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I warp the hexmobile into the End, preventing gravbeams from affecting it because it is in an alternate dimension.
I then hire sethbling to build an uber TNT cannon that has a range of 1 million blocks.
TNT cannon: 7500/7500 HP (dealing 10000 damage to castle each post)(out of range of enemy turrets)
The Meaning of Life, the Universe, and Everything.
Join Date:
7/8/2013
Posts:
48
Location:
Everywhere and nowhere.
Minecraft:
Jillybean903
Xbox:
Nopeity nope
Member Details
I summon wall-laser to break through fortress walls!
0/25
Help me guys!
I also call the godmodder on my banana phone, telling him about the history of yarn, thus boring him.
And so Phil set off on his epic quest with his companion Phil and his sister Phil. Together they will face against many Phils to find out what happened to Phil before Phil destroys the world to get revenge on Phil for cheating on him with Phil.
The Meaning of Life, the Universe, and Everything.
Location:
Both here
Join Date:
1/5/2012
Posts:
245
Location:
and there at once.
Minecraft:
same as this one
Xbox:
Don't have one
PSN:
Don't want one
Member Details
AXIS: FINISHED
Here are the stats from way back on page 203.
I did make one small adjustment, I removed having the main body need 10TJ to run because then there will be 100 TJ in the mech and it can then it can be counted as percentage.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C. Clarke
Buff: Pure Technology: All magic based actions targeted at the mech (both good and bad) are 10% less effective. On the other hand, all technology based actions are 10% more effective.
Now of corse, it wouldn't be complex without some kind of system. Power System
The mech has the ability to divert power to its different parts. The more power a part has the more powerful it becomes. Power can be transferred at a rate of 30TJ per post. Transferring power does not prevent the mech from making an attack.
Parts list
Main Body
Contains 100TJ of power
The more power it has the less damage the mech takes.
Left Gun
Needs at least 5TJ to run
When active, It fires every turn, dealing more damage the more power it has.
Right Gun
The exact same as the left gun
Shield Generator
Needs at least 5TJ to run
For every 5TJ it has, it generates 150 shield points.
It stores up to 15,000 shielding
Mortar
Requires at least 15TJ to run
With minimum power, it fires every fifth attack, dealing massive damage.
At 30TJ it fires every fourth attack instead.
At 45TJ it fires every third attack.
At 65TJ it fires every second attack.
And finally at 80TJ it fires every attack.
Targeting system
Requires at least 1TJ to run
For every 1TJ this part has, the mech has an extra 1% chance of getting a critical hit and dealing double damage.
Medical bay
Heals alied units. Heals faster with more charge.
At the end of each turn, the mech will fire all available weapons. Weapons can also be fired by player posts. Players using the mech's weapons count to the mortar recharging.
I start off moving the mech out if range of the turrets so I have time to adjust the power distribution.
Mega Man: 6/25! You can help me charge this if you wish.
Also, I strike my Osidianite Swword on the first Turret, then fire my rail gun at the second one, since my attacks on the turrets didn't seem to go through last time. I bribe Hunter Army Two with mass-produced diamond double-bladed lightsabers!
I start to summon an enderdragon bent on destroying the castle. 1/5 (yes, its a low-post amount attack. He's quite weak, have you ever fought the dragon?)
7/25 on mega man (i can be helpful if I want!)
I bribe group 2 with Random Rare items and ores.
I use some kind of technological thing to draw power from the forcefield, and with that power, charge an uber-mining laser. Which i proceed to shoot the forcefield with.
Noone likes you, forcefield.
Rollback Post to RevisionRollBack
Whatever you do. Dont. Mess. With. The. Dragon. EVER. It feeds on skydoesminecraft fans. Well, only the ones that act like they have been taking drugs.
I warp the hexmobile into the End, preventing gravbeams from affecting it because it is in an alternate dimension.
I then hire sethbling to build an uber TNT cannon that has a range of 1 million blocks.
TNT cannon: 7500/7500 HP (dealing 10000 damage to castle each post)(out of range of enemy turrets)
The hexmobile can not warp away from gravity beams! This is how I handle vehicles that take the "retreat and repair every time you sustain a slight injury" route! TNT cannon constructed, but Sethbling accidentally used wood in a portion of the cannon, resulting in much damage to the cannon and the cannon dealing less damage!
