I start upgrading the teleporter exit. Looking at the status, it seems the battle has mostly turned in our favor. The main enemy is down to a third of his health. This should be over fairly quickly.
shooting the BLU engineer with my righteous bison, except when he build a sentry. In that case ill quickly fire a rocket at it, then ducking back in to cover.
What? My level 2 dispenser doesn't count as a build? Whatever, I finish my level 2 teleporter entrance. Once I upgrade the exit, we will rarely have to waste time respawning as we easily die! Which is good, since we all seem to die if we attempt to attack the main guy,
I fire a Flare Gun in the Voodoo-cursed Engineer. I fire another shot, dealing a crit. Afterwards, I retreat to the dispensers to restore ammo, and plot on a way to sneak next to the Voodoo-cursed Engie to slaughter him with my Backburner and Axtinguisher.
You switch loadouts! The Voodoo-Cursed Guys are at spawn, and cannot be attacked...
I switch class to Demoman, with the Ali Baba's Wee Booties, Chargin Targe, HHH's Headtaker, HHH's Head, Horsemann's Hand-me-down, and of course, the Pocket Horsemann. I then take off after the voodoo-cursed BLU team, swinging like a madmann.
Whoa! You respawn and are Demoman! The Voodoo-Cursed BLUs are at spawn. However, you think you see a Teleporter, and destroy it!
1st step: Get next to and then behind Voodoo-cursed Medic while hoping that the others distract the Voodoo-cursed Heavy.
2nd step: Light him on fire with my Backburner
3rd step: Whack him with my Axtinguisher, if he/it's not dead yet.
Except the Quick-Fix can't overheal. (Or so it couldn't since the last time I've played TF2)
Except they are not there! You are right; it cannot overheal. 100 afterburn!
I start upgrading the teleporter exit. Looking at the status, it seems the battle has mostly turned in our favor. The main enemy is down to a third of his health. This should be over fairly quickly.
You do not need to! Both of the teleporters share the same upgrade pool. And never say things like that...
shooting the BLU engineer with my righteous bison, except when he build a sentry. In that case ill quickly fire a rocket at it, then ducking back in to cover.
I heal a allied player while I try to figure out what an Ubercharge is.
You begin healing Xentonic! You respawn! An Ubercharge is an 8-second power up that takes place when your Uber Meter is full. If you use it, anyone you heal will become invincible for the 8-second period!
All of a sudden, you hear a loud noise at BLU spawn! It sounds like Medi-Guns crackling and odd gear sounds. The HHH chuckles and teleports away, presumably to BLU spawn.
Do you want to go there? If so, everyone will restock health, metal, and ammo in preparation.
I gather all my wounded allies together and taunt the HHH (mostly by questioning his sexuality and slandering the honor of his mother) with the Amputator out, healing them all!
Where we proceed from here, I'll allow my allies decide. However, I must advise against charging head first after him, as I strongly suspect a trap. Perhaps we should allow the scout to, oh I don't know, scout ahead first?
Edit: If everyone is going to charge, I might as well follow behind, healing allies as they need it and staying out of range of the HHH and his cronies.
My avatar is Chaplain Grimaldus. He is the Reclusarch of the Black Templars, and guides his brothers in worship of the God-Emperor, and roots out heresy with extreme prejudice. A.K.A: Righteous warrior priest, IN SPACE!
If we go to spawn, does that mean my teleporter exits will be worthless? Maybe we should wait back here...why head into their territory, when we can wait outside, build sentry turrets, and force them to come to us?
Build a sentry. And be the generic "I will destroy your entire family if you destroy my sentry" engineer (the kind that's very defensive of his buildings).
Well, looks like it's time for me to get up-to-date to TF2 again...
Check out my mod idea! http://www.minecraft...r-with-bending/
Oh no
Check out my bad CTM map reviews here.
Upgrading Turret 1/5
Check out my mod idea! http://www.minecraft...r-with-bending/
Check out my bad CTM map reviews here.
2/5
Check out my mod idea! http://www.minecraft...r-with-bending/
3/5
Check out my mod idea! http://www.minecraft...r-with-bending/
Your teleporters are both upgraded to Level 2!
You switch loadouts! The Voodoo-Cursed Guys are at spawn, and cannot be attacked...
You respawn! You now have the Amputator!
You free it up! The cork flies into the HHH's carved eye, causing him to stumble and fall! He takes 200 damage.
You switch to Quick-Fix! You begin healing OpelSpeedster. He is now at 219 health!
The metal flies into the sky...
...and bounces right into your hand! You threw it up too high! +100 metal!
The Voodoo-Cursed BLUs are at spawn, and cannot be attacked.
You switch to Soldier!
You call for Medic! You deal 1,600 damage before being fatally wounded.
He is unfortunately dead...
Whoa! You respawn and are Demoman! The Voodoo-Cursed BLUs are at spawn. However, you think you see a Teleporter, and destroy it!
