Also, Insecticide is invertible without the rear Scottish flag.
Also, Insecticide is invertible without the rear Scottish flag.
Chris, you fail to be called Andy, Scott, Tom or Nick, so a place is saved. Same goes to Matty H, Martyn and Dave.
Dave, Ive seen Pillow Torque at a live event and know what it can do, so dont need any stats.
Dave Weston has reserved places on MSN.
Im saving a spot for Alex as hes the defending champ.
Scott, all entered robots are in, but as youre called Scott, a place isnt saved for Evil Scotsman and Maximum Velocity.
Dan, welcome aboard for your third series.
Matt R, Ankle Biter and Deep Impact are BIIBI, but the others are entered and spaces saved. Heres why:
1) Ankle Biters drum produces 132 Kjs of energy according to your stats (divide joules by 1000 to get killerjoules). This not only pushes it over the limit where you need to start saying how you can survive the energy feedback, but when I was designing BAD-er, I had a bugger of a time getting a 20 KG drum to do any kind of decent damage, so Id like to know how you got a drum design to do so much in the first place please.
2) In Deep Impacts stats, you stated 2 mm Hardox. The thinnest you can get that stuff is 3.25 if memory serves, maybe 3.5, so please either thicken your armour or change it to something lighter.
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
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
Steve, its all good
quote:
Scott, all entered robots are in, but as youre called Scott, a place isnt saved for Evil Scotsman and Maximum Velocity.
Damn you wee bull, you win this time!
What about now?
Dont make me hurt you :P
Ill enter Going Crunch, Love Bite and 360 (you said up to four right?)
You have the stats, minor changes.
Going Crunch, the link up system is magnetic
Love Bite: My stats missed how powerful the beak is, it has 12 tonnes of crushing capability, not quite as powerful as Razor but does it need to be? One tactic for all matches...NEVER try to chew into 6mm of hardox
360: Well...does it need to be more powerful? I just happened to meet another FBS last time
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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