Big Boy Flaily: Speed 3 | Traction 3 | Torque 1 | Weapon 15 (14 spinner, 1 retraction mechanism) | Armor 8 (+1 rear shield)
CONFIGS: Using normal config.
Yeah, no fancy anti-spinner plow. His weapon’s way above it so it won’t do anything anyway.
This probably comes down to the first hit. If I can “catch” his flail heads on my drum it should deflect / uppercut them and kill all his angular momentum and maybe destabilize him, but if I get my belt or weapon supports sniped I’m in trouble.
DON’T box rush: let us both spin up, note which way he’s going and watch to see if his flail’s fully extended. I don’t want him suddenly “dropping” it further out. If it looks full-extension, run into the radius of the flail at a moderate closing speed and turn / aim the center of my drum for the edge of that circle at an angle – so that his heads are coming at my face instead of directly sideways. If he’s leaving extra “slack” he’s probably planning to let it out, so try to aim to hit the flails with the part of the drum that’s closer to his center to leave extra margin for error if his radius suddenly gets bigger. I don’t think he can retract them against the “centrifugal” force fast enough to do it the other way around. Obviously this is gonna be tricky to do to a moving target, but it gives me a better shot than letting him sideswipe me.
If I can get his weapon destabilized, charge in and hit him, preferably on the sides or shield end. If I’m anywhere near full speed I can punt and hopefully flip him. If not, jamming my stopped drum in his face should either block him spinning up even when fully retracted or mean he can’t hit me at anywhere near max “tip speed.” Push him into the corner and let the hammer fall on his shell, then back up and full weapon throttle the instant I’m not touching him. I think I can get enough rpm to flip him faster than he can get his weapon spun up and extended enough to shield him when he starts stuck in a corner, he’ll have no room to avoid a “box rush” from like 10 ft away, and if he tries to rush me instead I have a faster bot.
If my weapon gets killed, jam him up, push him into walls/hammers, and run the clock down. All the drivetrain parts of my bot I think are too low for him to hit, so I can keep passively using the drum as a shield and he’ll have a very hard time KO-ing me.
This probably comes down to the first hit. If I can “catch” his flail heads on my drum it should deflect / uppercut them and kill all his angular momentum and maybe destabilize him, but if I get my belt or weapon supports sniped I’m in trouble.
DON’T box rush: let us both spin up, note which way he’s going and watch to see if his flail’s fully extended. I don’t want him suddenly “dropping” it further out. If it looks full-extension, run into the radius of the flail at a moderate closing speed and turn / aim the center of my drum for the edge of that circle at an angle – so that his heads are coming at my face instead of directly sideways. If he’s leaving extra “slack” he’s probably planning to let it out, so try to aim to hit the flails with the part of the drum that’s closer to his center to leave extra margin for error if his radius suddenly gets bigger. I don’t think he can retract them against the “centrifugal” force fast enough to do it the other way around. Obviously this is gonna be tricky to do to a moving target, but it gives me a better shot than letting him sideswipe me.
If I can get his weapon destabilized, charge in and hit him, preferably on the sides or shield end. If I’m anywhere near full speed I can punt and hopefully flip him. If not, jamming my stopped drum in his face should either block him spinning up even when fully retracted or mean he can’t hit me at anywhere near max “tip speed.” Push him into the corner and let the hammer fall on his shell, then back up and full weapon throttle the instant I’m not touching him. I think I can get enough rpm to flip him faster than he can get his weapon spun up and extended enough to shield him when he starts stuck in a corner, he’ll have no room to avoid a “box rush” from like 10 ft away, and if he tries to rush me instead I have a faster bot.
If my weapon gets killed, jam him up, push him into walls/hammers, and run the clock down. All the drivetrain parts of my bot I think are too low for him to hit, so I can keep passively using the drum as a shield and he’ll have a very hard time KO-ing me.