i create a giant force field around the tower while i do that, merasmus makes magic copies of me with smgs, a single hit they die however they respawn each 2 posts!
Merasmus hp: 1000/1000 if attacked, merasmus will release an attack which will stop the attacker from attacking him for 1 post
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 fire the healing ray at the tower. Also, this stun gun could potentially come in handy...
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500 Shields: 3,873 / 4,500 Cargo Bay Health: 1,000 / 1,000 Army: Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)] Attacks: Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None] Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)] Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)] Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)] Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)] Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)] Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)] Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)] Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)] Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)] Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)] Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post) Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
I poke the tower and discover it is partially made of jello.
Rollback Post to RevisionRollBack
Servers that I play on: Hypixel's server, Drugcraft, Drug Cartel, Mafiacraft, FCB Challenge Server, Lilcraft, lihp.us, Uberminecraft, Diamond Paradise, The Emeralds, AriseFactions, The Hive, Shotbow, and Mineplex. Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
A nearby nuke destroys the ozone layer. Radiation now pummels the tower.
Rollback Post to RevisionRollBack
Quote from Rufus »
Some people really need to stay away from the government propaganda department. Let the brain-washing machines have a day off, they must need maintenance by now.
YOUR chuck norris hurt my tank! I find you responsible! Raging, I fire the laser gun at gamertroy, the the healing ray at the tower. Then, I calm down.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500 Shields: 3,873 / 4,500 Cargo Bay Health: 1,000 / 1,000 Army: Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)] Attacks: Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None] Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)] Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)] Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)] Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)] Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)] Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)] Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)] Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)] Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)] Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)] Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post) Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
(Note: Because of the heal reactor, I should have enough ammo to fire the healing ray 3 times.) I fire the healing ray at the tower.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500 Shields: 3,873 / 4,500 Cargo Bay Health: 1,000 / 1,000 Army: Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)] Attacks: Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None] Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)] Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)] Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)] Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)] Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)] Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)] Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)] Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)] Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)] Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)] Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post) Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
I use a potion of regeneration on the tower, causing it to restore 100 health every post by Bioshock for 5 posts.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500 Shields: 3,873 / 4,500 Cargo Bay Health: 1,000 / 1,000 Army: Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)] Attacks: Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None] Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)] Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)] Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)] Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)] Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)] Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)] Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)] Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)] Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)] Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)] Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post) Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
zincAzN, that isn't going to work. I have chuck norris in my cargo bay. I fire the laser gun at Bruce lee.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500 Shields: 3,873 / 4,500 Cargo Bay Health: 1,000 / 1,000 Army: Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)] Attacks: Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None] Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)] Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)] Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)] Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)] Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)] Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)] Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)] Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)] Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)] Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)] Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post) Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
I rally the defenders and give a rousing speech about how we are going to win because the attackers haven't even put the tower below max health yet, raising morale.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500 Shields: 3,873 / 4,500 Cargo Bay Health: 1,000 / 1,000 Army: Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Marine [Health: 50| +25 Damage to all weapons| Special Effects: None] Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)] Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)] Attacks: Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None] Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)] Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)] Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)] Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)] Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)] Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)] Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)] Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)] Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)] Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)] Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post) Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Merasmus hp: 1000/1000 if attacked, merasmus will release an attack which will stop the attacker from attacking him for 1 post
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/
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500
Shields: 3,873 / 4,500
Cargo Bay Health: 1,000 / 1,000
Army:
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)]
Attacks:
Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None]
Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)]
Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)]
Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)]
Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)]
Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)]
Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)]
Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)]
Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)]
Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)]
Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)]
Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post)
Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Check out my bad CTM map reviews here.
Health 15/15
Shields 1/1
Ammo: 144/144
Weapons:
Mayo gun: Damage(5), Effects(slipperyness)
Effects:
heal friendly vehicle
heal tower
set an enemy on fire
deal damage to the tower
Add more shields
Reduce shields
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/
Looking for user by the name of "luizinho". If someone finds him, PLEASE TELL ME.
I place lava under the pig, and it falls in.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500
Shields: 3,873 / 4,500
Cargo Bay Health: 1,000 / 1,000
Army:
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)]
Attacks:
Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None]
Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)]
Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)]
Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)]
Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)]
Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)]
Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)]
Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)]
Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)]
Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)]
Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)]
Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post)
Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Check out my bad CTM map reviews here.
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500
Shields: 3,873 / 4,500
Cargo Bay Health: 1,000 / 1,000
Army:
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)]
Attacks:
Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None]
Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)]
Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)]
Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)]
Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)]
Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)]
Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)]
Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)]
Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)]
Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)]
Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)]
Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post)
Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Check out my bad CTM map reviews here.
