Difference between revisions of "Avatar"

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(→‎Tactical Overview: significant trimming, losing the weak/strong against, and trying to distill the strengths and weaknesses)
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== Tactical Overview ==
 
== Tactical Overview ==
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While the Avatar might not be the most maneuverable whips, most pilots would avoid going up against if they can. With judicious use of the tractor beam, the main weapon, though possessing modest limited range, can quickly be brought to bear on an unfortunate foe. The tractor beam can also be used to interrupt an opponent's [[Leyland Gravity Whip|gravity whip]] or even pull an opponent into the planet. However, both the main laser and the tractor beam will quickly drain the batteries if used constantly. Indiscriminate use of the tractor beam can also send the opponent into a high speed trajectory, making it difficult for the Avatar to do more than brief bursts of damage with its powerful laser and giving the opponent a free speed boost for strafing and flanking. The most significant tactical advantage of the Avatar is its set of ZapSats, which can deal damage at close range and which can intercept incoming fire. Conversely, an Avatar without its ZapSats quickly becomes vulnerable to ships that normally would not be a threat.
  
Don't mess with an Avatar. There are clearly few ships that can actually match it.
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Ships that fare the best against the Avatar are typically those that are able to do damage at a distance while maintaining a position outside the range of both the deadly laser and the ZapSats. In [[Super-Melee]] situations, it is also common for the opposing side to use a ship that, while lacking the ability to win the battle, will destroy the ZapSats, leaving the Avatar a much easier target in the next battle.
 
 
===Strengths===
 
So long as its ZapSats remain in place, the Avatar will have little trouble defeating most ships.  Several ships do not have any weaponry that will penetrate the ZapSats.
 
 
 
===Difficult Matchups===
 
*The [[Shofixti]] [[Scout]]'s glory device will usually destroy at least two ZapSats, leaving the Avatar much more vulnerable for the next fight.  Proper timing of the detonation before the Scout is destroyed by the Avatar's laser or ZapSats, can be tricky, however.
 
*The [[Androsynth]] [[Guardian]] in comet form proves very nasty against the Avatar, if lucky enough — there's roughly a 25% chance per attack run for the Guardian to get stuck between the Avatar's nose and wings. However, the outcome may often be mutual annihilation, since the ZapSats will continually damage the Guardian. A good defense for the Avatar is to face in the opposite direction, since this will render it nearly impossible for the Guardian to successfully wedge.
 
**Another tactic for the [[Guardian]] is to launch small groups of bubbles and comet away to safety. This is slower than ramming with the comet, but much safer, though many players despise the tactic, considering it unfair (since the Avatar is not really forced to speed through the bubbles). Still, the Guardian's modest energy regeneration often means that this tactic is only delaying the inevitable.
 
*A [[Supox]] [[Blade]] using its [[Blade#Secondary|secondary]] to stay out of the Avatar's range can defeat it, if lucky enough not to be hit by asteroids. However, if the Avatar uses a [[gravity whip]], the match will prove effectively impossible for the Blade.
 
*The [[Thraddash]] [[Torch]]'s Mark VI Blaster is not blocked by the ZapSats' lasers; in addition, an AI-controlled Avatar will pass through the Torch's Afterburner, receiving significant damage. As a lightweight ship, however, the Torch is vulnerable to the tractor beam, so its pilot must remain wary and alert.
 
*A [[Yehat]] [[Terminator]], if hurled into "hyperspacing speed" can rain fire on the Avatar but this is also not an easy thing to do. 
 
*An [[Orz]] [[Nemesis]] can evade the tractor beam while patiently firing at the ZapSats with its turret facing backwards.
 
*The [[Druuge]] [[Mauler]] can recoil out of laser range while pummeling the Avatar with its cannon. The Mauler has to be careful not to recoil too fast, lest he won't be able to change course and will be smashed by the X-ray laser in seconds. Throwing a few crew in the furnace for extra speed to evade the Tractor Beam is inevitable.
 
*The [[Utwig]] [[Jugger]] can use its shields to defend against ZapSats while firing at the Avatar when out of range, quickly draining the Avatar — unless the ZapSats happen to die first; the AI is able, with a Jugger, to quickly let down the shield and fire, its vulnerability window being too small to be dangerous. However, this is much harder to do for a human player, and in [[netplay]] with any lag, even impossible.
 
 
 
All of these ships are capable of defeating the Avatar, but will be destroyed if their captain makes a single mistake.
 
 
 
Few ships can truly fight the Avatar with impunity.
 
 
 
===Interesting Matchups===
 
*The [[Ur-Quan Kohr-Ah|Kohr-Ah]] [[Marauder]]'s F.R.I.E.D rips the ZapSats into pieces. Its shuriken mines are also a force to be reckoned with, since each takes 8 shots to destroy(while being fired) — less if stationary. All in all, the Marauder has the best chance of any race at destroying the Avatar with minimal losses.
 
