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Messages - KhanCipher

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16
Off Topic / Re: D&D Campaign Info
« on: February 08, 2012, 05:24:42 pm »
then it's just a matter of ANYONE out of Khan, Val, GPH, and Pit (or whoever else wants to jump in) making a char

give me a link on how to make one, and i'll do it tonight :P

17
Chaos Cluster / Re: Subfac
« on: February 03, 2012, 03:19:39 am »
CRAP III ;D

18
Chaos Cluster / Re: Subfac
« on: January 31, 2012, 03:08:20 am »
CRAPIII #epiclol#

19
Chaos Cluster / Re: A title/rank idea
« on: January 26, 2012, 06:44:09 am »
(so long as they're not slaughtering newbies that aren't pvping,

so if i rejoin CC, i can't keel newbs on konu :3

20
Stuff to potentially add:

Combat Arms, Combat Arms, Combat Arms... ok, i wouldn't mind a group of friends playing with me xD

21
Off Topic / Re: D&D Campaign Info
« on: January 15, 2012, 05:05:14 am »
well, i know the race and class i'm going to be fyi

and it's gonna be a bit before i can start writing my character's backstory also...

22
Off Topic / Re: D&D
« on: January 01, 2012, 08:33:36 am »
i call dibs on the rouge that can't disarm traps or keep his balance xD

i have an interesting story on that, my group had to go down a narrow slippery downslope. i went first because they didn't want to fall down because of me, i did my roll successfully... while everyone else failed it

23
Other Games / Re: How about some FPS?
« on: December 31, 2011, 07:02:49 am »
'A'lliance of 'V'alliant 'A'rms

'A' 'V'ery 'A'nonymous game... yep i've heard of it :P (if you don't get it, it was what it was called on the combat arms forums :P)


there's always Combat Arms which is like AVA, but lighter on the gpu :P
but if you get into that i would suggest atleast spending $25 to get either the m416 cqb, g36e valk, MP7 mod, l85a1 mod, or the fs2000 tactical for perm just for convenience.

but other than that, i could tell you what guns work, and which ones don't :P


24
Chaos Cluster / Re: Xvar
« on: December 22, 2011, 08:56:22 am »
Xvar asp

(10%) +2/2 controlled/max speed
(10%) All energy weapons receive +1 range and -1 recharge

or...

Xvar Pirata

all added weapons receive +1 range.





fuck it, give the LF a xvar

(10%) +4/1 controlled/max speed

25
Off Topic / Re: Happy/Merry Everything :P
« on: December 22, 2011, 08:34:40 am »
Merry Christmas, Happy Hanukkah, Happy Everybody, Happy Holidays, and if you have a problem with Happy Holidays, then Happy STFU.

and a video to explain my little "holiday" greeting :P

26
Other Games / Re: MiniTroopers
« on: December 14, 2011, 02:07:05 am »
Now, after spending quite a bit of time on figuring out good skill combos, I will write a guide on how to setup troopers that can own the battlefield.

http://minitroopers.wikia.com/wiki/Skill_List

the skill list is up there, and i will be using some troopers as examples (like trerro's first trooper :P)

now to explain the 2 things you would want the most on your troopers

1. Initiative: this allows your trooper to act while the enemy sits there.
2. Critical: this essentally says the chances of the trooper inflicting a killshot (headshot, gutshot, punctured lung, shot to the heart)

now we got that out of the way, now i should explain good skill combos.

CK-Mag (sniper), hydroshock shells, and heartbreaker: this trooper would be one to fear, because he would be killing your troopers one shot each, unless you have invincible or lucky charm

Sprinter, Tuck and Roll, and any non heavy weapon: this trooper can close on the enemy, can dodge the flak, and can kill, all around a great trooper!

Heavyweight, Huge Calves, Sturdy, and a machine gun: The Walking Tank! This trooper can move at normal speed (thanks to study and huge calves), tank the flak, and dish out the same!

On Point, Frenetic, Twinoid, Sprinter, Pump Action Shotgun, Hydroshock Shells: Initiative is this trooper's game, he has enough of an advantage that he can clear one wave of troops in one go, and if you really want to put the hurt on the enemy, have Spy with it and really watch the enemy die.

On Point, Infernal Tube, Cold Blooded, Heat Sensor: This trooper will never have the 5% miss rate of the infernal tube. And on top of that, Camo, and Wife Beater are no longer any problems, the only thing that'll stop this guy, is a high HP soldier.
-------------------------------------------

Now that you know good combos, now for the Headgear. You get a choice of 2 (3 if you have the "Smart" skill beforehand) at lvl6.

