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
Clown Breath vs. Perseus
Topic Started: Jul 2 2014, 08:41 AM (64 Views)
NWOWWE
Member Avatar
Team Blood Gulch Motto
-Perseus has pretty solid armor and his weapon hits pretty hard, but his drive stats are equal to mine so he can't really outmanuver me at all. As an added bonus his hammer is in a fixed position while Clown Breath has 360 degrees of weapon coverage.

-The general approach, at least initially, will be the "dink and dunk" approach where I'll mostly concentrate on hitting his outside front edges and avoid directly towards his weapon area. This should have the double benefit of causing damage to him and limiting the kickback to me and thus helping me keep my weapon spinning better after a hit.

-The ideal outcome would be to get some shots on his sides as the fight goes on where I can go for a much more direct shots. Of course if I can successfully cause him to miss a shot with his hammer that leaves him completely open as well so the same would apply.

-The main thing will be to constantly stay in motion with my weapon spinning. If gets a hit on me with the hammer, well I won't be pleased, but CB has pretty respectable armor by spinner standards so a shot or two here or there wouldn't be the absolute end of the world really.

-A KO may be tough to manage, but it's definitely not out of the question if I manage to do an effective job of controlling most of the offense during the fight. At the very least he really won't be able to score many points in any of the judges categories if I'm getting in most of the offense.

-It'll be very important for Clown Breath to avoid the hazards during the match, but ESPECIALLY the floor flippers since getting flipped over is the absolute last thing I want. So always be mindful of where I am in the arena and don't let him lure me near those floor flippers under any circumstances. Otherwise, keep up the aggressive approach as much as 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
 
That Kode Guy
Member Avatar
Ruiner of All
Hi Influenza!

- Stat-wise, we're the same except he has two more points in weapon, whereas I have a point more in both torque and armour.

- I have no idea how many wheels Clown Breath has, but I don't think Josh or Nick S are stupid enough to make it a 2WD spinner, so I'll assume it has 4. However, that makes his wedging capabilities next to null. If he stops spinning, he's completely at my mercy.

- Clown Breath looks very top heavy so I don't think it'll be much of a challenge for the hazards to flip him over. Also, that motor on top is extremely exposed and I have 4 weapon points over his armour. If I damage his motor even a little bit, I take out his entire weapon, or compromise it.

- Okay, I don't know which is the front end or the rear end, so I'll just refer to them as "yellow" and "white" ends. :P If he comes at me with the yellow end, I'm going to try and get under him from there without getting hurt. He may try and hit the corners/sides of Perseus, but even if he does they're angled enough so that he won't get the best hit that he wants. At any rate I will do my best to keep my front end facing him to prevent him from getting the hits he wants, and just plow into him. If I can avoid taking damage that's a nice bonus, but ultimately I want to have a good enough reach that I can smack the top of the machine with my axe. After that, I just want to get him to a hazard that can flip him over, either the floor flippers or the drums, whichever is closest. He'll probably be trying to avoid them but this arena's hazards are pretty big by ARC standards and I severely doubt he'll be able to avoid them for long, so it's only a matter of time. If flipping him over is proving too difficult I can always pin him against the wall and hack away at his weapon motor, which is just as good since that would take out his entire spinner.

- If he comes at me with the "white" end, with the two end prongs on the corners, then there's no way to avoid taking a hit since he has too much range, therefore I just have to bully him towards a wall or a hazard, and considering the hazards are big in this arena, that's just as easy done as said. Hopefully my wedge-y front end can make sure I don't get flung too far after a hit and I can get back on his case easier.

- In any case, just plow into him aggressively. He'll have to waste time getting his weapon back up to speed (if he can) and I can plow back into him. Even though we have the same speed/traction, he can't be aggressive if he has to keep running away to spin up his weapon.

- Utilize the flippers and drums most, or just hack at his exposed motor. Try to get the KO. It's more than possible.

Good luck.
Posted Image

Team Covenant stuff
Offline 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