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 DTG: Chaos (v.1.0) (Complete), The show is over.
Battlefury
 Posted: Aug 11 2018, 06:59 PM
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Archangel Micheal
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THERES A ZOMBIE ON YOUR SHIP
WE DON'T WANT ZOMBIES ON YOUR SHIP
https://www.youtube.com/watch?v=0N1_0SUGlDQ



Also pit Irecreeper wants to know how to do the outline thingy




Originally posted on 2016-05-05 03:02:00

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crystalcat
 Posted: Aug 11 2018, 06:59 PM
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Ok, preliminary orders: Everyone, focus down the Glitch Giants! Those things can destroy walls. Then, everyone who's good at boarding get to the teleporters and begin wreaking havoc in the yard the Hostile Containment Airship! The remainder can PROBABLY handle the Glitch Zombies. Especially since Siria is about to get Overclock off in a turn or two.

Me, I'm going to fire at a Glitch Giant, because all my damage adds up to a bunch of DMG. Siria equips the Anti-Glitch Rifle, then fires on Glitch Giant 1.
EDIT: Pit, silence Glitch Giant 1! It can't be focused down as quickly as the others, and it CANNOT get Wall Breach off!
DOUBLE-EDIT: Grabbing the Anti-Glitch Rifle. That thing will be amazing for this boss fight.

Originally posted on 2016-05-05 04:13:00

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engie
 Posted: Aug 11 2018, 06:59 PM
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Can you guys do me a favor and move that fckin Glitch Zombie 1 the hell outta my way? I've got an AUG active and I want to use it on the giants.

Originally posted on 2016-05-05 04:14:00

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PitTheAngel
 Posted: Aug 11 2018, 06:59 PM
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<br>[color=#005199]Disciple of Polybia<br>[/color]
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Well, isn't this one going to be a bit of a doozy to deal with.

Okay, so considering the stats, the boss is only scary if you're within Range 1 of them, with one Range 3 attack and 2 move after the Range 3, meaning if somebody could attack them and then, say, move 4 spaces away from them, they'd be invincible to the boss itself and only have to worry about the enemies they are constantly spawning. http://b3.ifrm.com/static/emo/1.png

Of course, it'd probably be easier to just jump on and blast the core once we hit the cap for outside damage while damaging the zombie crew to death via ship.

But the zombie apocalypse is going to be a bit of a bigger problem right now.

MOVE: B4
ATTACK: Giant Zombie 1
APPLY Cursed Silenced
RETREAT: C3
TURN END


My, my. Somebody must have had more then a few discounts on their enemy recruiting store. There's no way they're boarding this ship, though, so I'd better hope I can hold out with the others. I'll just stand still for now and attack the Giant right diagonal to me.

Originally posted on 2016-05-05 04:22:00

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Sparked
 Posted: Aug 11 2018, 06:59 PM
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Wandering Goddess
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I move to C12 and stab Glitch Zombie #3. Twice. I then attack the Glitch Giant #2 with my Head Sentry.

Originally posted on 2016-05-05 05:05:00

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insert_generic_username
 Posted: Aug 11 2018, 06:59 PM
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Why do people make usernames like this anyways...
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Hm. I take... a Vine, my Ancestral Gunpowder, my Staff, the salt, and some of the Titanium Ingots. I smelt the titanium ingots into a ball shape, then apply the ball to the staff. I then weld incredibly sharp spikes onto the yo-yo, then coat the spikes with salt. I then coat the spikes with Ancestral Gunpowder, then set the yo-yo on fire. This is clearly a very practical and sensible addition to a staff. Yes. No problems here, just attaching a deadly salty fire ball of spikes to my staff.
Oh yeah. Movement... Uh.
D8. Healmore on self.

Originally posted on 2016-05-05 05:38:00
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The_Nonexistent_Tazz
 Posted: Aug 11 2018, 06:59 PM
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OK, people, we have enemies, and we need to deal with this tactically.

First: No-one is killing the Origin Zombie naturally. It would be a long tedious process that isn't worth anyone's time compared to just shooting down the relatively-lower HP core. If we board, it's to nail the GOTFSD, whatever that does, and proceed to use more weapons on the whole thing, and maybe kill Glitch zombies. But we are NOT even bothering with the Origin Zombie, we'll kill it thorugh extreme gravity falling damage.

