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| Lethal Injection VS Fulcrum; "Nothin' but good ol' All-Americanadian Engineerin'." | |
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| Topic Started: Jun 26 2014, 08:57 PM (56 Views) | |
| GF93 | Jun 26 2014, 08:57 PM Post #1 |
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Vi veri veniversum vivus vici.
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Well now, looks like I've got my fourth fight for this week. Up against the defending runner-up Fulcrum, looking approximately 17.5% more American than the last time I fought him. He's pretty tough, but I think Lethal Injection has what it takes to win this one for the Commonwealth. ![]() Analysis The main thing that Fulcrum has in his favour is that enormous Flipper on the front. Two different modes for it (Although I'm 99% sure that he's going to go for the Wedge setup.) and a shedload of power behind it, so I'll need to be careful to ensure I don't end up getting myself catapulted. He also matches me for Speed, and has a pretty good amount of Torque behind him for a machine of his type, so I'll need to be on the lookout for that, too. He has his weaknesses as well, though. Most notably, he's used a lot of his points on the Flipper's power, but that means he has been neglected in other areas. His Armour is surprisingly thin for a Superheavy, which I can play to my advantage when taking him to the hazards, and his worse Traction means that not only will his control be affected considerably compared to mine, but it'll take time for him to reach his top speed compared to me. In terms of his actual design, he has absolutely no wedge protection around the sides, and those big arrow-shaped thingies will in fact allow me to get underneath him much more easily. Plus, even with those angled wedges on the front, they have insufficient reach (Barely past the sides, in fact.) to prevent a fast machine from getting round the sides and underneath, and his bad combination of low ground clearance and no wedge protection means I can easily keep him trapped on my Spikes once he's lifted up (Since his Flipper is 4-bar, it won't provide enough recoil to shake himself off, either.). Not only will doing so nullify his good Torque, but it also gives me much greater potential to control the fight, particularly since I recover much better from being flipped than he does. Strategy I will use the Spikes for this Fight. Game on. Since I'm the more agile of the two of us, I will want to move out quickly and keep my Spikes pressed down to start with. Make my way towards his sides (Near his Arrow Thingies) or front corners, force my way underneath with the Spikes, and begin lifting and shoving him around. Be ready to dodge out the way and come round again from a different angle if he does try to turn his Flipper towards me (Him starting to get underneath my Skirts will be the best warning I can get- if he starts to do so, MOVE.), and use my agility to chase him down if he tries to run away early on. When I get underneath him, be as aggressive and controlling as I possibly can. Keep him impaled on the Spikes, and mix up my attacks to earn as many Points as I can. Ram him into the both the Wedge Walls and Spike Strips, flip him (Making sure to drive underneath where he will land as he self-rights to stop him from escaping!), and keep him impaled or at least trapped as the hazards do their thing- his armour is thin, so there's a chance that I can cause good stabbing damage by ramming into him with my Spikes, as well as gouging by sliding them into his wheel arches and other vulnerable spots. In particular, prioritise holding him onto the Killsaws to wreck his chassis and wheels, shoving him into the Drum at speed to flip him into the air, and boxing him in underneath the Pulverisers to smash away at his 6 Armour. For the latter, ideally flip him over before I push him in to maximise both the damage done to his chassis, and the time he stays there. In any case however, be absolutely ruthless. Don't give him any chances to escape or counterattack, and do everything I can to cause some serious damage to him. Protecting myself mostly comes down to not giving him any chances to use that Flipper on me. Avoid approaching him head-on unless his Flipper is open (His wedge extenders will get me first, otherwise.), and use my superior agility and wedge protection to my advantage- keep constantly moving and be unpredictable in my approaches. Come at him from a different vulnerable area each time (Basically anywhere but directly in front of him for the record, due to his very short range.), and press the Spikes down as I do so. If I do end up on the wedge, drive off immediately- if he does land a flip though, keep my cool and don't panic, as I can at least recover from it much better than he will. Lower the Spikes down to the ground again, and keep moving to avoid him following up again. Throughout the fight, keep my sides well-protected, and keep my distance from the hazards when I'm not making use of them myself. And once again, avoid the Flipper. AVOID THE FUCKING FLIPPER. Overall, be tactical and aggressive throughout. Take advantage of his small attacking range and lack of protection against wedges to quickly slip underneath, and from there use my Electric Spikes to impale him, and keep ramming and flipping him around, making good use of my environment and superior control to keep him from escaping or self-righting, and in turn allow me to do as much damage to the guy as I possibly can. Ideally I'm hoping to KO him on external and internal damage from the Pulverisers, Killsaws and my own ramming and flipping attacks, but winning on Damage/Aggression and Strategy would be great, too. Alright, hopefully this should do it. Good luck though Josh, let's see what you can do with your prize.
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Ice Cubed Robotics "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
Notable Achievements on Advanced Robot Combat for make benefit glorious Team of Ice Cubed Robotics
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| NWOWWE | Jul 2 2014, 09:39 AM Post #2 |
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Team Blood Gulch Motto
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De Montréal, Québec Canada, représentant La Résistance... Fulcrum! -Okay, so he's going with the spikes set-up and I in turn will be using the wedge set-up, so that's that cleared up at least. -Generally speaking he's got an overall advantage in drive, though we have equal speed, he just has the 1 point in traction and torque. Okay, that's fair enough. He has an advantage in chassis armor, but the large coverage provided by Fulcrum's lifter gives me solid protection as well. The highlight however is the differences in weapon. Fulcrum has his powerful 4-bar flipper (though slightly toned down from FRR), while LI features a more low-key lifting set-up. It's so low-key actually that it's in that 2-3 power range which gives it a "below-average lift speed". This is significant in that while my weapon will have no issues tossing him around, him getting under me with his weapon is far from a guarantee of him being able to instantly have complete control over me. -So, with him using the forked lifter set-up I think that opens up a nice opportunity for me. Using that set-up basically limits his lifter's effective range to the ends of those narrow forks. Pretty much the Rascal concept. It's good at the point ends of those spikes, but elsewhere? Not so much. So I think it's time to dust off the old angle in approach. -With equal speed I really shouldn't have to sweat him being able to flank me at will, so drive out at him and once we get within a couple yards/meters of each other, begin the angle in tactic. I'd like to think I'm going just flat head on as long as possible since I realistically shouldn't have to veer too much to get to the outside edge of his front spikes and I want to leave him as little time as I can to readjust his gameplan. If I can manage that I should be able to easily slide underneath him. If/when I get to his main chassis, get underneath solidly and fire the flipper. From there keep hounding him and getting under him as much as I can and try to work in a lot of flips. -If he plays defensively at the start (or any other point) then I'll still go with the same overall plan, but I'll probably have to be a bit craftier about it since he's probably prioritizing defense at that point. Still, find a way to work into his main body and flip him. If I can get him to the hazards, that's all for the better since I can use that to build up more judges points. -Obviously I want to make sure I defend my owns sides during the match, but a good offense can be the best defense, so if I can keep him on the ropes a majority of the time, that's less time he'll have to attack my sides. But if he does wedge me, his lower lifter power will make it a bit easier for me to escape than it would be otherwise. From there get my front facing him as quickly as I can and try to get back on the offensive. Try to avoid getting dragged to the hazards myself. -Obviously don't let him lure me to the hazards for any reason, so if he ducks behind a hazard or tries to play rope-a-dope, don't fall for that nonsense. Just stay aggressive and make sure I don't let him bait me into firing my flipper too early. Always make sure I have a decent wedging on him before flipping. Good Luck! |
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2:32 PM Jul 11