Speed: 3 | Traction: 1 | Torque: 1 | Weapon: 16 | Armour: 9 | 4WD | It's a shell spinner
Hoarfrost (Fuck You I'm A Triangle) (8-0)
Speed: 8 | Traction: 7 | Torque: 3 | Weapon: 3 | Armour: 9 | 2WD | Big Wedge Energy | Tall plough configuration
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So it's come down to this. Spinner versus flipper. Weapon versus armour. Memelord versus person who's been outside in their life. This could be another trophy for the now-much diminished Clantella, or a rising star's first title.
You can guess which one I'd prefer to happen. =]
Hoarfrost's entire strategy consists of controlling the fight. He obviously thinks he can either entangle the flail chains on his giant plough or otherwise deflect them harmlessly away from his robot. And when we're only dealing 2 damage, that's okay. That's fine. But I have a plan for that, and he's not going to like it.
We learned in our last fight in this arena that our flails don't give us the huge spray of big, damaging hits that we wanted. It's unfortunate, but them's the breaks. However, what we do have is enough time to get in one decent damaging strike. Which we'll then use to push ourselves out of wedge range. Start by spinning up and positioning DF on the part of the Roots closest to my starting square that I can put all four wheels on and stay stable. When Hoarfrost comes in for an attack, get that hit off and get a charge of our hazards, then when he comes in to strike, raise the bot up so the flails aren't at risk of getting entangled and he instead charges straight into the shell. Rising up like this will force him to either back off or just ram into me, and either way he'll be taking a shedload of shock damage and a big dent to his plough. This also means I'll have time to spin up again while getting away from the walls, meaning that he'll be forced to endure another barrage of hits for no real cost.
Additionally, this hazard doesn't have a cooldown in terms of activations, so after the hazard timer ends and Hoarfrost is free to approach, I'll have a window of opportunity to beach him on the hazards by activating it while he's on top of it. This will nullify his traction advantage bc his wheels aren't on the ground, so I can dish out another big hit from the flails - potentially at an angle to avoid the plough and hit his delicious chassis for 6 damage - and knock him flying behind the barrier. Rinse and repeat.
If he's able to get underneath me, well, we've got a problem. He'll have to take at least one big hit to his plough that'll fuck it up good and proper. He'll want to try and get me stopped before ramming or flipping me, but keep the shell going at full speed as much as possible and we should still be alright. He does not have the speed to corral me when I'm coining out of control, and he probably knows that. But tricksy driving will save me again if I can bounce past the first wall - I can use the hazards to block him off for three seconds each, giving me time to reset and spin up again.
---You can guess which one I'd prefer to happen. =]
Hoarfrost's entire strategy consists of controlling the fight. He obviously thinks he can either entangle the flail chains on his giant plough or otherwise deflect them harmlessly away from his robot. And when we're only dealing 2 damage, that's okay. That's fine. But I have a plan for that, and he's not going to like it.
We learned in our last fight in this arena that our flails don't give us the huge spray of big, damaging hits that we wanted. It's unfortunate, but them's the breaks. However, what we do have is enough time to get in one decent damaging strike. Which we'll then use to push ourselves out of wedge range. Start by spinning up and positioning DF on the part of the Roots closest to my starting square that I can put all four wheels on and stay stable. When Hoarfrost comes in for an attack, get that hit off and get a charge of our hazards, then when he comes in to strike, raise the bot up so the flails aren't at risk of getting entangled and he instead charges straight into the shell. Rising up like this will force him to either back off or just ram into me, and either way he'll be taking a shedload of shock damage and a big dent to his plough. This also means I'll have time to spin up again while getting away from the walls, meaning that he'll be forced to endure another barrage of hits for no real cost.
Additionally, this hazard doesn't have a cooldown in terms of activations, so after the hazard timer ends and Hoarfrost is free to approach, I'll have a window of opportunity to beach him on the hazards by activating it while he's on top of it. This will nullify his traction advantage bc his wheels aren't on the ground, so I can dish out another big hit from the flails - potentially at an angle to avoid the plough and hit his delicious chassis for 6 damage - and knock him flying behind the barrier. Rinse and repeat.
If he's able to get underneath me, well, we've got a problem. He'll have to take at least one big hit to his plough that'll fuck it up good and proper. He'll want to try and get me stopped before ramming or flipping me, but keep the shell going at full speed as much as possible and we should still be alright. He does not have the speed to corral me when I'm coining out of control, and he probably knows that. But tricksy driving will save me again if I can bounce past the first wall - I can use the hazards to block him off for three seconds each, giving me time to reset and spin up again.
I couldn't be more proud of Dragonfist for getting here. It was a pretty brutal field and although the much-vaunted shell spinner buff was useful, DF really didn't need it. Regardless of how the final turns out, even getting to it was amazing and I'm really looking forward to the result.
Good luck, Laz, and eat a dick have fun. =]