I find a Spiritomb, the one of two pokemon with no weaknesses in Gen V and under, and begin to try to catch it.
1/10
(Also, how frequently can I add one to the counter to catch it?)
I find a Spiritomb, the one of two pokemon with no weaknesses in Gen V and under, and begin to try to catch it.
1/10
(Also, how frequently can I add one to the counter to catch it?)
Once per post.
I use my Broken Halo and Kamehameha X10 the TIE Hivemind!
Rollback Post to RevisionRollBack
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft? TOPICS I MAKE, Y U NO STAY ALIVE?
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.
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
building a barrage of 10 V-2s 5/5 FINISHED
launching them at the Hivemind, that will do some massive damage... Most likely it wont survive that.
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!
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.
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
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!
Important Rule! There are now going to be limits on what you can charge and for how long. When I am done posting I am going to share the new rules... I will implement them later.
I'm pretty sure I made it so I could use magic again (Necklaces = Charms) So Yeah
Since the Atomic bomb won't do much damage I throw it at the Godmodder's Face
I then Jump on GlaDOS and Kick her imanginary face
Alright. You can now use magic again! The godmodder absorbs the nuclear bomb's radioactivity and turns it into an actual radio! 1,200 damage to GLaDOS!
...Well, that went terribly. I defect to the anti-godmodder side, then taunt the godmodder about the fact that his own creator has turned against him, and that he is certainly doomed now!
Also, Twin, a bit of advice: I sometimes like to click the "apply edit" button when I'm only a portion through the post, since if I accidentally go back a page on my browser then I haven't lost a ton of work. It happened to me quite a bit in the old game...
The godmodder is happy that you are gone! He worked much better without you. He also laughs and detonates a secret bomb he put inside you in case anything like this ever happened!
Phantom 3/10
I summon the Anger, Intelligence, and Curiosity cores and attach them to GLaDOS. (Not the Morality Core.) These cores will boost GLaDOS's defense as well as help her with the areas they specialize in. I then turn into a Sentry Turret and open fire.
GLaDOS now has the Anger, Intelligence, and Curiosity cores attached to her! They have 2,000 health each. The Anger Core makes all of her attacks mini-crit, the Intelligence Core stalls one AG attacker with cake, and the Curiosity Core lets her attack two things at once!
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.
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
building a barrage of 10 V-2s 4/5
You still didn't answer my question about when planes could fly. Does the Messroom need to be populated? Do you need to provide targets with the Control Tower?
"Yes, my robot is back!"
[RAGE MODE REDACTED]
As i climb into Gamma, i start off his attacks with a traditional punch to Mega Man's face.
Seeing as Gamma's fist has spikes, and since in every Mega Man game ever created in the history of the universe has Mega Man die instantly of spikes, then...
Yeah, i just abused Mega Man's own logic to destroy him. THAT is how i play it.
(Meanwhile...)
Hard Man: Can i fight now?
Me: Not yet, Hard Man. Not just yet.
Gamma is now locked onto Mega Man! I knew this would happen...
I look at my new weapon spoil thingy I got for defeating the boss(I don't what it actually is) and then use it on the TIE hivemind!
Sorry for not explaining it in my post. It was explained in the OP, though. For defeating the C-Mech, you got the Detonation Core! It can deal heavy damage to something, but has a cooldown.
You deal 2,500 damage to the TIE-Hivemind! The Core will need to cool down for 3 turns.
I give the godmodder a rewards sheet! If he does what is listed on the sheet, he will get the reward pertaining to it!
Holding off on attacking for a turn: Godmodder-flavored gummy candy pack
Healing an anti-godmodder entity: Godmodder pins and buttons sheet
Destroying a pro-godmodder entity: "Godmodders of history" 2014 calendar
Damaging himself(and not healing it back): "Cool godmodder" solid gold trophy
The trophy...it beckons...
1 damage! The godmodder is happy with his cool new trophy.
Minor, look on the OP in the Spoils of War section. You got a Broken Halo for defeating One-Wing Angel Kirby. It gives you super-strength for three turns, but has a cooldown.
I find a Spiritomb, the one of two pokemon with no weaknesses in Gen V and under, and begin to try to catch it.
1/10
(Also, how frequently can I add one to the counter to catch it?)
Welcome! You can only add to the charge once per post.
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.
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
building a barrage of 10 V-2s 5/5 FINISHED
launching them at the Hivemind, that will do some massive damage... Most likely it wont survive that.
All of the V-2s deal 3,000 damage before exploding!
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.
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
I plant a tree underneath the location of the hivemind, and begin waiting...
You plant a tree. But for what purpose...?
End-of-Turn Battle:
The TIE-Hivemind is now on its last legs! It decides to go out in style! It and all the TIES kill all the Target Bots! GLaDOS destroys the Infinity and deals 7,000 damage to Scaliferd! He is also infected with neurotoxin. All the rest of the PG entities DESTROY the Flagship!
