Welcome Guest [Log In] [Register]
Welcome to Advanced Robot Combat. We hope you enjoy your visit.

You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.

Join our community!

If you're already a member please log in to your account to access all of our features.

Username:   Password:
Locked Topic
Dreadnought Mk 2 VS Truth or Consequences; "Kicking ass in the name of Britain, front-hinged Flippers, and sleek wedges with four wheels or less!"
Topic Started: Mar 12 2014, 02:31 AM (64 Views)
GF93
Member Avatar
Vi veri veniversum vivus vici.
Although this week's admittedly a bit of a shit one for me, I've definitely been looking forward to this fight- Truth or Consequences, one of the top flippers on ARC. So far I've beaten him every time we've fought, so let's see what needs to be done to keep my streak going. And of course, continue to show Josh how well we do flippers in the UK. :P

Analysis
To his credit, he's certainly changed a lot since last time- quite sleek compared to the previous versions of ToC I've fought before. He matches me for Speed, Torque and Armour, and his Rear-Hinged Flipper is slightly more powerful than mine at 5. The whole design is considerably improved in general, so I'll need to be on my guard to ensure I don't get catapulted.

Fortunately, I've got good advantages myself, which I hope to take apt advantage of today. In terms of his weaknesses- whilst yes we're evenly matched in our speed stats, his lower Traction means it'll be harder for him to turn and take longer to reach his top speed. It's further affected by his 6WD as well- whilst it looks cool, it means his manoeuvrability is subpar, and the configuration of the wheels and wheelguards so far outside the chassis with no additional means of protection provides a convenient handle for my wedge.
As for his weaponry, his Flipper is rear-hinged and high pressure- although good in terms of its power, it can also be quite easy to exploit. Because of its high power, it'll use up lots of CO2 gas very quickly and throw itself upwards every time it misses a flip (Relatively likely, due to how thin it is.), allowing me a good opportunity for me to get underneath. All these disadvantages mean that he'll be particularly vulnerable to flanking and being wedged from all sides.

As for my design advantages- predominantly, due to my higher Traction and 2WD, I'll generally be the faster (Higher acceleration.) and much more manoeuvrable machine, my wedge will be much more effective due to both its width and the wheel arrangement pressing it into the ground more, and my combination of good torque and trapping capability from my Flipper and its polycarbonate strip will prove instrumental in controlling him.
What's more- whilst my Flipper is slightly less powerful than his, there's not a big difference in terms of power, and comparing them directly, my Front-Hinged Flipper trumps his Rear-Hinged Arm in several respects, particularly reliability. It's easier to hit/control him with and provides much better protection due to its size, has a much lower and more efficient CO2 consumption rate due to running on Low Pressure Hydraulics, is quicker and easier to self-right with, and doesn't affect my own wedgability if it misses like his Arm does.


Strategy
Game on! Move out quickly, approach ToC from an angle, and aim for the wheelguards or front corners using my wedge- they'll be the best place to attack him from, since the front wedges don't extend to those places. See how he tries to approach Dreadnought as he does so, too- if he just goes for a box-rush, employ the above strategy. If he tries to turn towards me, aim for the wheelguard and angle in underneath him just as I hit. If he tries to run off, use my superior acceleration and agility to chase him down, but watch for if he tries to lure me to hazards or turn around.
In general, focus on getting under from his weak points, don't let him make it a head-on confrontation (Even with the wedge advantage, I'm not taking any chances.), and once I'm under to a good extent, flip him.

Whilst attacking, I'll want to be as controlled and relentless as humanely possible- I've got both the agility and the Flipper to pull that off with, so I'll want to make as much use of them as I can. When I flip him, drive underneath to catch him again as he self-rights, flip him, and use that, along with my torque, to move him where I want to take him. Combo him with the Flipper as much as I can, come at him from different angles each time and mix it up with both flips and rams to always keep him guessing, and make use of the environment to help me deal damage.
Because my design enables me to be beneath him and launch him forward at speed, the Pulverisers and the Drum will be my best bet for dealing damage or at least knocking him on his head and potentially warping his wedges. His armour's pretty tough, but being in control of him and causing visible damage to his chassis whenever I can will put me in very good stead for a judges' decision, and by constantly forcing him to self-right, there's a good chance I'll be able to make him waste all his gas and leave him unable to self-right.

The most important thing to remember with my defence will be to do whatever it takes to prevent him from getting under me- his Flipper's pretty powerful, so even one good flip could land me in trouble if I'm not careful. As such, I'll try not to attack him head on, and instead focus on getting at the wheelguards and corners- the sides of his front wedges are flat rather than being angled like the rest of them, so they'll be particularly vulnerable to getting out-wedged.
Fight a tactical battle- keep constantly moving and unpredictable in my approaches to punish his comparatively poor traction and control and constantly force him onto the defence and always guessing where to attack from. Be as unruly as possible if he tries to wedge me- dodge around him, accelerate away if he tries to follow me or gets too close to my sides, and basically make it impossible for him to keep me pinned down. At the same time- keep my distance from the hazards when I'm not taking him to them myself, watch to see where he comes from the whole time and avoid/counter his approaches accordingly, and keep the back and sides well-protected at all times.
Self-right quickly if he does flip me though, and don't just sit there and let him push me into Pulverisers or anything like that. My high Traction will allow me to recover quickly from landing afterwards, so as soon as I've fired the flipper, be ready to move off to a safer position as soon as I land to prevent him from following up, before continuing to attack him.


