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| Terminal Velocity VS Gamma Ray; "Gamma, stand for, you are now unchained..." [LORE2] | |
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| Topic Started: Jun 6 2015, 03:40 PM (36 Views) | |
| GF93 | Jun 6 2015, 03:40 PM Post #1 |
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Vi veri veniversum vivus vici.
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"...you'll bring peace to a World gone insane! Restoring the freedom to make you whole- but what use is power if you have no control?" Analysis Erk. Big Spinner, and of course he has that Ramming Bar on the front as well which I'll need to be careful for. However, as powerful as his bar is, he's fairly average-to-below-average in terms of most of his other stats. I'm considerably faster and more agile due to my superior drivetrain and 4WD compared to his more cumbersome 6WD, enough Torque to push him around effectively, and a powerful enough Flipper to put him over- particularly since he has a very small wheelbase that makes him particularly vulnerable to being flipped side-on, a high enough difference between his weapon and armour for me to do some serious damage with each impact, and of course- he has no reliable means of righting himself once flipped. One decent flip and he's as good as dead. Strategy Stopper OFF, Wedge Extenders ON. Alright, let's do this. Move out quickly, angle in towards his side/corner (Away from his bar) in the opposite direction his blade is going (So it deflects up the wedge and does minimal damage- it's too high to deal damage to the wedge edge.), and force the initial impact, trying to deflect him towards the wall. Immediately swoop in underneath with my wedge extenders, and go for the killer flip. If I don't get him the first time, come in and get close to his chassis (Sides/corners again to stop him pushing himself away with the Ramming Bar) to block his spinner from turning. Don't fire the Flipper unless I'm definitely underneath, and keep the front facing him the whole time as I approach. In terms of attacking- just be as aggressive as I possibly can and take the fight to him directly to stop him from bringing the Spinner into play. Block him from spinning up by remaining underneath or at least in contact with him the whole time ideally, and keeping him herded near the walls/hazards to keep from moving or spinning up, forcing him onto the defence. Go for the killer flip necessary to immobilise him ASAP, but in between attempts to do so, by all means attempt other means to deal damage just in case it does go to a decision- in particular, squashing him into the walls to wear down the clock, boxing him into the Pulveriser corners to destroy his exposed motor and self-righting pole to make flipping him easier, forcing him into the Drum to deal additional damage, and potentially even throwing him over the wall twice. Ergo, three potential ways I can kill him- flip him, put him out twice, or immobilise him on internal damage. In any case, be relentless and do what I can to minimise his opportunities whilst making as much use of my own as humanely possible. Protection, as previously mentioned, comes down to Aggressive Defence mostly. Stop the initial blow, and from there do everything possible to prevent him from spinning up. If he does spin up, approach in the opposite direction to which his blade is going, and away from his Ramming Bar so he doesn't wedge under me or push off me or anything. Keep underneath or in contact throughout to block him from spinning up, and do what I can to either flip him or break his spinner ASAP. Keep a good berth from the hazards when I'm not taking him to them myself, keep the front facing him, don't fire the Flipper when I'm not underneath, and keep him well away from any openings that do from from the blade so I can resist as much damage as I can as I try to flip him. Basically, force him onto the defence as much as I can and don't give him any chances to follow up the initial blow. In any case, it seems very kill-or-be-killed here, so hopefully I can either flip him, immobilise him on internal damage or flip him out of the arena twice to win. If it does go to the judges though, hopefully I can take it on Aggression and Strategy. Should be interesting however it goes though, so good luck Spatch. |
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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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| BEES | Jun 6 2015, 10:59 PM Post #2 |
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I've never lived by anyone's rules but my own.
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This will be a repeat of the Cutie Honey strategy. Terminal Velocity is similar and different at the same time to CH. It has chamfered edges and gets flat surface damage everywhere, which is an advantage, but its flipper takes up too much of the robot's size to qualify for the weapon-armor bonus, so it's just 8 armor everywhere, which is a 5 point difference to my weapon. How convenient! 5 is enough to damage flat surfaces. If he angles in fire the bar at his sides. If he comes in at the front then use the spinning weapon against him. Actually... that gap between the two forks on the front seems like a nice bullseye to potentially aim for with the bar as well. Perhaps this could be even better than the Cutie Honey match? Perhaps... if the bar gets under, try to take him to the killsaws and retract the bar to pull him into my weapon and fling him into the saws. Keep the front facing him Move forward, but not recklessly. Watch what he does and determine whether to shoot the bar or just rely on the spinning weapon. If I can disable his flipping ability early on then things look much better for me.... but be cautious to do so. I'm relying on damage to carry the fight anyway. Good Luck -N |
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2:34 PM Jul 11
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2:34 PM Jul 11