Gamma deals 2,000 damage to Mega Man! Quick Man and Shadow Man also deal 1,000 support damage. The Egg Pawns, Egg Shield Pawns, Templars, and Bots deal 5,500 damage to the 501st Army! Scaliferd deals a weakened 1,000 damage to the TIE-Hivemind!
Quick Man: [AG] 7,500/7,500. Weapon: Quick Boomerang. Weakness: Time Stopper.
Shadow Man: [AG] 7,500/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
TIE-Hivemind: [PG] HP: 3,450/40,000. Specials: When killed, all TIE-Fighters will die, and no new ones can be summoned. Cannot be damaged until TIE-Shields are destroyed.
I find a poster of the Logician, and Pile it at the top of the sacrifice.
I also develop the plane!
2K013-Enforcer
Medium-high health
Has defensive machine guns that are hard to get around.
Also has a flaming oil cannon that launches a fireball and is gravity-affected.
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!
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!
1/10
(Also, how frequently can I add one to the counter to catch it?)
Named Monty
Once per post.
I use my Broken Halo and Kamehameha X10 the TIE Hivemind!
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
-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.
6 P40 fighter
3 SBD divebomber, 1 SBD divebomber 0/2
2 B25 bomber, 1 B25 bomber 0/3
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
building a barrage of 10 V-2s 5/5 FINISHED
launching them at the Hivemind, that will do some massive damage... Most likely it wont survive that.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
I crash some planes into the TIE hivemind. It's lived long enough!
Check out my bad CTM map reviews here.
YAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!
*splat*
Well, that didn't work, so I just let loose Smile Dog in the TIE Hivemind.
I scored 100% on the Minecraft Trivia Quiz. How much do you know about Minecraft?
TOPICS I MAKE, Y U NO STAY ALIVE?
The thing in space has reached huge proportions! What could it be?
GODDAMN IT
STUPID GENDERFLIP VIRUS
5/20
I then Spawn in a Giant
AG entity BTW
I have Auto Correct on my Computer I message the Godmodder
2/50 Gaea
-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.
6 P40 fighter
3 SBD divebomber, 1 SBD divebomber 0/2
2 B25 bomber, 1 B25 bomber 0/3
Note: in this base i can create custom planes
and everyone else can do that too, but its limited to WW2 tech and lower. If you dont know how to or just being lazy, use an existing blueprint.
drawing another blueprint 1/5
6/20
Check out my bad CTM map reviews here.
Important Rule! There are now going to be limits on what you can charge and for how long. When I am done posting I am going to share the new rules...I will implement them later.
Alright. You can now use magic again! The godmodder absorbs the nuclear bomb's radioactivity and turns it into an actual radio! 1,200 damage to GLaDOS!
1,300 damage!
The godmodder is happy that you are gone! He worked much better without you. He also laughs and detonates a secret bomb he put inside you in case anything like this ever happened!
Alright. From now on I will do that.
GLaDOS now has the Anger, Intelligence, and Curiosity cores attached to her! They have 2,000 health each. The Anger Core makes all of her attacks mini-crit, the Intelligence Core stalls one AG attacker with cake, and the Curiosity Core lets her attack two things at once!
You still didn't answer my question about when planes could fly. Does the Messroom need to be populated? Do you need to provide targets with the Control Tower?
What Uber Fighters?
There are none! You fire at the Infinity, dealing 1,000 damage!
Gamma is now locked onto Mega Man! I knew this would happen...
The Warhounds will not attack this turn.
Sorry for not explaining it in my post. It was explained in the OP, though. For defeating the C-Mech, you got the Detonation Core! It can deal heavy damage to something, but has a cooldown.
You deal 2,500 damage to the TIE-Hivemind! The Core will need to cool down for 3 turns.
One of the new features in DTG2 is that the godmodder can summon AG entities from the old thread to fight for him! Mega Man was in the old thread.
As for your special weapon, you got the Broken Halo! All of your attacks will now mini-crit for three turns!
...
What SP-Mech? It doesn't exist anymore!
The trophy...it beckons...
1 damage! The godmodder is happy with his cool new trophy.
Your lasers deal 1,000 damage to the Flagship!
All of your punches and kicks deal 1,400 damage.
But there is no SP-Mech!
Welcome! You can only add to the charge once per post.
A mini-critted 2,000 damage!
All of the V-2s deal 3,000 damage before exploding!
1,100 damage!
Yes, it has. The TIE-Hivemind shoots down the planes. The wreckage bombards off easily!
Spread...the word...
$#^%*)(&%#@$^&*()_ damage!
You cannot use /summon! You are not staff...
You plant a tree. But for what purpose...?
End-of-Turn Battle:
The TIE-Hivemind is now on its last legs! It decides to go out in style! It and all the TIES kill all the Target Bots! GLaDOS destroys the Infinity and deals 7,000 damage to Scaliferd! He is also infected with neurotoxin. All the rest of the PG entities DESTROY the Flagship!
