#Tankies touch this and die challenge
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hussyknee · 1 year ago
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Lmao.
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blockgamepirate · 4 years ago
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Technoblade’s Horses Throughout History
Brick
Named for how well he can swim
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Rocket
Best. Horse. Ever.
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Andrew
Clearly superior to Carl in every way
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Carl
The expendable one
Techno would literally die for him
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and finally:
Okay Techno
A gift from the gods
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Brick is obviously from his Blitz Survival Games series. Techno was just talking about what he should name his horse when he rode into a river and the horse just sank to the bottom. Fun fact, he also does his first horse mlg with Brick like just two minutes after naming him. (See "Blitz Survival Games - Naming My Horse!" May 12, 2014)
Rocket is from the TNT challenge video. Techno spent like 20 minutes looking for a horse and then after all that wandering with no horses in sight the first one he finds had amazing speed and jump stats. He named it Rocket because explosives and speed. Techno couldn't safely take him to the End so he had to leave him in a hole while he fought the ender dragon, but he came back for Rocket in the end, it was really touching. (See "Minecraft But TNT Spawns On Me Every 10 Seconds" Oct 14, 2019)
Andrew is Techno's best horse on Dream SMP. Ironically despite the fact that he spent days breeding horses for stats, Andrew was a naturally spawned one he found. Andrew is fast and tanky, with 14 hearts, but has a terrible jump height. Techno treasures Andrew and keeps comparing Carl to him (unfavourably) but since he doesn't dare to lose Andrew he never actually uses him for anything and Andrew has spent his life on the SMP mostly stuck in a hole in the ground. (See "preparing for war (Dream SMP)" Oct 6, 2020, and various DSMP streams after that one)
Carl, named by top donator FossilNet, is Techno's fourth fastest horse on Dream SMP with 13 hearts and equally bad jumping height as Andrew. He's exactly good enough for Techno to use him as his main horse, but mostly because he was more expendable than Andrew... up until FossilNet threatened to stop donating if Carl ever died, after which he became Techno's most treasured horse. Carl has been kidnapped at least 4 times, most notably by Quackity as a hostage to force Techno to surrender to the Butcher Army. (See Techno's Dream SMP VODs from Oct 6, 2020 onwards, as well as "Dream SMP But I Troll Skeppy" Dec 13, 2020)
Okay Techno is from one of Techno's admin abuse Bedwars streams: An admin (probably Dctr) was spawning animals in Techno's base, mostly named "Sub to Technoblade" or something similar, so Techno, shooting for the moon as usual, asked for a horse and a saddle. And thus Okay Techno, the first horse in Bedwars (probably) was born, and Techno was a very happy boy. Okay Techno had 26 hearts but otherwise frankly kinda crap stats. It presumably died in its first rush since Techno couldn't find it after killing the enemy team, but was replaced by an exact same kind of horse with the same stats that was probably called Dont kill me pls, but it's a bit hard to see its name tag on the video so who knows. I choose to believe it was Okay Techno resurrected. That horse also died, accidentally killed by Techno with TNT, but the rush was a success. (See "getting a horse in bedwars" Jul 28, 2017)
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I'm sure I missed some of Techno's horses because he's seriously such a horse boy; he just can't help but get horses wherever he can, but these are the most memorable ones to me.
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tigerkirby215 · 4 years ago
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5e Graves, the Outlaw build (League of Legends)
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(Artwork by Jason Chan. Made for Riot Games.)
Blam blam?
Honestly I made Twisted Fate awhile ago so Graves was on my To Do list. It does also help that he has become a bit of a main character in the Tales of Runeterra shorts, being featured in both the Bilgewater and Bandle City short. And his place in the League meta certainly helps too.
But truthfully most of the builds I make are rather spur of the moment. Graves was just one I had a sudden bit of inspiration to do, which is why he’s up now.
GOALS
Hope you weren't planning to die of natural causes - Two barrels of Destiny should be enough to blow the brains out of anyone who stands in your way, or any other squishy bits.
I ain't got time to bleed - Who has more armor? The woman riding a horse made of literal metal, or the guy with a shotgun who did a bunch of Wave Dashes?
Lights out - To keep foes in place you’re going to need to smoke them out... Smoke them in?
