Destroy the Tower
#5061
Posted 22 December 2012 - 02:48 AM
#5062
Posted 22 December 2012 - 03:16 AM
"We won! Brother we won!"
I get the biggest fireworks in the world, climb up to the top of the tower, and launch them into the sky
just imagine it being launched off the top of the tower
#5063
Posted 22 December 2012 - 06:02 AM
KaBling, on 22 December 2012 - 01:11 AM, said:
"I think not."
*Ambassador headshot*
"Well the moment has passed, back to work!"
The spy keeps on sapping the tower.
Saxton Hale aims the surge protector at the portal and breaks the surge protector. The EMP breaks free and travels towards the portal.
This Spy wore a Razorback!
Dr. Hax: HAX!!!!! (Throws Computer at Spy)
I take the EMP myself, causing me to take 500 Damage
TT2000, on 22 December 2012 - 01:44 AM, said:
gamertroy7, on 22 December 2012 - 01:52 AM, said:
Peterchao, on 22 December 2012 - 01:52 AM, said:
Health 5000
Shield 1000
Fire Breath: 500 Fire Damage
Spell Progress: 25%
Spell cannot be Interrupted.
TT2000, on 22 December 2012 - 01:56 AM, said:
We must never forget our imminent victory of 12/21/12.
gamertroy7, on 22 December 2012 - 02:03 AM, said:
TT2000, on 22 December 2012 - 02:31 AM, said:
chilltheshadow9001, on 22 December 2012 - 02:32 AM, said:
I put a giant silly tie on the tower
No effect, but the Tower looks cute
TT2000, on 22 December 2012 - 02:48 AM, said:
However, we've lost your Tank and the Healalot Mech.
This was a Pyrrhic Victory.
chilltheshadow9001, on 22 December 2012 - 03:16 AM, said:
"We won! Brother we won!"
I get the biggest fireworks in the world, climb up to the top of the tower, and launch them into the sky
just imagine it being launched off the top of the tower
Good work, men!
Tower:
Health: 18,754 / 25,000
Shields: 0 / 2,000
Status:
Boosts: None
Curses: Sap'd (-200 Health every post for 2 posts), Great Depression (Defenses randomly fail for 1 post)
[The Round has Ended - Round Time (30 Pages) expired]
Outcome: Defenders win
Defenders: Gentlemen, that was textbook! www.youtube.com/watch?v=5FuJxWtELYU
Destroyers: That hurt our reputation. www.youtube.com/watch?v=3pE2BoM1qOs
Final Defense:
chilltheshadow9001, on 22 December 2012 - 03:16 AM, said:
"We won! Brother we won!"
I get the biggest fireworks in the world, climb up to the top of the tower, and launch them into the sky
just imagine it being launched off the top of the tower
[Round 16 Beginning]
Defenders: Take it to 'em. www.youtube.com/watch?v=1xeae1sdG4Q
Destroyers: Trash the Tower and dance on the ashes! www.youtube.com/watch?v=hFgEWhHqdyg
My Defense: I summon the Vehicles that had Round End Protectors, and Chilltheshadow9001
I then get Psy to Gangnam Style for the Tower, increasing it's Damage resistance
Tower:
Health: 25,000 / 25,000
Shields: 2,000 / 2,000
Status:
Boosts: Gangnam Style (Attacks deal 80% Damage for 2 posts)
Curses: None
Chilltheshadow9001:
Health: 1,100 / 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 5 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:
Health: 1,800 / 3,000
Shields: 300 / 1,500
Boosts: None
Curses: None
Attack Plane Mark II:
Health: 5,000 / 5,000
Shields: 2,500 / 2,500
Ammunition: 4,500 / 4,500
Weapons:
Omega Flamethrower Blast Cannon V2 [Health: 2,500| Level: 3| Damage: 800| Ammo Cost: 750| Special Effects: Ignition (Ignites Target), Liquid Nitrogen (Freezes Target)]
