The Artbot guide (thumbnail pic unrelated)
This guide is for YOU. (everyone out there, even R0SEFALL and Defilingsoul.)
Have you ever had to sacrifice looks or efficiency when building an artbot?
This guide will teach you how to build the perfect artbot, that has cpu left for all the weapons you need, and has the most suitable movement type.
This guide offers something for everyone.(who plays Robocraft of course.)
-For the new builders, I will give a few tips on how to begin building your artbot, and how to make it battle efficient.
-For the experienced builders, I'll show some block combinations you might have never even thought about.
1. Let's get started
Alright. Let's take something everyone knows as an example Artbot you're going to build.
How about the Pokemon Pikachu? A Gundam robot? ...Snoop dogg? .__.;
I made a Snoop Dogg artbot, and it received alot of comments, like "How is that even possible??".
Inspired by those comments, here's a whole guide for you, on how to make the building of Snoop Dogg, or anything you can ever think of, very much possible.
Anything is possible to be built, You just have to build by the current maximum cpu cap. It helps to be level 150 and have all 1750cpu, but it's not absolutely necessary, just way easier.
I made this guide, so you don't have to make the same mistakes I have made when building, and then consider something impossible just because you didn't have success at the first few tries. I have been there, I have abandoned a few robots, because they had almost no cpu for weapons or movement, making them completely useless.
So, you have the idea for the Artbot. The first thing you're gonna do, is to look at the character/thing you're about to build. Open up a few pictures of the said character/thing. I often use the Steam overlay's web browser for this, so i can just hit [shift] + [tab] every time I need to look at the reference pictures/ compare them to my robot. The next thing you need to do, is to pick the most difficult part to recreate/replicate with cubes, and start by building just that part.(For example, the head and face of a character, a weapon, the grill of a car, wings and hands are some of the parts that I find the most difficult to build.) After you have built the most difficult part, you will see how big the rest of the Artbot will be, in comparison to that part. The smaller, the better. When I built Snoop Dogg, I had to make sure the head is as small as possible, so I wont run out of cpu when building rest of the Artbot. I have actually made the mistake of making a too big head once, and I took screenshots of it.
My first Digimon artbot was Shellmon. I started from the head and the eye. You can't deny the eye looks really good in the bigger version, but turned out that over 500cpu for just the head was too much in this case, and would have lead to one of those unefficent weaponless Artbots, so I just opened a new garage and built the head again, about one cube thinner from every direction. The eye looks a bit worse now, but I was able to finish the build with a radar, 5 plasma cannons and 3 tank tracks on it, while still having some 80 spare pFlops.(This was back when 1515cpu was the cpu cap.)
TLDR; step 1 = Open up some reference pictures of the creature/thing you're about to build. Decide which part of the creature/thing will be the most difficult to build with cubes, and start by building just that part.
2. Building of the most difficult part
Here's my story, how I built the Snoop Dogg Artbot.
I started from the face. I just made a brown wall out of cubes, and started to build his beard and mustache on it. First I used headlamps as squinting eyes, but they don't really look like eyes at all, so I switched them to the round tetras. After that, I started to work on his nose. I put round tetras on his nose's sides, as nostrils, and the nose looked kinda realistic. After the nose was done, I started making the eyebrows. The eyebrows and eye shapes easily give the overall facial expression, and there being just a few different usable cubes, You can tell it is difficult to make a face. Snoop Dogg is pretty chill guy, and he has this smirk in almost all of the pictures taken of him. xD He has small eyebrows, and the smiling kinda makes them rise, so I built kinda soft and accepting looking eyebrows. After he looked like a Snoop Dogg pancake, I started to shape out his face. He has a slim face, and has pointy cheeks. The cheek part is easy to make with an inner cube, making the jaw and mouth below slimmer than top of the head.
Little by little, His head was recognizable, and done. Now that I had the most impossible, the most recognizable, and thus the most important part done, It's time to build the rest of his body.
TLDR; step 2 = Build the most difficult part of the creature/thing you're building, and see how the said part turns out.
-If it takes too much cpu, You should keep it as a reference for the next attempt on a smaller version.
-If it looks too big, The rest of the build will also be too big. Too big means the chassis takes too much cpu for it to be viable build in the end. again, make a smaller version.
