Chimera vs Taisabachi
Posted: Wed Sep 21, 2022 5:24 pm
Chimera || Speed: 7 // Traction: 7 // Torque: 2 // Weapon: 5 // Armor 9 (+2 weapon)
Taisabachi || Speed: 6 // Traction: 4 // Torque: 2 // Weapon: 8 [7 spinner / 1 clutch transfer flipper (4 effective power)] // Armour: 10
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7 power spinner doesn't even hurt my chassis. she has poor control (worse than other -2 bots) and worse speed. she'll have some trouble with turning because of the gyro forces her weapon generates - faster in 1 direction, slower in the other. always keep note of which way the weapon is spinning so I can take advantage of it. using forks.
take center stage before her since I can. I want to show as much aggression as I reasonably can, but I'm going to prioritize patience when it's necessary.
if she presents the spinner, spin around and come at her ass first. I want to charge at her, but then veer off to one side and shoot behind her. then, with my front already facing her, try and either engage with her flipper side or sides. my backside has less sharp edges, so even if she does get a hit in she should take more knockback than me. if she sees me trying this, and tries to spin around to have her flipper face me, I can spin around faster. 7 vs 4 rotational acceleration, and I have a higher top speed so I start faster.
I think that Tais's real threat is the flipper side. with forks on, I can easily beat her side wedges. I'm probably even with her flipper's forks - hers are thinner, but mine are heavier. focus on either going head-on into her side wedges, or angling into the flipper forks. they stick out slightly from the wedgelets. if she's leading with the flipper, I can afford much more aggression. the less time I give her, the more likely she is to fuck something up.
if she flips me self right. using a spinner clutch to power the flipper means that her time between flips is pretty long, so it should be pretty safe to do this. if she gets under the forks, I can always try to angle in with the chassis wedge. if she's chasing me, she'll have trouble keeping up with me if I do a lot of tight turns in random directions.
if I get under, flip immediately. if the weapon is spinning, it should hit the ground and send her gyro-dancing - and importantly, it will also have to spin back up before she can right herself. this means she has to waste an entire spinup cycle just on getting upright again, AND none of her wedges work upside down. if I can get her inverted and get her pinned in a way where she can't spin the weapon, she will be VERY trapped. she wont be able to fire her weapon to jostle herself free like I could in that situation. always keep her upside down. if she's inverted, focus on pinning her in corners and against walls. don't feed her to killsaws unless she's already escaping.
Taisabachi || Speed: 6 // Traction: 4 // Torque: 2 // Weapon: 8 [7 spinner / 1 clutch transfer flipper (4 effective power)] // Armour: 10
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7 power spinner doesn't even hurt my chassis. she has poor control (worse than other -2 bots) and worse speed. she'll have some trouble with turning because of the gyro forces her weapon generates - faster in 1 direction, slower in the other. always keep note of which way the weapon is spinning so I can take advantage of it. using forks.
take center stage before her since I can. I want to show as much aggression as I reasonably can, but I'm going to prioritize patience when it's necessary.
if she presents the spinner, spin around and come at her ass first. I want to charge at her, but then veer off to one side and shoot behind her. then, with my front already facing her, try and either engage with her flipper side or sides. my backside has less sharp edges, so even if she does get a hit in she should take more knockback than me. if she sees me trying this, and tries to spin around to have her flipper face me, I can spin around faster. 7 vs 4 rotational acceleration, and I have a higher top speed so I start faster.
I think that Tais's real threat is the flipper side. with forks on, I can easily beat her side wedges. I'm probably even with her flipper's forks - hers are thinner, but mine are heavier. focus on either going head-on into her side wedges, or angling into the flipper forks. they stick out slightly from the wedgelets. if she's leading with the flipper, I can afford much more aggression. the less time I give her, the more likely she is to fuck something up.
if she flips me self right. using a spinner clutch to power the flipper means that her time between flips is pretty long, so it should be pretty safe to do this. if she gets under the forks, I can always try to angle in with the chassis wedge. if she's chasing me, she'll have trouble keeping up with me if I do a lot of tight turns in random directions.
if I get under, flip immediately. if the weapon is spinning, it should hit the ground and send her gyro-dancing - and importantly, it will also have to spin back up before she can right herself. this means she has to waste an entire spinup cycle just on getting upright again, AND none of her wedges work upside down. if I can get her inverted and get her pinned in a way where she can't spin the weapon, she will be VERY trapped. she wont be able to fire her weapon to jostle herself free like I could in that situation. always keep her upside down. if she's inverted, focus on pinning her in corners and against walls. don't feed her to killsaws unless she's already escaping.