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Malacoda vs Dreadnought
Topic Started: Mar 17 2018, 09:45 PM (10 Views)
Badnik96
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You're just a voice pal, you don't know a damn thing about racing!
it doesnt matter what i put here because no matter what alex will counter it in an hour so whatever fuck it

Malacoda
Speed: 5
Weapon: 13
Armor: 7 (+2 to the front of the bot, basically the two front forks up to where the inner sloped wedge cuts off)
Traction: 4
Torque: 1

Dreadnought
Speed: 7
Traction: 6
Torque: 3
Weapon: 5 (front-hinged pneumatic flipper)
Armour: 9

angle in but if he tries to bait an angle in or some shit then reverse too and come at him head first. my two wedges should beat his one because surface area so eat shit

get under, warp his front wedge and then go to town. if he gets under me there's a ways before he can really flip me so reverse as soon as he gets under me then j-turn and reposition. avoid the hazards and generally just be an aggressive bitch

good luck alex and may the better bot win.
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GF93
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Vi veri veniversum vivus vici.
Malacoda is pretty mobile and has a powerful weapon, but besides his lower drive, his main issue lies in his defence -- he loses a lot of chassis armour from his bonus (nerfing him down from 7 to around 4 or 5), which makes him a lot more susceptible to self-damage and having his wheels crippled. There's also no way he can be truly immune to gyro-dancing like he says; even with the traction and the weapon set into the body like that, the amount of power it has would still definitely affect his control/wedge. I can also resist at least a few blows from it.

I'll want to focus on playing his mobility and poor defence against him. Move out quickly, feint a corner rush to get him to turn toward me, and the moment he starts to, reverse out the way. Dive under and flip him once he starts to rise, and if his front end isn't turned away enough, then use the opportunity to drive around and attack from the side or behind properly. Copy his movements if he tries driving off to keep him trapped, and keep the front facing him. If I have to engage him directly, attack from the sides/corners of the wedge where it'll be weakest.

Keep underneath and focus on flipping his drum against the ground/walls to break it and potentially kill himself, forcing him into the Flippers and Spikes to aid in this, and squashing him into the walls and corners to wear down the clock. Be very aggressive, chain my rams and flips to keep him from spinning up or escaping, and do everything possible to break his weapon first. If the drum goes, just flip him over to finish him.

Defence mostly comes down to protecting my wedge, not firing the flipper unless I'm definitely underneath, and actively taking the fight to him to stop him from spinning up or manoeuvring. Keep the front facing him whenever possible and ideally underneath as much as I can, self-right immediately if flipped, and focus on escaping to stop him following up before resuming if I am hit.

Good luck!
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