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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
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Please forgive me
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Total Members Voted: 42


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Author Topic: Monster Defence (Fourth Age)  (Read 122377 times)

Archangel

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Re: Monster Defence (Fourth Age)
« Reply #2040 on: August 05, 2010, 02:28:26 am »

Do you guys think I should shoot at G4?
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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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RAM

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Re: Monster Defence (Fourth Age)
« Reply #2041 on: August 05, 2010, 04:06:41 am »

From what I can tell the only difference between G4 anf F4 is that hitting F4 means you miss that one zombie, which would probably be better suited to a shotgun or sniper round anyway...
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Archangel

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Re: Monster Defence (Fourth Age)
« Reply #2042 on: August 05, 2010, 04:27:08 am »

OK.
I shoot a G4. Having primed the grenade this costs 9AP. I'll run SW twice and prime a grenade with my remaining AP.
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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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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2043 on: August 05, 2010, 08:28:23 am »

Build a stonefall trap to the south. Move east once. Build a stonefall trap to the south and the east.
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411570N3

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Re: Monster Defence (Fourth Age)
« Reply #2044 on: August 05, 2010, 08:58:46 am »

The Metal Storm weapons fire normal rounds
Except for the ones that don't. Like those ones firing 40mms. Also, the rounds are individually more effective, due to several explosive charges having been detonated before the front bullet has left the barrel, increasing the muzzle velocity when firing in bursts or at an otherwise high rate.
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RAM

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Re: Monster Defence (Fourth Age)
« Reply #2045 on: August 05, 2010, 10:09:25 am »

Just get a gun that shoots 10 black holes travelling at warp 9 for 1 AP...
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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!

Rolan7

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Re: Monster Defence (Fourth Age)
« Reply #2046 on: August 05, 2010, 11:29:04 am »

Just get a gun that shoots 10 black holes travelling at warp 9 for 1 AP...

For added "fun", say they're travelling at 9c without warp technology.  You declare your shots and they take effect on the first turn, then on the final turn you move to the firing position and shoot.

(There have been game systems with such temporal screwiness, but I'm not seriously suggesting it here.)
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RedWarrior0

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Re: Monster Defence (Fourth Age)
« Reply #2047 on: August 05, 2010, 12:04:35 pm »

Also, several of the Metal Storm rounds get fired before the gun recoils. Think about that for a minute.

Proposal: Epic Weapons. These require a short quest of harder zombies in 3 different maps. After that, an Epic Piece is gotten, and the team votes on who gets it. Epic Pieces give one of these weapons, decided by who gets it:

Sustained Fire Metal Storm: Nuff said
Hyper Pulse Rifle: Really powerful, armor piercing, can charge to deal even more damage
Cruise Missile Strike Beacon: Demoman weapon. Instead of carrying the missiles himself, the Demoman gets to target them. It acts like s/he wields them, though
The Shogun: A mechanical arm and recoil negation system attached to a really big shotgun. This shotgun is a two by two square of sawn-off M1 Abrams 120mm cannons. Firing it empties two of the barrels' loads of double canister
The Sassacrusher: A hugeass hammer that you carry using the blue ghost gauntlets.
Medigun: Straight out of TF2
MEGAMECHA: Only the Engineer can build this, but it gives him a good chunk of armor and AP in addition to scrap costs being halved.
The Good Samaritan: For lack of another pistol


If there's any class I didn't give an Epic weapon, tell me.
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maxicaxi

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Re: Monster Defence (Fourth Age)
« Reply #2048 on: August 05, 2010, 12:11:10 pm »

the philosophers stone (turn enemies into gold)
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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2049 on: August 05, 2010, 12:22:43 pm »

the philosophers stone (turn enemies into gold)

King Midus
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2050 on: August 05, 2010, 01:04:04 pm »

Except for the ones that don't. Like those ones firing 40mms. Also, the rounds are individually more effective, due to several explosive charges having been detonated before the front bullet has left the barrel, increasing the muzzle velocity when firing in bursts or at an otherwise high rate.
40mms are not bullets. We do not want an uber-fast grenade launcher in this game. We want an uber-fast machine gun. Thus we are basing it off the Metal Storm gun. However it has a capacity of basically a normal rifle and then you reload it. So it's kind of pointless. Take the 3GL. Ten bullets and then a reload at increased muzzle velocity does not beat 100 bullets a second at constant speed, unless you reload 10 times a second, and unless your bullets are going so ridiculously fast that each individual 5.56 mm round is like a 20mm round, three or four times larger - which seems quite unlikely to me, using such overpowered firepower on mere enemy personnel would be a waste. Wouldn't they advocate using the 3GL on tanks instead, if they were that powerful?

