Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 16

Author Topic: Determined Monster Defense  (Read 15442 times)

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Determined Monster Defense
« Reply #90 on: November 08, 2010, 01:35:36 pm »

No need for the toast. If we can choose the order we play, what we can do is: Megaman shoot the common ahead of me, I shoot the one in diagonals, then get the fuck out of there, then you flame the way behind.

Actually, being grabbed affects you for the whole turn.  Sorry.  It's really something to avoid (sorry I suggested you move there :/ )
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Determined Monster Defense
« Reply #91 on: November 08, 2010, 01:37:32 pm »

So basically, I am doomed, right? I mean, if I can't move away...
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Determined Monster Defense
« Reply #92 on: November 08, 2010, 01:39:50 pm »

So basically, I am doomed, right? I mean, if I can't move away...
You're probably getting grabbed again next turn, but maybe not with enough flaming/shotgunning, and the turn after you should be fine.  I think.
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Determined Monster Defense
« Reply #93 on: November 08, 2010, 01:48:08 pm »

If someone can clear out the zombies in front of you I could flame the diagonal next to you. That should provide some good cover.

I think I can only afford to flame one spot, though. I need to use the rest of my AP to move to avoid getting swarmed myself.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Determined Monster Defense
« Reply #94 on: November 08, 2010, 01:50:14 pm »

If I turn into a Zombie, do I get to keep the chaingun?
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Jetsquirrel

  • Bay Watcher
  • In the end, i will win.
    • View Profile
Re: Determined Monster Defense
« Reply #95 on: November 08, 2010, 02:18:42 pm »

Create 1 wall under (25,20) and if possible another one at (25,23)

FuzzyZergling

  • Bay Watcher
  • Zergin' erry day.
    • View Profile
Re: Determined Monster Defense
« Reply #96 on: November 08, 2010, 03:19:54 pm »

Toast the square one tile north of me, and also the one to my northwest.
Does moving diagonally cost the same number of AP as moving straight?
If so, I move southwest.
If not, I move south.
Logged

Rolan7

  • Bay Watcher
  • [GUE'VESA][BONECARN]
    • View Profile
Re: Determined Monster Defense
« Reply #97 on: November 08, 2010, 03:28:40 pm »

Toast the square one tile north of me, and also the one to my northwest.
Does moving diagonally cost the same number of AP as moving straight?
If so, I move southwest.
If not, I move south.

Yes, diagonal movement currently costs the same as orthogonal.
Logged
She/they
No justice: no peace.
Quote from: Fallen London, one Unthinkable Hope
This one didn't want to be who they was. On the Surface – it was a dull, unconsidered sadness. But everything changed. Which implied everything could change.

Kashyyk

  • Bay Watcher
  • One letter short of a wookie
    • View Profile
Re: Determined Monster Defense
« Reply #98 on: November 08, 2010, 03:41:44 pm »

Ok, the Zeds to my Northwest get to eat lead, while I move 2 spaces South. I then turn to face due North, revving the chaingun again. I'm most likely gonna get grabbed this turn guys. Although the blue shotty to my east (can't remember who that is sorry) might be able to clear those out.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Determined Monster Defense
« Reply #99 on: November 08, 2010, 03:42:07 pm »

Flame 30,19

Move to 30,25


That should help out Sheb a bit while still moving me to a more defensible position.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Sheb

  • Bay Watcher
  • You Are An Avatar
    • View Profile
Re: Determined Monster Defense
« Reply #100 on: November 08, 2010, 03:55:28 pm »

Shoot 29,19 with my sidearm, then move backward and ready the chaingun to shoot right ahead.
Logged

Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

lemon10

  • Bay Watcher
  • Citrus Master
    • View Profile
Re: Determined Monster Defense
« Reply #101 on: November 08, 2010, 03:58:58 pm »

Hm... sign me up for the waiting list (if there are too many people for me to join next round), this looks pretty cool
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Burnt Pies

  • Bay Watcher
  • Captain Brunch!
    • View Profile
Re: Determined Monster Defense
« Reply #102 on: November 08, 2010, 04:04:15 pm »

Move to 28,20, fire shotgun north east, then move 4 spaces south to 28,24

Also, I'm the shotgunner, not a chaingunner.
Logged
I can read box now
Also, I am a bit drunk
Refrigerator

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Determined Monster Defense
« Reply #103 on: November 08, 2010, 04:12:56 pm »

New Weapon suggestion:

Assault Rifle
AP 2
Range: Long (LOS)

Standard issue rifle. Used to quickly and accurately take care of individual targets. Not as deadly as many of the other weapons, but it offers a lot of versatility when dealing with specific threats.

We need something good for dealing with zombies that are surrounding or about to surround someone. Everything we currently have is either slow or hits too large of an area. Plus, it seems odd not to have an Assault rifle option. At 2ap per shot this won't kill as much as most of the other weapons but it would let us have a few people dedicated to covering the heavy weapons users.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

cheezy130

  • Bay Watcher
  • Indeed.
    • View Profile
Re: Determined Monster Defense
« Reply #104 on: November 08, 2010, 04:28:35 pm »

Wow... I missed a lot of the action...
okay ill move over to (17, 25)
put down trenches at (24, 16), and (24, 17)


Also, can I bash stuff with the supershovel?
« Last Edit: November 08, 2010, 04:36:48 pm by cheezy130 »
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 16