shell, and 50 more kg of reinforcing armor, are just too much. If I redesigned the weapon, I could get a better average capacity for all the categories, since good armor and fight modifications are increasingly common, but that would require rendering Parasite again.

    I think we all generally go by this. Fights are divided into those where a KO from damage is possible, and fights where it isnt (pitting isnt really a type of fight, more just a possible outcome of all fights).

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