Seems most of the vehicles got wiped after the end of the round. I guess it's a good thing, as I noticed most of the vehicles were no longer in use.
OVERALL CONSTRUCTION: )))))))))))))))))))) (5%)
Currently working on: HP
Terratron status:
HP: 2000/2000(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
Chuck Norris continues to charge his power and uses the page claim to boost his charge (17 posts till maximum power) while i help TT2000 with his thing
OKAY COMES UP, LETS DO THIS ONIOOOOOOOOOOOON KICKINS! i jump inside the plasma cannon and it proceeds to blow up again, since all my stuff is so comical, i just shake dust away and proceed to continue.
(sopa can't stop me, im original.)
Rollback Post to RevisionRollBack
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
I tank gamertroy for the help and continue working.
OVERALL CONSTRUCTION: )))))))))))))))))))) (7%)
Currently working on: HP
Terratron status:
HP: 3000/3000(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
MACkenzie: Health: 6,000/6,000 Shields: 3,000/3,000 Weapons: MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 1000| Special effects: Piercing (will damage health instead of shields)] Boosts: Heavy Duty (10% damage reduction to health) Curses: Circuit breaker (MAC Cannon charge will fail if health is damaged or if 2000 damage is dealt to shields)
Construction progress: //////////////////// 40% Construction restarted...
I throw a rock at the tower while building, and it falls into and fills a small hole, restoring 5 health.
OVERALL CONSTRUCTION: )))))))))))))))))))) (8%)
Currently working on: HP
Terratron status:
HP: 3500/3500(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
Seems most of the vehicles got wiped after the end of the round. I guess it's a good thing, as I noticed most of the vehicles were no longer in use.
OVERALL CONSTRUCTION: )))))))))))))))))))) (5%)
Currently working on: HP
Terratron status:
HP: 2000/2000(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
Yes, it is a good thing. It'll also cut down on post space, allowing me to fit more in without getting post_too_long'd.
Chuck Norris continues to charge his power and uses the page claim to boost his charge (17 posts till maximum power) while i help TT2000 with his thing
OKAY COMES UP, LETS DO THIS ONIOOOOOOOOOOOON KICKINS! i jump inside the plasma cannon and it proceeds to blow up again, since all my stuff is so comical, i just shake dust away and proceed to continue.
I tank gamertroy for the help and continue working.
OVERALL CONSTRUCTION: )))))))))))))))))))) (7%)
Currently working on: HP
Terratron status:
HP: 3000/3000(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
MACkenzie: Health: 6,000/6,000 Shields: 3,000/3,000 Weapons: MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 1000| Special effects: Piercing (will damage health instead of shields)] Boosts: Heavy Duty (10% damage reduction to health) Curses: Circuit breaker (MAC Cannon charge will fail if health is damaged or if 2000 damage is dealt to shields)
Construction progress: //////////////////// 40% Construction restarted...
I throw a rock at the tower while building, and it falls into and fills a small hole, restoring 5 health.
OVERALL CONSTRUCTION: )))))))))))))))))))) (8%)
Currently working on: HP
Terratron status:
HP: 3500/3500(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
+10 Health
My Defense: I summon Cyrax from Mortal Kombat and perform a Babality on him.
His cuteness distracts the Destroyers, causing Attacks to randomly fail
Chilltheshadow9001: -200 Health: 900 / 1,100 Boosts: Vampire (60% Damage dealt comes back to Chilltheshadow as Health), Corruption (20% chance of turning killed Targets into a Vampire), Ninja (Attacks directed toward Chilltheshadow randomly fail), Half Demon (+30% Damage dealt) Curses: Vampire (After 2 posts of not dealing Damage or assisting team, -10 Health every post), Weak Eyes (Vulnerable Sunlight), Half Demon (Vulnerable to Attacks involving the use of Holy objects)
HP: 4000/4000(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
MACkenzie: Health: 6,000/6,000 Shields: 3,000/3,000 Weapons: MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 1000| Special effects: Piercing (will damage health instead of shields)] Boosts: Heavy Duty (10% damage reduction to health) Curses: Circuit breaker (MAC Cannon charge will fail if health is damaged or if 2000 damage is dealt to shields)
Construction progress: //////////////////// 60% Reconstruction advancing...
MACkenzie: Health: 6,000/6,000 Shields: 3,000/3,000 Weapons: MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 1000| Special effects: Piercing (will damage health instead of shields)] Boosts: Heavy Duty (10% damage reduction to health) Curses: Circuit breaker (MAC Cannon charge will fail if health is damaged or if 2000 damage is dealt to shields)
Construction progress: //////////////////// 60% Reconstruction advancing...
Attack or defense? I have forgotten...
OVERALL CONSTRUCTION: )))))))))))))))))))) (10%)
Currently working on: HP
Terratron status:
HP: 4500/4500(HP increases by 500 per construction turn spent on it, max 10000) Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000) Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons: TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ? Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0% Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0% Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0% Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion: 0% Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0% Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0% Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0% Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0% Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round) Curses: Stasis field(can not move/attack)
OVERALL CONSTRUCTION:
))))))))))))))))))))
(5%)
Currently working on: HP
Terratron status:
HP: 2000/2000(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
-Deflect the gaze towards the defenders
-Reflect the healing beam towards the sun
Doktor Oktoberfest comes in and shoots lasers at the tower.
(Seriously, we now have 3 defenders to 1 attacker.)
3/12
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
Nope.
I get SOPA - Blocks any meme attacks on either side.
(sopa can't stop me, im original.)
Geno: Blahblahblah, random sentence.
Firebrand is this color.
Shovel Knight is this color.
Memnon is this color
Cinder is this color.
Glacius is this color.