He already has one? You deal 900 damage! Afterburn will last for 3 turns.
Except they are not there! You are right; it cannot overheal. 100 afterburn!
100 afterburn!
100 afterburn!
You respawn! You use the teleporter to get to the front lines, but do not see any BLU engineers, Voodoo-Cursed or otherwise...
You have full metal! 600 damage! The HHH notices you and kills you!
He also destroys your Sentry Gun for good measure.
1,300 damage! You run away before the HHH can BONK!™ you.
You do not need to! Both of the teleporters share the same upgrade pool. And never say things like that...
You respawn and teleport! The HHH slurps it down. "Lovely!" The Sentry is destroyed, but you begin building another one!
Hmmm...
The godmodder kills you!The HHH reads it and throws it at the Voodoo-Cursed Engineer!
The BLU zombies are in spawn!
The HHH catches one of the bullets with his hand and crunches it up! You become so petrified that he has enough time to deal 100 damage to you!
You begin healing Xentonic!You respawn! An Ubercharge is an 8-second power up that takes place when your Uber Meter is full. If you use it, anyone you heal will become invincible for the 8-second period!All of a sudden, you hear a loud noise at BLU spawn! It sounds like Medi-Guns crackling and odd gear sounds. The HHH chuckles and teleports away, presumably to BLU spawn.
Do you want to go there? If so, everyone will restock health, metal, and ammo in preparation.
RED Scout [1 Scout]
The_Serpent: HP: 125/125. Loadout: Scattergun/Pistol/Bat.
RED Soldier [3 Soldiers]
sigmatw: HP: 100/200. Loadout: Rocket Launcher/Shotgun/Shovel.
pieter999_2: HP: 200/200. Loadout: Direct Hit/Righteous Bison/Half-Zatoichi.
shadoweater222: HP: 200/200. Loadout: Rocket Launcher/Shotgun/Shovel.
RED Pyro [1 Pyro]
ninjatwist321 HP: 175/175. Loadout: Backburner/Flare Gun/Back Scratcher.
OpelSpeedster: HP: 219/175. Loadout: Backburner/Shotgun/Axtinguisher. Healed by Minor107.
RED Demoman [2 Demomen]
fsetfr: HP: 175/175. Loadout: Grenade Launcher/Stickybomb Launcher/Bottle.
Engie_Ninja: HP: 175/175. Loadout: Ali Baba's Wee Booties/Charge'n'Targe/Horseless Headless Horsemann's Headtaker.
RED Heavy [2 Heavies]
RC_1138: HP: 100/300. Loadout: Minigun/Shotgun/Fists.
MadScientist: HP: 300/300. Loadout: Brass Beast/Shotgun/Fists.
RED Engineer [3 Engies]
PitTheAngel: HP: 125/125. Loadout: Frontier Justice/Short Circuit/Wrench. Metal: 200/200.
Builds: Level 2 Dispenser: HP: 180/180. Upgrade: 0/200.
Xentonic: HP: 125/125. Loadout: Shotgun/Pistol/Wrench. Metal: 200/200.
Builds: Level 3 Dispenser: HP: 216/216.
TT2000: HP: 125/125. Loadout: Shotgun/Pistol/Wrench. Metal: 0/200.
Builds: Level 3 Dispenser: HP: 250/250. Level 2 Teleporter Entrance. HP: 200/150. Upgrade: 0/200. Level 2 Teleporter Exit. HP: 200/150. Upgrade: 0/200.
RED Medic [3 Medics]
thedrew95: HP: 150/150. Loadout: Syringe Gun/Medi Gun/Amputator.
Crusher48: HP: 0/150. Loadout: Crusader's Crossbow/Medi Gun/Bonesaw.
Minor107: HP: 150/150. Loadout: Syringe Gun/Quick-Fix/Bonesaw. Healing OpelSpeedster.
RED Sniper [2 Snipers]
Lauryman: HP: 125/125. Loadout: Sniper Rifle/SMG/Kukri.
RED Spy [0 Shpees]
Vs.
The Horseless Headless Horsemann: HP: 6,900/35,000.
Voodoo-Cursed Heavy: HP: 300/300 Loadout: Tomislav/Sandvich/Fists.
Voodoo-Cursed Medic: HP: 150/150. Loadout: Blutsauger/Medi Gun/Bonesaw.
Voodoo-Cursed Engineer: HP: 125/125. Loadout: Pomson 6000/Wrangler/Wrench.
Builds:
Where we proceed from here, I'll allow my allies decide. However, I must advise against charging head first after him, as I strongly suspect a trap. Perhaps we should allow the scout to, oh I don't know, scout ahead first?
Edit: If everyone is going to charge, I might as well follow behind, healing allies as they need it and staying out of range of the HHH and his cronies.
Check out my bad CTM map reviews here.
An alternate timeline emerges.
However, we must first start from the beginning...
GODDAMN IT
STUPID GENDERFLIP VIRUS