Abyss | Pressure Flop |
---|---|
Speed: 4 | Speed: 1 |
Traction: 2 | Traction: 1 |
Torque: 1 | Torque: 1 |
Weapon: 16 | Weapon: 19(15 Hammer / 4 Turret) |
Armour: 7 | Armour: 10 |
ROBOT3 MW Week1: Abyss vs Pressure Flop
Moderator: Tournament Hosts
-
- Posts: 304
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: Argentina
- Team: Team Design Flaw
ROBOT3 MW Week1: Abyss vs Pressure Flop
TEAM DESIGN FLAW
Insert funny text here
Recent history
Insert funny text here
Recent history
This is very much out of date as i forgot/didn't bother to update it
Dirty Dozen -
Something Something I Regret Nothing 0-0
I Suck At Names II 0-0
OTSC v2.0 0-0
Butcher's Circus -
Evaccania DOOM 0-0
ROBOT4 -
Cyan Printer Ink 4-1 // Multiply and Surrender 2-1 // Apeirogon II 4-0 (Champion!) // Total 10-2
CBC4 -
Vindicator 4-2 // Apeirogon 4-3 // Pressure Flop II 5-3 // Padoru Machina 3-3 // Total 16-11
less recent stuff i guess
Thunder Underground -
OTSC 2-0 // Need For Spin 1-1 // FREE ICE CREAM 0-1 // Cookie Cutter 1-0 // Total (i guess) 4-2
REDDIT - Terrorbird 4-1
Reckoning: Evolution - Riptide 2-2
ROBOT3 -
Beaned 2-5 //<3 5-3 // Pressure Flop 4-3 // Omnicrap 2.0 2-5 // Total 13-16
CBC3 -
Evil Destroyer 4-4 // I Suck At Names 5-3 // Something Something Cluster Bot 3-3 // Equisde 3-3 // Total 15-13
ICEcrown - Hovercrap 3-3
REDDIT(2K18) - Omnicrap 3-3
Overall record: 70-53
Something Something I Regret Nothing 0-0
I Suck At Names II 0-0
OTSC v2.0 0-0
Butcher's Circus -
Evaccania DOOM 0-0
ROBOT4 -
Cyan Printer Ink 4-1 // Multiply and Surrender 2-1 // Apeirogon II 4-0 (Champion!) // Total 10-2
CBC4 -
Vindicator 4-2 // Apeirogon 4-3 // Pressure Flop II 5-3 // Padoru Machina 3-3 // Total 16-11
less recent stuff i guess
Thunder Underground -
OTSC 2-0 // Need For Spin 1-1 // FREE ICE CREAM 0-1 // Cookie Cutter 1-0 // Total (i guess) 4-2
REDDIT - Terrorbird 4-1
Reckoning: Evolution - Riptide 2-2
ROBOT3 -
Beaned 2-5 //<3 5-3 // Pressure Flop 4-3 // Omnicrap 2.0 2-5 // Total 13-16
CBC3 -
Evil Destroyer 4-4 // I Suck At Names 5-3 // Something Something Cluster Bot 3-3 // Equisde 3-3 // Total 15-13
ICEcrown - Hovercrap 3-3
REDDIT(2K18) - Omnicrap 3-3
Overall record: 70-53
-
- Posts: 304
- Joined: Wed Dec 31, 1969 7:00 pm
- Location: Argentina
- Team: Team Design Flaw
Re: ROBOT3 MW Week1: Abyss vs Pressure Flop
Geez Alex, did you really go for a defacto tombclone statline for a drum spinner?
If i get hit i can say bye bye to whatever part i got hit on but i deal noticeable damage to him, if i hit anything that isn't the weapon it's basically instawin for me, so i want to do that as my strategy.
Sure he is way faster than me, but Abyss is still a pretty slow bot and my turret can keep up easily and it isn't on the 'fast enough to get hard to control' range, meaning that i shouldn't have problems landing a blow in the right place (more like landing it outside the wrong place tbh).
When the fight starts i will come forwards as much as i can. If he comes straight at me i will start to reverse when he gets closer so the speed at which Abyss approaches PF gets reduced, making it easier for me to aim.
If he tries to not go straight in try to move around while following him with the turret, once i have clear shot or he is about to reach me fire the hammer. Make sure i don't get cornered somehow.
With a 16 power drum the gyro will be noticeable, it will make it harder for Abyss to maneuver around my bot. I can absolutely see Alex to try to do some weird ass tactic that involves gyroing, so watch the fuck out for those. I will just say that while gyroing i don't thing it will be able to move at full speed and/or have full control.
There is not much else really as once the opener is done the entire fight will be pretty much be over, if that somehow doesn't happen just repeat the strategy.
Avoid driving mistakes, watch the sh*t out for any fancy plan of his part, GL HF and pray to RNJesus.
