Dude, you can't be that OP. If you want to play that, I spawn infinite sheep barnacle missiles that one shot everything and are indestructible and launch them at the tower. GG
The round is nearly over! Defenders, we absolutely OWNED the attackers!
Turns until I reveal next heal bus stat: 7/9
Flying heal bus(some imformation classified): HP: 7500/7500 Shields: 5000/5000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction) Cargo bay contents(0/16):
I heal the tower a bit, not really putting too much effort into it because it doesn't really matter.
Turns until I reveal next heal bus stat: 8/9
Flying heal bus(some imformation classified): HP: 7500/7500 Shields: 5000/5000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction) Cargo bay contents(0/16):
I re-launch the: Troll Drone III (All troll drones are unique)
Both troll drones use troll on the tower!
Name: Troll drone
HP: 1,500
Shields: 500
Attacks:
Troll: 10 Damage | Makes the defender mad for 5 turns (-2% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: Overtroll (Destroyed after 10 bioshock posts)
Name: Troll drone II
HP: 1,250
Shields: 750
Attacks:
Troll: 5 Damage | Makes the defender mad for 5 turns (-3% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: None
Name: Troll drone III
HP: 2,000
Shields: 100
Attacks:
Troll: 15 Damage | Makes the defender mad for 5 turns (-1% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: Use me! (Destroyed if not used in 9001 posts)
Name: Sentry
HP: 3,000
Shields: 700
Attacks:
Guns: [Damage: 300| Special Effects: None]
Boosts: Defend (Can defend allies from attack)
Curses: Sentry (Can only attack if itself or something that it is defending is attacked.) Sentry #2 (Can only attack something that attacked itself or something that it is defending)
Thanks to the tower's increased morale boost, for now, I've got nothing. So...I just continue waiting for the laser to charge.
Laser Cannon Progress: 40/50.
Goblin Factory 4/5
Attacks: Mass-produces fire proof goblins.
I also summon: The Ender Goblin
75/75
Attacks: Teleport, Brutal Smacking
Buffs: Teleports around. Hard to kill.
Debuffs: Cannot directly attack the tower.
Why do you give your Vehicles pretty much no Health?
I launch the: Troll Drone IV (All troll drones are unique)
Both troll drones use troll on the tower!
Name: Troll drone
HP: 1,500
Shields: 500
Attacks:
Troll: 10 Damage | Makes the defender mad for 5 turns (-2% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: Overtroll (Destroyed after 10 bioshock posts)
Name: Troll drone II
HP: 1,250
Shields: 750
Attacks:
Troll: 5 Damage | Makes the defender mad for 5 turns (-3% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: None
Name: Troll drone III
HP: 2,000
Shields: 100
Attacks:
Troll: 15 Damage | Makes the defender mad for 5 turns (-1% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: Use me! (Destroyed if not used in 9001 posts)
Name: Troll drone IV
HP: 2,250
Shields: 0
Attacks:
Troll: 20 Damage | Makes the defender mad for 5 turns (-0.5% to all defenses) (Stacks)
Boosts: Troll (-2% to all defenses while the troll drone is still alive, Self-Destruct (Deals 250 Damage to the tower upon death
Curses: Use me! (Destroyed if not used in 9001 posts)
Dude, you can't be that OP. If you want to play that, I spawn infinite sheep barnacle missiles that one shot everything and are indestructible and launch them at the tower. GG
I charge up all of my MP and cast Bacon Meteor at the tower, launching massive amounts of bacon at the tower with deadly precision.
The Defenders eat all the bacon.
My Defense: I fire the ACR at the Troll Drone and finish it off with the Death Machine, earning me the Indestructible Medal.
