pics
V900 wrote: ↑Wed Dec 11, 2019 6:37 pm Featherweight:
Untitled Goose Robot
It's a goose. In robot form.
As such, it's designed to be as annoying as I can possibly make it. You got under the hinged wedge? Static chassis wedge right behind that. You got under that one too? Guess you've gotta contend with the side clamps and 5 torque then, bud.
Side clamps function independent of one another and are hinged 45 degrees each in both directions. The wedgelets are also hinged 45 degrees in both directions.
Plow is wedged 30 degrees in both directions. Yes, the neck attachment also receives the armor bonus.
It's also got a "poop chute" in the back that can dispense a few turds on the arena floor during each match. This does not affect the opponent in any form.
Speed: 6
Torque: 5
Traction: 6
Armor: 9
Weapon: 4 (3/3 hinged side clamps)
"nope i have 17 armor i win bye bye" config
Armor: 13 (+4 plow)
Weapon: 0
Superbomb122 wrote: ↑Wed Dec 11, 2019 3:58 pm FW: Chinesium II (Hard Reserve)
----------------------------------------------------------------------------------------------
Chinesium is back in action!. Run of the mill undercutter with a rebuilt design. This should hopefully do a little better than it did in Thunderground
4/2/1/16/7
The usual "out" for a 16 weapon spinner in these matchups is to fish for some kind of corner damage. Which he can easily do! But it's still 17 vs 16+1. That's literally 0 damage. Let's say worst case scenario: you as the writer don't particularly like Untitled Goose Robot and decide the neck pops off after a minute or so. He's still left having to deal with the 17 armor plow and all the issues I stated above still apply.
If I were in his position, I'd try to go for something along the lines of using my neck to swing me to the side so he can pop off a wheel. Watch out for this, and don't let this happen. Space him out with the tip of my neck, and back off the moment I receive any rotational knockback.
That is, unless he ends up flying up into the air. My neck has angled sides, and he's got all of 2 traction. Shouldn't take more than a couple impacts. Once he's flipped over, that's when the real fun begins. He'll have ground clearance for days for me to slide riiight under and push him into hazards. A trip to the lobotomizer should make for some big damage. With 5 torque, it should be easy to keep him there for 3 seconds.
In short:
- Space him out with the neck and wait for him to flip over.
- Don't get knockback-flanked.
- Push him into hazards once he's flipped over,
- Don't get knockback-flanked.
- Pursue if he tries self-righting against the wall.
- Don't get knockback-flanked.