Gamma deals 2,000 damage to Mega Man! Quick Man and Shadow Man also deal 1,000 support damage. The Egg Pawns, Egg Shield Pawns, Templars, and Bots deal 5,500 damage to the 501st Army! Scaliferd deals a weakened 1,000 damage to the TIE-Hivemind!
The Battlefield:
Scaliferd: [AG] HP: 600/50,000. Specials: Neurotoxined.
Zomcannon: [AG] HP: 2,000/5,000.
Egg Pawns: [AG] HP: 50/50. (x130.)
Shield Egg Pawns: [AG] HP: 250/250. (x100.)
Knight Templars: [AG] HP: 250/250. (x120.)
Mage Templars: [AG] HP: 150/150. (x85.)
Assault-Bot: [AG] HP: 2,500/2,500. (x8.)
Repair-Bot: [AG] HP: 1,000/1,000. (x3.)
Sniper-Bot: [AG] HP: 1,500/1,500. (x3.)
Hickam Field: [AG] HP: 20,000/20,000. Shield: 1,500/1,500. Control Tower: 1,000/1,000. Fighter Hangar: 500/500. (Planes: 6.) Divebomber Hangar: 500/500. (Planes: 3.) Bomber Hangar: 750/750. (Planes: 2.) Messroom: 750/750. Custom Planes: V-2. HP: 1,800/1,800.
Warhound Titans: [AG] HP: 10,000/10,000. (x3.) Shields: 2,000/2,000. Guns: 500/500.
Gamma: [AG] HP: 40,000/40,000. Weakness: Search Snake. Holding Sandvich.
Quick Man: [AG] 7,500/7,500. Weapon: Quick Boomerang. Weakness: Time Stopper.
Shadow Man: [AG] 7,500/7,500. Weapon: Shadow Blade. Weakness: Top Spin.
TIE-Hivemind: [PG] HP: 3,450/40,000. Specials: When killed, all TIE-Fighters will die, and no new ones can be summoned. Cannot be damaged until TIE-Shields are destroyed.
Annihilator: [PG] HP: 1,200/20,000. Shield: 47%. Cannons: 1,500/5,000. Generator: 0/2,000. Bridge: 900/1,000. Bridge Shield: 240%.
TIE-Fighters: [PG] HP: 100/100. (x371.) Cannot be attacked.
TIE-Bombers: [PG] HP: 80/80. (x142.) Cannot be attacked.
TIE-Defenders: [PG] HP: 130/130. (x103.) Cannot be attacked.
TIE-Avengers: [PG] HP: 200/200. (x101.) Cannot be attacked.
TIE-Phantoms: [PG] HP: 50/50. (x75.) Cannot be attacked.
TIE-Hunters: [PG] HP: 100/100. (x20.) Cannot be attacked.
501st Army: [PG] HP: 3,800/25,000. ATSTs: 2,000/2,000. (x10.) IFT-Ts: 1,500/1,500. (x10.) ATATs: 0/1,000. (x0.)
Dominator: [PG] HP: 17,500/25,000. Shield: 100%. Cannons: 3,000/7,000. Generator: 1,500/1,500. Bridge: 2,500/5,000.
Imperial Fleet Commander: [PG] HP: 100/100. Specials: On Dominator.
Star Destroyer Fleet: [PG] HP: 10,000/10,000. (x10.) Shields: 1,000/1,000.
Emperor Palpatine: [PG] HP: 20,000/20,000.
Mega Man: [PG] HP: 32,000/35,000. Weapons: Mega Buster.
GLaDOS: [PG] HP: 33,800/35,000. Specials: Neurotoxin deals additional damage. When HP is critical, summons neurotoxin storm dealing damage to all. Cores: Anger: 2,000/2,000. Intelligence: 2,000/2,000. Curiosity: 2,000/2,000.
Godmodder: HP: 86/125.
I find a poster of the Logician, and Pile it at the top of the sacrifice.
I also develop the plane!
2K013-Enforcer
Medium-high health
Has defensive machine guns that are hard to get around.
Also has a flaming oil cannon that launches a fireball and is gravity-affected.
An alternate timeline emerges.
However, we must first start from the beginning...
7/20
My Warhounds attack the 501st again.
MAC Strike recharging.2/5Darn :/
Check out my mod idea! http://www.minecraft...r-with-bending/
Starkiller the most OP character in the star wars universe.
11/20
Egg Pawn
HP:50
Attack:
Energy Machine guns: 100 damage
Shield Egg Pawns
HP:250
Attack:
Bash:50 damage
Buff
Shield: stops 10% of damage
Zomcannon
Hp:5000
deals 4000 damage
-has a cooldown time of 1 turn if used
-must be used manualy
What did i get for killing the SP-Mech?
I heal Scalaferd and tell him to fall back for now.
I then Shoot the TIE Hivemind with it making it Blast into space
Once that happens I call an alien Planet to make a huge crack all the way to bedrock
3/50 Gaea *Goddess of earth BTW*
8/20