Mudcrab vs Sixpounder
Posted: Thu Jul 18, 2019 5:06 pm
Mudcrab:
Speed: 6
Traction: 5
Torque: 2
Weapon: 9
Armor: 8
No facemask thingy
Sixpounder:
fuck if i know, he has 3 stat lines and 0 declaration as of thursday (day after decl. deadline), and as circumstance would have it i can't be nice and wait until saturday to rp this week b/c life. i have checked discord dms, forum pms, reddit pms, every arc-related server i'm in going back two weeks, and every rp room thread mentioning mudcrab. it's one of these:
Speed: 8
Traction: 7
Torque: 4
Weapon: 1
Armor: 10 (+1 plow/overhead blocker)
Speed: 8
Traction: 7
Torque: 4
Weapon: 2
Armor: 9
Speed: 8
Traction: 7
Torque: 4
Weapon: 0
Armor: 11 (+2 plow/overhead blocker)
guessing he'll go with one of the first two to play lifter shenanigans, probably remove the vents, keep the bottom teeth, and run the short pipe for 360 lifter movement. that's what i would do, at least
In both lifter configs, he has a slow 360 lifter and an uninvertible plow design. If he flips, he will be forced to rotate that slow-ass lifter at least 180 degrees for it to be functional again, which gives me a huge window to chase / hit him. More fun stuff: even with his lifter pressed, I'm fairly certain that having most of my weight almost directly over 2 tiny wedgelets puts more pressure on the floor than his plow does, and if he has the bottom teeth on, there are gaps for me to go between anyway. In essence: I expect to outwedge him. Also reminder that turning while pressed is hard.
Claws forward, head toward the center and stay there during neutral. He has a speed advantage and a lifter to press. Since I can't damage him he might be inclined to run straight in at me. If he does, cool. I should get under and hit him. If that doesn't work out, turn at him and wedge a claw under his side instead, then push him / hit him to flip him over. If he feigns to go for a claw, let him do it and go right under his plow / into his side, again trying to flip him.
If he goes for a flank, turn in place and follow him. If he's too fast to keep up with, drive forward a foot or two to get distance and force him to turn around, then turn toward him again (turn the weapon down temporarily here if necessary). Annoy him into coming straight at me or otherwise try to force a head-on collision. If that fails too many times, move near the high walls to limit his angles (very much a backup plan).
Once he's flipped, corral him toward the low wall if possible and go for an OOTA while he tries to fix his plow. If he's too fast, just chase him and threaten to hit him the moment he stops.
If he won't approach, charge him. He's faster; he has no reason to camp and will definitely lose points for running from a 6 speed bot :V
If both claws get flipped, nothing really changes except my plan if I lose wedge wars. There, angle slightly as we meet instead of trying to claw him.
glhf
Speed: 6
Traction: 5
Torque: 2
Weapon: 9
Armor: 8
No facemask thingy
Sixpounder:
fuck if i know, he has 3 stat lines and 0 declaration as of thursday (day after decl. deadline), and as circumstance would have it i can't be nice and wait until saturday to rp this week b/c life. i have checked discord dms, forum pms, reddit pms, every arc-related server i'm in going back two weeks, and every rp room thread mentioning mudcrab. it's one of these:
Speed: 8
Traction: 7
Torque: 4
Weapon: 1
Armor: 10 (+1 plow/overhead blocker)
Speed: 8
Traction: 7
Torque: 4
Weapon: 2
Armor: 9
Speed: 8
Traction: 7
Torque: 4
Weapon: 0
Armor: 11 (+2 plow/overhead blocker)
guessing he'll go with one of the first two to play lifter shenanigans, probably remove the vents, keep the bottom teeth, and run the short pipe for 360 lifter movement. that's what i would do, at least
In both lifter configs, he has a slow 360 lifter and an uninvertible plow design. If he flips, he will be forced to rotate that slow-ass lifter at least 180 degrees for it to be functional again, which gives me a huge window to chase / hit him. More fun stuff: even with his lifter pressed, I'm fairly certain that having most of my weight almost directly over 2 tiny wedgelets puts more pressure on the floor than his plow does, and if he has the bottom teeth on, there are gaps for me to go between anyway. In essence: I expect to outwedge him. Also reminder that turning while pressed is hard.
Claws forward, head toward the center and stay there during neutral. He has a speed advantage and a lifter to press. Since I can't damage him he might be inclined to run straight in at me. If he does, cool. I should get under and hit him. If that doesn't work out, turn at him and wedge a claw under his side instead, then push him / hit him to flip him over. If he feigns to go for a claw, let him do it and go right under his plow / into his side, again trying to flip him.
If he goes for a flank, turn in place and follow him. If he's too fast to keep up with, drive forward a foot or two to get distance and force him to turn around, then turn toward him again (turn the weapon down temporarily here if necessary). Annoy him into coming straight at me or otherwise try to force a head-on collision. If that fails too many times, move near the high walls to limit his angles (very much a backup plan).
Once he's flipped, corral him toward the low wall if possible and go for an OOTA while he tries to fix his plow. If he's too fast, just chase him and threaten to hit him the moment he stops.
If he won't approach, charge him. He's faster; he has no reason to camp and will definitely lose points for running from a 6 speed bot :V
If both claws get flipped, nothing really changes except my plan if I lose wedge wars. There, angle slightly as we meet instead of trying to claw him.
glhf