I then open a portal to Tau Volantis in front of the next Attack, causing it to fail. (I got Dead Space 3 today)
Tower: Health: 22,509 / 25,000 Shields: 0 / 2,000 Status: = Sturdy Boosts: Morale Drop (+40% to all resistances for 2 posts), Morale Boost (Defenses function at 150% effectiveness for 2 posts) Curses: None
Decimation Machine: Health: 6,000 / 6,000 Shields: 3,000 / 3,000 Ammo: 7,500 / 10,000 Weapons: Internal MOAB [Ammo Cost: 0| Damage: 3,500| Special Effects: Radioactive (Gives Target radiation poisoning), Shutdown (Disables Target's Shields), Game Over (Destroys Decimation Machine)] ACR 6.8 [Ammo Cost: 0| Damage: 200| Special Effects: None] Ballistic Knife [Ammo Cost: 200| Damage: 600| Special Effects: Puncturing (Causes Target to bleed)] Tesla Coil [Ammo Cost: 500| Damage: 800| Special Effects: None] Plasma Blaster [Ammo Cost: 800| Damage: 500| Special Effects: Amputate (Incapacitates Target)] Healing Kit [Ammo Cost: 500| Damage: 0| Special Effects: MEDIC! (+500 Health to Target)] Death Machine [Ammo Cost: 1,000| Damage: 1,000| Special Effects: None] Boosts: Fireproof Plating (+55% fire resistance), Anti-Freeze (+55% ice resistance), Surge Protector (+55% electricity resistance), Hull Replacement Machine (+200 Health every post), Shield Generator (+200 Shields every post), Dispenser (+500 ammo every post), Round End Protector (Can survive end of one Round) Curses: Use me! (Automatically destroyed after 14 posts if not used)
UNSC Scorpion: Health: 3,625 / 5,000 Shields: 1,425 / 5,000 Weapons: M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)] M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)] Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Proof (Cannot be frozen for 1 post) Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 14 posts if not used), Distracted (Cannot do anything for 2 posts), Poisoned (-200 Health every post for 1 post)
Erzengel: Health: 2,300 / 2,500 Shields: 700 / 1,000 Attacks: Holy Strike [Damage: 200| Ammo: ∞| Special Effects: Angelic (+200% Damage dealt to unholy Targets)] Holy Water [Damage: 0| Ammo: 3/3| Special Effects: Recovery (+200 Health to holy Targets), Apostle's Touch (Deals 300 arcane Damage to unholy Targets)] Angelic Heal [Damage: 0| Ammo: 5/5| Special Effects: Medic (+200 Health to Target)] Boosts: None Curses: Use me! (Automatically destroyed after 13 posts if not used)
Troll Drone II: -200, -200 Health: 850 / 1,250 Shields: 450 / 750 Attacks: Troll [Damage: 5| Special Effects: Enraging (Decreases effectiveness of all Defenses)] Boosts: Self-Destruct (Deals 250 explosive Damage to the Tower upon death) Curses: Ignited (-100 Health every post for 3 posts)
Sentry:
Health: 3,000 / 3,000
Shields: 700 / 700
Attacks:
Guns [Damage: 300| Special Effects: None]
Boosts: Defend (Can defend allies from Attacks)
Curses: Sentry (Can only Attack if self or Vehicle being defended is damaged)
I get out cleaning materials and begin polishing the Scorpion's paint job and recharging its shields.
UNSC Scorpion: Health: 3,625 / 5,000 Shields: 1,425 / 5,000 Weapons: M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)] M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)] Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Proof (Cannot be frozen for 1 post) Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 15 posts if not used), Distracted (Cannot do anything for 2 posts), Poisoned (-200 Health every post for 1 post)
My heal bus is finished at last! I will reveal all of the "curses" that had to come with the bus once I release it from the stasis field. I'm guessing the beginning of this new round means Bioshock is going to join the destroyers...
Flying heal bus(some imformation classified): HP: 12500/12500 Shields: 5000/5000 Energy: 5000/5000 Heals: Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target. Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant) Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction) Cargo bay contents(0/16):
The Ender Goblin
70/75
Attacks: Teleport, Brutal Smacking
Buffs: Teleports around. Hard to kill.
Debuffs: Cannot directly attack the tower.