I summon wall-laser to break through fortress walls!
0/25
Help me guys!
I also call the godmodder on my banana phone, telling him about the history of yarn, thus boring him.
Here are the stats from way back on page 203.
I did make one small adjustment, I removed having the main body need 10TJ to run because then there will be 100 TJ in the mech and it can then it can be counted as percentage.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C. Clarke
Buff: Pure Technology: All magic based actions targeted at the mech (both good and bad) are 10% less effective. On the other hand, all technology based actions are 10% more effective.
Now of corse, it wouldn't be complex without some kind of system. Power System
The mech has the ability to divert power to its different parts. The more power a part has the more powerful it becomes. Power can be transferred at a rate of 30TJ per post. Transferring power does not prevent the mech from making an attack.
Parts list
Main Body
Contains 100TJ of power
The more power it has the less damage the mech takes.
Left Gun
Needs at least 5TJ to run
When active, It fires every turn, dealing more damage the more power it has.
Right Gun
The exact same as the left gun
Shield Generator
Needs at least 5TJ to run
For every 5TJ it has, it generates 150 shield points.
It stores up to 15,000 shielding
Mortar
Requires at least 15TJ to run
With minimum power, it fires every fifth attack, dealing massive damage.
At 30TJ it fires every fourth attack instead.
At 45TJ it fires every third attack.
At 65TJ it fires every second attack.
And finally at 80TJ it fires every attack.
Targeting system
Requires at least 1TJ to run
For every 1TJ this part has, the mech has an extra 1% chance of getting a critical hit and dealing double damage.
Medical bay
Heals alied units. Heals faster with more charge.
At the end of each turn, the mech will fire all available weapons. Weapons can also be fired by player posts. Players using the mech's weapons count to the mortar recharging.
I start off moving the mech out if range of the turrets so I have time to adjust the power distribution.
Cool. Now I have some of my own stats to throw at you!
Main body of the mech:
I'm assuming all 100 TJ starts in here?
100 TJ: You take 25% damage from everything.
80 TJ: You take 50% damage from everything.
60 TJ: You take 75% damage from everything.
50 TJ: You take 100% damage from everything.
40 TJ: You take 125% damage from everything.
20 TJ: You take 150% damage from everything.
0 TJ: You take 175% damage from everything.
Right gun: Same as left gun.
They will fire in tandem, so if you divert 40 TJ to them, that's 20000 damage per auto-attack(players can only fire one at a time).
Shield generator:
What you said, but I'm buffing it to 500 per 5 TJ, having the shields block all damage, and letting the TJ in the main body effect how much damage the shields take.
Mortar: The mortar will deal 20000 damage per shot.
Targeting system:
What you said, but I'll cap the TJ at 30.
Medical bay:
Will auto heal in addition to the attacks of the arm guns. It can also heal itself.
5 TJ: +1000 health to three different allied units.
10 TJ: +2500 health to three different allied units.
20 TJ: +6000 health to three different allied units.
40(max) TJ: +15000 health to three different allied units.
Additional notes:
You can only divert TJ in multiples of 5(and a max of 30).
Additional beneficial/detrimental effects will only take place once you have hit the TJ requirements listed here, rounding down(so, if you have 20 TJ in the med bay, and divert 15 TJ to it, you will still get the 20 TJ effects, not the 40 TJ effects, even though you have 35 TJ.)
I hope I can remember all this-no way I'm putting that description in the status bar. Remind me if I forget anything!
Mega Man: 6/25! You can help me charge this if you wish.
Also, I strike my Osidianite Swword on the first Turret, then fire my rail gun at the second one, since my attacks on the turrets didn't seem to go through last time. I bribe Hunter Army Two with mass-produced diamond double-bladed lightsabers!
The forcefield blocks them and takes 5000 damage! +10% group 2 bribing!
I start to summon an enderdragon bent on destroying the castle. 1/5 (yes, its a low-post amount attack. He's quite weak, have you ever fought the dragon?)
