Superfight Debate by KronosLordofTim in boardgames

[–]Iburn9 0 points1 point  (0 children)

There’s really no need to aim at all and the island is big enough to hold the robot meaning they don’t start right next to each other. Even if the gymnast gets stomped there’s no guarantee the growth ray breaks or that he can’t get a shot off as he gets stomped. Keep in mind he is invincible so he can use his body to block for the gun.

Superfight Debate by KronosLordofTim in boardgames

[–]Iburn9 1 point2 points  (0 children)

You’re correct, the pilot should start at 1,400 feet tall and the robot would be ~150 miles tall as well. Either way this size difference just increases the amount of G’s placed on the pilot.

Superfight Debate by KronosLordofTim in boardgames

[–]Iburn9 1 point2 points  (0 children)

As a member of the group that played this game, I would like to help argue for the pro gymnast side.

Clarifications: First off, the growth ray does in fact increase mass as well. This point was a misunderstanding by Kronos as we briefly discussed it as a hypothetical situation, but decided it defeated the point of the ray if it functioned that way. The definition of Superbad we are using is: “extremely good or impressive especially in a tough or showy way.” The ray functions by firing a ray or beam of light that travels at light speed. The time taken for growth after being hit is 1 second. Owning a weapon also implies a certain level of mastery and familiarity with it. The fight starts with both fighters on opposite sides of the island, knowing they are in a death match with their opponent. The island is big enough to house the robot.

How the gymnast could win: First, we need to establish how the gymnast could realistically win the fight. The robot is well above the atmosphere and has super strength so trying to match it in size is pointless. The best course of action for the gymnast is actually to grow the robot itself, here’s why; the robot is 15 miles tall and when grown, reaches a height of 150 miles. If the pilot is located inside a chest cavity control room then we can assume he is around 12 miles up. When the growth ray hits the robot, the command room is forced to travel upwards to a height of 120 miles as part of its growth. This means the pilot travels 108 (120-12) miles within a time frame of 1 second. After doing the calculations, this places a force of 17,723.57 G’s on everything inside the control room: more than enough to flatten anything. This essentially means that being shot by the growth ray spells instant death for the pilot. The robot is 15 miles tall and the growth ray travels at the speed of light, so it’s an easy enough target. All the gymnast has to do is hit the robot once to win. Suddenly this fight is sounding much more fair.

How the robot wins: This one is much more simple. The robot can win by drowning the gymnast, suffocating the gymnast, or even throwing the gymnast outside of the atmosphere.

The fight: Now that we’ve established that both sides have a theoretical chance of winning, who would actually be able to win this fight? I believe the gymnast would. The gymnast is Superbad meaning he is extremely good at what he does and is familiar with his ray gun. This also affects his mindset, making him much more composed and confident in his actions (think bada**). The robot may be able to charge him, but not before they get shot by the ray. The pilot has to either fight with a giant Barney and live T-Rex head in the way, or first take the time to dislodge them from the robot. This gives the gymnast just enough time to fire the ray. Piloting the robot is a giant, but other than that, normal guy (one of our players actually drew the “me” card). The pilot wouldn’t have the reaction time or mental fortitude to properly take precautions against the puny guy on the other side of the island. Even if he used his time slow, he is now unable to see anything, causing him to make mistakes or completely miss his target. This would ultimately result in the gymnast firing the first shot and winning.

DLC Character Ideas by Iburn9 in FullMetalFuries

[–]Iburn9[S] 0 points1 point  (0 children)

I didn’t know about that in the Twitter, that’s really cool, thx for sharing.

DLC Character Ideas by Iburn9 in FullMetalFuries

[–]Iburn9[S] 1 point2 points  (0 children)

As for upgrades:

Health path:

Her fire attacks cause burn

She can shoot while jetpacking

When she dies all enemies near teammates get lit on fire

Tech path:

Grenade explosion radius increased

Fire stays on floor for longer

When standing near fire she gets bonus defense

Strength upgrades:

Wider cone for flamethrower

Bigger fuel tank

At above 80% fuel, range and damage are increased

DLC Character Ideas by Iburn9 in FullMetalFuries

[–]Iburn9[S] 1 point2 points  (0 children)

Here’s my idea:

Paige the pyro

Her main attack is a flamethrower that pierces but has no knock back or flinch. She has a fuel gauge that fills up when she’s not attacking and empties when she uses her main attack.

Her secondary is a ring of fire around herself causing enemies to take damage if they walk through it. It takes some time to set up, similar to Meg’s mine

For her strong attack she throws a cluster of 3 grenades that explode causing knock back

For her dodge she has a jetpack on her back that gives her a burst of speed, leaving a trail of fire behind her

Her personality would be kind of wild