@Pit/Patch: SILENCE THAT GLITCH GIANT YOU FOOL. Curse it later, yes, but GET RID OF ITS ABILITY TO USE SKILLS NOW. I'm not sure it can be Silenced if it's winding up, which is why I'm insisting upon it now.

@Everyone within range of a Glitch Giant: PRIORITY ONE THOSE JERKS. We don't want them knocking down walls! Plus they just hit harder. Silence them or kill them outright.

@Gladius: Fire the Turret twice, and nail the Glitch Zombies with the Crew damage. NOT the Origin Zombie.

Also, can the Crimera fire weapons?

@TOFS, Temmie Deckhand: RAILGUNSSSSSS. We can't kill the Origin Zombie through direct means, that's stupid, so we're going full-on Core damage to stop this jerk, as if we blow up his ship he goes with it.

@Oriko: Fire the Turret Twice, you're away from the action. You know what to hit. Nail Glitch Zombies with Crew Damage.

@Mabuz: Fire the Missile, you know what to do. Target Glitch Zombies for Crew damage.

@Engie/Engi/Tek/Techpiece: There is literally no set of actions that will get you to that Glitch Giant in this turn move. Just kill the Glitch Zombie in front of you and clear up the lane-that's still seriously useful and I'd hardly call the damage wasted if it gets rid of an enemy. YOU DO NOT NEED TO GO FOR GLORY KILLS.

@Numbersoup: Please hit Glitch Zombie 6 BEFORE Super Greed.

Super Greed will, after Numbersoup has attacked Glitch Zombie 6, hit it himself. This will kill it, and MONEYMONEYMONEY

Meanwhile, I slide to H10 and shove a Card into Glitch Giant 2.

"There's a Zomble, in the ship, lalalalaa~...Get out dot avi!"

Originally posted on 2016-05-05 06:58:00
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Adria
 Posted: Aug 11 2018, 06:59 PM
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I'm gonna board. Sorry, Wilson, you're on your own. Someone's gotta fight.

I teleport to (D11), and depending if it uses up a move or not, I either go to (C8) or (C7), and guard.

Rin and the Glyph heal Super Greed. If it is at full after Rin's heal, then the Glyph targets whoever needs the most healing.

Originally posted on 2016-05-05 06:59:00

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The_Nonexistent_Tazz
 Posted: Aug 11 2018, 06:59 PM
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Oh, yeah, forgot to mention.

@Anyone Boarding: IF you board, ignore the Origin Zombie as far as attacking is concerned (don't go anywhere near him, natch); kill his minions, though, as throwing them into our ship is going to be irritating at best. Nail the Core if you can. However, given the layout and what we're dealing with right this minute, well...

@Laser Drone: Move to H4 and laser the Containment thingy.

Originally posted on 2016-05-05 07:03:00
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Eris
 Posted: Aug 11 2018, 06:59 PM
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I'll continue hanging around the MW Anti, dealing with boarders and rezzing/revving in my spare time.

you're alive btw teag, in case you read this. yey for being alive

It might be a good idea to equip the Anti-Glitch rifle. Y'know, because these are glitch mobs and all.

Originally posted on 2016-05-05 09:10:00
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pionoplayer
 Posted: Aug 11 2018, 06:59 PM
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Weaver of Fates
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@ire: remove the ability to use Devour after moving once it hits 1/2 health, that seems a little broken, given that restores a tenth of the origin zombie's health.

I switch to shard forme, I'm not going to be of much use in our ship, I'm probably going to want to either be raiding the Containment ship or the small pods.
Also, toast is right, we want someone to equip the anti-glitch rifle and stay in the MWA.
Although, I did the calculations, in order to score a one-shot kill on a zombie, you'd have to have maxed out strength. I don't know why, the Anti-Glitch Rifle still seems slightly under-powered to me, although that might just be because of it's specificity, although, I guess that's kind of the point.

Originally posted on 2016-05-05 17:15:00

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NumberSoup
 Posted: Aug 11 2018, 06:59 PM
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Glitch Zombie 1? Do you mean 6? I hit 6.