7/25 on mega man (i can be helpful if I want!)
I bribe group 2 with Random Rare items and ores.
I use some kind of technological thing to draw power from the forcefield, and with that power, charge an uber-mining laser. Which i proceed to shoot the forcefield with.
Noone likes you, forcefield.
+12% group 2 bribing! 4500 damage to the forcefield!
I begin charging a super attack. when the hexmobile heads back into range, it will fire all of its missiles.
1/? super attack
You're just going to continuously charge it until the time comes to use it?
All of the pro-godmodder turrets fire at the AXIS! Due to it having so much power in the main body, it only takes 22500 damage! The pigmen also attack it, dealing 50 additional damage! The AXIS idles, due to having no power in its weapons!
Allied Hunter group 1: 20000/20000(idling)(anti-godmodder)
Hunter group 2: 35000/35000(24% bribed)(anti-godmodder)
Hunter group 3: 60000/60000(15% bribed)(anti-godmodder)
Hunter group 4: 85000/85000(4% bribed)(anti-godmodder)
Hunter group 5: 110000/110000(16% bribed)(anti-godmodder)
Shrine: 177000/200000(neutral)(summoning powers)(seconding powers)(disabled to anti-and-pro-godmodders for 1 posts)
Hexmobile: 67500/125000+34500/50000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -5000 damage taken each post)(out of battlefield)
NOTE: Some info on the turrets... you can't hurt them until the forcefield is down, and they deal 30000 damage each(90000 total), enough to scare even the sturdiest of entities. However, the hunter groups are strong against them, and the turrets can only deal 5000 damage each against them. Hence, you may want to bribe them to distract fire from the AXIS... it won't last long under that kind of firepower, even if you keep as much power as possible in the body!
I'm starting to see a strategy coming along here...!
8/25 with Mega Man. (Thanks, Brucaboy!)
Then, I start charging up my rail gun for an Incredible Shot on the castle's force field. It will be ready when I next post.
Seeing as Hunter Group Four has barely been bribed, I give them a sharp tack that, when touched slightly, explodes into a combat station with incredible machine guns, laser bombs, and swords that can extend plasmically with the touch of a button to fifty feet.
Suddenly, stuff happens.
I discover that we can only charge the super attack for 10 posts. To counter, I activate the railboats true potential.
There are 5 railboats. each railboat has 10000 HP, and is protected by hexmobile shields. the railboats use weapons upgraded by SCP-914, giving each of them damage dealing abilities equal to 1/5 of the hexmobile's damage dealing abilities. they also heal the hexmobile by 500 HP each post.
2/10 super weapon
i use my SUPER ING AWESOME NAIL GUN OF ZANTHOR AND USE GOOGLE MAPS TO FIND THE GODMODDERS HOUSE AND NAIL HIM TO DEATH!!! (if the godmodder triess to move away i will follow him and catch up with him in 1 nanosecond and i can break through any force field)
i use my SUPER ING AWESOME NAIL GUN OF ZANTHOR AND USE GOOGLE MAPS TO FIND THE GODMODDERS HOUSE AND NAIL HIM TO DEATH!!! (if the godmodder triess to move away i will follow him and catch up with him in 1 nanosecond and i can break through any force field)
((You do realize that the godmodder has guns, right?0)
I then hire sethbling to build an uber TNT cannon that has a range of 1 million blocks.
TNT cannon: 7500/7500 HP (dealing 10000 damage to castle each post)(out of range of enemy turrets)
0/25
Help me guys!
I also call the godmodder on my banana phone, telling him about the history of yarn, thus boring him.
WHY
Here are the stats from way back on page 203.
I did make one small adjustment, I removed having the main body need 10TJ to run because then there will be 100 TJ in the mech and it can then it can be counted as percentage.
Any sufficiently advanced technology is indistinguishable from magic. - Arthur C. Clarke
(AXIS = Awesome xylophonic integrated system)
AXIS
Buff: Pure Technology: All magic based actions targeted at the mech (both good and bad) are 10% less effective. On the other hand, all technology based actions are 10% more effective.
Now of corse, it wouldn't be complex without some kind of system.
