V900 wrote: ↑Wed Dec 11, 2019 6:37 pmMiddleweight:
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.
YSMQTHLQYH wrote: ↑Wed Dec 11, 2019 4:08 pmMW: Pressure Flop II
The hammer is pneumatic, i have the option to fire it at half power, mainly for retracting it and for self righting.
See the three things around the turret that kinda look like hinged wedges, they can work as such but their main purpose is to use them as contact points to allow me to get away from a bot under me using the turret, should be rather intuitive how they work.Stats:More imagesShow
High armor plow
- Speed: 3
- Traction: 1
- Torque: 1
- Weapon: 19(15 Hammer / 4 Turret)
- Armor: 7
- Weapon: 19(14 Hammer / 5 Turret)
- Armor: 7
- Weapon: 17(15 Hammer / 2 Turret)
- Armor: 9(+2 plow)
IIRC he's using the turret config
- Him being a hammer means I don't need to box rush, and by extension don't need to worry about the crooked cop. If he decides to camp near it, just wait until it retracts 30 seconds in.
- He's running a turret, which means 100% chance of him arguing "b-but I turn faster!". Turnspeed doesn't translate into movement speed outside whatever portion of the arena he's camping in. The moment he actually presses forward on the controller, he drops right down to 3 movement speed.
- If he wants to commit to the "use my turret to track him" schtick, he has to commit fully. Stay in place, forfeit any chance of showing aggression. Getting coralled around doesn't exactly mean control's gonna go in his favor either, and damage is entirely hinging on whether he lands a hit or not. At best, he gets 1 out of 3 JD categories, not a good look.
- He can't play the "lol u have -2 traction" card because he has the same amount of traction disparity. And no, the turret doesn't magically fix that when you're turning with it. Your control is no better than mine.
- Those wedgelets attached to the shell will prevent his hammer from turning if my chassis is up against the sides of them.
- IMPORTANT: Being a hammer, he takes 2.5 seconds (15 / 6 as per CBC4 rules) to fire his weapon and retract it. So the initial swing requires half of that at 1.25 seconds. I have 3 torque, meaning I get up to full speed within 0.5 seconds. Meaning that even if I get caught with my pants down, I can back straight away before his hammer hits me. Also his hammer has an absolutely tiny area of effect, so good luck landing it.
- The main bread and butter here is staying at least a few feet out of range and trying to get him to back himself up. Look for an opening, and go in. Those big gaping holes in his shell are perfect for me to get a steady grip on- my saw penetrates in a little less than 12 seconds, so even a 20 second grab will inflict massive 8+ damage if not more. Veer around, chase after his turret, wait for him to slip up for so much as a second and get my OHKO in. Saw go brr, drive motor and/or lipo battery go smoke-sizzle-crackle.
- He wants to camp next to a wall all match and drag things out to JD? Alright, that's fine. See above.
- Look out for any yolostrats he might try, such as suddenly juking the turret one way right after turning it the other way, strafe tactics, so on and so forth.
- If absolutely necessary, my saw arm can be sacrificed (talking like "worst case scenario" here) to avoid getting KO'd. In that case, use my 3 torque to push him instead upon wedging.
wordcount says 502 but i'll edit 2 words out if alex decides to be anal about it :V