Originally posted on 2016-05-05 18:07:00
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crystalcat
 Posted: Aug 11 2018, 06:59 PM
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I Aten't Dead
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I think I should be the one to take the Anti-Glitch Rifle. Range boost, high damage, and ZILLY.
EDIT: Yep, calculated it out and, even without factoring in my STR, I can oneshot a Glitch Zombie with the Anti-Glitch Rifle every turn as long as that Totem stays up. I'm grabbing it.

Originally posted on 2016-05-05 19:02:00

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teag2
 Posted: Aug 11 2018, 06:59 PM
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Teag: Thanks Toast. I do still kinda blame you for my death in the first place though...
If I can do an action this turn, I teleport to D11 on the HCA, stay put, guard, and eat the last Giant Oreo. RIP Giant Oreos.
@Everyone: The zombies' weakness lies in their lack of movement. Use this to your advantage! On the airship, they have a lot more possible movement but they are still pretty slow.

Originally posted on 2016-05-05 21:12:00

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Sparked
 Posted: Aug 11 2018, 06:59 PM
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QUOTE (The_Nonexistent_Tazz @ (time=1462427892))
OK, people, we have enemies, and we need to deal with this tactically.

First: No-one is killing the Origin Zombie naturally. It would be a long tedious process that isn't worth anyone's time compared to just shooting down the relatively-lower HP core. If we board, it's to nail the GOTFSD, whatever that does, and proceed to use more weapons on the whole thing, and maybe kill Glitch zombies. But we are NOT even bothering with the Origin Zombie, we'll kill it thorugh extreme gravity falling damage.

@Pit/Patch: SILENCE THAT GLITCH GIANT YOU FOOL. Curse it later, yes, but GET RID OF ITS ABILITY TO USE SKILLS NOW. I'm not sure it can be Silenced if it's winding up, which is why I'm insisting upon it now.

@Everyone within range of a Glitch Giant: PRIORITY ONE THOSE JERKS. We don't want them knocking down walls! Plus they just hit harder. Silence them or kill them outright.

@Gladius: Fire the Turret twice, and nail the Glitch Zombies with the Crew damage. NOT the Origin Zombie.

Also, can the Crimera fire weapons?

@TOFS, Temmie Deckhand: RAILGUNSSSSSS. We can't kill the Origin Zombie through direct means, that's stupid, so we're going full-on Core damage to stop this jerk, as if we blow up his ship he goes with it.

@Oriko: Fire the Turret Twice, you're away from the action. You know what to hit. Nail Glitch Zombies with Crew Damage.

@Mabuz: Fire the Missile, you know what to do. Target Glitch Zombies for Crew damage.

@Engie/Engi/Tek/Techpiece: There is literally no set of actions that will get you to that Glitch Giant in this turn move. Just kill the Glitch Zombie in front of you and clear up the lane-that's still seriously useful and I'd hardly call the damage wasted if it gets rid of an enemy. YOU DO NOT NEED TO GO FOR GLORY KILLS.

@Numbersoup: Please hit Glitch Zombie 1 BEFORE Super Greed.

Super Greed will, after Numbersoup has attacked Glitch Zombie 1, hit it himself. This will kill it, and MONEYMONEYMONEY

Meanwhile, I slide to H10 and shove a Card into Glitch Giant 2.

"There's a Zomble, in the ship, lalalalaa~...Get out dot avi!"
We need someone fast or tanky to distract the Origin Zombie. If it gets on our ship and manages to get to our core, its game over for us.

Originally posted on 2016-05-05 23:48:00

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Starlight Document: https://docs.google.com/spreadsheets/d/1NZl...dit?usp=sharing
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Irecreeper
 Posted: Aug 11 2018, 06:59 PM
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QUOTE (Redstonetam15 @ (time=1462488502))
QUOTE (The_Nonexistent_Tazz @ (time=1462427892))
OK, people, we have enemies, and we need to deal with this tactically.

First: No-one is killing the Origin Zombie naturally. It would be a long tedious process that isn't worth anyone's time compared to just shooting down the relatively-lower HP core. If we board, it's to nail the GOTFSD, whatever that does, and proceed to use more weapons on the whole thing, and maybe kill Glitch zombies. But we are NOT even bothering with the Origin Zombie, we'll kill it thorugh extreme gravity falling damage.

