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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    5/8 Bank.


    The barracks in the camp is supposed to passively generate soldiers.

    Posted in: Forum Games
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    posted a message on KILL THIS GUY

    I destroy the whole timeline causing us and "this guy" to disappear

    Posted in: Forum Games
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    posted a message on Rise of the Coalition | That's all she wrote.

    I tear the RCU down piece by piece

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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    4/8 Bank


    Fourth wave of mercenaries arrive!

    These cost around 2k-2,5k and are those of higher quality. Some have invincibility against a certain type of damage, some have super ultimate abilities, and some are straight up nuts.


    Mirror Knight


    A dude who decided to time travel from about 2295's, trying to explore the ancient world, eat ancient food and date ancient girls. Except that he ended up in a war between us and Talon. Mirrors completely reflect any laser or electromagnetic based attacks, and he wields a lightsaber and a scary yet extremely accurate Pulsator.

    Has 140 HP and 22 damage.

    Passive - Mirror Armor. Has 6969696969696969resistance, which cannot be reduced below 75% it's value through any means. Electrical attacks have 25% chance to be reflected into the attacker.

    Teleslash - deals 2x attack damage to a single enemy. CD: 3 turns.

    Electro Bolt - deals 3x attack damage to a single enemy and dispels a positive buff. CD: 5 turns.

    Pulsator Blast - deals 2x highly accurate attack damage asdamage and immobilizes enemy for 1 turn. CD: 5 turns.

    Ultimate - Blade Discharge 20% charge/turn. Discharges 2x attack damage to 5 enemies. Then weakens himself by 50% for 1 turn.

    Elemental Juggernaught


    Imagine a Specialist that applies status effects on autos. Then imagine a beefy Juggernaught with a high impact shotgun. Now, due to sheer capability of experimentation with equipment, this guy has the benefit of both. Deals 18 damage.

    Passive: Status Application - attacks apply random negative status effects, and Elemental Juggernaught becomes immune only to them afterwards.

    Wrath: A "basic attack" that is shot to 5 different enemies(for 0,8x ATK each) and applies basic attack effects and can crit. CD: 4 turns.

    Taunt: Gain 30% damage reduction and force enemy to target the unit. CD: 3 turns

    Berserk: increase critical chance by 30%, damage by 40% and attacks have 30% armor penetration for 2 turns. 5 turn CD.

    Ultimate - Elemental(20% charge/turn). Gains 140 damage shield, doubles the potency of effects(burning double damage freezing double duration weakening double potency etc...) and regenerates 0,5x ATK/turn.

    Flamethrower Trooper



    His job is to ignite as many as possible. And deal A LOT of damage. Unlike his cold brother, he doesn't pack many effects, but "death is the best CC". No matter how much armor you have, or how much evasion you have, or whatever, you will just turn into ash that feeds the local plants.

    Passive - Flamethrower: basic attacks ignite enemies for 360% ATK over 3 turns.

    Passive - Hazardous Fire: getting attacked deals damage to an attacker(100% ATK) and has a chance to set them on fire.

    Oil Grenade: reduces Fire resistance by 30, slows enemy down and causes any fire damage to ignite enemy. 3 turn CD.

    Flare Bomb: deals 250% ATK to 2 different enemies, or 300% if burning. 4 turn CD.

    Fire Blast: deals 200% ATK to 4 different enemies. Has 30% chance to cause shell shock, stunning the enemies. 5 turn CD.

    Ultimate - Deflagaration(15% charge/turn). Unleashes a giant fire, dealing 300% ATK to 2 enemies for 3 turns and igniting enemies. Abilities used on burning enemies set nearby enemies on fire.


    Freezethrower Trooper


    Unlike his hot brother, doesn't have that monstrous damage, but instead his freezethrower will freeze enemies within seconds. And after shattering the enemies, there's usually no way back to life. In 1v1 scenarios this guy is pretty good at locking enemy down, and in huge battles he'd go for highest ATK enemies.

    Passive - Freezethrower: basic attacks freeze enemies for 1 turn.

    Passive - Stun Resist: 90% chance to resist a stun, freeze, immobilize or other disabling effect.

    Shatter Bolt: deals 270% ATK damage, pierces armor. 3 turn CD.

    Nitrogen Bomb: deals 180% ATK to 2 different enemies and freezes them for 2 turns. 4 turn CD.

    Ice Spike: deals 30% ATK to all enemies, with very high chance to crit. Ignores 50% armor. 5 turn CD.

    Ultimate - Avalanche(15% charge/turn): deals 200% ATK to 3 enemies, with bonus crit chance and armor penetration if frozen.


    Outpost Sniper



    Real outpost defender grade training here, although pretty basic. When not even touched, the Outpost defender's Sniper can quickly become VERY dangerous to the Talon forces. 25 damage.

    Passive - Vantage Point: Not being attacked doubles ATK(and all ATK scaling abilities subsequently)

    Passive - Conduit: increases received healing by 200%, crit by 20% and accuracy by 200%.

    Passive - Adrenaline: an attack that would be lethal will leave the unit at 1 hp. Any damage over time effects, or subsequent attacks can kill, though. [1 use]

    Immobilize: an attack that reduces evasion to 0 and restricts melee attacks. Deals 180% ATK. CD: 4 turns.

    Piercing Shot: an attack that hits an additional enemy. CD: 3 turns.

