Announcement

Collapse
No announcement yet.

Featherweights - Active weapon rule

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    Re: Featherweights - Active weapon rule

    Maybe drums should be unbanned? Cos they dont actually have that extremley OTT power than 360 and LS4, they at
    the most, cause sparks, little damage to be cleaned up and flip bots around, which would give a bit more entertaiment
    to the fights.

    Comment


    • #62
      Re: Featherweights - Active weapon rule

      I think people have already established that spinners are not an option

      Plus, having your robot destroyed at every event would make a lot of people (most probably those with flippers) turn back to the boxes

      Comment


      • #63
        Re: Featherweights - Active weapon rule

        I find the dragon con robots to be interesting due to the 1/4 inch bars bolted to the stage and slow spinners (20 feet/s tip speed) requiring innovation to get around.

        Also, they have no polycarbonate box (Insane)

        Comment


        • #64
          Re: Featherweights - Active weapon rule

          Matilda had a disc fitted for Guildford, it had rubber blocks as teeth, very lowpowered, a mag motor running on 12v, and didnt do much.

          Ive since decided its having the blades put back on but keeping it at low speed, thought process is it will make robots fly rather than damage them !

          I actually think there is a place for spinners, and have done for a while, they just need to be reduced. Its something I am looking at !

          Comment


          • #65
            Re: Featherweights - Active weapon rule

            i think the theatrical side of robots are missing in FW i.e. HW veloceripper, mighty mouse, steg o saw us and Terror Turtle what i'm trying to say is robots that look like their namesakes.

            i have an uninspiring wedge robot called tuff luck and i dont mind the house robots attacking it, when Major Damage or Battle Axe hits it with their hammers it looks like it is being pulverized. If it's immobile it's fair game for the house robots cheap components cheap to repair. Most people have more than 1 robot.
            so if you have a boring box and most of the time they'r built out of hardox and have drill motors, your fair game for the house robots.

            Comment


            • #66
              Re: Featherweights - Active weapon rule

              I think the rule should be a bit like rw did... If your robot isn't entertaining the hOuse robots can make it entertaining by attacking it.

              :-)

              Comment


              • #67
                Re: Featherweights - Active weapon rule

                Yeh, I don't mind if robots attack Bruiser, basically the only think that coluld break on it is it's Motors, so it's like £10 for a new one...

                Comment


                • #68
                  Re: Featherweights - Active weapon rule

                  Originally posted by roamingrobots
                  I think the rule should be a bit like rw did... If your robot isn't entertaining the hOuse robots can make it entertaining by attacking it.

                  :-)
                  What if the robot is entertaining but the driver isn't? Can we have the house robots attacking boring people?

                  Comment


                  • #69
                    Re: Featherweights - Active weapon rule

                    Attack the boring people? ive got a better idea for a main event

                    Roboteer takes on a robot

                    I can see it now

                    Shane Swan VS Major Damage

                    Comment


                    • #70
                      Re: Featherweights - Active weapon rule

                      MD wouldnt stand a chance mate

                      Comment


                      • #71
                        Re: Featherweights - Active weapon rule

                        haven read the whole topic but let us use spinners if ur banning non-weapons! why are feather spinners banned?

                        Comment


                        • #72
                          Re: Featherweights - Active weapon rule

                          they are not banned compleatly, just in arena that can't handle them its a safety thing

                          Comment


                          • #73
                            Re: Featherweights - Active weapon rule

                            Originally posted by roamingrobots
                            Matilda had a disc fitted for Guildford, it had rubber blocks as teeth, very lowpowered, a mag motor running on 12v, and didnt do much.

                            Ive since decided its having the blades put back on but keeping it at low speed, thought process is it will make robots fly rather than damage them !

                            I actually think there is a place for spinners, and have done for a while, they just need to be reduced. Its something I am looking at !
                            Any time scale on the potential spinner rule?

                            Comment


                            • #74
                              Re: Featherweights - Active weapon rule

                              As i said before, if somehow current spinners were allowed, then robots would get alot more damage and would mean even more boxes!

                              We'll have ago at changing the format at Kidderminster and see how that goes.

                              Comment


                              • #75
                                Re: Featherweights - Active weapon rule

                                i think we could un-ban drum spinners since they give robots a good chuck yet dont do the same damage as the horizontal or vertical disk/bar spinner

                                Comment

                                Working...
                                X