Dragonfist | Hurricane |
---|---|
Speed: 3 | Speed: 5 |
Traction: 1 | Traction: 3 |
Torque: 1 | Torque: 1 |
Weapon: 16 | Weapon: 13 |
Armour: 9 | Armour: 8 |
Config: -- | Config: -- |
Hurricane's a seemingly very dangerous opponent, but it's a bit of a paper tiger. It's got a very powerful flipper, to be sure, but it has to get close enough to use it - and with only 10 armour at its strongest point, I'm not convinced it can. It doesn't have the speed to completely smother Dragonfist in a box rush, and all the while it's closing in it'll be subjected to a barrage of flail hits that deal a boatload of damage. Even if it gets through that, which I find doubtful, it'll take a 16-power shot from the teeth - and that's a minimum of 6 damage on the bot. I'll start taking self-damage at some point, sure, but the slowdown effect shouldn't matter on a fight that's over this quickly.
Start as I mean to go on - spin up and stay spun up. Move diagonally towards Hurricane, trying to catch some juicy flail hits on the wheel hubs as it too closes. If it's trying to do something tactical, just move towards it. It builds aggression and might make Hurricane's driver nervous. This is an insanely powerful flipper, but it still takes a lot of damage from me, and it'll have to enter the maelstrom eventually if it wants to win the fight.
I'll try and stay towards the centre of the arena, but with a 13 power flipper I could be going OOTA from most parts of the arena. Of course, if I take a hit from the flipper something's gone very wrong, but still. If he does get a flip in (and I stay in the arena), just keep spinning and trust to physics-based weirdness to bail me out. =]
Good luck, TCRR, and have fun. =]