Soldier: +1 hp for every lvlup. what this means, is that if you don't have any other hp enanceing skill, your trooper's hp is now 15

Scout: +1 trooper you can deploy per wave. there are vehicles that require 2+ of the deployment value to use, so getting a few of these are important if you plan on getting the "Heavy Tank"

Spy: +50 Initiative (+10 more for each level-up), and can appear in the enemy deployment wave. One of the more rare Headgear, this one gives the effect like "On Point", but this trooper can appear in the enemy forces.

Saboteur: +1 sabotage per lvlup. this one is kind of hard to explain, but it works like a chance to sabotage the enemy's weapons (like you can sabotage all of them, or get bad luck and sabotage none). Still a great helm to have.

Doctor: Immune to poison, and paralysis. And can heal a trooper for 5 and +1 hp per lvlup (also can cure poison off of other troopers). Self explanatory, but each trooper can only be healed once throughout the entire battle.

Munitions: Reloads all friendly trooper's ammo, and doubles the use of granades. something to note on this, the ammo only reloads if you beat a enemy wave, but the troopers have to load the ammo into the gun themselves.

Comms Officer: +1 comms per lvlup. the most flexible one of them all, they can snipe, assault, shock troop, heck even support. now this requires a explanation on what they can do.

1 comms required commands
Solo Mission: This gives a huge Initiative bonus to one trooper.
Commando: This is a AoE Initiative bonus, but the bonus is small.
Locked: This is done to enemy troops, any shots fired at the enemy troop auto hit them.

6 comms required commands
Support: this calls for reinforcements to any troopers not deployed (note that only 2 can be deployed at a time this way).
Retreat: all Friendly troops undeploy and redeploy with full health and ammo, also if you have enough space for more troops in the redeploy, more troops will deploy with them.

20 comms required commands
Propaganda: This is the rare use comms command, it makes a enemy troop switch sides for the rest of the battle (also note that if the trooper has weapons that were sabotaged, they won't be fixed).



And now, the worst helmet of them all...

Pilot: +25% chance of getting a vehicle per lvlup. The +25% works for getting a vehicle as a lvlup choice, and works for increasing the odds of using it in a battle. (i'm pretty sure the Heli, and the Light Tank has a 4% chance of being used in a battle, while the heavy tank is 1%, motorcycle is 25%, and fighter jet can only be used if the trooper that has it is off screen).
---------------------------------------------------

27
as usual, hollywood is trying to use a pay phone strategy in a smart phone world, and are crying like little babies to the government.

makes me wish they would just go bankrupt already. >.>



oh and the quote in my sig works great for describing it. xD

28
Other Games / Re: MiniTroopers
« on: October 16, 2011, 02:52:26 am »
so, i'm guessing that "power of meep" is Trerro :P

29
Other Games / MiniTroopers
« on: October 14, 2011, 11:56:56 pm »
http://32nd-iron-strike.minitroopers.com

i have no idea what to say about this game.

it's completely free, you only spend maybe 2-3 min on it in an entire day

Try it, you'll like it ;)

30
Off Topic / Re: who would be interested in some roleplaying?
« on: September 09, 2011, 02:59:46 am »
Sir Galahad The Chaste - work?
Sir Galahad with the chased probe found its base of prowlers ready to engage the enemy waiting on Commander's order.

what i meant is... well i need some actual backrounds so i can figure up a good starting point nvm i have a good starting point already. :P

Also, i've thought a bit on your name, and your character, which i think you might like.... and i think where i'm going to start is a little bit after this.

Samuel "Knight" Galahad
Merits: MM/QR/BZ

Quirks:
-30% to-hit when attacking any target at a range of 6 or more
+10% to-hit when attacking any target at a range of 3 or less

Description:
Raised in a family that claims to be descendants of "Sir Galahad of the Round Table" from the old medieval years of Terra. Although it's been called a long shot by most people, but it hasn't stopped them from trying to find proof that it's true. He has been taught to live under the code of Knighthood, and to live for pride.

His skills as a meka pilot are that of a veteran, but because of his training as a knight he has always had problems with engaging targets that are at a 600m or greater range. This however hasn't stopped him from becoming a meka pilot like his father, and his grandfather before him.

He is now serving under Marcus' command of the now shattered "21st Searing Strikers" of Searing Shadows.

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