*While the [[Ur-Quan Kzer-Za|Kzer-Za]] [[Dreadnought]]'s fighters are pointless versus the ZapSats, the Dreadnought has a better range and its fusion blasts can tear down the Avatar extremely quickly. An AI Dreadnought will not even launch any fighters if the Avatar has at least one ZapSat remaining.
 
*The [[Chenjesu]] [[Broodhome]], with its range, can prove a worthy adversary as well. The Chmmr has significantly more firepower than these ships, however, and once the tractor beam pulls them into range of the laser they will quickly be destroyed, but usually leaving the Avatar without ZapSats for its next fight.
 
*The [[Pkunk]] [[Fury]] and it's spread shot can easily occupy the ZapSats allowing for the Fury to duck in and out usually without any damage.  With an excellent pilot, and help from a well timed Tractor Beam pull, this will allow the Fury to execute repeated fly-byes causing minor damage to the Avatar, eventually destroying the ZapSats, and finally the ship itself.  Unfortunately, if the Fury happens to cross paths with the laser, the poor captain's only hope rests with the divine...
 
  
 
==Notes and references==
 
==Notes and references==

Revision as of 04:48, 26 January 2009

Chmmr Avatar Icon.png

The Chmmr Avatar is a state of the art ship with few real foes, combining the technological prowess of the Mmrnmhrm and the Chenjesu. With medium speed and a fairly good turn-rate the Avatar shouldn't be taken lightly. Its main weapon is a strong and deadly laser and its tractor beam would make even the bravest enemy captain sweat. It is orbited by three Zap satellites (ZapSats) for point defense.

Navigation

Built specifically for the purpose of defeating Ur-Quan vessels, the Avatar is faster and has a better turn rate than both the Dreadnought and Marauder. It is, however, quite large, and appropriate care should be taken near gravity wells.

Armament

Primary

Chmmr designers bring in the most devastating laser in the galaxy, so powerful that it ionizes the solar wind, causing visible sparkles in the void. Capable of tearing anything to pieces in a few seconds, this laser turns a face-to-face battle with the Avatar into a suicide run. Some sources describe this primary weapon as a "heavy X-ray laser."1 Unlike the other laser weapons, the Avatar's laser kills two crew members per hit.

Secondary

The Avatar is also outfitted with a powerful Tractor Beam, capable of tractoring ships towards the Avatar's laser-jaws by generating a field of artificial gravity. Only fast-and-heavy ships can hope to evade this awesome beam. Slow ships or fast but light weighted ships (such as the Shofixti Scout and especially the Yehat Terminator) cannot evade this powerful tractoring. Lightweight ships can actually be thrown into immense speeds. It is quite funny to see a Terminator flying around in speeds three and four times higher than those of a Slylandro Probe. The Arilou Skiff or Slylandro Probe, being unaffected by gravity, are not affected by the Tractor beam.

Additional

In addition to its already formidable arsenal, three AI-Controlled laser-turrets orbit around the Avatar, providing it with point-defense against most types of attacks. Each ZapSat has 10 hit-points, and when all three are functional, the Avatar is nearly immune to weapons with 2 or less hit-points.

Tactical Overview

While the Avatar might not be the most maneuverable whips, most pilots would avoid going up against if they can. With judicious use of the tractor beam, the main weapon, though possessing modest limited range, can quickly be brought to bear on an unfortunate foe. The tractor beam can also be used to interrupt an opponent's gravity whip or even pull an opponent into the planet. However, both the main laser and the tractor beam will quickly drain the batteries if used constantly. Indiscriminate use of the tractor beam can also send the opponent into a high speed trajectory, making it difficult for the Avatar to do more than brief bursts of damage with its powerful laser and giving the opponent a free speed boost for strafing and flanking. The most significant tactical advantage of the Avatar is its set of ZapSats, which can deal damage at close range and which can intercept incoming fire. Conversely, an Avatar without its ZapSats quickly becomes vulnerable to ships that normally would not be a threat.

Ships that fare the best against the Avatar are typically those that are able to do damage at a distance while maintaining a position outside the range of both the deadly laser and the ZapSats. In Super-Melee situations, it is also common for the opposing side to use a ship that, while lacking the ability to win the battle, will destroy the ZapSats, leaving the Avatar a much easier target in the next battle.

Notes and references

13DO version ship video
Avatar icon.png
3DO Chmmr Avatar
Basic stats
Crew: 42 Value: 30 pts
Battery: 42 Batt. Regeneration: 0.5 units/frame
Armament
Primary: Heavy X-ray laser Secondary: Tractor beam
Refire delay: 0 frames Refire delay: 0 frames
Energy use: 2 units Energy use: 1 units
Propulsion
Max speed: 35 world units/frame Turn rate: 0.25 facings/frame
Acceleration: 1.166 units/frame Mass: 10