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The Magpie Effect vs Marauder; R4 Week 2 MW's
Topic Started: Mar 13 2018, 11:01 AM (34 Views)
Jamied666
Lightweight
Spin up and avoid the first impact, get my weapon up to speed then go after him to get some hits in (if he's using the lifter angle into him and go in for a hit), if he's self righting go in for as many hits as possible. If i get wedged just try and gyro off and carry on going for more hits, if he tries to bait me don't go for it and just wait him out till he stops baiting me(also if he uses the lifter and presses just angle in and aim for the tracks, as he wont be as grippy and fast so i can just get those hits in).
Avoid dumb driving and good luck!
Time for a new rebel :P
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GF93
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Vi veri veniversum vivus vici.
Lifter Mode, Wedge Extenders OFF.

Alright, we've got an unusual-looking drumbot with some good speed and power behind it, but he's comparatively lacking in control especially with his gyro, and his armour's very low at only 3 with the weapon bonus. With that, it seems quite likely that he'll end up killing himself with his own weapon if I can get him to hit everything that's not me. :v: And even then, my traction and armour's strong enough to tank a few direct hits.

Here, I'll want to be aggressive but strategic, playing his own weapon power and armour against him. Move out quickly, approach from the front corners (where his wedge will be weakest) with my Lifter slightly pressed down, force my way under, and get shoving. Watch for if he tries manoeuvring or gyroing off the wedge -- if he tries reversing, just use my superior torque/acceleration to follow him and keep him trapped. If he starts to rise up from gyroing, reverse out the way immediately; watch how he lands (either on his head or facing away from me), and then come back in to resume the attack.

To attack, focus mostly on forcing him into the walls and corners, using the spikes and floor flippers to turn him over while his drum is spinning, and just generally being super-aggressive and keeping him forced constantly on the defence until either his drum breaks or he kills himself from self-damage. Squash him into the walls/corners to wear down the clock as needed, and once his weapon goes; flip him over using either my Lifter, the flipper or the spikes to completely cripple him... then just generally bash the hell outta him!

Defensively, I mostly want to make sure he has no way of getting under or hitting me, and to watch out for if he tries any gyro-dancing shenanigans to hit me on top. Keep the Lifter pressed down slightly whenever I approach (remember that because my scoop moves with me, I can now do it without beaching myself) and the front facing him as much as possible, avoid attacking head-on, always be ready to either copy his moves to keep him trapped (if he drives) or move out the way (gyros) when I'm underneath, take the fight directly to him, and don't give him any space at all to manoeuvre or attack.

Good luck!
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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

ALL-TIME RECORD
Wins: 347
Losses: 230
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