Power System
The mech has the ability to divert power to its different parts. The more power a part has the more powerful it becomes. Power can be transferred at a rate of 30TJ per post. Transferring power does not prevent the mech from making an attack.
Parts list
Main Body
Contains 100TJ of power
The more power it has the less damage the mech takes.
Needs at least 5TJ to run
When active, It fires every turn, dealing more damage the more power it has.
The exact same as the left gun
Needs at least 5TJ to run
For every 5TJ it has, it generates 150 shield points.
It stores up to 15,000 shielding
Requires at least 15TJ to run
With minimum power, it fires every fifth attack, dealing massive damage.
At 30TJ it fires every fourth attack instead.
At 45TJ it fires every third attack.
At 65TJ it fires every second attack.
And finally at 80TJ it fires every attack.
Requires at least 1TJ to run
For every 1TJ this part has, the mech has an extra 1% chance of getting a critical hit and dealing double damage.
Heals alied units. Heals faster with more charge.
At the end of each turn, the mech will fire all available weapons. Weapons can also be fired by player posts. Players using the mech's weapons count to the mortar recharging.
I start off moving the mech out if range of the turrets so I have time to adjust the power distribution.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
If it starts uncharged, I fire the left cannon at the walls.
Also, I strike my Osidianite Swword on the first Turret, then fire my rail gun at the second one, since my attacks on the turrets didn't seem to go through last time. I bribe Hunter Army Two with mass-produced diamond double-bladed lightsabers!
7/25 on mega man (i can be helpful if I want!)
I bribe group 2 with Random Rare items and ores.
I use some kind of technological thing to draw power from the forcefield, and with that power, charge an uber-mining laser. Which i proceed to shoot the forcefield with.
Noone likes you, forcefield.
I chuck a grenade at the fortress turrets. And by "grenade" I mean 100 blocks of TNT condensed into a single projectile.
1/? super attack
The hexmobile can not warp away from gravity beams! This is how I handle vehicles that take the "retreat and repair every time you sustain a slight injury" route! TNT cannon constructed, but Sethbling accidentally used wood in a portion of the cannon, resulting in much damage to the cannon and the cannon dealing less damage!
The godmodder hangs up!
Cool. Now I have some of my own stats to throw at you!
Main body of the mech:
I'm assuming all 100 TJ starts in here?
100 TJ: You take 25% damage from everything.
80 TJ: You take 50% damage from everything.
60 TJ: You take 75% damage from everything.
50 TJ: You take 100% damage from everything.
40 TJ: You take 125% damage from everything.
20 TJ: You take 150% damage from everything.
0 TJ: You take 175% damage from everything.
Sound fair? I gave the AXIS 130000 HP.
Left Gun:
5 TJ: 2000 damage/shot.
10 TJ: 4000 damage/shot.
15 TJ: 7000 damage/shot.
20(max) TJ: 10000 damage/shot.
Right gun: Same as left gun.
They will fire in tandem, so if you divert 40 TJ to them, that's 20000 damage per auto-attack(players can only fire one at a time).
Shield generator:
What you said, but I'm buffing it to 500 per 5 TJ, having the shields block all damage, and letting the TJ in the main body effect how much damage the shields take.
Mortar: The mortar will deal 20000 damage per shot.
Targeting system:
What you said, but I'll cap the TJ at 30.
Medical bay:
Will auto heal in addition to the attacks of the arm guns. It can also heal itself.
5 TJ: +1000 health to three different allied units.
10 TJ: +2500 health to three different allied units.
20 TJ: +6000 health to three different allied units.
40(max) TJ: +15000 health to three different allied units.
Additional notes:
You can only divert TJ in multiples of 5(and a max of 30).
Additional beneficial/detrimental effects will only take place once you have hit the TJ requirements listed here, rounding down(so, if you have 20 TJ in the med bay, and divert 15 TJ to it, you will still get the 20 TJ effects, not the 40 TJ effects, even though you have 35 TJ.)
I hope I can remember all this-no way I'm putting that description in the status bar. Remind me if I forget anything!
You need to divert power from the main body!
6000 damage to the forcefield!
It wasn't the story that was head exploding as much as the lack of periods.