Turns until I reveal next heal bus stat:
7/9
Flying heal bus(some imformation classified):
HP: 7500/7500
Shields: 5000/5000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
Including:
Mystery Machine: 1/8
Mystery Machine 2: 0/3
Mystery Machine 3: 0/9
Turns until I reveal next heal bus stat:
8/9
Flying heal bus(some imformation classified):
HP: 7500/7500
Shields: 5000/5000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
I charge up all of my MP and cast Bacon Meteor at the tower, launching massive amounts of bacon at the tower with deadly precision.
It melts again
Sentry added
Why do you give your Vehicles pretty much no Health?
A large meteor falls on it
400 explosive Damage to Troll Drones
50 Health? Seriously? Literally anything other than poking would kill that instantly! It isn't even worth adding.
Goblin Horde and Ender Goblin killed
+200
Double Kill!
You implode for false OP claims.
It already took a permanent swim.
It's dead.
Just one more Page...
+200 Health
The Defenders eat all the bacon.
My Defense: I fire the ACR at the Troll Drone and finish it off with the Death Machine, earning me the Indestructible Medal.
I then open a portal to Tau Volantis in front of the next Attack, causing it to fail. (I got Dead Space 3 today)
Tower:
Health: 22,509 / 25,000
Shields: 0 / 2,000
Status: = Sturdy
Boosts: Morale Drop (+40% to all resistances for 2 posts), Morale Boost (Defenses function at 150% effectiveness for 2 posts)
Curses: None
Decimation Machine:
Health: 6,000 / 6,000
Shields: 3,000 / 3,000
Ammo: 7,500 / 10,000
Weapons:
Internal MOAB [Ammo Cost: 0| Damage: 3,500| Special Effects: Radioactive (Gives Target radiation poisoning), Shutdown (Disables Target's Shields), Game Over (Destroys Decimation Machine)]
ACR 6.8 [Ammo Cost: 0| Damage: 200| Special Effects: None]
Ballistic Knife [Ammo Cost: 200| Damage: 600| Special Effects: Puncturing (Causes Target to bleed)]
Tesla Coil [Ammo Cost: 500| Damage: 800| Special Effects: None]
Plasma Blaster [Ammo Cost: 800| Damage: 500| Special Effects: Amputate (Incapacitates Target)]
Healing Kit [Ammo Cost: 500| Damage: 0| Special Effects: MEDIC! (+500 Health to Target)]
Death Machine [Ammo Cost: 1,000| Damage: 1,000| Special Effects: None]
Boosts: Fireproof Plating (+55% fire resistance), Anti-Freeze (+55% ice resistance), Surge Protector (+55% electricity resistance), Hull Replacement Machine (+200 Health every post), Shield Generator (+200 Shields every post), Dispenser (+500 ammo every post), Round End Protector (Can survive end of one Round)
Curses: Use me! (Automatically destroyed after 14 posts if not used)
UNSC Scorpion:
Health: 3,625 / 5,000
Shields: 1,425 / 5,000
Weapons:
M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)]
M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)]
Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Proof (Cannot be frozen for 1 post)
Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 14 posts if not used), Distracted (Cannot do anything for 2 posts), Poisoned (-200 Health every post for 1 post)
Erzengel:
Health: 2,300 / 2,500
Shields: 700 / 1,000
Attacks:
Holy Strike [Damage: 200| Ammo: ∞| Special Effects: Angelic (+200% Damage dealt to unholy Targets)]
Holy Water [Damage: 0| Ammo: 3/3| Special Effects: Recovery (+200 Health to holy Targets), Apostle's Touch (Deals 300 arcane Damage to unholy Targets)]
Angelic Heal [Damage: 0| Ammo: 5/5| Special Effects: Medic (+200 Health to Target)]
Boosts: None
Curses: Use me! (Automatically destroyed after 13 posts if not used)
Kitty Hypercannon: -
Health: 2,050 / 5,000
Attacks:
Kitten Launch [Damage: 0| Special Effects: It's so Cute! (Distracts Target), Vicious (Poisons Target)]
Boosts: None
Curses: None
Troll Drone II: -200, -200
Health: 850 / 1,250
Shields: 450 / 750
Attacks:
Troll [Damage: 5| Special Effects: Enraging (Decreases effectiveness of all Defenses)]
Boosts: Self-Destruct (Deals 250 explosive Damage to the Tower upon death)
Curses: Ignited (-100 Health every post for 3 posts)
Sentry:
Health: 3,000 / 3,000
Shields: 700 / 700
Attacks:
Guns [Damage: 300| Special Effects: None]
Boosts: Defend (Can defend allies from Attacks)
Curses: Sentry (Can only Attack if self or Vehicle being defended is damaged)
"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!
