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T7R4M4 Quality Delibs

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Sep 18th, 2024
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  1. Judge Boxcars (Snek)
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  3. Hello all! Great showing as always.
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  5. Starting with Evergreen, you do a good job at structuring your strategy around your broader plans of limiting the places where Reese can move, beginning with your initial collapsing of the shelf, to your own positioning gating him away from the break room, to your tactics once you’ve caught him. All the while, you coordinate to keep Honeydew safe and Romantico as a roving threat, showing a good sense of overall Planning aided by Competency.
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  7. I especially appreciate your attention to detail with the senses of Reese’s animals, overwhelming their sight and smell in a variety of ways, as well as methods to fend them off and deal with them should they attack Romantico; it all shows robust Counterplay. You have a variety of interesting plays to finish Reese off, between the break room, the electric catwalk, and the flames, all of which punish a waiting game and force him into an engagement on your terms. I think you generally pay good mind to the environment, using it in a variety of ways to track Reese down. Overall, I think this is worth an **8**!
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  9. Moving on to IMPACT, you show similarly good Planning in the varied ways in which you confuse and hamper Honeydew in the dark, keeping yourself away from her position while keeping note of her own. You have some clever bits of Competency here with Doc and the Nails for example, and I appreciate how specific you are with the ways you use your animals in combat. Reese has always excelled the Logistics required to make full use of his kit, and this is no exception. You pay good mind to Reese’s pathing, you keep good tabs on his cooldowns and which animals to use when, and in what ways. The use of the porcupines as bait is a good example of this. Your strat is also both Readable and Elegant.
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  11. The only thing I would have wanted to see is a more robust section on how you will track down and aggress against Honeydew. It’s implied in your other sections, and what you have at the end is functional, especially as you respect her offensive capabilities. I just think you could have given a bit more information about active aggression and combat in order to set up your finisher. Still, the good generally outweighs the bad, so I’ll give this a low **8**!
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  14. Judge Droog (Extra)
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  16. Starting with Honeydew, I've got little in the way of criticism. Hyper-aggression plays very well to the environment and to Romantico's monstrous physicals, and you execute the ideas very well, starting from an ambush before chasing down the hopefully-wounded quarry to quickly finish the job. It's efficient, smooth, and tactically brutal. I have very little to say beyond that this is easily deserving of an **8.**
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  18. As for Reese, I also really don't have much to say. There were a few moments in the strategy that seemed a bit optimistic, but they were all covered well with contingencies. Beyond that, you handle the stage gimmick very well, making the most of your multiple bodies and their individual strengths to overcome the darkness surrounding you, all the while skirmishing your way into position for a finishing blow. An equally solid **8.**
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  21. Judge Deuce (Coop)
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  23. We’ve got two strong strategies here this match that both do a pretty good job at analyzing their opponents strengths and accounting for them.
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  25. For Reese, the use of the porcupine scouts and Doc’s DIY echolocation tactics are smart and creative methods for locating both 「Romantico」 and/or Honeydew. Utilizing “aerial” movement with the catwalks and Rope Snake Anna to avoid running into 「Romantico」 in the inevitable clutter of things below also works quite well, and the careful and well-planned rotations of your animals to combat against it are equally impressive. A solid game plan overall, I’ll give Reese an **8**.
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  27. For Honeydew we’ve got straight-forward and powerful rushdown opener with the intent to sew chaos around Reese in order to hide both 「Romantico」 and Honeydew. The use of tarp covers (and decoys) and eventually smoke/gas to counter the extra enhanced sense available to Reese’s animals was a smart move. Having the two rejoin once you’ve made a big enough mess in the warehouse is also a good counter for Reese’s animals catching Honeydew off-guard. I would say I’m a bit skeptical on the fire/smoke play here though - it’s a pretty big warehouse so it’d take some time for the smoke concentration to be high enough to cause issues and also you make a claim for Honeydew being less affected by the smoke than Reese would but you don’t really state why that is. Not sure if that accidentally got cut or if that was more just a higher endurance thing. In any case, this is still a strong showing here so I’ll also be giving Honeydew an **8**.
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