Jago is this color.
The Batter (or just Batter) is this color
Heatshade is this col- I CHOOSE MY OWN COLORS, BABY!!!
Heatshade, please.
...Fine.
Anyway...
I am this color.
http://steamcommunity.com/id/Therealadrenalinerush/
4/12
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
(That's not the point, captain oblivious.)
I get another plasma cannon and fire it at the medi gun.
I also get a guard, causing the next attack to the cannon to fail.
5/12
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
OVERALL CONSTRUCTION:
))))))))))))))))))))
(7%)
Currently working on: HP
Terratron status:
HP: 3000/3000(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
MACkenzie:
Health: 6,000/6,000
Shields: 3,000/3,000
Weapons:
MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 1000| Special effects: Piercing (will damage health instead of shields)]
Boosts:
Heavy Duty (10% damage reduction to health)
Curses:
Circuit breaker (MAC Cannon charge will fail if health is damaged or if 2000 damage is dealt to shields)
Construction progress: //////////////////// 40% Construction restarted...
There's no kill like overkill.
OVERALL CONSTRUCTION:
))))))))))))))))))))
(8%)
Currently working on: HP
Terratron status:
HP: 3500/3500(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
Yes, it is a good thing. It'll also cut down on post space, allowing me to fit more in without getting post_too_long'd.
500 Damage
200 Damage
Meme-based Defenses now fail
Been a while since I've seen you here, welcome back!
200 Damage to all
+10 Health
My Defense: I summon Cyrax from Mortal Kombat and perform a Babality on him.
His cuteness distracts the Destroyers, causing Attacks to randomly fail
Tower: -411, -489
Health: 26,484 / 25,000
Shields: 585 / 2,000
Status: = Sturdy
Boosts: Cyrax'd (Attacks randomly fail for 3 posts)
Curses: SOPA'd (Meme-based Defenses fail for 5 posts)
Chilltheshadow9001: -200
Health: 900 / 1,100
Boosts: Vampire (60% Damage dealt comes back to Chilltheshadow as Health), Corruption (20% chance of turning killed Targets into a Vampire), Ninja (Attacks directed toward Chilltheshadow randomly fail), Half Demon (+30% Damage dealt)
Curses: Vampire (After 2 posts of not dealing Damage or assisting team, -10 Health every post), Weak Eyes (Vulnerable Sunlight), Half Demon (Vulnerable to Attacks involving the use of Holy objects)
Chuck Norris: -100, -100
Health: 1,700 / 3,000
Shields: 200 / 1,500
Boosts: None
Curses: None
"Do we want to be the mediocre brimstone boy, or do we want to be the more-than-enough brimstone man?" - Northernlion
Check out my new game, Legends of Aekran!
OVERALL CONSTRUCTION:
))))))))))))))))))))
(9%)
Currently working on: HP
Terratron status:
HP: 4000/4000(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.
MACkenzie:
Health: 6,000/6,000
Shields: 3,000/3,000
Weapons:
MAC Cannon [Ammo: ∞ (3-post charge)| Damage: 1000| Special effects: Piercing (will damage health instead of shields)]
Boosts:
Heavy Duty (10% damage reduction to health)
Curses:
Circuit breaker (MAC Cannon charge will fail if health is damaged or if 2000 damage is dealt to shields)
Construction progress: //////////////////// 60% Reconstruction advancing...
There's no kill like overkill.
Attack or defense? I have forgotten...
OVERALL CONSTRUCTION:
))))))))))))))))))))
(10%)
Currently working on: HP
Terratron status:
HP: 4500/4500(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 500/500(Shields increase by 500 per construction turn spent, max 5000)
Ammo: 0/0(Ammo increases by 500 per construction turn spent, max 7500)
Weapons:
TOP SECRET SUPERWEAPON: Ammo cost:? Damage: ? Special effects: ?
Flamethrower: Ammo cost: 1000: Damage: 500 Special effects: Flame(sets targets ablaze(50 damage per turn for 5 turns)fire based(deals extra damage to targets that are weak to fire) Completion: 0%
Anti-air missiles: Ammo cost: 750: Damage: 225 Attacks: 2 Special effects: Deals double damage to air based targets Completion:0%
Weak-radar beam: Ammo cost: 750: Damage: 250 Special effects: Stuns target, opens up a weak spot that causes the target to take extra damage for 3 turns Completion: 0%
Sentry shoot: Ammo cost: 1000: Damage: 250 Attacks: 2 Special effects: Shoots sentries at target, sentries fall to the ground and begin opening fire on random enemy vehicles for 100 damage per turn. Sentries have 100 HP each and fall apart after 3 turns. Completion:
0%
Crush: Ammo cost: 0 Damage:600 Special effects: Deals 300 damage to terratron when used Completion:0%
Sticky bomb launch: Ammo cost: 800 Damage: 750: Special effects: Launches a sticky bomb onto target with 500 HP that detonates when Bioshock posts(damage is not dealt until bomb detonates). If bomb is destroyed before that point, nothing happens. Completion: 0%
Barrage: Ammo cost: 2000 Damage: 1250 Special effects: Immobilizes Terratron until Bioshock posts. Completion:0%
Self heal: Ammo cost: 500 Damage: 0 Special effects: Terratron heals itself for 500 HP and 250 shields. Completion:0%
Ammo producers: Ammo cost: 0 Damage: 0 Special effects: Terratron restores 750 of its own ammo. Completion:0%
Buffs: Stasis field(can not be attacked) Round-end completer(serves same purpose as a round-end protector plus automatically completes terratron if it is still under construction by the end of the round)
Curses: Stasis field(can not move/attack)
Check out my bad CTM map reviews here.