@Pit/Patch: SILENCE THAT GLITCH GIANT YOU FOOL. Curse it later, yes, but GET RID OF ITS ABILITY TO USE SKILLS NOW. I'm not sure it can be Silenced if it's winding up, which is why I'm insisting upon it now.

@Everyone within range of a Glitch Giant: PRIORITY ONE THOSE JERKS. We don't want them knocking down walls! Plus they just hit harder. Silence them or kill them outright.

@Gladius: Fire the Turret twice, and nail the Glitch Zombies with the Crew damage. NOT the Origin Zombie.

Also, can the Crimera fire weapons?

@TOFS, Temmie Deckhand: RAILGUNSSSSSS. We can't kill the Origin Zombie through direct means, that's stupid, so we're going full-on Core damage to stop this jerk, as if we blow up his ship he goes with it.

@Oriko: Fire the Turret Twice, you're away from the action. You know what to hit. Nail Glitch Zombies with Crew Damage.

@Mabuz: Fire the Missile, you know what to do. Target Glitch Zombies for Crew damage.

@Engie/Engi/Tek/Techpiece: There is literally no set of actions that will get you to that Glitch Giant in this turn move. Just kill the Glitch Zombie in front of you and clear up the lane-that's still seriously useful and I'd hardly call the damage wasted if it gets rid of an enemy. YOU DO NOT NEED TO GO FOR GLORY KILLS.

@Numbersoup: Please hit Glitch Zombie 1 BEFORE Super Greed.

Super Greed will, after Numbersoup has attacked Glitch Zombie 1, hit it himself. This will kill it, and MONEYMONEYMONEY

Meanwhile, I slide to H10 and shove a Card into Glitch Giant 2.

"There's a Zomble, in the ship, lalalalaa~...Get out dot avi!"
We need someone fast or tanky to distract the Origin Zombie. If it gets on our ship and manages to get to our core, its game over for us.
You are almost certain that the Origin Zombie will not be boarding you.
[small][small][small][small][small][small][small][small](Yet. Eh, don't count on it.)[/small][/small][/small][/small][/small][/small][/small][/small]

Originally posted on 2016-05-06 00:09:00

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Adria
 Posted: Aug 11 2018, 06:59 PM
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To be honest, I'm actually one of the best ones to board since I have earth resistance. And so long as I stay away from the Origin Zombie, I should be okay, as he'll only do 5-6 damage to me.
Though its spawning abilities are worrying... it seems like it has literally all of its bases covered... too many, actually.
I think I'll need some backup if it gets out of hand.
Also, exactly how far can the O. Zombie move from (H7)? "Can't move too far" is really vague...

/null

Originally posted on 2016-05-06 01:23:00

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PitTheAngel
 Posted: Aug 11 2018, 06:59 PM
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QUOTE (DarkSide @ (time=1462494233))
Also, exactly how far can the O. Zombie move from (H7)? "Can't move too far" is really vague...

/null
It has 2 Move, right after he uses his 1 range instadeath attack and before his ranged move. he'll use his instadeath again if you get his health down far enough and WILL target players at that point.

All you'd need to do in order to get away from their attacks is to either have 3+ retreat or clever use of the boosters when unbroken. Of course, there's the minions...


Originally posted on 2016-05-06 02:45:00

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PitTheAngel
 Posted: Aug 11 2018, 06:59 PM
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QUOTE (DarkSide @ (time=1462500678))
@Pit: It's not that (I can read the Bestiary just fine, thanks), so much as it sounds like it's restrained to a small portion of the ship. Though, the question is what's the range it can be from (H7) before it's stopped in it's tracks, if that even is the case at all?

Though I think you've just misinterpreted my question, Pit.

/null
thanks for ruining my ability to post opinions ire

Originally posted on 2016-05-06 03:31:00

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Irecreeper
 Posted: Aug 11 2018, 06:59 PM
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The distance it can cover is about 3 vague. Really, the farthest it'll go is about Range 4 from that spot; and that's pushing it. It'll take high damage if it moves to that distance, even. So it won't stay there long.

Originally posted on 2016-05-06 03:32:00

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