You gotta be f*king kidding me...
I built this airfield in dozens of turns, constantly explaining how and what it could be constructed.
and you say it is gone by a noob just saying 'i destroy Hickam Field'? It should have been reasonable if he charged a good attack, or created just an original attack. This is bullsh*tÂ!
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 15/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 15/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
I stay at the entrance of the tower, waiting for the next follow-up for the sidequest. However, before I left, I duplicated myself, so one of me could battle the godmodder while the other pursues the sidequest. I can only control one at a time, of course.
UNSC Frigate x 3 (AG)
HP: 15000
Basic Damage: 3000
Special: MAC Cannon: Deals 10000 Damage. Cool down of 10 turns.
ODST Drop: Summons a squad (10) of ODSTs. Cool down of 3 turns.
Firebase: Drops in a mobile Firebase that can be upgraded to a Fortress. Can support different buildings. (One time use per Frigate)
Passive: Never Surrender: Will always be AG.
Frigate 1 begins dropping in a Firebase 1/10
Frigate 2 drops in some ODSTs.
Frigate 3 fires its MAC Cannon at the rage mech's core.
ODST (AG)
HP:500
Damage:1000
Passive: Never Surrender: Will always be AG.
The ODSTs attack the PGs.
???? 2/30
My Units: (To help me keep track)
Master Chief (5 Turns till ability)
Frigate 1 (Firebase used, MAC ready, ODSTs ready)
Frigate 2 (Firebase ready, MAC ready, ODSTs 3 turns left)
Frigate 3 (Firebase ready, MAC 10 turns left, ODSTs ready)
I have my duplicate begin a staring contest with the godmodder, after putting on an anti-dizziness helmet with every buff physically possible(and making sure the godmodder doesn't also have one). I have the duplicate circle around the godmodder, over and over and over and over...eventually, the godmodder gets dizzy and falls over!
I look inside the chest,If TT2000's clones attacked me,they would die because turtle armor reflects all damage done back on to the attacker {I take damage to}
TT2000 already opened the chest and made its contents known to you and the other players!
30/30
Solar Eclipse Cannon
In storage till further notice.
24/30
Confederacy Fleet
13/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
I have my temporal replicisimiles merge back into one me, then I go back in time to a few moments before when I looked at the guide before the temporal nonsense(once again, gotta avoid my past self), then look at the "godmodders greatest fear" section. Before I go hunting for this thing, I want to know what it is!
[6] A Godmodder's Greatest Threat
Suprisingly, no one has been able to come up with a surefire way to destroy a Level Omega+ Godmodder. (If you've skipped ahead, just know this is the most powerful type. There is only one in existence.) Lower-level Godmodders can be beaten by using attacks that cannot be godmodded, in other words, original attacks.
However, if a Godmodder can just be weakened, less original attacks can have a greater chance to work. Except for Chuck Norris, but that is covered in Section 3. To weaken him, you just need to knock his HP down far enough. He'll lose some steam.
If the Godmodder drops below 10 HP, I think that only events triggered by players or the GM can damage him, but this has yet to be tested outside of one thread. Once the Godmodder hits 1 HP, he should summon an ultra-powerful entity whilst healing himself. In this case, only something from the Void (Section 5.1) can stop it.
But, to make the Godmodder be vanquished by 1 HP, without the Void, you're going to need something very special. You're going to need to know the godmodder's greatest weakness. To find this, you're going to need to make the Black Monolith appear. I'm not sure how to make it appear, but try doing things out of the ordinary.
Weird...well, now you know what to look for in that temple!
30/30
Solar Eclipse Cannon
In storage till further notice.
25/30
Confederacy Fleet
14/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
In honor of Thanksgiving, I make a gigantic feast, with every food imaginable. It includes 20 XXXXXL Turkeys with satifying sauce & delicious dressing poured on it. Everyone takes a break and eats, even the Robots. Everyone enjoys it and gets extremely fat, except the Godmodder who ate 10 of the turkeys and half the feast, and still is hungry. I give a special piece of rare turkey to TwinBuilder, and then everyone walks away tired after stuffing their faces full of scrumptious food.
Everyone enjoys the delicious Thanksgiving feast! The godmodder stuffs himself so much, he takes 1 damage!
I go back a couple of hours. I help set up the table, I connect all four corners with rope hide the rope under the table. Once the food is on the table, I call in a helicopter. I throw the rope to the helicopter and they leave with it. Then, they fly over shadow man and drop the food on him. Any AGs that aren't busy come and enjoy the picnic on top of shadowman.