    Searing Shot: an attack that sets enemy on fire and removes 1 use of an ability/drains secondary resource by 30%(energy, focus, mana, etc...)

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    I deploy a shield generator!


    On the note of a spare 660 EXP available to me, I train:

    Ability upgrade - Micro Turret (level 2)

    Level 3 Conditioning and Enhanced Battery.


    Also, what else is possible to level up besides the Training Center?


    Note: I love these mercenary descriptions.

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    3/8 Bank


    Exploding sawblade deals 2 instances of damage, one to health and one to armor(only if it is present)

    Posted in: Forum Games
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    posted a message on Rise of the Coalition | That's all she wrote.

    I Null Cannon the cyber soldier, and that knocks his gun out of his hand, temporarily disarming him!

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    Third wave of mercenaries arrive!

    All cost, just like the second wave, 1,2k $.





    Grenadier Mercenary:

    The Grenadiers fill the role of dealing explosive damage to multiple enemies with their autos and abilities, and also piercing armor and covers. Trained similiarly to but differently from Talon grenadiers, they possess several unique abilities that will make them essential for certain tasks.

    Passive: Explosive Payload - attacks and abilities deal 50% splash damage to 2-3 enemies.

    Exploding Sawblade - a special exploding sawblade is fired that ignores 50% explosive resistance and deals damage equal to 250% attack damage, and will deal damage after armor(armor still gets damaged by the ability as additional damage if present). CD: 2 turns.

    Burrowing Shredder - a special projectile that destroys cover and deals double damage to covered target if cover is successfully destroyed. Deals 300% attack damage. CD: 4 turns.

    Cluster Bomb - Deals 200% attack damage to 3 enemies, and next turn deals 40% damage to all enemies. CD: 5 turns.


    Chemtech Mercenary:

    Chemtech's primary purpose is to smoke all these dodgy assassins out. After they were hit, the poison weakens them and kills them within several turns. In fact, they are the driving force behind all these Hollywood zombie films. Note: poisons from different abilities can stack

    Passive: Toxic Shot - Basic attacks and abilities have greatly increased accuracy, and 25% chance to poison the enemy for total of 120% attack damage(+300% evasion) over 3 turns.

    Anesthetic - poisons the target for 50% attack damage(+200% target's evasion)/turn for 4 turns, and weakens target's damage and healing by 50%. CD: 4 turns.

    Global Biohazard Virus - deploys a zombie virus. Damages for 20% of attack damage(+250% evasion) for 3 turns, each turn spreading to a new target until all infected targets are killed. Each dead enemy turns into a zombie if killed. CD: 7 turns.

    Adjusted Chemical - deploys a cloud over 2 allies/enemies. For allies, it regenerates 100% attack damage(+100% Evasion) health. For enemies, damages for the same amount. Cloud lasts for 2 turns. CD: 3 turns.


    Zombie: Not really a mercenary, but on our side. Resurrected by Chemtech's virus. Also, 100% dead and eating Talon's brains. Especially their assassins'. HP: 500% Chemtech's attack damage. Damage: 20% Chemtech's attack damage. Passive: Vampiric Charge - attacks have 40% lifesteal. Passive: Biohazard Carrier - attacks have 25% chance to infect the enemy with zombie virus and cause them to ressurect upon death as more Zombies. Passive: Cannibalistic Desire - automatically reveals all hidden enemies who have HP lower than 200% their HP Active: Berserk - Increases accuracy by 10x and deals 50% extra damage if enemy evasion is higher than attacker's for a turn. CD: 4 turns.

    Mercenary Arcanist:

    Out of ALL the mercenaries that are elemental, this is probably the toughest mercenary due to incredibly potent protective abilities. While it deals weak damage and doesn't have much health, it has high resistances and adaptive armor, and will quickly become a nightmare to a single type of damage enemies. It's unconventional damage and control abilities are what makes him great in conjunction with higher damage mercenaries. However, he has to pay with his long cooldowns for such power.

    Passive: Adaptive Cycle - doubles resistance to the last attack that hit the Arcanist.

    Decay - Deals 100%(+10% target's HP) attack damage over 3 turns, cutting incoming healing down by 70%. CD: 4 turns.

    Freedom - shields self or ally for 400% attack damage over 3 turns, regenerating 100% attack damage as health. Also, dispels a negative status effect. CD: 5 turns.

    Terrify - stuns an enemy for 2 turns, deals 100% attack damage and increses susceptibility to damage over time abilities by 200%. CD: 4 turns.





    On the note of my own actions, 2/8 Bank.

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    Followup/Outpost Defender/What


    "Shouldn't have taken that much drugs"

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    I finish Elite Cryotech Mercenary upgrade.

    Posted in: Forum Games
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    posted a message on Rise of the Coalition | That's all she wrote.

    I Null Cannon the prismatic being

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    I lacerate someone with a Thunder Clap round to the neck

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    Oh well. Time to ignite them ALL. I buy a Pyrotech mercenary, so he would mass ignite the enemy.


    Then I upgrade my Elite Cryotech mercenary - 2/3


    P.S Executioner with his Deny Healing ability + the fact that he is an executioner, is going to be very useful. I buy him too for lulz.

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    1/8 Bank. Generates money every turn, 600 HP

    Posted in: Forum Games
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    posted a message on Outpost Defenders: Retribution | Assassinating the assassin

    1/3 Elite Cryotech


    I upgrade existing Cryotech to have higher stats and more damage

    Posted in: Forum Games
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