robots
armor bonus looks like this:V900 wrote: ↑Wed Dec 11, 2019 6:37 pm Middleweight:
Acrid
Speed: 7
Torque: 3
Traction: 5
Armor: 9
Weapon: 6 (saw)
Armor: 10 (+1 plow)
Weapon: 5 (lifter)
Everyone's favorite crocodile-dog is here to flop around and give your robot AIDS.
Wedge on the saw configuration is hinged 90 degrees in both directions. Saw arm can rotate up to 90 degrees in both directions.
Plow on the secondary configuration can rotate 360 degrees.
It's 4 (four) eyes have bright green LEDs in them that can glow in darker environments. Saw applies a green paint smear on the opponent. Might or might not make a mockup of these. We'll see if I can do so before the deadline.
The Monsterworks wrote: ↑Wed Dec 11, 2019 3:46 pm MW: Magnolia Grande II
Magnolia Grande II by Floating Castle Robotics on Sketchfab
The first serious evolution of The Monsterworks' 'other' horizontal spinner, this big, bad, meaty undercutter is themed after an early WWII era bomber, with a dieselpunk aesthetic and a functional ICE with the fuel pump, dry sump, etc. setup required to run inverted if necessary. Its exhaust pipes are fully functional, howl like a demonic legion under full throttle, and will occasionally spit flames when accelerating to especially high revs.
The ICE setup isn't just for looks, theme, and sound, however. Sloped plows designed to deflect blows from horizontal spinners as opposed to absorbing them are everywhere, and they work. HS basically never get corner damage anymore. So I'm taking advantage of the unique power curve of internal combustion-powered blades. It's a far more pronounced 'S' curve than that of electric motors. They tend to stay longer in low revs, accelerate faster and more suddenly, and stay longer in high revs, close to full power. Basically, big, meaty hits will knock an ICE-powered blade into low revs, but it should recover very quickly from the type of glancing blows that are the norm with most plows, allowing it to keep its speed better and continue to dish out hits. While other spinners struggle, Grande will continues to chip away at those plows, creating openings and gradually scoring corner damage that they won't be able to stand up to for long.
In terms of further innovations, this iteration of Magnolia Grande is more properly invertible than the last, with its dual-pronged 'figurehead' adjustable in height (and removable) and larger and smaller tires available to allow its mighty weapon the option of sneaking over low-slung plows while in overcutter mode or still being able to hit low-profile opponents if flipped. Further complicating matters for the other guys are the (again, removable) upward-facing teeth on its blade (yes, they clear its bodywork with room to spare), which allow it a superior grip on their clamps, overhead weapons, and the edges of their plows.
Stats: 4 Speed // 2 Traction // 1 Torque // 16 Weapon // 7 Armour
Stats: 4 Speed // 2 Traction // 1 Torque // 15 Weapon // 8 Armour (+1 blade)
So:
- You wanna play big rams? I'll play big rams. Box rush, slam him hard, back off, repeat. Limit pushing to a minimum and only do so if his blade's pretty much stopped. Aim to punt him into the drums most preferrably, then the purple wall if drums aren't happening, then finally the regular ol side walls if neither are happening.
- I have the speed to reposition myself if he tries camping it out. Good luck chasing me in a wide open square. His only hope of catching me is if I retreat into a corner or something, but I can easily notice and avoid that.
- He can't play the traction card because he has the exact same spd:tra disparity I do. That, and my rams are mostly gonna be back-and-forth motions. Not much more than a few degrees whenever needed, so control is largely a non-factor for me.
- Obviously watch out if he does the Tombstone thing. Bait him into turning around by driving back and forth, and then go in for the big ram once he falls for it.
- My plow can lift and press and stuff, so use it if he does any height-related antics.