Once the initial feast is done, you let the AGs have the leftovers! Surprisingly, the force of the impact deals no damage to Shadow Man...
(fseftr, you DO realise that Shadow Man is the only person keeping Hard Man and Skull Man from waltzing in, don't you? Need i remind you Hard Man has a 0.7x damage multiplier and 8,999 HP [SUCK IT, DRAGON BALL FANS!] while Skull Man has a rock-hard barrier guaranteed to protect something? AND according to the "List of Mega Man 3 enemies" list, Protoman is weak to the Hard Knuckle. Which is Hard Man's Weapon. Nice job screwing over the PGs, fseftr. Have fun with them! )
I hack the godmodder with my axe (the literal way, not the "hijack with computers" way). However, the godmodder expects a computer hacking attack and blocks the wrong attack type.
The godmodder's Protection M armor still manages to block the attack, but he really wasn't expecting that one!
I get into a rocket, and blast off in the direction of the mysterious tower! But not before arming myself with ludicrous amounts of preparatory gear, of course.
30/30
Solar Eclipse Cannon
In storage till further notice.
26/30
Confederacy Fleet
15/20
Droid Army
Anti-psychology Helmet
HP:20000
-Until destroyed all Psychology based attacks fail.
Starkiller
HP:50000
Attacks:
Lightsaver:2000 damage
Force lighting: 1000 damage + DOT
Force Spread out lighting: 1000 damage to all PG foes
Buffs:
Force Heal: 1000 HP regen per turn
Jedi/Sith speed: Very fast
Debuff:
Scarred past: 30% mare damage from psychological attacks
You gotta be kidding me...
I built this airfield in dozens of turns, constantly explaining how and what it could be constructed.
and you say it is gone by a noob just saying 'i destroy Hickam Field'? It should have been reasonable if he charged a good attack, or created just an original attack. This is !
Control Tower
-1000/1000 health
-scans for targets and sends the right planes
Fighter Hangar Lvl. 1
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 15/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 15/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
Actually, that wasn't what destroyed it. What DID destroy it was that same "noob" executing a 30-post charge! I was saying It is destroyed because it already was destroyed, so that 2nd attack did nothing.
I stay at the entrance of the tower, waiting for the next follow-up for the sidequest. However, before I left, I duplicated myself, so one of me could battle the godmodder while the other pursues the sidequest. I can only control one at a time, of course.
Alright. Like Talist's familiar...
By the way, anyone else who wants to follow the sidequest can come.
UNSC Frigate x 3 (AG)
HP: 15000
Basic Damage: 3000
Special: MAC Cannon: Deals 10000 Damage. Cool down of 10 turns.
ODST Drop: Summons a squad (10) of ODSTs. Cool down of 3 turns.
Firebase: Drops in a mobile Firebase that can be upgraded to a Fortress. Can support different buildings. (One time use per Frigate)
Passive: Never Surrender: Will always be AG.
Frigate 1 begins dropping in a Firebase 1/10
Frigate 2 drops in some ODSTs.
Frigate 3 fires its MAC Cannon at the rage mech's core.
ODST (AG)
HP:500
Damage:1000
Passive: Never Surrender: Will always be AG.
The ODSTs attack the PGs.
???? 2/30
My Units: (To help me keep track)
Master Chief (5 Turns till ability)
Frigate 1 (Firebase used, MAC ready, ODSTs ready)
Frigate 2 (Firebase ready, MAC ready, ODSTs 3 turns left)
Frigate 3 (Firebase ready, MAC 10 turns left, ODSTs ready)
ODSTs x10
UNSC Frigates 1, 2, and 3 added! Their stats will be tweaked.
I have my duplicate begin a staring contest with the godmodder, after putting on an anti-dizziness helmet with every buff physically possible(and making sure the godmodder doesn't also have one). I have the duplicate circle around the godmodder, over and over and over and over...eventually, the godmodder gets dizzy and falls over!
The godmodder has trained himself to never be dizzy when it comes to staring contests! The contest goes on for millenia, until the godmodder rolls back the server right before the staring contest and punches you before you put on the helmet!
Also, you said Wiley Machine 7, not Wily Machine 7. How do you expect an attack on a non existent enemy to work?
Really? Because my wiki says it's Thunder Bolt. You must be thinking about the Wily Capsule.
And honestly, such a miniscule typo as that doesn't really matter.
Unless it's the godmodder's name. He hates that.
