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Marauder VS Revolutions Per Minute; "Never Mind The Bollocks, here's the Sex Pistols"
Topic Started: Jun 25 2014, 09:42 PM (51 Views)
GF93
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Vi veri veniversum vivus vici.
Hmm, this is going to be a tough one. Another fight with Nick, and this time it's against Revolutions Per Minute- the Irresistible Force meets the Immovable Object, almost. If the new and improved Marauder can pull this one off, it'll definitely be a sign of good things to come, so let's see what needs to be done to put down this "anarchist without a cause". :P

Analysis
The key things to notice with RPM is that it's invertible, and it's got a shit-ton of Weapon Power. Although I've got sufficient Armour and Traction (Along with my angled plates) to deflect and tank a good deal of it, it could still do a lot of damage if I'm not careful. As such, I'll have to make sure I do what I can to minimise his abilities to attack right from the sound of the horn.

Fortunately, I believe I've got the tools necessary to do so, and he has several flaws on which I can capitalise in order to do so. Comparing stats directly, I'm a good deal faster at 7 to his 5, have double his Traction, and four times his Torque, so not only will I be the much faster and more manoeuvrable of the two (Despite what he'll inevitably say about his wheels somehow being better. :v: ), but pushing him around once he's stopped or slowed down will be a breeze.
As mentioned above, I also have the sufficient protection to stand up to him for the most part- my strong armour, thick scoop at the back and angled plates will enable me to deflect and tank a good deal of damage, and my great Traction enables me to stand my ground much better after heavy blows, whilst he'll be send ricocheting around like a blood-crazed pinball after each big blow, something I can use to effectively control him when I need to.

In terms of RPM's weaknesses, his main ones are how he's much slower and more difficult to control due to his poor Traction and gyroscopic forces from his weapon, has a tendency to ricochet a lot after landing a big hit (So there's a risk involved every time he comes at me with his Spinner, particularly taking its power/armour ratio and therefore reliability into account.), simply cannot push me, has no means of attacking once his Spinner goes, his big blades mean he'll have trouble spinning up if he does not have sufficient room, and his chassis is a very big target whilst at the same time his internal armour is very weak at only 5. All in all, quite a lot of weaknesses, and by focussing my attacks on the main body rather than the outer ring, I could well KO him.


Strategy
Game on. What I'm going to do is start out reversed (So that my Armoured Scoop is facing him.), move out quickly, and make a beeline straight for him- not necessarily flinging myself into him recklessly, but fast enough to prevent him from spinning up, watching how he moves the whole time and being ready to cut him off if he tries manoeuvring to my sides.
Once I make it to him, force my Scoop into him to tank the initial blow and knock him back towards the wall- my high Traction will allow me to stay in place better, and from there follow up once he's stunned from the impact. Keep my sides well-protected the whole time, and always be ready to turn and move accordingly if he tries to make any moves towards them- make sure he connects with the Scoop, if you will.

Once I've stopped the Ring from spinning initially, that's the time to strike. Stick as close to him as I possibly can to keep from having the sufficient space to spin up, and prioritise shoving him into the hazards with my Scoop, ramming him, and if I can break the Spinner mechanism and/or keep him pinned against the wall or in a corner for long enough, use my Lifting Plate to flip him over.
In terms of hazards, focus predominantly on keeping him herded next to the walls as much as I can, boxing him in underneath the Pulverisers to smash away at his thin armour, and ramming him into the Drum at speed to flip him or even potentially snap off one of his thin teeth to prevent him from spinning up. If I can get underneath and lift him up as well, try using my Lifting Plate to hold him onto the Killsaws as well. Basically, be as aggressive and varied as possible with my attacks- use the walls and my own body to block him from spinning up, and go for his weapon motor first.

As mentioned above, I will mostly employ a policy of Aggressive Defence, here. Stay close to RPM (Preferably in contact almost constantly.) and keep him herded next to the wall throughout to block him from spinning up whilst I attack him, and be forceful, yet controlled in my approaches- if he spins up, ram into him with my Scoop to stop it, knock him towards the nearest wall or hazard, and from there follow up and continue attacking.
On top of this, always make sure to keep my sides and corners well-protected, and to keep my distance from the hazards when I am not taking him to them myself. As long as I do what I can to keep him from getting to his maximum speed, I'll be able to prevent him from using his most powerful attacks, keep him under control, and put additional strain on his weapon motor as well. It sounds crazy, but trust me.


Overall, I'll want to be aggressive and assertive, yet tactical. Tank the initial blow, and from there use my defence and my torque to stick to him like glue and stop him from spinning. Keep him under control using my drive and weaponry, and make use of the environment as well to attack his chassis directly, prioritise smashing his weapon motor as early as I can, and break him down with varied, hard-hitting attacks.
Since he's a bit of a glass cannon, I would ideally like to be able to KO him on internal damage, but I'm OK with winning on Aggression and Strategy as well.

Well, hopefully this should cover it. Good luck, Nick!
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"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

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Losses: 230
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+ Despite his Speed advantage, his tracks, combined with his unusually high Traction, mean his turning speed will be severely compromised. With four-wheel drive, I should be the more manouverable machine during the fight.

+ He might be pushier, but I do still have a wedge at my disposal, in the form of my lower hammer. If that gets underneath him, that'll kick him right up into the air, and he'll get a much harder shot immediately afterwards.

+ His weapon isn't terribly useful, since I'm completely invertible. I have six points of Weapon over his Armour, so I should be doing a considerable amount of damage on every hit, even to his lifter, which I have four points of Weapon over.

> Start out sideways, and reverse out of my square while spinning my ring up to speed. Exploit his poorer turning to the maximum and manouver my way around him, in order to get a shot on his sides, and prevent him getting his lifter cleanly underneath me. Once my weapon is going at full whack, then aim for his corners, and smack him with it, whether he comes in with the lifter or the plow. If he uses the plow instead of the lifter, then I'll have an easier time causing damage to him. He might be able to recover quicker, but there'll still be a fair distance between us following an impact, which I can use to recover and begin my aiming for his sides once again. Rinse and repeat as necessary, avoiding the walls and hazards. If I do get to the sides of his lifter, and he's pushing it into the ground, then it's only going to be the front edge that will have better leverage. The sides of his lifter, if anything, will have their leverage compromised, being pushed up by the front of the lifter, allowing me better scope for getting under them with my lower hammer. Should he get the lifter underneath me, then my weapon should catch his teeth and knock me loose. If not, then his lifter is pretty much completely flat, giving me an excellent chance to simply drive away. If I'm able to, though, try to hit one of his tracks when he gets underneath me. If that happens, It's more than likely going to be cut in half, netting me a KO. I should be able to KO him through damage, though.

Good luck, Alex, and may the best bot win. =)
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