Overall, I want to effectively utilise both brains and brawn to my advantage in this fight. Use my superior control and manoeuvrability to effectively get to his blind spots, keep constantly flipping and shunting him about to bait him into drawing his attacks, utilise the environment to my advantage and just generally be as controlled, aggressive and unruly as I can be.
We're both pretty hardy, so I'm anticipating a Judges' Decision, so it'd be nice if I could win via Damage/Aggression and Strategy. What would be even nicer however, would be to TKO him- either by damaging his flipper mechanism from the inside with the Pulverisers, or getting him to waste all his gas before flipping him over, ala Bigger Brother beating Chaos 2 in Series 5 of Robot Wars.

...well. Just under 1,280 words to this one, which I apologise in advance for to whoever's writing, but like I say- when you're fighting vets who are out for your blood, you've to be prepared for anything. Good luck though Josh, this should be great. :cool:
Ice Cubed Robotics Posted Image
"I will not die until I achieve something. Even though the ideal is high, I never give in. Therefore, I never die with regrets."

Cherry Bomb Classic: Season 2 (8-0)
Swiftsure- 2-0
Torque Dirty 2 Me- 2-0
Ayame- 1-0
Dead on Arrival- 1-0
Barley Picker- 1-0
Lethal Injection 3- 1-0

Robot Bastards 2 (5-5)
Apathy & Lethargy- 2-1
Trump ex Machina- 0-3
Rainbow in the Dark- 3-1 (6-3)

Ruination: The Upheaval (20-8)
Ayame- 6-1
Marauder- 6-1
Dreadnought Mk3- 3-4
Lethal Injection 3- 5-2

ALL-TIME RECORD
Wins: 347
Losses: 230
KodeBreaker
 
Alex Valentine is the hero we deserve.

Notable Achievements on Advanced Robot Combat for make benefit glorious Team of Ice Cubed Robotics
Offline Profile Goto Top
 
NWOWWE
Member Avatar
Team Blood Gulch Motto
-Much like in our LW fight, our stats are amazingly near identical and by the same exact spread too! He's got the point in Traction while I've got the point in weapon. Our weapon systems are slightly more diverse this time around. We're both flippers, but opposite concepts. Here's a big difference though. ToC's flipper arm extends out a bit further than his other wedges while Dreadnought's flipper begins a few inches behind his wedge. So I can flip him pretty much as soon as I get under him, while he needs to get under me much more before he can even start to flip me.

-One rather indisputable design advantage for me is that ToC is a far tougher bot to drive off of than Dreadnought is. Dreadnought's wedge is a smooth incline, while ToC's changes slope dramatically after a few inches or so. Plus there are gaps between the wedges and the flipper arm and they have a height differential to boot. Good luck getting consistent wheel contact.

-So, outmaneuvering him at the start (or even vice versa to be honest) is probably not going to happen. So charge straight at him. If he tries some slick moves, it could work to my benefit since if he's looking for an angle or something (I know all about doing that shit! :proud: ) I could get a positional/leverage advantage for myself. Otherwise a head-on collision isn't a bad outcome either. Might as well get a good idea of lowness early on.

-If I get under him, either by straight up advantage or by taking advantage of positioning, do a quick gauge of control. If I can move him around without him squirming free, then try to drive him close to the hazards before flipping him. Otherwise just flip him right away. In either case, shadow him closely and be ready to wedge him and flip him again. I'd presume he's reasonably competent in self-righting which is why it's important to keep close by him. He'll be most vulnerable right after self-righting.

-If I can get under him from the sides at any point it'll be the most difficult for him to escape (for points mentioned above) and that'll be my best bet for driving him over to hazards. Hazard exploitation will be a big help in swinging judges points to me (apart from obviously flipping him more than he flips me lolz).

-If I can get reasonably good success with my aggressive approach, then keep it up as much as possible. If it doesn't work so well here's a desperation tactic: Drive in reverse over a front corner of his wedge so I can end up with my front facing at his sides and give me a nice opening to wedge/flip him. There's nothing on his bot that would prevent me from doing this since it's basically a solid wedge. Continue on my normal gameplan from there as much as I'm able to do. I'm still keeping this as a reserve tactic since I'd like to limit any chance he has at firing his flipper on me.

-If he wedges me in general, try to drive off before he can flip me. On the bright side I think he'd have to REALLY get me on the wedge before he'd have a high chance at flipping me over, but I'd rather not have him flip me in any capacity obviously.

-So get in lot's of flips and use the hazards whenever I can.

Good Luck!
Area51Escapee,Jan 30 2011
01:27 AM
Spatula,Jan 29 2011
11:32 PM
I should go 3-1 this week but it'll probably be something like 0-4 or 0-5.

It sucks going 0-5. You lose all 4 of your bot fights for the week and you also lose at life.
Online Profile Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · Fantasy RP Room · Next Topic »
Locked Topic

Black Water created by tiptopolive of the Zetaboards Theme Zone