End-of-Turn Battle:
Ryth, now fully healed and rejuvenated, heads toward his target, Proto Man! He turns invisible and BACKSCYTHES Proto Man, dealing 2,000 damage!
Gamma and Shadow Man deal 3,500 damage to the Rage-Mech's Core! Starkiller and Wily Machine 7 deal an additional 5,500 damage! The ODST Squad finishes it off. Kefka uses Blade Spin on Proto Man, dealing 3,000 damage! Master Chief uses Finish the Fight on Mega Man, dealing 5,000 damage! The UNSC Frigate 1 deals 2,000 damage to Star Destroyer Tyrant! Frigate 3 uses its MAC Cannon, destroying Tyrant and dealing 6,700 damage to Visage! Finally, the Thunder Tank, Black Templars, and Warhound Fighters destroy Visage as well.
Star Destroyers Tyranny and Accuser deal 1,500 damage to UNSC Frigate 3! Mega Man and Proto Man deal 8,000 damage to the Thunder Tank's Force Field! GLaDOS uses her Rocket Turret to destroy the ODST Squad!
The godmodder barely notices as the AG forces decimate his own! He's been more focused on constructing his next attack. He points to the air, as a dramatic lightning strike surrounds the area. When the smoke clears, the AGs notice some very mechanical shapes fall down from the sky...
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 1,500/1,500. Next Target: Proto Man.
The 3rd wave of mechs is here! The new models are based off of Slimes, Witches, and Endermen. They also come with some new special attacks! Are you ready? I'm not sure your entities alone will be able to win this fight. Try attacking them yourselves as well!
EDIT: I'd try going after the EN-Mech. I'm pretty sure that an attack called "World's End" isn't going to do 2 damage. WE HAVE 4 TURNS TO DESTROY THESE ROBOTS BEFORE HELL COMES TO EARTH! USE AS MUCH FORCE AS POSSIBLE!
****Side Note: Once this Advanced Control System is done, I will be able to remotely control the Thunder Tank, so that I can go into the temple with TT2000 and still be able to control my Thunder Tank for emergencies and for fighting the Godmodder.****
I use the Thunder Tank's special move, Camouflage Missiles, on all the Mechs.
(Remember: This moves sends several invisible missiles at a few entites. These missiles cannot be avoided nor can they be seen. The attack cooldown is 4 turns.)
The Acclamators and Broadside cruiser join the other ships amasing on the edge of the battle. The remaining Star Destroyers target the USNC frigates, thier large Turbolasers tearing into the sides of their foes.
I built this airfield in dozens of turns, constantly explaining how and what it could be constructed.
and you say it is gone by a noob just saying 'i destroy Hickam Field'? It should have been reasonable if he charged a good attack, or created just an original attack. This is bullsh*tÂ!
-1000/1000 health
-scans for targets and sends the right planes
-500/500 health
-Produces 1 fighter every round, can be upgraded to produce more. Fighters are good against moving and lightly armored targets
Divebombers hangar Lvl. 1
-500/500 health
Produces 1 divebomber each 2th round, can be upgraded to produce more. Divebombers are like fighters, but can do a lot more damage and penetrate more armor.
Bomber hangar Lvl. 1
-750/750 (its larger because bombers are larger planes)
- produces 1 bomber every 3th round. Can be upgraded to produce more. Bombers are highly useful against static targets, and can penetrate the thickest walls and armor plates.
Note: an upgrade to lvl 2 takes 3 turns and to lvl 3 takes 5 turns, each one will multiply the build rate by 1
Shield
-1750/1750 basic
-chargeable power shield up to 5000 (can charge 500 in a turn)
-protects against all kinds of attack, whether its physical, electronic or magic
Messroom
-750/750
-here are pilots recruited. Planes are basic NPC, you just send them to the target, but you can take one yourself, that one will be better as the normal ones. You can attack with it what you want, but keep an eye on the weak point of your plane
-250/250 health
-basic weapons are machineguns, it can be upgraded (in 2 turns) so it can be equipped with autocannons (20mm) that can penetrate light armor
-Has high speed, only vulnerable to Heavy Machineguns and other planes
-350/350 health
-Has machineguns as basic attack
-Has bombs, can be upgraded to incendiary bombs OR electronic bombs. Incendiary set the target on fire, causing damage over several turns. Electronic draws power from shields etc. (upgrading to incendiary takes 4 turns, to electronic 3)
-medium speed, also vulnerable to automatic AA guns
-500/500 health
-defensive machineguns, its very difficult for any plane to get close
-Carpet bombing, can erase a whole area, whatever is in there.