If i get hit i can say bye bye to whatever part i got hit on but i deal noticeable damage to him, if i hit anything that isn't the weapon it's basically instawin for me, so i want to do that as my strategy.
Sure he is way faster than me, but Abyss is still a pretty slow bot and my turret can keep up easily and it isn't on the 'fast enough to get hard to control' range, meaning that i shouldn't have problems landing a blow in the right place (more like landing it outside the wrong place tbh).
When the fight starts i will come forwards as much as i can. If he comes straight at me i will start to reverse when he gets closer so the speed at which Abyss approaches PF gets reduced, making it easier for me to aim.
If he tries to not go straight in try to move around while following him with the turret, once i have clear shot or he is about to reach me fire the hammer. Make sure i don't get cornered somehow.
With a 16 power drum the gyro will be noticeable, it will make it harder for Abyss to maneuver around my bot. I can absolutely see Alex to try to do some weird ass tactic that involves gyroing, so watch the fuck out for those. I will just say that while gyroing i don't thing it will be able to move at full speed and/or have full control.
There is not much else really as once the opener is done the entire fight will be pretty much be over, if that somehow doesn't happen just repeat the strategy.
Avoid driving mistakes, watch the sh*t out for any fancy plan of his part, GL HF and pray to RNJesus.
TEAM DESIGN FLAW
Insert funny text here
Recent history
Insert funny text here
Recent history
This is very much out of date as i forgot/didn't bother to update it
Dirty Dozen -
Something Something I Regret Nothing 0-0
I Suck At Names II 0-0
OTSC v2.0 0-0
Butcher's Circus -
Evaccania DOOM 0-0
ROBOT4 -
Cyan Printer Ink 4-1 // Multiply and Surrender 2-1 // Apeirogon II 4-0 (Champion!) // Total 10-2
CBC4 -
Vindicator 4-2 // Apeirogon 4-3 // Pressure Flop II 5-3 // Padoru Machina 3-3 // Total 16-11
less recent stuff i guess
Thunder Underground -
OTSC 2-0 // Need For Spin 1-1 // FREE ICE CREAM 0-1 // Cookie Cutter 1-0 // Total (i guess) 4-2
REDDIT - Terrorbird 4-1
Reckoning: Evolution - Riptide 2-2
ROBOT3 -
Beaned 2-5 //<3 5-3 // Pressure Flop 4-3 // Omnicrap 2.0 2-5 // Total 13-16
CBC3 -
Evil Destroyer 4-4 // I Suck At Names 5-3 // Something Something Cluster Bot 3-3 // Equisde 3-3 // Total 15-13
ICEcrown - Hovercrap 3-3
REDDIT(2K18) - Omnicrap 3-3
Overall record: 70-53
Something Something I Regret Nothing 0-0
I Suck At Names II 0-0
OTSC v2.0 0-0
Butcher's Circus -
Evaccania DOOM 0-0
ROBOT4 -
Cyan Printer Ink 4-1 // Multiply and Surrender 2-1 // Apeirogon II 4-0 (Champion!) // Total 10-2
CBC4 -
Vindicator 4-2 // Apeirogon 4-3 // Pressure Flop II 5-3 // Padoru Machina 3-3 // Total 16-11
less recent stuff i guess
Thunder Underground -
OTSC 2-0 // Need For Spin 1-1 // FREE ICE CREAM 0-1 // Cookie Cutter 1-0 // Total (i guess) 4-2
REDDIT - Terrorbird 4-1
Reckoning: Evolution - Riptide 2-2
ROBOT3 -
Beaned 2-5 //<3 5-3 // Pressure Flop 4-3 // Omnicrap 2.0 2-5 // Total 13-16
CBC3 -
Evil Destroyer 4-4 // I Suck At Names 5-3 // Something Something Cluster Bot 3-3 // Equisde 3-3 // Total 15-13
ICEcrown - Hovercrap 3-3
REDDIT(2K18) - Omnicrap 3-3
Overall record: 70-53
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- Posts: 1308
- Joined: Thu May 26, 2016 12:00 am
- Location: Canada, for now
- Team: The Monsterworks
Re: ROBOT3 MW Week1: Abyss vs Pressure Flop
Abyss: 4/2/1/16/7
vs.
Pressure Flop: 1/1/1/19 (15/4)/10
Two big hitters. I do 6 corner damage wherever I hit him and probably flip him. He does 4 to my drum and 8 anywhere else. This only lasts more than a couple of hits in either direction if we meet weapon to weapon. In that case, I actually have the advantage and his weapon's probably dead in one hit.