*takes off hat, mourns death of pig, rubs mayonnaise on grave*
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500
Shields: 3,873 / 4,500
Cargo Bay Health: 1,000 / 1,000
Army:
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)]
Attacks:
Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None]
Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)]
Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)]
Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)]
Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)]
Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)]
Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)]
Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)]
Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)]
Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)]
Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)]
Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post)
Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Check out my bad CTM map reviews here.
just because you're correct doesnt mean you're right
i eat sandvich and falcon punch pinkie pie before she can acidentally the whole tower
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/
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500
Shields: 3,873 / 4,500
Cargo Bay Health: 1,000 / 1,000
Army:
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)]
Attacks:
Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None]
Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)]
Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)]
Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)]
Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)]
Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)]
Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)]
Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)]
Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)]
Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)]
Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)]
Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post)
Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Check out my bad CTM map reviews here.
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/
Obsidian tank VActuallyuseful.1:
Health: 7,500 / 7,500
Shields: 3,873 / 4,500
Cargo Bay Health: 1,000 / 1,000
Army:
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Marine [Health: 50| +25 Damage to all weapons| Special Effects: None]
Chuck Norris [Health: 150| +200 Damage to all weapons| Special Effects: None]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Vampire Ninja Marine [Health: 75| +40 Damage to all weapons| Special Effects: Ninja (Attacks directed toward VNM randomly fail), Vampire (Killed Biological Targets have a 20% chance to join TT2000)]
Medic [Health: 30| +0 Damage to all weapons| Special Effects: Healer (+20 Health to random army member every post by TT2000)]
Attacks:
Basic Shot [Health: ∞| Damage: 200| Ammo: ∞| Special Effects: None]
Homing Missile Launcher [Health: 550| Damage: 300| Ammo: 9/9| Special Effects: Precision (Never misses)]
Laser Gun [Health: 750| Damage: 350| Ammo: 10/10| Special Effects: Futuristic (Deals 700 Damage to Primitive Targets)]
Rock Launcher [Health: 1,000| Damage: 425| Ammo: 5/5| Special Effects: Primitive (Deals 850 Damage to Technological Targets)]
Split Laser [Health: 1,000| Damage: 200| Ammo: 7/7| Special Effects: Split Decision (Can hit 4 Targets at one time)]
Shield Penetration Beam [Health: 600| Damage: 350| Ammo: 5/5| Special Effects: Shield Piercing (Deals full Damage to Target's Shields and Health values)]
Machine Laser [Health: 850| Damage: 25| Ammo: 40/100| Special Effects: Spray and Pray (Fires 20 times when fired)]
Diamond Destroyer [Health: 1,500| Damage: 2,000| Ammo: 1/1| Special Effects: Last Resort (Deals 4,000 Damage if Tank Health is 1 tenth of maximum, at the cost of 500 Health), Do Not Want (Cannot obtain more Ammunition)]
Cloaking Device [Health: 1,200| Damage: 0| Ammo: ∞| Special Effects: Cloak & Dagger (Attacks directed toward Tank have a 40% chance to fail), No OFF Switch (Always active)]
Healing Ray [Health: 1,000| Damage: 0| Ammo: 1/7| Special Effects: Medic (Heals 750 Health to Target), Heal Reactor (+2 Ammo obtained when Ammo is obtained)]
Stun Gun [Health: 1,000| Damage: 100| Ammo: 3/3| Special Effects: Stunner (Stuns Target), Electric (Deals 500 Damage to electronic Targets)]
Boosts: Regen Field (+500 Health every post), Last Stand (When Health is 0, Tank remains for 1 post with an 80% chance of being able to be salvaged, with chance reducing as Tank takes Damage, down to 0% when Health is -1,000), Radar (Enemies cannot hide from Tank), Sonar (While Underwater, enemies cannot hide from Tank), Failsafe (Weapons are disabled when TT2000 is not in control of the Tank), Fire Resistance (Fire/Lava-based Attacks directed toward Tank fail), Blast Shield (-25% Damage taken from Explosive-based Attacks), Dispenser (+1 Ammo to all Weapons every post), Shield Generator (+100 Shields every post)
Curses: Diamond Vulnerability (Mining-based Attacks directed toward Tank deal 200% Damage)
Check out my bad CTM map reviews here.