Hoarfrost III vs. Flash Flood

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Madman
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Team: Tartarus Robotics Group

Hoarfrost III vs. Flash Flood

Post by Madman » Sat Jun 16, 2018 2:28 pm

Hoarfrost - 8 speed / 8 traction / 3 torque / 0 weapon / 11 armour (+1 plow)

Flash Flood - 8 speed / 7 traction / 3 torque / 1 weapon / 11 armour (+2 front wedge)

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1) We've got two bricks here. I have a slight control edge, maybe just enough that he'll experience a few degrees of oversteer sometimes that I won't and that my maneuvers might be just a shade crisper and quicker. I also have the better wedge: toothed 2WD vs toothed hinged. My robot is shaped oddly for two reasons: firstly so that it's fully invertible (check my signups for proof), and secondly for the sake of having a large, heavy chunk of metal up front to counter wheelying. Basically, Dylan has to try to create angles on a better wedge while having worse control.

2) I wanna do what a wedge does. Wedge. While he claims that his wheels stick out the back a bit, he still has zippo ground clearance and his wheels are in-chassis, so if I wedge him from anywhere except exactly head-on, he'll be high centered, and a one power flipper won't jar him loose. I want to wedge him constantly for the sake of match control, but I especially want to pounce on him as he swings outward in preparation to angle in.

3) Conversely, I have better anti-wedge defense. I can't really be high centered from anywhere. While it looks like his flipper could give him an advantage at first glance, it's little more than a glorified self-righter. It's front-hinged, starts far back on his wedge and, with such low power, will need a lot of bite to actually flip me. Also, because it starts so far up his wedge, there's nothing stopping me from just j-hooking off, wedging him, and high-centering him. Then we'll visit slamsville. Repeatedly.

4) Dylan's likely strategy is to try to flip me to make my wedge less effective, but even when I'm flipped, it's a 2WD toothed wedge that's slightly easier to angle into. I still have better control, so he might angle in a couple of times, but I should retain a slim advantage. He'll also probably try to make a point about wheelying. All that I can say is that the design is kinda built to counter that and it hasn't had issues with wheelying in any previous fights. If it does, adjust accordingly by angling in on his wedgelets and by stopping/reversing a bit just before we hit to bring my wedge down.

5) Stay aggressive, drive smart, watch for reversing or baiting tricks, adjust.

GL fam.
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Black Dog ||| Hellhound V ||| Blood Eagle ||| Santangelo ||| Hellhound VII ||| Hoarfrost

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Badnik96
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Hoarfrost III vs. Flash Flood

Post by Badnik96 » Sat Jun 16, 2018 4:10 pm

fuck

i genuinely don't think having a hinged wedge is a detriment in this fight, but arc writing is going to make it look that way

come out at an angle and watch what he does. if he tries to angle in on me, reverse and then come in at his side before he can reposition. no one has split-second reflexes and since we're both pretty fast i think it's safe to assume i can pull this off if he isn't expecting it.

angle in on his wedge, get under, flip. j-hook away immediately if he gets under me (like before my front wheels leave the ground) and back away far enough to make some space. use j-hooking as a defensive maneuver even when he doesn't wedge me to try to get to his side. if he isn't expecting it it could give me an advantage.

try to get him into the wall more than he does me, utilizing my flipper to send him off-balance, disorient him and take control of the fight. try not to meet him head-on if i can avoid it, because he'll probably win the ensuing wedge battle.

tl;dr use evasive tactics and angling maneuvers to counter his stronger wedge and try to disorient him as much as possible. don't play a straightforward match because that's what he expects. if he starts countering my movements, change things up by playing a little more aggressively. don't be predictable.

good luck laz and may the better bot win.
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