Shadow Cannon [Health: 1,500| Level: 3| Damage: 900| Ammo Cost: 500| Special Effects: Curse the Darkness (Deals 1,400 Damage to Light-based Targets), Stun Gun (Stuns Light-based Targets)]
Light Cannon [Health: 1,500| Level: 3| Damage: 900| Ammo Cost: 500| Special Effects: Light a Candle (Deals 1,400 Damage to Dark-based Targets), Stun Gun (Stuns Dark-based Targets)]
Kamikaze Shadow Annihilator [Health: ∞| Level: 3| Damage: 2,000| Ammo Cost: 0| Special Effects: Kamikaze (Destroys Attack Plane), Corrupted (Corrupts Targets)]
Unholy Water Sprayer [Health: 1,000| Level: 3| Damage: 0| Ammo Cost: 500| Special Effects: Unholy Melt (Causes Holy Targets to melt), Unholy Medic (Heals Unholy/Undead Targets), Armor Piercing (Unholy Melt lasts longer on Armored Targets)]
Triple Homing Energy Blast [Health: 1,000| Level: 2| Damage: 500| Ammo Cost: 800| Special Effects: Trifocal (Hits up to three Targets)]
Power of the Grave [Health: 1,200| Level: 2| Damage: 1,000| Ammo Cost: 1,400| Special Effects: Unholy Medic (Heals Unholy Targets), Infected (10% chance to turn Target Undead), Cursed (Temporarily Curses Holy Targets)]
Basic Rifle [Health: ∞| Level: 3| Damage: 150| Ammo Cost: 0| Special Effects: Armor Piercing (Deals 300 Damage to Armored Targets)]
Missile Launcher [Health: 750| Level: 3| Damage: 450| Ammo Cost: 500| Special Effects: Kaboom (Deals explosive Damage), RC-XD (Never misses)]
Dual Beam [Health: 1,000| Level: 3| Damage: 400| Ammo Cost: 800| Special Effects: Two for One (Hits up to two Targets), Randomizer (Applies a random Curse to Target)]
Nova 6 Blaster [Health: 1,500| Level: 3| Damage: 1,000| Ammo Cost: 1,000| Special Effects: Project Nova (Poisons Target with Nova 6), Eyeburner (Disorients Target)]
EMP Cannon [Health: 1,500| Level: 3| Damage: 500| Ammo Cost: 1,000| Special Effects: EMP Stunner (Stuns Target), Two for One (Hits up to two Targets)]
Hellstorm Missile [Health: 2,000| Level: 1| Damage: 800| Ammo Cost: 1,200| Special Effects: Cluster Bomb (Can use Cluster Bomb which deals less Damage, but hits all hostile Targets)]
Armor Plating [Health: 3,000| Level: 2| Damage: 0| Ammo Cost: 0| Special Effects: Resistor (-30% Damage taken to Attack Plane, Damage reduced is dealt to Armor Plating)]
Healing Kit [Health: 2,000| Level: 1| Damage: 0| Ammo Cost: 800| Special Effects: Medic (+500 Health to Target)]
Failsafe [Health: 8,000| Level: 1| Damage: ∞| Ammo Cost: 0| Special Effects: Iron Grip (Cannot be hijacked), Suicidal (Hits self)]
Boosts: Last Stand (When Health is 0, +500 Health), Radar (Enemies cannot hide from Attack Plane) Sonar (While Underwater, enemies cannot hide from Attack Plane), Blast Shield (Explosive Attacks directed toward Attack Plane deal 45% Damage), Fireproof Plating (Fire-based Attacks directed toward Attack Plane deal 60% Damage), Dispenser (+200 Ammo every post), Regen Field (+500 Health every post), Shield Generator (+500 Shields every post), Speed of the Shadow (Attacks directed toward Attack Plane have a 20% chance to fail), Surge Protector (Electrical Attacks directed toward Attack Plane deal 45% Damage), Workshop (Cannot be Damaged)
Curses: Volatile Weapons (Destroyed Weapons deal 200 Damage to Attack Plane), Workshop (Cannot do anything)
#5064
Posted 22 December 2012 - 06:35 AM
#5065
Posted 22 December 2012 - 06:45 AM