Can be upgraded to make 10% of the bombs incendiary, and 10% armor penetrating. Can be used at the same time, but both will take away 10% of the explosive power. each one takes 2 turns.
-low airspeed, very vulnerable to fighters, can be shot with all kinds of AA
blueprint created (5/5)
-Health: 1800/1800
-Propulsion: Single-stage rocket engine, fueled by an alcohol-water mixture and liquid oxygen.
-Armament: warhead of 1000 Kg Amatol (2200 lb), an explosive made of a mixture of TNT and ammonium nitrate.
-Steering: automatic gyro control, guide beam and radio control mechanics.
-Travels through space, thus not vulnerable to conventional weapons (thats why it was so effective in WW2)
-Because of the multiple steering mechanics it can be sent to a static target or be manually steered.
-Because it goes through space it cant be discovered without advanced tech.
Health: 10.000/10.000
Armaments: 2x 280mm artillery guns, 1x 128mm AT gun, 8x 20mm Auto AA guns.
Armor: 4,6 metres thick, good luck penetrating that... Or if thats too OP, just give it 25.000 health
Propulsion: 2 x Man V12z32/44 24-cilinder Navy engines (17.000 HP together)
Dimensions: 35x14x11 metres.
free seats: for 50 men with standard combat equipment. Sets defined below
Pick a country and then one of each category. Use the wiki if you dont know something.
Primary: StG-44/MP40/G43/G43S/Panzerschreck
Secondary: Walther P38/ Mauser C96 'Luger'
Additional: Stielhandgranate/medical supplies
Primary: M1A2 thompson 'Tommygun'/M1 Garand/Bazooka/Springfield M1903/M1A1 Carbine/B.A.R.
Secondary: Colt M1911
Additional: Frag grenades
Primary: Stengun/Lee-Enfield
Secondary: Webley revolver
Additional: Frag grenades
Primary: PPSh-41/Mosin Nagant/SVT-40/PPS-42
Secondary: TT33 Tokarev
Additional: Frag grenades, rifle sniper scope
20 P40 fighter
11 SBD divebomber, 1 SBD divebomber 0/2
7 B25 bomber, 1 B25 bomber 1/3
Stealth fighters? although that only makes them invisible to radar, that is still not a good thing. Evolving the airfield! 15/20
When finished everyone can jump in the Landkreuzer, take a gun if you want, but i already took a 280. It can hold up to 30 people, should be enough. You need to pick an equipment set from the blueprints when stepping in. I believe this is NOT useful against the Godmodder himself, but it can blast any other entity. Especially when supported and defended by my Air Force.
building the Landkreuzer chassis 15/30
mounting modules and parts 0/10
placing the (extremely) heavy guns 0/5
finishing touch 0/5
Anyways: UNSC Battle Group 28/30
Master Chief uses Finish the Fight on MegaMan.
Check out my mod idea! http://www.minecraft...r-with-bending/
I use Thunder Bolt on the Wiley Machine 7! (That's its weakness.)
Oh no
A slip space opening shows... Slowly the tips of UNSC Frigates begin to emerge.
????? 1/30
(Things are going to get VERY interesting...)
Check out my mod idea! http://www.minecraft...r-with-bending/
Check out my bad CTM map reviews here.
An alternate timeline emerges.
However, we must first start from the beginning...
UNSC Frigate x 3 (AG)
HP: 15000
Basic Damage: 3000
Special: MAC Cannon: Deals 10000 Damage. Cool down of 10 turns.
ODST Drop: Summons a squad (10) of ODSTs. Cool down of 3 turns.
Firebase: Drops in a mobile Firebase that can be upgraded to a Fortress. Can support different buildings. (One time use per Frigate)
Passive: Never Surrender: Will always be AG.
Frigate 1 begins dropping in a Firebase 1/10
Frigate 2 drops in some ODSTs.
Frigate 3 fires its MAC Cannon at the rage mech's core.
ODST (AG)
HP:500
Damage:1000
Passive: Never Surrender: Will always be AG.
The ODSTs attack the PGs.
???? 2/30
My Units: (To help me keep track)
Frigate 1 (Firebase used, MAC ready, ODSTs ready)
Frigate 2 (Firebase ready, MAC ready, ODSTs 3 turns left)
Frigate 3 (Firebase ready, MAC 10 turns left, ODSTs ready)
ODSTs x10
Check out my mod idea! http://www.minecraft...r-with-bending/
Check out my bad CTM map reviews here.
