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Old 12-06-2021, 01:44 PM   #11
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Join Date: Dec 2007
Default Re: Porting the Killer Kart to 6e

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Originally Posted by Racer View Post
The actual orginal design was so poor from 1984 onwards , that we had to ban them from our games post 1986 .
It wasn't supposed to be a good design -- it was designed to be, as our British contingent might say, "cheap as chips" for arenas to operate. (Don't let the Amateurs think about how many previous duellists have been removed from a KK with a pressure-washer.) It also makes a decent racing design.

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).
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Old 12-06-2021, 02:33 PM   #12
HeatDeath
 
Join Date: May 2012
Default 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.
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Old 12-06-2021, 03:42 PM   #13
kjamma4
 
Join Date: Aug 2004
Location: Chicagoland Area, Illinois
Default Re: Porting the Killer Kart to 6e

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Originally Posted by HeatDeath View Post
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.
It's ONE of the design philosophies, not THE design philosophy.

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]
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Old 12-09-2021, 05:14 PM   #14
Overload
 
Join Date: Nov 2012
Default 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.
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Old 12-10-2021, 02:05 PM   #15
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Default Re: Porting the Killer Kart to 6e

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Originally Posted by Overload View Post
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.
One of the reasons I've been converting 5E and 6E back to 1/176.... :)
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Old 12-16-2021, 07:46 PM   #16
NexusGameTheory
 
Join Date: Oct 2021
Default Re: Porting the Killer Kart to 6e

Quote:
Originally Posted by Overload View Post
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.
Interesting, that hasn't been my experience. I have been playing a lot of builds that have most of the weapons on the front and have not had much trouble at all keeping my front towards my opponents. I think my broad driving strategy of making one "nuts" turn somewhere during my and otherwise mostly straight/slight has allowed some pretty aggressive turns at high speeds.

I could imagine that might end up being tough on some arenas with some builds.
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Old 12-16-2021, 08:30 PM   #17
Sam Mitschke
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Join Date: Dec 2014
Location: Austin, TX
Default 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.
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Old 12-16-2021, 08:32 PM   #18
Overload
 
Join Date: Nov 2012
Default Re: Porting the Killer Kart to 6e

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Originally Posted by NexusGameTheory View Post
Interesting, that hasn't been my experience. I have been playing a lot of builds that have most of the weapons on the front and have not had much trouble at all keeping my front towards my opponents. I think my broad driving strategy of making one "nuts" turn somewhere during my and otherwise mostly straight/slight has allowed some pretty aggressive turns at high speeds.

I could imagine that might end up being tough on some arenas with some builds.
Are you playing in a 36"x36" arena? How many cars?
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Old 12-17-2021, 01:54 PM   #19
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Default Re: Porting the Killer Kart to 6e

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Originally Posted by Sam Mitschke View Post
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.
This was part of the basis for my "ferret on heroin" build at FC1. :)
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Old 12-17-2021, 09:14 PM   #20
NexusGameTheory
 
Join Date: Oct 2021
Default Re: Porting the Killer Kart to 6e

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Originally Posted by Overload View Post
Are you playing in a 36"x36" arena? How many cars?
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.
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