Also, several of the Metal Storm rounds get fired before the gun recoils. Think about that for a minute.
So it's accurate? Well then, we probably shouldn't include it in the MG category at all, neh?

Proposal: Epic Weapons.
Nobody's even gotten a class weapon yet. Epic weapons are epic, but they're flashy and essentially useless. It's fun to think about but I don't see a point to adding even more weapons that will either never be used, be used commonly and make the game essentially as it was (except everyone does 1000 damage with each shot), or be used uncommonly and make the game unplayable unless you have an Epic Weapon.
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2051 on: August 05, 2010, 10:16:37 pm »



Brion fires his grenade launcher at F3. It almost jams, but luckily it fires, and takes out a huge swath of zombies, killing three easily and drastically wounding two more. He primes his grenade launcher for the next firing, reducing its cost to 11 AP. (Zombie at F2: Dead; Zombie at E3: Dead; Zombie at F3: Dead; Zombie at G3: 0.7 HP; Zombie at F4: 1.9 HP)

Fenrir fires at the zombie behind him in a haze. Woozy from pain, he sprays bullets about indiscriminately, missing nine times in a row before finally getting a hit. All in all, he hits twice; the zombie is heavily wounded but not killed. (Zombie at E7: 0.25 HP)

Roland picks up the bandages and equips them for 3 AP. He heads south, only to find that Fenrir has not dispatched the zombie behind him. He settles for healing himself for 1 HP and retreating.
I basically forgot about your Softhearted trait until now. I will interpret it as, if at any point you are orthogonally adjacent to someone with 75% health or less, you must immediately heal him or do nothing.

Red the Redder waves his gun around threateningly, almost passing out. Despite the wall of pain, he manages to shoot the zombie in the head, killing it. (Zombie at B6: Dead)

Para moves back into the fray and blasts a zombie. Four bullets hit for 3.5+ damage, a bit excessive considering it only had 0.25 HP left. (Zombie at E7: Dead)

The Fonz patches up himself and his stylish leather jacket with his handy first aid kit, then retreats to B3 and scavenges twice, finding two pieces of scrap.

Boom fires at G4, but the pain overcomes him and he fires the grenade launcher clumsily, causing it to jam. He retreats and primes his grenade launcher; the next launch will be 12 AP.



Delmond builds a stonefall trap and goes east. He builds another one to the south, and tries to build one to the east. He begins setting up his trap components when a zombie screams in rage and claws at him. He screams in terror and poops in his suit a little.
(Also, since I've nerfed zombie attack, I've nerfed your suit accordingly, to block 0.3 damage.)

Zombie at G2: 2.8 HP

Zombie at G3: 0.7 HP

Dreadnought at E4: 6.8 HP
Zombie at F4: 1.9 HP

D5: Bandages (2), $11.50
Zombie at E5: 0.5 HP
« Last Edit: August 05, 2010, 10:36:36 pm by Cheddarius »
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Cheddarius

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Re: Monster Defence (Fourth Age)
« Reply #2052 on: August 05, 2010, 10:50:03 pm »



The zombies surge forward. The zombie at G2 swipes at Delmond and damages him. (The earlier scratch when walking into a zombie gave him a 50% chance to fail at constructing a trap, by the way). Another walks into his stonefall trap and is killed.


A zombie attacks Boom, lowering him to 2 health. Another attacks Roland, but luckily his repaired armor absorbs the attack. The rest get dangerously close to the army.

Zombie at G2: 2.8 HP

Dreadnought at C3: 6.8 HP
Zombie at F3: 1.9 HP

D5: Bandages (2), $11.50
Zombie at D5: 0.5 HP
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wolfchild

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Re: Monster Defence (Fourth Age)
« Reply #2053 on: August 05, 2010, 10:57:08 pm »

If, rolan is willing to go around and heal me from the sandbage then wait for that, otherwise don't wait

also wait for either red or para to shoot the dreadnought, or not, then if its alive shoot the dreadnought infront of me, otherwise shoot the normal zeds
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RandomNumberGenerator

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Re: Monster Defence (Fourth Age)
« Reply #2054 on: August 05, 2010, 11:10:30 pm »

...

Crap. I meant go west. Of course, what I meant to do doesn't really matter...

Run to B7
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