-When the size is as small as you can go to keep the good looks, Congratulations! The rest of the build should be way easier to build, since you started from the most difficult part. The rest of the Artbot is definitely possible! No more rebuilding or re-sizing!
Humans recognize faces everywhere. There's a Jesus in a dogs butthole and on a toast.
You can't say that you've never looked at a car and not thought that the headlamps are the eyes and the grill is the mouth, the car has a face.
So here, a few ideas for those who get frustrated If they can't get the eyes right. (Maybe it's just me)
4. Choosing the movement type
Next thing is, you have to choose the movement type.
Sometimes you might want an artbot to be like a statue, and move on tracks. That is, If the character is in some tricky position where the mech legs would look ridiculous, or if you just don't dig catgirls with these huge mech legs.. xD
If your robo is an animal, 4 mech legs are fine, if you use spaced armor so 2 legs are never lost on one hit.
If your robot is a doll, you could hide hoverblades inside it's big head, and make the body small an kawaii.
Hoverblades are the best artbot movement type, because they can be hidden inside the robot, and they keep even the weirdest shapes upright, when placed well. A good Hover setup could be one hover on the highest point, 4 in the middle, and 3 on the bottom, close to the ground. How the hoverblades work nowadays with their crazy gyroscope-like self righting ability, just scattering the hoverblades widely works too... .__.
If you want to build a human shaped Artbot in more realistic proportions, you might wanna use 2 mech or sprinter legs.
If you want your creation to fly, hide wings and rudders inside the body of the build. Don't forget to add thrusters too, the smaller pitch thrusters may fit inside the chassis or head, but for bigger thrusters you might want to make 1 cube height deep "holes". Carbon thrusters blend in especially well with this style. These flying Artbots are a bit more difficult to build than other types IMO, so make sure to check the bold text at the bottom of this step. v v v v v
If you want a copter build, just spam rotor blades on aero-rods behind the build. If you have alot of extra cpu, you could use struts instead of aero-rods. Struts are so strong that you don't need to hide the copter blades, but it depends on what the builder him/herself wants.
Walker legs, Skis and Wheeled builds require low weight. They are the most unpractical movement types for an Artbot, as they require more cpu put on either some helium and handling thrusters, or just extra legs....
The mega movement parts are the second worst movement type for an Artbot, as the Mega Mech legs take up too much cpu, just like Mega Hoverblades or Mega Wheels would.
[While testing your robot in the testing room, hit the + on your numpad so you reach overclock level 4. This is the level your robot is when playing in Elimination gamemode.] If your artbot moves on hovers, wings etc. parts that are affected by the amount of thrust, lift and weight, In the test mode it might appear that your robot can't move or fly properly at first. This is because when you enter the testing room, you're set to OCL1. Your robot might be able to fly at OCL4 just fine.
5. Realization; wtf have I done
Your Artbot is almost done! You have figured a way to make it move, but there's still not enough cpu for weapons?? WHAA? This pee-piss z guy lied to me!
Nope. This could be that your artbot is built in a too big scale anyway. We can't be sure though, not before you do this: Hollow out your Artbot from the inside. Face it, it won't be a front-liner anyway. It's an Artbot.
I always go inside of my Artbots to take off any excess cubes.
Hollow Artbots can be just as efficient as full cube robos, if not even better. They're faster, and they might not snap in half as easily, because the damage travels through the robot in a different way. It's like damage redirecting, and getting cpu for more guns at the same time. All positive, I assure you.
TLDR; read above you lazy bum xD
6. Choosing the weapon type and size
Try what weapon type fits the best. Try to avoid side-mounting, or you'll have to tell the players to use camera steering. Paint the guns in the same colour as the Artbot, so they blend in as much as possible. Try to avoid too much aero-rods or struts for the sake of looks. Also try to avoid mounting guns in front of important parts of the robot, so people can still recognize what it's supposed to be.
Smaller guns have smaller radius, are less noticeable, they blend into the design, and give your robot an advantage cpu-wise.
Bigger guns you obviously might not be able to fit in, because it is not the Artbot's idea to have every big gun you want on it. Of course you can scale down parts etc. to save up some cpu for your favorite guns, but this isn't always possible.
Now you probably know how to put guns on. Neeext
7. mm bye.
I hope you found this guide useful. It's a bunch of things I have learned in 2 years of Robocraft.