Portal destroyed! 4000 damage to the forcefield!
The forcefield blocks them and takes 5000 damage! +10% group 2 bribing!
+12% group 2 bribing! 4500 damage to the forcefield!
Last portal destroyed! 3000 damage to the forcefield!
9000 damage to the forcefield!
You're just going to continuously charge it until the time comes to use it?
All of the pro-godmodder turrets fire at the AXIS! Due to it having so much power in the main body, it only takes 22500 damage! The pigmen also attack it, dealing 50 additional damage! The AXIS idles, due to having no power in its weapons!
Allied Hunter group 1: 20000/20000(idling)(anti-godmodder)
Hunter group 2: 35000/35000(24% bribed)(anti-godmodder)
Hunter group 3: 60000/60000(15% bribed)(anti-godmodder)
Hunter group 4: 85000/85000(4% bribed)(anti-godmodder)
Hunter group 5: 110000/110000(16% bribed)(anti-godmodder)
Shrine: 177000/200000(neutral)(summoning powers)(seconding powers)(disabled to anti-and-pro-godmodders for 1 posts)
Hexmobile: 67500/125000+34500/50000 shields(3/4 shield blocker)(+11500 shields/turn)(+6500 health/turn)(anti-godmodder)(armored, -5000 damage taken each post)(out of battlefield)
Pigmen: 500/500x2(pro-godmodder)
AXIS: 107450/130000(anti-godmodder)(-10% magic damage, +10% techno-damage)(Main body: 100 TJ)(left gun: 0 TJ)(Right gun: 0 TJ)(Mortar: 0 TJ)(shield generator: 0 TJ)(Targeting system: 0 TJ)(Med Bay: 0 TJ)
Fortress walls: 705000/750000(pro-godmodder)(being destroyed by cannon, -5000 health per turn)
Fortress forcefield: 100500/300000(pro-godmodder)
Castle turret A: 100000/100000(pro-godmodder)
Castle turret B: 100000/100000(pro-godmodder)
Castle turret C: 100000/100000(pro-godmodder)
Godmodder HP: 5/80(pro-godmodder)(housed safely inside castle)
Mini-army arriving in 4 turns
NOTE: Some info on the turrets... you can't hurt them until the forcefield is down, and they deal 30000 damage each(90000 total), enough to scare even the sturdiest of entities. However, the hunter groups are strong against them, and the turrets can only deal 5000 damage each against them. Hence, you may want to bribe them to distract fire from the AXIS... it won't last long under that kind of firepower, even if you keep as much power as possible in the body!
Check out my bad CTM map reviews here.
8/25 with Mega Man. (Thanks, Brucaboy!)
Then, I start charging up my rail gun for an Incredible Shot on the castle's force field. It will be ready when I next post.
Seeing as Hunter Group Four has barely been bribed, I give them a sharp tack that, when touched slightly, explodes into a combat station with incredible machine guns, laser bombs, and swords that can extend plasmically with the touch of a button to fifty feet.
I discover that we can only charge the super attack for 10 posts. To counter, I activate the railboats true potential.
There are 5 railboats. each railboat has 10000 HP, and is protected by hexmobile shields. the railboats use weapons upgraded by SCP-914, giving each of them damage dealing abilities equal to 1/5 of the hexmobile's damage dealing abilities. they also heal the hexmobile by 500 HP each post.
2/10 super weapon
I use an EMP emitter to temporarily weaken the forcefield, so the next attack can pass through it!
Alright, those turrets hurt, so I'm going to go defense.
POWER PLAN:
60 TJ Main Body
5 TJ Left Gun
15 TJ Shield Generator
20 TJ Med-Bay
I send 15 TJ from main body to shields, 15TJ from the body to the med-bay
I then bribe group 2 with a rare vintage mint-condition signed trading card so I might be able to have back-up.
There's a difference between a hero and a champion. A champion overcomes threats, but a hero overcomes fears.
My Best Map so farAll my maps, click here.
Then there's also a Youtube channel I'm somewhat involved in.
((It really sucks having to go back every few pages to see what I'm charging it at. BLAH.))
((You do realize that the godmodder has guns, right?0)