There are two ways I can make sure that I'm the one landing the big hit. I could try circling and looking for an opening but, with his turret, that doesn't seem like a winning play. The better tactic, in my opinion, is to take advantage of the shortness of my bot and the recoil and retraction time of a serious hammer. He has to aim and time things exactly right and one miss leaves him open to a counterattack for the next 2.5 seconds at least, and that's not counting how much he'll leap. I'm no speed demon but, even if he gets his legs down and backpedals furiously, I have four times his speed and can close those couple of feet easily in that time.
This comes down to being all of the way in or all of the way out. There's a relatively small area (my chassis) that he can smash if it's at the right range. He doesn't have room for error. If he overshoots, his hammer shaft dents my chassis and I'm inside his range, slipping under him and delivering a 6 corner damage hit and flipping him (in which case I follow up immediately but not recklessly). If he undershoots by a bit, his hammer hits my drum and it's goodbye weapon. If he overshoots by enough to miss entirely, he has 2.5 seconds before he can fire again, during which I close in and nail him.
At the start, spin up and close in at a decent speed. See how he reacts to a head-on attack: advancing, retreating, stopping, or just turtling from the start. Create a predictable closing speed to bait him into firing as I'm about to come in range and then change it by stopping suddenly. Either catch his hammer or rush in as he misses and punish him. If that fails, do the opposite, coming in slowly and speeding up. Basically, throw off his timing to bait a misfire and punish him.
As for contingencies, if he takes out my weapon, I'm finished. Rush in quickly while he's recoiling and my drum still has most of its momentum, burrowing under him with my wedge and chewing up at least one of his legs to immobilize him. Play things as a wedge, all in or all out. If one side of my drive dies, let him close in for the coup de grace and then pivot suddenly when I'm in range so he fires into my drum and loses his hammer. Use gyroscopic forces to precess and keep after him as best I can.
GL;HF dude. Cheering for you in like... every other fight :P
vs.
Pressure Flop: 1/1/1/19 (15/4)/10
Two big hitters. I do 6 corner damage wherever I hit him and probably flip him. He does 4 to my drum and 8 anywhere else. This only lasts more than a couple of hits in either direction if we meet weapon to weapon. In that case, I actually have the advantage and his weapon's probably dead in one hit.
There are two ways I can make sure that I'm the one landing the big hit. I could try circling and looking for an opening but, with his turret, that doesn't seem like a winning play. The better tactic, in my opinion, is to take advantage of the shortness of my bot and the recoil and retraction time of a serious hammer. He has to aim and time things exactly right and one miss leaves him open to a counterattack for the next 2.5 seconds at least, and that's not counting how much he'll leap. I'm no speed demon but, even if he gets his legs down and backpedals furiously, I have four times his speed and can close those couple of feet easily in that time.
This comes down to being all of the way in or all of the way out. There's a relatively small area (my chassis) that he can smash if it's at the right range. He doesn't have room for error. If he overshoots, his hammer shaft dents my chassis and I'm inside his range, slipping under him and delivering a 6 corner damage hit and flipping him (in which case I follow up immediately but not recklessly). If he undershoots by a bit, his hammer hits my drum and it's goodbye weapon. If he overshoots by enough to miss entirely, he has 2.5 seconds before he can fire again, during which I close in and nail him.
At the start, spin up and close in at a decent speed. See how he reacts to a head-on attack: advancing, retreating, stopping, or just turtling from the start. Create a predictable closing speed to bait him into firing as I'm about to come in range and then change it by stopping suddenly. Either catch his hammer or rush in as he misses and punish him. If that fails, do the opposite, coming in slowly and speeding up. Basically, throw off his timing to bait a misfire and punish him.
As for contingencies, if he takes out my weapon, I'm finished. Rush in quickly while he's recoiling and my drum still has most of its momentum, burrowing under him with my wedge and chewing up at least one of his legs to immobilize him. Play things as a wedge, all in or all out. If one side of my drive dies, let him close in for the coup de grace and then pivot suddenly when I'm in range so he fires into my drum and loses his hammer. Use gyroscopic forces to precess and keep after him as best I can.
GL;HF dude. Cheering for you in like... every other fight :P
Mastodon... Extinction (HW)
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)
The Monsterworks: 214-57 (.790) ...Probably up to no good.
Osiris... Armageddon! (MW)
Elrathia... ROBOTS (LW)
Magnolia Pico... Ruination 4 (MW)
RipTide... ROBOT2 (FW)
Black Diamond... Cherry Bomb Classic 3 (HW)
MADSCIENCE... ROBOTS 3 (LW)
Abyss... ROBOTS 3 (MW)
The Monsterworks: 214-57 (.790) ...Probably up to no good.
Cherry Bomb Classic IV: 25-4
Finishing Move: 6-2
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
Magnolia Pico: 6-1
Magnolia Grande: 6-1
Glacier III: 7-0
ROBOTS 3: 21-6
Sixpounder: 3-4
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!
MADSCIENCE: 9-1 Champion!
Abyss: 9-1 Champion!