Spoiler
V900 wrote: ↑Wed Dec 11, 2019 6:37 pm Lightweight:
Final Mecha Catbot
Speed: 9
Torque: 2
Traction: 8
Armor: 9
Weapon: 2 (flipper)
Armor: 11 (+2 plow)
Weapon: 0
Has lots of armor and boasts the (second) fastest speed in the entire bracket. Where we're going, we don't need torque. 2 should be juuust enough to push deathspinners around, though.
The 11+2 plow is hinged 10 degrees in each direction.
Also does the Hoarfrost thing where it's wedge works even inverted. (NOTE: INSERT PROOF THAT IT WORKS HERE).
NWOWWE wrote: ↑Sat Feb 22, 2020 7:01 pm LW: Dr. Robotnik
Invertable 2WD disc undercutter. Can function as an overcutter when inverted.
Speed: 5
Traction: 3
Torque: 1
Weapon: 14
Armor: 7
Dr Robotnik: Big Arm by Floating Castle Robotics on Sketchfab
Observations:
- 5 speed is not enough to keep up with 9 speed. Maybe that'd work if I had something with 7 speed, but definitely not 9. You can only take "oh well I'm fast relative to other HS" so far.
- Those spikes seem to have a metallic sheen and don't have anything along the lines of "oh they pop off/bend" in the description, so it can be assumed that they're bolted to the robot (and thus Dr. R can be high-centered on them)
- 14 weapon oh man RIP I was wondering where the extra points were coming from
- No, you can't go "2 torque LOL" because acceleration scales exponentially with points invested. I accelerate at twice the rate you do.
- The top bar doesn't affect the function of my robot much (if at all). Don't bank on scoring big damage points with the judges by targeting it.
- If he's far away: line up a shot and ram into him at very high speeds. Punt him into the spikes.
- If he's close to me: push him away a bit. 2 torque > 1 torque.
- Avoid the tombstone thing by slowly backing up until he's too close to pull it off in time. If he starts turning to one side, attack that side with my front.
- Avoid hazards.
gl hf