RACE
Because I’m sick of constantly making Variant Humans I’m still going for Eberron Dragonmarks. Nothing really makes sense for Graves except for the Mark of Passage. Your Dexterity increases by 2 and you can increase any ability of your choice by 1: bump up that Constitution for a bit more bulk in the jungle.
You have Courier’s Speed for 5 extra feet of movement and Intuitive Motion to drive land vehicles or make Acrobatics checks. But of course the main feature we’re here for is Magical Passage to cast Misty Step once per Long Rest. Since we won’t be getting Misty Step from elsewhere we’ll finally have an accurate cooldown for Flash!
If Dragonmarks aren’t an option: Variant Human with either the Crossbow Expert feat or the Fey Touched feat works fine.
ABILITY SCORES
15; DEXTERITY - DEX is the “shoot gun” stat, as well as your AC stat among other things. Turns out we’ll have to shoot our gun a lot.
14; CHARISMA - Graves has a gruff charm to him, and while Fate is the one who usually does the talking that doesn’t mean Graves is incapable of doing so.
13; CONSTITUTION - You’re deceptively tanky for a Markman, though that mostly comes from Grit.
12; STRENGTH - You’re also a fairly large man, and New Destiny is a heavy gun.
10; WISDOM - You can tell when folk are lying but you’re a little dense.
8; INTELLIGENCE - But if the Legends of Runeterra shorts have shown anything it’s that you’re only really getting by on dumb luck and determination.
BACKGROUND
LoL wiki says you’re a mercenary, but you tend to work alone (or sometimes with your partner Tobias) so Urban Bounty Hunter makes a lot more sense for finding the scum of Bilgewater. Insight is nice but I’d also grab Intimidation instead of Persuasion or Deception, because you don’t play nice. You also get some tool proficiencies: I’m sure your partner taught you how to play with Cards and Dice, if only to cheat you out of your money.
But what we’re mainly here for is the Ear to the Ground feature, letting you keep in contact with Bilgewater’s underbelly to know who needs a blasting. These connections can get you a contact for bounty work anywhere you may go.
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(Artwork by Kelly Aleshire. Made for Riot Games.)
THE BUILD
LEVEL 1 - FIGHTER 1
If Fighter is the fastest way to learn how to shoot a gun then you must fight! Fighters get two proficiencies from the Fighter list: Athletics and Acrobatics will help you with all that “jungling” stuff.
You also get a Fighting Style and you may be surprised to hear but we’re going for Archery to shoot your gun better, and you also get Second Wind for some refillable potions.
Honestly the most interesting thing to talk about with Fighter levels is what you’re going to grab for a weapon. If you’ve got an Artificer who can give you a cool (Heavy) Crossbow then feel free to grab that, but for the most part we’ll be using Hand Crossbows to recreate the range limitations of Graves’ shotgun.
LEVEL 2 - FIGHTER 2
You’ve got two barrels on your gun so you should shoot both of them in a round thanks to Action Surge. Get another action on your turn! Yup that’s all she wrote chief.
LEVEL 3 - FIGHTER 3
Third level Fighters get to choose their Martial Archetype and Graves is simple, boring, but effective. Feel free to take something more fun (or just use the Dark Tides of Bilgewater Renegade subclass tbh) but it’s about time I crack out the good ol’ Champion Fighter! Buy a Collector for an Improved Critical range of either 19 or 20! That’s 10% crit chance! But any ADC main will tell you that 10% crit still isn’t much crit.
LEVEL 4 - FIGHTER 4
4th level Fighters get our first Ability Score Improvement but being able to shoot good is more important. Grab Crossbow Expert to shoot in melee, reload quickly in a fight, and shoot with your Bonus Action after shooting!
LEVEL 5 - FIGHTER 5
5th level Fighters get an Extra Attack to Blam and then Blam again. These two Blams are separate from your Crossbow Expert Blam which is also separate from Action Surge, allowing you to Blam another two times meaning by level 5 you can already Blam up to 5 times in one round!
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(Artwork made for Riot Games.)
LEVEL 6 - SORCERER 1
What? Did you really think that we wouldn’t have any spellcaster levels? Sorry to say it but there’s no easy way for a martial character to shoot out a smoke cloud or Wave Dash enough to survive a sniper rifle shot in the head.
