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Poll

Don't vote in the poll if you aren't in the game, man!

I'm so sorry
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I'm a bad person
- 19 (45.2%)
Please forgive me
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Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122564 times)

Archangel

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Re: Monster Defence (Fourth Age)
« Reply #1755 on: July 20, 2010, 03:00:02 am »

Tell me, what classes do people currently have?
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1756 on: July 20, 2010, 03:23:36 am »

we have a machinegunner, shotguner, sniper, medic, engineer and 2 scavengers

tell me if i missed someone
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #1757 on: July 20, 2010, 03:28:55 am »

If you're right, then from a team perspective I should probably go for Brute. Damn!
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1758 on: July 20, 2010, 03:30:22 am »

Brute isn't necessary, not really. You need an engineer, a medic, a scavenger, a sniper, and a machinegunner (maybe a shotgunner if you like). After that, you can basically get whatever you want.
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RAM

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Re: Monster Defence (Fourth Age)
« Reply #1759 on: July 20, 2010, 03:35:02 am »

Brute and engineer are a difficult combination, the prospect of a brute holding the gate to a fortress is quite impressive, but more likely is the situation in which the engineer is waiting for the horde to reach the walls and the brute is charging out to get a piece of the action. They both do the same job of slowing the enemy advance, but unless they are closely coordinated it is probably that their intentions will not be compatible.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #1760 on: July 20, 2010, 03:40:35 am »

What do you mean by them not being "compatible"?
Actually that did give me a really good idea. You know how the engineer has to lay mines and traps, right? If he's right in the thick of it, it might be good for a brute to go in and clear out zombies.
Though I guess a pistoleer or something could do that too.

Stuff I need to do: Add mines
Add $100 sniper rifle
Change class weapons - delete Hero/Acrobat, add powerful 105mm artillery piece (?) for Demo, hand cannon (?) for Pistoleer, modify medipistol description to use bandages/FAKs
Add zombies, mod old zombies. Poison zombies? Flies, stacked waves, heavies.
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #1761 on: July 20, 2010, 03:52:01 am »

Name: Boom
Description: Blonde. Like Survivor, he's wearing DPCU
Money: $0
PP: 0
Equipment:
4 x Molotov Cocktail
Thick Denim Clothes

Buy 2 PP, Take Demo Man class, Slow and Throwing Arm.

Result:
Name: Boom
Description: Blond. Like Survivor, he's wearing DPCU
Money: $0
PP: 0
Demo Man: +20% damage, range for explosive weapons; -25% damage for non-explosive weapons; -1 AP to throwing bombs
Throwing Arm: +25% bomb-throwing range
Slow: -1 AP per turn
Equipment:
4 x Molotov Cocktail (2*)
Thick Denim Clothes*

I'm gonna try to redo this but I don't have time right now.
« Last Edit: July 20, 2010, 04:48:26 am by Archangel »
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1762 on: July 20, 2010, 04:00:02 am »

Archangel, shouldnt you get at least a cheap rpg, so you have an unlimited weapon?
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #1763 on: July 20, 2010, 04:03:55 am »

I would, but I'd need to take Lively and or Speedy to use it, which I think would mean taking at least one flaw, which is something I don't want to do. However, I'm open to suggestions as to what to do.
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There's about 25 of the fuckers and the three sarge killed were at point blank range - it's got to be zombies or a bunch of really dumb terrorists with knives.
My full sig

wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1764 on: July 20, 2010, 04:06:39 am »

I think im getting lead river next, that'l be useful, mught bet a better gun 1st though, see how it goes
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

RAM

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Re: Monster Defence (Fourth Age)
« Reply #1765 on: July 20, 2010, 06:03:41 am »

I just mean that a Brute will want to run out and meet the zombies, which is completely incompatible with staying behind the engineer's walls, and if the brute holds the zombie's attentions then the engineer's walls won't be used. You are probably better off with 2 engineers for a fast fortress or two brutes for a large distraction, rather than one of each...
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

411570N3

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Re: Monster Defence (Fourth Age)
« Reply #1766 on: July 20, 2010, 06:46:14 am »

Then I guess you'll just have to get the guy playing brute to be patient and sit still like a good little gigantic sword-whirling mass of muscle.
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1767 on: July 20, 2010, 06:51:09 am »

I just wanna know, i a machinegunner that aims a paradox? cause that sure looks like the way my guy is going

also spray and slay is worse than useless, you get 5pp for halving you're overall damage (on average) no way is 5pp going to fix that
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #1768 on: July 20, 2010, 07:19:11 am »

Ok new character

MP18 Assault SMG for $90

Thick Denim Clothes for $45

$115 left

Buy Gunner 0pp left

get slow(gunner) +3pp

can get 2 more pp for $80 leaving $35 left

5pp

Never surrender (what do you guys think?) for 4pp

spend 7pp on machinegunner

2pp left
Rambo for +3pp

Get Marksman for 5pp
Buy Bandage for $18

So

Fenrir(wolfchild)
4/4HP
10 AP

Currency:
$35
PP:0

Inventory:
Thick Denim Clothes (e)
MP18 Assault SMG(e)
Bandages (2/2)

Perks/Flaws:
Gunner Class 5pp> +25% Gun damage, -75% melee damage
Machinegunner Subclass 7pp> -20% Firing time for automatic weapons, -50% damage for all non-machinegun weapons
Marksman 5pp> +20% chance of hitting, max 100%
Slow (gunner) +3pp> Doubble movement costs
Never Surrender +4pp> Cannot move unless health is at or below 1.5
Rambo +3pp> Can only move forward

GM information:
4/4 HP
10 AP

Possible Actions:
Move: 2AP
MP18 Assault SMG: 1.2AP, 0.9375 damage, Hit; 6-13 or 5-12 (depending on how you want to use the marksman perk, i left out the extra .4 in 20 chance of hitting altogether), crit 10
Bandage: 3ap, heal adjacent target

ok, i can just get slow(gunner) and never surrender for the machinegunner perk, not get rambo or marksman, allowing me to not buy the 2pp, giving me $80, combine with $10 out of what i have left, get a thompson instead of an MP18, giving me more damage comparitively than what i would have been doing

New application
Fenrir(wolfchild)
4/4HP
10 AP

Currency:
$25
PP:0

Inventory:
Thick Denim Clothes (e)
Thompson(e)
Bandages (2/2)

Perks/Flaws:
Gunner Class 5pp> +25% Gun damage, -75% melee damage
Machinegunner Subclass 7pp> -20% Firing time for automatic weapons, -50% damage for all non-machinegun weapons
Slow (gunner) +3pp> Doubble movement costs
Never Surrender +4pp> Cannot move unless health is at or below 1.5

GM information:
4/4 HP
10 AP

Possible Actions:
Move: 2AP
Thompson: 0.6AP, 1.25 damage, Hit; 8-13
Bandage: 3ap, heal adjacent target


___________________________________________________________________________________
Also if people dont mind me taking $15 from the group il trade that and my $25 for a pp, take rambo and pick up speedy
or I could not get the bandages if you guys think they will not be needed, i can get speedy already without funding
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You really can both sig it.
But... That would break the laws of sigging! We can't have everyone running around with the same quotes. IT MAKES THEM UNFUNNY FASTER!

Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #1769 on: July 20, 2010, 07:34:55 am »

Also if people dont mind me taking $15 from the group il trade that and my $25 for a pp, take rambo and pick up speedy
or I could not get the bandages if you guys think they will not be needed, i can get speedy already without funding

You won't need bandages, I'll be there (:  I'm not even taking a weapon, just drugs, first aid kits, and medic perks.
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