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| Firebird vs. Tenebris; ROBOTS FW Semifinals | |
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| Topic Started: Aug 5 2017, 01:43 PM (26 Views) | |
| Hooray For Lexan | Aug 5 2017, 01:43 PM Post #1 |
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Heavyweight
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USING THE CLAMP CONFIG Tenebris has a 2-point speed advantage, but we have equal control ratios. The problem is, from reading his description it sounds like only his actual flipper is hinged, and the sides of his front plow are actually static. My lifting forks are essentially hinged, and they’re also sharpened. The side outriggers are also hinged, and if need be I can press the lifting arm into the ground a little bit. I should be able to get under him from the front. I’m guessing he might use his anti-overhead panels to try to block my clamp. But if you look at the range of motion of my clamp here, it can actually reach pretty high. Even if I can only bite down on his wedge, the claw is sharp and it has ten power: I may not be able to damage his wedge, but I can still bite into the material a tiny amount, producing high friction to hold him in place. I should also be able to hold his flipper down if I clamp that. Also, reminder that the claw is spring-powered. It fires FAST. Basically, I want to be as aggressive as possible while focusing on keeping my front facing him. Do small reversing turns to avoid his flanking attempts, but don’t just run away or turtle like some drivers. Do my best to spin away when he tries to push me. He can probably overturn me, but I can self-right, and thanks to the walker weight bonus he can’t get an OOTA against me. Speaking of which… if I get underneath him, immediately push forward and fire my clamp. If he’s in an awkward position, lift slightly to break his traction, then pin him in a corner by the low wall and re-adjust to get maximum grip. Take him to the low wall, lift, and go for the OOTA using my shovers. Only press my lifting arm if he’s been getting under me from the front, and do it fairly gently. If it’s 2 minutes in and he’s been flanking me every time, turtle against one of the high walls adjacent to the low one. If I’m not right by the OOTA area he might be less cautious, but I can easily carry him to the low wall before the pin timer expires. TL;DR he’s going to be “aggressively strategic,” so be aggressively strategic right back. Avoid being flanked, self-right if flipped, get under him, take him to the low wall, and push him over it. Good luck, and may the best robot win! |
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"you can give a fuck, just don't give too much of a fuck. there's an optimal level of fuckiness, and if you exceed your fuck quota you'll burn out." - BEES Trihunter on V900's New Undercutter: Spoiler: click to toggle
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| GF93 | Aug 5 2017, 10:04 PM Post #2 |
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Vi veri veniversum vivus vici.
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Wedge tip and spikes ON, four-bar flipper. Alright, Firebird. I’ve fought this machine before, and I remember it giving TD2M a scare back in the Cherry Bomb Classic, when it pierced a battery with its drill, setting it on fire and leading to that kamikaze dive at the end. Different weapons this time, but I’ll still need to have all my wits about me to win here; he’s tough and fairly mobile, has a fast-acting and powerful weapon in the lifting and extending grappler, and because he’s a walker, he’s got all that extra weight on board as well. However, he’s still got some notable weaknesses- particularly to do with how his wedge-related defences work. His corners are very accessible, he’ll lose pretty much all his mobility if he’s raised off the ground even slightly (which is crucial, considering it’ll lift his own feet and chassis off the ground and slow him to a literal crawl if he presses his wedge down), and unlike if he had say, the spinner, he doesn’t have a means of easily shaking himself off my wedge and escaping. Even though he can extend his reach with the ram to catch opponents off-guard as well, it’s pretty narrow with no side wedges, extends past his hinged wedges (which also have no side wedges, so he’s especially vulnerable to flanking), and fires and retracts fairly slow at only 1 power, so it’ll leave him wide open to being wedged under if he misses with it. Crucially as well, his weapon power is somewhat lacking for their respective purposes; his 2-powered lifter will be slow to raise (thus, can be escaped from) and crucially to self-right- especially when he’s propped on his side- and although his 10-powered spring claw can snap shut pretty quick, it isn’t really powerful enough to get a grip on my 14-armoured front end (especially considering it’s an angled surface), and even on the 10-armoured areas, it won’t be able to do a great deal of damage or thus have a very secure grip. Finally, I generally outdo him in terms of drive- even discounting that I’m considerably faster, push harder, and have three times the traction, the wheels make it easier for me to get in quickly and attack him precisely, whereas his walking will be more telegraphed, giving me more time to react quickly to any threats. So anyway, let’s get down to business. Since HDIT is a good driver, I assume he’s going to have some tricks planned, so I’ll need to be sly and pragmatic to deal with him, here. Move out quickly, feint a box-rush and head-on approach, and watch to see how he approaches. In particular, keep an eye on his extending ram (in particular, the path it’ll have when fully-extended), and as soon as my wedge tip gets within that distance away from him, immediately REVERSE. Then before he can retract his weapon, swoop in again from an angle to get him from underneath it, force my way under, and then from there push him back and flip him over. Basically, since his ram isn’t strong enough to damage my wedge tip, use its additional range to bait him into drawing his attacks, and then counter. Mix it up as well with some attacks towards his sides and corners when I have the chance, and mix this up as well with some fainted attacks towards them. Come in, reverse, and then when he turns to get me then, nail him. Be as unpredictable as possible in my approaches, keep the front facing him and the additional range of his extending claw in mind at all times, follow his movements if he tries to get away, and never let him grab me. When attacking, I want to keep underneath him as much as I can, or better still, keeping him flipped on his back, herded near the walls, and constantly forced onto the defence. OOTAs are obviously not going to be possible, but I can still immobilise him by forcing him into one of the corners whilst upside-down, with his back end facing the walls so he can’t right himself. Likewise, I can also disrupt his self-righting by pushing him onto his side whilst he’s flipped or parking behind him so he lands on top of my wedge, so take full advantage of his slow self-righting to really make him suffer and prevent him from bringing the claw into play. Mix it up as well by ramming him into and squashing him into the walls and corners to wear down the clock, and even when he’s struggling to self-right, just staying near and being ready to flip him back over or otherwise stop him from recovering- especially if he tries using the ram to knock himself off the wall. Be aggressive and pragmatic; follow his movements if he tries driving off the wedge to keep him trapped, go for the sides and corners if he tries pressing his wedge, and don’t give him any chances to manoeuvre or self-right when he’s flipped. Defence mostly comes down to watching what he does, strategically manoeuvring/feinting and countering accordingly, and always keeping in mind the range of his extending claw to avoid being captured. Keep to the middle of the arena and well away from the OOTA wall, keep the front facing him to minimise the effectiveness of his weapons (remember that he won’t easily be able to pierce a sloped surface that’s 4 above his claw’s power), be unpredictable and mix up my strategies of getting under him to keep him guessing. Whatever I do though, DO NOT LET HIM GRAB ME. Keep my body outside his weapons’ range at all times, and only allow the wedge tip within the radius of the claw for baiting purposes, and not for a femtosecond longer than necessary. Finally, if he does go “fuck it” tries say, turtling in the corner like Gulch did, don’t fall for it. Park a safe distance away, and be vigilant and ready to attack again when he comes out. Good luck! |
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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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2:34 PM Jul 11
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2:34 PM Jul 11