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Featherweights - Active weapon rule

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  • Re: Featherweights - Active weapon rule

    not really, chopping boards are pretty good for armour

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    • Re: Featherweights - Active weapon rule

      I haven't read all this topic (got tired after reading the first six pages) but my opinion is there are not enough EFFECTIVE non-spinner weapons so people are forced to build boxes rather than waste money on an ineffective weapon. So I think you have to allow more types of weapon like egg- beaters and blunt bar spinners; these weapons don't tend to make shrapnel which need a strong arena but just hit other robot hard.
      I also disagree with putting loads of robots in the arena at once, instead I think put in 3 or 4 robots and put up some inner walls to make the arena smaller.

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      • Re: Featherweights - Active weapon rule

        yeh, the RL/RR arenas is way to big for feathers, and smaller inner wall would be better, and also, with less robots, the audience can keep up with it, rather than loads of robots, where no one knows where to look

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        • Re: Featherweights - Active weapon rule

          They know were to look it is at the robot with the big green wheels
          Watch any video filmed from the audience on U tube

          And still it never wins :sad:

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          • Re: Featherweights - Active weapon rule

            I beg to differ, I won 2 fights at the O2 with it

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            • Re: Featherweights - Active weapon rule

              I dont see why you would make a active weapon rule. It sort of limits the types of robots you can build.
              A solution to the problem would for people to build robots designed to defeat rambots and the like, or to encourage people to build a robot with a weapon.

              As for beginners no being able to make a active weapon, its not too hard from what i can see. Im building my first featherweight with a axe and i know exactly what to do thanks to people on the forum. I actually would find it too boring to just make a rambot anyway.

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