Triple 6 | Shellshock |
---|---|
Speed: 6 | Speed: 3 |
Traction: 5 | Traction: 2 |
Torque: 2 | Torque: 1 |
Weapon: 7 | Weapon: 15 |
Armour: 10 | Armour: 9 |
Observations: My flipper has a large stroke (as seen in my sign up post) and can likely catch Shellshock's hoop. Also, the front 1/3 of my flipper (also marked in my signup post) has 12 armor, so I can tank a few hits and even if it starts getting bent up, ground clearance shouldn't be much of an issue. Also, Shellshock utilizes a Wankel rotary engine, and while good on power production, can be somewhat slow to get fully up to steam.
Start out of my square and activate one side of the Murdersaw switches. The log rollers shouldn't impede my traction enough that I get stuck on them. Then, I'm hoping that Shellshock will be somewhere in the middle of the arena by then. I'll try to connect with his self-righting hoop while staying far enough away from the teeth, which shouldn't be that difficult given my speed/control ratio advantage. I'll try to get in that first flip and hope it gets him into the murdersaw and/or flip him over. While that is happening, I'll go over and activate both log chute pit triggers. If Shellshock gets to me during this, do the same as above and catch the hoop with my flipper stroke to keep him off of me. Get both triggers and then just do my best to get him over and dump him out!
Backup plans: If I can't do the above, just get Shellshock into as many of the other hazards as possible and/or into the House Robot zones. If I cannot reach the hoop with my flipper stroke, then tank the impacts with the 12-armor flipper front. Also, if he gets flipped and it's apparent that he cannot self-right/stalls his engine-leave him be to be counted out. If I run out of gas for the flipper, then I'll just tank how ever many hits and use my torque to stuff his weapon and utilize the arena hazards.
Other than that, avoid the hazards/house robots, myself and try to avoid taking damage to anywhere but the armored flipper front.
GL, Noisy!