HAF: Ranged

THIS SECTION IS CURRENTLY OUTDATED.

Robots have access to two unique ranged attacks. Ranged attacks are triggered by the player pressing the A button on the controller, entering ranged mode, and then pressing the corrosponding Left or Right trigger to fire the unique attack.

BLOCKING - Each successful block consumes ONE stock of energy. If a robot is blocking with both arms, that block will instead take TWO stocks of energy. Please note: the only way to successfully block ranged attacks is with both arms.

●  If the character is in the middle of a melee or ability animation, the ranged attack will not trigger.

●  Once a range attack begins, the robot is locked in place and will commit the ranged attack once the corresponding animation has finished.

●  If the opposing robot moves while a ranged attack is in progress, the attack will not follow them, and instead remain aimed at their initial position of the opposing robot when the attack was triggered.

●  While the Ranged Attack Animation is in progress, the robot is unable to move. If the robot is moving at the time of triggering the ranged attack, the robot will stop moving immediately. The robot must stay still until the entire attack animation is complete.



RANGED SUBFEATURE 1:

The missile attack is triggered by the player pressing the [A] Button. When this is triggered, a missile will be launched from the player’s shoulder and travel towards the enemy character. Each missile is character dependent. If there is a building in the way of the missile, the missile will explode upon impact with the building instead. If the enemy character moves out of the way of the missile, the missile will continue on to whatever object is next in its path. If there is nothing in its path, the missile will explode at the border of the map. After this missile is fired, the player is able to move again. Each robot will have multiple ammo slots. Triggering a missile attack will use up one of these ammo slots. Upon being emptied, an ammo slot will refill after eight seconds. Only one ammo slot can refill at a time. A cooldown bar will appear on the screen.

●  Knight Robot: The Knight Robot possesses a long range, low damage Tomahawk Cruise Missile.

○  The Tomahawk Cruise Missile has four ammunition slots.

○  The Tomahawk Cruise Missile moves slowly, allowing the Knight Robot to Defensively follow it, or use it as a secondary vector for attack.

●  Junk Robot: The Junk Robot possesses a Scrap enhanced Flashbang that deals negligible damage and travels a moderate distance, but stuns the enemy when it collides with them.

○  The Scrap Flashbang has two ammunition slots.

○  The Scrap Flashbang stuns an enemy for 10 frames if they block it, or 50 frames if they do not.

○  The Scrap Flashbang’s range is equivalent to the Dredge Hook ability’s range.

○  The Scrap Flashbang’s primary purpose is to halt opposing robot movement or stun opposing robots long enough for them to be hit by the Scrap Robot’s Dredge Hook.

●  Japanese Robot: The Japanese Robot has a Concussion Missile that has moderate range and deals low damage, but knocks the opponent backwards.

○  The Concussive Missile has four ammunition slots.

○  If the Concussive Missile is not blocked, it send the opponent 100% of the movement distance backwards.

○  If the Concussive Missile is blocked, it sends the opponent 25% of the movement distance backwards.

○  The Concussive Missile’s primary purpose is to give the Japanese Robot breathing room against overly aggressive opponents to conduct ranged assaults.

●  Tank Robot: The Tank Robot is armed with a high damage, fast arm time, and low range Shotgun Blast.

○  The Shotgun Blast has three ammunition slots.

○  The Piston Punch knocks opposing robots into Shotgun Blast’s outer range.

○  The Shotgun Blast cements the Tank Robot as a short/midrange mobile, aggressive powerhouse. It offers little utility, but increases the range where the Tank Robot is a viable threat.

Figure 5: D.O.T.S. p.1

RANGED SUBFEATURE 2:

The missile attack is triggered by the player pressing the [A] Button. When this is triggered, a missile will be launched from the player’s shoulder and travel towards the enemy character. Each missile is character dependent. If there is a building in the way of the missile, the missile will explode upon impact with the building instead. If the enemy character moves out of the way of the missile, the missile will continue on to whatever object is next in its path. If there is nothing in its path, the missile will explode at the border of the map. After this missile is fired, the player is able to move again. Each robot will have multiple ammo slots. Triggering a missile attack will use up one of these ammo slots. Upon being emptied, an ammo slot will refill after eight seconds. Only one ammo slot can refill at a time. A cooldown bar will appear on the screen.

●  Knight Robot: The Knight Robot possesses a long range, low damage Tomahawk Cruise Missile.

○  The Tomahawk Cruise Missile has four ammunition slots.

○  The Tomahawk Cruise Missile moves slowly, allowing the Knight Robot to Defensively follow it, or use it as a secondary vector for attack.

●  Junk Robot: The Junk Robot possesses a Scrap enhanced Flashbang that deals negligible damage and travels a moderate distance, but stuns the enemy when it collides with them.

○  The Scrap Flashbang has two ammunition slots.

○  The Scrap Flashbang stuns an enemy for 10 frames if they block it, or 50 frames if they do not.

○  The Scrap Flashbang’s range is equivalent to the Dredge Hook ability’s range.

○  The Scrap Flashbang’s primary purpose is to halt opposing robot movement or stun opposing robots long enough for them to be hit by the Scrap Robot’s Dredge Hook.

●  Japanese Robot: The Japanese Robot has a Concussion Missile that has moderate range and deals low damage, but knocks the opponent backwards.

○  The Concussive Missile has four ammunition slots.

○  If the Concussive Missile is not blocked, it send the opponent 100% of the movement distance backwards.

○  If the Concussive Missile is blocked, it sends the opponent 25% of the movement distance backwards.

○  The Concussive Missile’s primary purpose is to give the Japanese Robot breathing room against overly aggressive opponents to conduct ranged assaults.

●  Tank Robot: The Tank Robot is armed with a high damage, fast arm time, and low range Shotgun Blast.

○  The Shotgun Blast has three ammunition slots.

○  The Piston Punch knocks opposing robots into Shotgun Blast’s outer range.

○  The Shotgun Blast cements the Tank Robot as a short/midrange mobile, aggressive powerhouse. It offers little utility, but increases the range where the Tank Robot is a viable threat.