CBC4 HW Grand Final: Dreadnought Mk4 VS Glacier
Posted: Sun Jun 14, 2020 11:55 pm
Armoured Config, Default/No-Fork Wedge.
Glacier is one tricky customer; invertible, strafes, has those lifting shields around the sides that can protect the ringspinner along with plenty armour, and it's got ridiculously high weapon power. On the other hand, it's incredibly slow in comparison to me, the sides are flat enough to prop him onto once I slow him down, the little legs/low ground clearance (and my torque) will make it very difficult for him to maintain traction and/or escape whenever I'm underneath, and most importantly, I've got enough armour both up-front (15!) and behind (11) to effectively tank either version of the weapon both directly/impact-wise. He doesn't really have any options for directly undercutting my wedge, and we're in an arena (Black Sun) that'll help me greatly in limiting him.
Being very aggressive but strategic throughout is the order of the day, here; milking my drive/armour advantages for everything they're worth right out the gate, and generally forcing him onto the backfoot throughout. Move out quickly, watch where he approaches from, and attack from directions that are as disadvantageous to him (sides/rear corners ideally) as possible. Force the initial impact(s) from the opposite direction to which his weapon's turning to minimise damage, then immediately dive under, flip, and get shoving before he can recover. Beware any sudden movements, copy him if he tries monster-trucking, and especially watch for strafing; if he tries it, cut him off. If in danger (IE. he's approaching my sides), reverse/j-turn to get the front facing him again and counter.
When attacking, the important things will be to keep underneath/him flipped as long as possible, build up roots to use, and smother, smother, smother! Flip and shove him to score points and disorientate him for further attacks, squash him into the walls to wear down the clock, and once I start amassing roots, use them! If he begins to pass over one, set it off underneath him to knock him off-balance, then attack. If he's between two of mine, activate both to box him in, and if I can use the EOD, by all means do so to manoeuvre to his back/sides/corners. Keep him forced near the walls/hazards to take away his power/strafing advantages, and if I can slow him down enough, prop him up against the walls (especially with his lifters open) to trap and potentially immobilise him; but even if he's being counted out, stay nearby and be ready to follow up again immediately if he drops back down.
Defence is aggressive (directly taking the fight to him throughout, actively pursuing him if he runs away to stop him spinning up/escaping), but with good common sense. Avoid his roots, keep the front facing him throughout, react accordingly to any EOD activations (counterattack if close, avoid if far, and don't get boxed in), dodge/counter immediately if wedged, and most importantly, DON'T FIRE THE FLIPPER UNLESS I'M DEFINITELY UNDERNEATH AND HE'S SLOWED/STOPPED.
To whoever's writing, good luck. This is it, the last battle!
Glacier is one tricky customer; invertible, strafes, has those lifting shields around the sides that can protect the ringspinner along with plenty armour, and it's got ridiculously high weapon power. On the other hand, it's incredibly slow in comparison to me, the sides are flat enough to prop him onto once I slow him down, the little legs/low ground clearance (and my torque) will make it very difficult for him to maintain traction and/or escape whenever I'm underneath, and most importantly, I've got enough armour both up-front (15!) and behind (11) to effectively tank either version of the weapon both directly/impact-wise. He doesn't really have any options for directly undercutting my wedge, and we're in an arena (Black Sun) that'll help me greatly in limiting him.
Being very aggressive but strategic throughout is the order of the day, here; milking my drive/armour advantages for everything they're worth right out the gate, and generally forcing him onto the backfoot throughout. Move out quickly, watch where he approaches from, and attack from directions that are as disadvantageous to him (sides/rear corners ideally) as possible. Force the initial impact(s) from the opposite direction to which his weapon's turning to minimise damage, then immediately dive under, flip, and get shoving before he can recover. Beware any sudden movements, copy him if he tries monster-trucking, and especially watch for strafing; if he tries it, cut him off. If in danger (IE. he's approaching my sides), reverse/j-turn to get the front facing him again and counter.
When attacking, the important things will be to keep underneath/him flipped as long as possible, build up roots to use, and smother, smother, smother! Flip and shove him to score points and disorientate him for further attacks, squash him into the walls to wear down the clock, and once I start amassing roots, use them! If he begins to pass over one, set it off underneath him to knock him off-balance, then attack. If he's between two of mine, activate both to box him in, and if I can use the EOD, by all means do so to manoeuvre to his back/sides/corners. Keep him forced near the walls/hazards to take away his power/strafing advantages, and if I can slow him down enough, prop him up against the walls (especially with his lifters open) to trap and potentially immobilise him; but even if he's being counted out, stay nearby and be ready to follow up again immediately if he drops back down.
Defence is aggressive (directly taking the fight to him throughout, actively pursuing him if he runs away to stop him spinning up/escaping), but with good common sense. Avoid his roots, keep the front facing him throughout, react accordingly to any EOD activations (counterattack if close, avoid if far, and don't get boxed in), dodge/counter immediately if wedged, and most importantly, DON'T FIRE THE FLIPPER UNLESS I'M DEFINITELY UNDERNEATH AND HE'S SLOWED/STOPPED.
To whoever's writing, good luck. This is it, the last battle!