12-06-2021, 01:44 PM | #11 | |
Join Date: Dec 2007
|
Re: Porting the Killer Kart to 6e
Quote:
Now, if one wants truly awful designs, there's the _Iguana_ (slow; overgunned; underarmored), the _Sizzler_ (slow; clumsy; undergunned; underarmored), or the _Thresher_ (slow; clumsy; underarmored).
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
|
12-06-2021, 02:33 PM | #12 |
Join Date: May 2012
|
Re: Porting the Killer Kart to 6e
And yet, it's not the cheapest armed subcompact that can possibly exist. It spends several hundred dollars on a handling class upgrade and increased tire durability that it really could live without if "cheap uber alles" was its underlying design philosophy.
|
12-06-2021, 03:42 PM | #13 | |
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
|
Re: Porting the Killer Kart to 6e
Quote:
In the game universe, the company that makes them has a deal with arena management to provide them at a discounted cost. Additionally, they were used years ago in one of the most wide spread videos of early Amateur Night events and they now hold a special place in the heart of autoduel enthusiasts. [See my link above regarding rabid Bugg owners] |
|
12-09-2021, 05:14 PM | #14 |
Join Date: Nov 2012
|
Re: Porting the Killer Kart to 6e
With the tripling of scale between 4 ed and 5&6 ed, I've found that it's harder to keep a specific side towards an opponent, as the arena is smaller. I mention that as it changes car design, or at least removes the fighter-style (mainly front and rear weapons) designs. It should make the KK even worse in 5&6 ed.
|
12-10-2021, 02:05 PM | #15 | |
Join Date: Dec 2007
|
Re: Porting the Killer Kart to 6e
Quote:
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
|
12-16-2021, 07:46 PM | #16 | |
Join Date: Oct 2021
|
Re: Porting the Killer Kart to 6e
Quote:
I could imagine that might end up being tough on some arenas with some builds. |
|
12-16-2021, 08:30 PM | #17 |
Chief Creative Officer
Join Date: Dec 2014
Location: Austin, TX
|
Re: Porting the Killer Kart to 6e
Front-loading your craziest turns into the first movement point really helps with front-arc aiming, too. As soon as you build for more control, it gets easier still. As you get more experience with the game, you'll also develop an intuitive sense for car movement and what is reasonable or risky for any given situation.
|
12-16-2021, 08:32 PM | #18 | |
Join Date: Nov 2012
|
Re: Porting the Killer Kart to 6e
Quote:
|
|
12-17-2021, 01:54 PM | #19 | |
Join Date: Dec 2007
|
Re: Porting the Killer Kart to 6e
Quote:
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
|
12-17-2021, 09:14 PM | #20 |
Join Date: Oct 2021
|
Re: Porting the Killer Kart to 6e
One 2 player game, 6 x 5 player games.
All sizes for the 5 player games, from two neoprene mats together (largest) all that way down to 8 tiles (smallest). Note, there are rare turns, specifically on "racing" maps, where I didn't get my front arc pointed at another player because I wanted to stay on the track to try to win the racing condition. |
Thread Tools | |
Display Modes | |
|
|