I drink some MP potions to recharge my MP and fire explosive bolts of pure
OmgwhyarethedefendersallowedtobesoOPwhiletheattackersaren'tallowedtodoanything - ium.
(Yes, it was blocked, but my point is still across.)
Complipedia
I get out cleaning materials and begin polishing the Scorpion's paint job and recharging its shields.
UNSC Scorpion:
Health: 3,625 / 5,000
Shields: 1,425 / 5,000
Weapons:
M512 Cannon [Damage: 500| Special Effects: Flame (Has a 10% chance to ignite Target)]
M247T Machine Gun [Damage: 250| Special Effects: Pierce [Has a 10% chance to bypass Shields and directly affect Health)]
Boosts: Thick Armor (When Damaged, has a 10% chance to redirect all Damage to Shields), Freeze Proof (Cannot be frozen for 1 post)
Curses: A Slow Drip (When Health is below 1,500, -250 Health and Shields every post), Use me! (Automatically destroyed after 15 posts if not used), Distracted (Cannot do anything for 2 posts), Poisoned (-200 Health every post for 1 post)
STATUS: READY TO FIRE ROUND END!
i trolls the troll drone who is trolling the tower who is protecting me whom is trolling the drone which is troll drone II
<help me or it dies(nooooooo!)?
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
Christian Brutal Sniper.
*laughs* "It's like Christmas morning"
I goomba the tower.
NAR-SIE HAS RISEN
RPing as "Urbanliner" in Roleplayer Guild.
Mystery Machine 2: 0/3
Mystery Machine 3: 0/9
Flying heal bus(some imformation classified):
HP: 12500/12500
Shields: 5000/5000
Energy: 5000/5000
Heals:
Average heal: Heal power: 600, Shield power: 100, Energy cost: 500, special effects: none
Power heal: Heal power: 900 Shield power: 300 Energy cost: 1500, special effects: none
Uber heal: Heal power: 1500 Shield power: 600 Energy cost: 3000, special effects: none
Regen field generator: Heal power: 0 Shield power: 0 Energy cost: 1000 Special effects: field generator(generates a regeneration field around the target, healing 250 HP per post by Bioshock for 8 turns. Has 750 HP, but does not act as a bodyguard to the target.
Slow charge heal: Heal power: 0 Shield power: 0 Energy cost: 500 Special effects: Slow charge(Once the heal bus is removed form the workshop, every post by Bioshock, the heal power will increase by 50 and the shield power will increase by 10, while the energy cost remains constant)
Buffs: Workshop(can not be harmed) Self-rebuilding(+1000 health every post by Bioshock) Shield generator(+750 shields every post by Bioshock) Vanadium plating(if heal bus has not healed in a post by Bioshock, self-healing capabilities double for that post), R&R healers(+250 health per Bioshock post to all things inside the heal bus) Round-end protector(protects vehicle from one round-end) Safety drop pods(anything inside the heal bus cargo bay will land unharmed if it is destroyed) Overheal compensation mechanisms(if a heal is used on the tower when it is in overheal mode, the healing increases by 50% to counter overheal heal reduction)
Cargo bay contents(0/16):
Check out my bad CTM map reviews here.
Mystery Machine 2: 0/3
Mystery Machine 3: 0/9