Rep my posts, you -insert offensive word here-!
#5066
Posted 22 December 2012 - 09:42 AM
2/12
And Bioshock, Healalot and Tank was destroyed with kamikaze-healing because we got bored of it.
#5067
Posted 22 December 2012 - 10:17 AM

Rep my posts, you -insert offensive word here-!
#5068
Posted 22 December 2012 - 10:17 AM
Umm... Anyone wants this tank?
Prototype 9
For sale.
Health: -/-
Armor: -/-
Weapons:
-Empty
-Empty
-Empty
Special Abilities:
-Empty
- Empty
-Empty
Known Weakness:
-Fixed.
Upgrade the vehicle with anything you like.
Project 9 Progress: //////////////////// [60%: Prototype deployed. Started evaluation of the Prototype in Battlefied.]

Hatsune Miku - Love is War
#5069
Posted 22 December 2012 - 12:46 PM
OVERALL CONSTRUCTION:
))))))))))))))))))))
(0%)
Terratron status:
HP: 0/0(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 0/0(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)
I believe the large construction time makes up for the strength, but if you feel it is too strong(Bioshock) I will be willing to discuss nerfs with you.
#5070
Posted 22 December 2012 - 02:32 PM
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: //////////////////// 20% Construction restarted...
#5071
Posted 22 December 2012 - 03:55 PM
OVERALL CONSTRUCTION:
))))))))))))))))))))
(1%)
Currently working on: HP
Terratron status:
HP: 500/500(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 0/0(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)
#5072
Posted 22 December 2012 - 05:44 PM
chilltheshadow9001, on 22 December 2012 - 06:35 AM, said:
KaBling, on 22 December 2012 - 06:45 AM, said:
GLaCB, on 22 December 2012 - 09:42 AM, said:
2/12
And Bioshock, Healalot and Tank was destroyed with kamikaze-healing because we got bored of it.
KaBling, on 22 December 2012 - 10:17 AM, said:
rhozy, on 22 December 2012 - 10:17 AM, said:
Umm... Anyone wants this tank?
Prototype 9
For sale.
Health: -/-
Armor: -/-
Weapons:
-Empty
-Empty
-Empty
Special Abilities:
-Empty
- Empty
-Empty
Known Weakness:
-Fixed.
Upgrade the vehicle with anything you like.
Project 9 Progress: //////////////////// [60%: Prototype deployed. Started evaluation of the Prototype in Battlefied.]
TT2000, on 22 December 2012 - 12:46 PM, said:
OVERALL CONSTRUCTION:
))))))))))))))))))))
(0%)
Terratron status:
HP: 0/0(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 0/0(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)
I believe the large construction time makes up for the strength, but if you feel it is too strong(Bioshock) I will be willing to discuss nerfs with you.
"Isn't this incredible? It's gonna be some kinda record!" - Ace Ventura
Also, don't worry about it being OP. The ridiculous time needed to completely build it makes up for it.
FearTheKumquat, on 22 December 2012 - 02:32 PM, said:
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: //////////////////// 20% Construction restarted...
TT2000, on 22 December 2012 - 03:55 PM, said:
OVERALL CONSTRUCTION:
))))))))))))))))))))
(1%)
Currently working on: HP
Terratron status:
HP: 500/500(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 0/0(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)
My Defense: I become bored of the Attack Plane, so I deconstruct it into 2,500 Health for the Tower
Tower: -400
Health: 27,500 / 25,000
Shields: 1,600 / 2,000
Status:
Boosts: Gangnam Style (Attacks deal 80% Damage for 1 post)
Curses: None
Chilltheshadow9001:
Health: 1,100 / 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 4 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:
Health: 1,800 / 3,000
Shields: 300 / 1,500
Boosts: None
Curses: None
I'm considering adding a Medal system, whereby accomplishing certain tasks will earn a Medal corresponding to the Medal.
I will add a poll so that you guys can vote for whether or not you'd like to have your accomplishments immortalized.
#5073
Posted 22 December 2012 - 05:54 PM
OVERALL CONSTRUCTION:
))))))))))))))))))))
(2%)
Currently working on: HP
Terratron status:
HP: 1000/1000(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 0/0(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)
#5074
Posted 22 December 2012 - 10:24 PM
(O )
#5075
Posted 22 December 2012 - 11:24 PM
I get a Bunker Buster that has been modified for the tower and it destroys a part of the tower.
Adrenaline Rush, on 22 December 2012 - 10:24 PM, said:
(O )
Anyway, there's a lack of attackers. It's like 4 defenders to 2 attackers (1 if the other guy doesn't post soon.)

Rep my posts, you -insert offensive word here-!
#5076
Posted 23 December 2012 - 12:27 AM
(OO)
*BZZZT*
BOOM, its healed.
now i proceed to jump to tt2000's new thingy and help him with the shields, even though i probably will hit my face in the stasis field, i can unstablelize my particles and get across the stasis field.
#5077
Posted 23 December 2012 - 12:59 AM

Rep my posts, you -insert offensive word here-!
#5078
Posted 23 December 2012 - 01:39 AM
OVERALL CONSTRUCTION:
))))))))))))))))))))
(4%)
Currently working on: HP
Terratron status:
HP: 1500/1500(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)
#5079
Posted 23 December 2012 - 01:47 AM
TT2000, on 22 December 2012 - 05:54 PM, said:
OVERALL CONSTRUCTION:
))))))))))))))))))))
(2%)
Currently working on: HP
Terratron status:
HP: 1000/1000(HP increases by 500 per construction turn spent on it, max 10000)
Shields: 0/0(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)
Adrenaline Rush, on 22 December 2012 - 10:24 PM, said:
(O )
KaBling, on 22 December 2012 - 11:24 PM, said:
I get a Bunker Buster that has been modified for the tower and it destroys a part of the tower.
Seems rather OP.
Anyway, there's a lack of attackers. It's like 4 defenders to 2 attackers (1 if the other guy doesn't post soon.)
400 Damage
400 Health is not OP.
Adrenaline Rush, on 23 December 2012 - 12:27 AM, said:
(OO)
*BZZZT*
BOOM, its healed.
now i proceed to jump to tt2000's new thingy and help him with the shields, even though i probably will hit my face in the stasis field, i can unstablelize my particles and get across the stasis field.
KaBling, on 23 December 2012 - 12:59 AM, said:
My Defense: I pull the head off of a Gorgon God of War style and use the Medusa's gaze to turn a Destroyer into stone, causing the next Attack to fail
Tower: -15, -385
Health: 27,385 / 25,000
Shields: 1,115 / 2,000
Status:
Boosts: None
Curses: None
Chilltheshadow9001:
Health: 1,100 / 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 3 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:
Health: 1,800 / 3,000
Shields: 300 / 1,500
Boosts: None
Curses: None
#5080
Posted 23 December 2012 - 02:18 AM
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)