The almighty enemy list says that it's Wild Coil, not Thunder Bolt.
Also, you said Wiley Machine 7, not Wily Machine 7. How do you expect an attack on a non existent enemy to work?
TT2000 already opened the chest and made its contents known to you and the other players!
2,200 damage to Star Destroyer Tyrant!
You distract the Fleet Commander so much he is unable to give orders to half the Star Destroyer Fleet this turn!
You fail!
Kefka will use Blade Spin on Proto Man!
The Wily Machine 7 will attack the Rage-Mech!
2,500 damage to Shadow Man!
4 Legs destroyed! fseftr absorbs the blow, coming out unharmed!
[6] A Godmodder's Greatest Threat
Suprisingly, no one has been able to come up with a surefire way to destroy a Level Omega+ Godmodder. (If you've skipped ahead, just know this is the most powerful type. There is only one in existence.) Lower-level Godmodders can be beaten by using attacks that cannot be godmodded, in other words, original attacks.
However, if a Godmodder can just be weakened, less original attacks can have a greater chance to work. Except for Chuck Norris, but that is covered in Section 3. To weaken him, you just need to knock his HP down far enough. He'll lose some steam.
If the Godmodder drops below 10 HP, I think that only events triggered by players or the GM can damage him, but this has yet to be tested outside of one thread. Once the Godmodder hits 1 HP, he should summon an ultra-powerful entity whilst healing himself. In this case, only something from the Void (Section 5.1) can stop it.
But, to make the Godmodder be vanquished by 1 HP, without the Void, you're going to need something very special. You're going to need to know the godmodder's greatest weakness. To find this, you're going to need to make the Black Monolith appear. I'm not sure how to make it appear, but try doing things out of the ordinary.
Weird...well, now you know what to look for in that temple!
Everyone enjoys the delicious Thanksgiving feast! The godmodder stuffs himself so much, he takes 1 damage!
Once the initial feast is done, you let the AGs have the leftovers! Surprisingly, the force of the impact deals no damage to Shadow Man...
Hehehe...
The godmodder's Protection M armor still manages to block the attack, but he really wasn't expecting that one!
You blast off and head to the temple!
Does nothing!
Actually, that wasn't what destroyed it. What DID destroy it was that same "noob" executing a 30-post charge! I was saying It is destroyed because it already was destroyed, so that 2nd attack did nothing.
Master Chief will use Finish the Fight on Mega Man!
Weakness-critted 3,000 damage!
Alright. Like Talist's familiar...
By the way, anyone else who wants to follow the sidequest can come.
2,400 damage!
UNSC Frigates 1, 2, and 3 added! Their stats will be tweaked.
The godmodder has trained himself to never be dizzy when it comes to staring contests! The contest goes on for millenia, until the godmodder rolls back the server right before the staring contest and punches you before you put on the helmet!
Really? Because my wiki says it's Thunder Bolt. You must be thinking about the Wily Capsule.
And honestly, such a miniscule typo as that doesn't really matter.
Unless it's the godmodder's name. He hates that.
End-of-Turn Battle:
Ryth, now fully healed and rejuvenated, heads toward his target, Proto Man! He turns invisible and BACKSCYTHES Proto Man, dealing 2,000 damage!
Gamma and Shadow Man deal 3,500 damage to the Rage-Mech's Core! Starkiller and Wily Machine 7 deal an additional 5,500 damage! The ODST Squad finishes it off. Kefka uses Blade Spin on Proto Man, dealing 3,000 damage! Master Chief uses Finish the Fight on Mega Man, dealing 5,000 damage! The UNSC Frigate 1 deals 2,000 damage to Star Destroyer Tyrant! Frigate 3 uses its MAC Cannon, destroying Tyrant and dealing 6,700 damage to Visage! Finally, the Thunder Tank, Black Templars, and Warhound Fighters destroy Visage as well.
Star Destroyers Tyranny and Accuser deal 1,500 damage to UNSC Frigate 3! Mega Man and Proto Man deal 8,000 damage to the Thunder Tank's Force Field! GLaDOS uses her Rocket Turret to destroy the ODST Squad!
The godmodder barely notices as the AG forces decimate his own! He's been more focused on constructing his next attack. He points to the air, as a dramatic lightning strike surrounds the area. When the smoke clears, the AGs notice some very mechanical shapes fall down from the sky...
