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The following are the exact numbers for the amount of electricity batteries can put out and motors consume. For maximum power to your components, the batteries' output should be equal to or greater than the motors' input. If you are only using spin motors, however (no burst motors), you can easily get by with output being only half of input.
Batteries
Motors
The following are the exact numbers the game uses to calculate damage and durability. All weapons have the default 1000 hitpoints, except for razor tips, which have 500. "Normals" means whether the component has damage normals, meaning it can only do damage in certain directions (for example, pole spikes only do damage with the tip). Damage is calculated according to the formula:
where P is piercing and C is concussion. D is the damage potential. Damage potential is defined as the amount of damage a 10 kg weapon on a 100 cm extender attached to a DDT burst motor at max power will do when it hits a bot's chassis. This number will vary depending on the speed the weapon is traveling at (more speed=higher damage), the weight (more weight=less speed=lower damage; RA2 does not use mass in damage calculations), and what it is hitting (hitting other components does more damage), so it is merely a relative measure of power compared to other weapons. To give an accurate view of what weapons are the best, I've calculated a fourth statistic called efficiency which takes into account hitpoints and mass. This is calculated by the formula:
where E is efficiency, D is damage potential, H is hitpoints, and M is mass. The weapons with the highest efficiency are the best.
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