The Battlefield:
Ryth the Deathless Blademaster: [N] HP: 1,500/1,500. Next Target: Proto Man.
Gamma: [AG] HP: 31,500/40,000. Weakness: Search Snake.
Shadow Man: [AG] 4,000/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
Mainframe Beacons: [AG] HP: 7,500/7,500. (x9.)
Kefka Palazzo: [AG] HP: 58,000/60,000.
Starkiller: [AG] HP: 49,800/50,000. Specials: Anti-Pyschology Helmet: HP: 14,000/20,000.
Master Chief: [AG] HP: 35,000/35,000. Shields: 4,000/5,000. Special Attack: IIIII
Thunder Tank: [AG] HP: 20,000/20,000. Force Field: 8,000/20,000.
Wily Machine 7: [AG] HP: 49,000/55,000.
Black Templars: [AG] HP: 2,000/2,000. (x10.)
Warhound Titans: [AG] HP: 9,000/10,000. (x3.) Shields: 2,000/2,000. Guns: 500/500.
UNSC Frigate 1: [AG] HP: 15,000/15,000. MAC Cannon: IIIIIIIIII ODST Drop: III
UNSC Frigate 2: [AG] HP: 15,000/15,000. MAC Cannon: IIIIIIIIII ODST Drop: III
UNSC Frigate 3: [AG] HP: 13,500/15,000. MAC Cannon: IIIIIIIIII ODST Drop: III
Star Destroyer Fleet: Tyranny, Vehement, Accuser, & Stalker: [PG] HP: 10,000/10,000. (x4.) Shields: 1,000/1,000.
Fleet Commander: [PG] HP: 100/100.
Mega Man: [PG] HP: 19,000/35,000. Weapons: Mega Buster. No charge. Junk Shield. Ammo: 100/100.
Proto Man: [PG] HP: 13,000/25,000. Weapons: Proto Buster.
GLaDOS: [PG] HP: 17,400/35,000. Specials: Neurotoxin deals additional damage. When HP is critical, summons neurotoxin storm dealing damage to all.
C-Mech MK. II: [MECH] HP: 65,000/65,000. TNT Strike: IIIII
Z-Mech MK. II: [MECH] HP: 75,000/75,000. Undead Horde: IIIII
S-Mech MK. II: [MECH] HP: 80,000/80,000. Sniper Rifle: IIIII
SL-Mech: [MECH] HP: 50,000/50,000. Acid Rain: IIIII
W-Mech: [MECH] HP: 40,000/40,000. Potion Supply: 20,000/20,000. Crit Potion: IIIII
EN-Mech: [MECH] HP: 90,000/90,000. World's End: IIIII
Godmodder: [GM] HP: 79/125.
The 3rd wave of mechs is here! The new models are based off of Slimes, Witches, and Endermen. They also come with some new special attacks! Are you ready? I'm not sure your entities alone will be able to win this fight. Try attacking them yourselves as well!
01000111 01101111 01101111 01100100 00100000 01101100 01110101 01100011 01101011 00101110 00001101 00001010
Check out my bad CTM map reviews here.
CROWBAR STOOOOORM!
(Cue Crowbars raining onto the Mechs)
EDIT: I'd try going after the EN-Mech. I'm pretty sure that an attack called "World's End" isn't going to do 2 damage. WE HAVE 4 TURNS TO DESTROY THESE ROBOTS BEFORE HELL COMES TO EARTH! USE AS MUCH FORCE AS POSSIBLE!
Also, due to Sadism, any physical damage done to Kefka will heal him by half the damage it should cause.
An alternate timeline emerges.
However, we must first start from the beginning...
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
Whether that worked or not, I blast water at 666,000 PSI out of a 12 inch wide launcher at the EN-Mech.
An alternate timeline emerges.
However, we must first start from the beginning...
****Side Note: Once this Advanced Control System is done, I will be able to remotely control the Thunder Tank, so that I can go into the temple with TT2000 and still be able to control my Thunder Tank for emergencies and for fighting the Godmodder.****
I use the Thunder Tank's special move, Camouflage Missiles, on all the Mechs.
(Remember: This moves sends several invisible missiles at a few entites. These missiles cannot be avoided nor can they be seen. The attack cooldown is 4 turns.)
I jump into the EN-Mech and start adding buffs. First, I give Speed I. Next buff revealed next post!
Oh no
Summoning:
Acclamator I-class assault ship (x4) 8/8Victory-class Star Destroyer (x3) 8/9
Broadside-class cruiser kdb-1 (x2) 8/8