We’ll be going for the Clockwork Soul since your gun is certainly mechanical in nature, and it’s certainly the soul of your character. As a Clockwork Sorcerer you can use your reaction to Restore Balance and negate either Advantage or Disadvantage a number of times equal to your proficiency bonus, regaining all expended uses at the end of a Long Rest. I’d flavor this more as your skill from years in the business letting you steady your aim or dodge out of the way of a foe who thinks they have the upper hand.
You know what helps with getting the upper hand? Spellcasting, especially with extra spells from Clockwork Magic. The extra spells you can get can be from the Abjuration or Transmutation schools, and can be from the Wizard, Warlock, or Sorcerer spell list. This means you can grab Shield for some Grit AC, and Absorb Elements for some Magic Resistance as well. You also get 4 cantrips and 2 more leveled spells:
CANTRIPS
Mind Sliver will serve as your Challenging Smite, weakening enemies and damaging them.
Message will help you keep in team chat with TF.
Prestidigitation will let you do all sorts of minor tricks with your bullets and gas canisters.
Mending will help you fix up your outfit after getting in scuff.
SPELLS
Fog Cloud will serve as your Smoke Screen, obviously.
To shoot out some Galeforce projectiles, grab Magic Missile to execute! (Note: Magic Missile will not actually execute.)
LEVEL 7 - WARLOCK 1
I COULDN’T HELP IT I’M SORRY. Warlock levels give us an easy way to have spells ready with just a short rest. First level Warlocks can choose their Patron at level 1 and for a bit more lethality take the Genie Patron. You can choose your Genie Kind and a Djinni will give a couple of benefits: for one your Genie’s Vessel will let you do Thunder damage equal to your Proficiency bonus once per turn thanks to Genie’s Wrath. You also have Bottled Respite for a safe place to rest and store the two guns and three knives you are expected to stick onto your gun.
You also get Pact Magic which is like regular spell slots but they come back after a Short Rest. Thunderwave is a good way to give yourself some space with shotgun knockback, and is on your Warlock spell list since you took the Djinni patron! And Hex is just good to Smite a foe to do more damage to them.
LEVEL 8 - WARLOCK 2
Second level Warlocks get their second Pact Magic slot, which is the main reason we need at least 2 levels in Warlock. But you also get Eldritch Invocations: Devil’s Sight will let you see through the dark with your dumb human eyes. And to play dress up Mask of Many Faces will let you put on some skins!
You can also learn another first level spell from the Warlock list: honestly there isn’t much I want, so I guess you can grab Armor of Agathys for some Thornmail.
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(Artwork by Bo “chenbowow” Chen. Made for Riot Games.)
LEVEL 9 - FIGHTER 6
Back to Fighterman, take me by the hand for Ability Scores and, +2 to Dexterity man.
LEVEL 10 - FIGHTER 7
7th level Champions are Remarkable Athletes, letting them add half their proficiency bonus to any STR, DEX, or CON check made which you aren’t already proficient in. Unfortunately you have proficiency in Athletics and Acrobatics but at least this buffs your Slight of Hand and Stealth. And since Initiative is a DEX check, this ability improves that too!
Oh and you can also increase the distance of a running long jump by a number of feet equal to your Strength modifier. A whole extra foot of jumping distance!
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LEVEL 11 - FIGHTER 8
Hey more Ability Score Improvements! Cap off that Dexterity, and also put 1 in Charisma for later.
LEVEL 12 - FIGHTER 9
9th level Fighters get a QSS for Indomitable, rerolling a failed save to potentially succeed! Are you going to succeed any mental saving throws? Probably not, but you’ve got a good chance for Strength, Dexterity, and Constitution. And you can use this for Death Saves too!
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(Artwork made for Riot Games.)
LEVEL 13 - FIGHTER 10
10th level Champions get a whole Additional Fighting Style! Wowie! Take Defense for a bit more Grit in a teamfight.
LEVEL 14 - FIGHTER 11
11th level Fighters get an extra Extra Attack, letting them attack 3 times in a round. This means 4 attacks with Crossbow Expert and 7 if you Action Surge!
LEVEL 15 - FIGHTER 12
12th level Fighters get another Ability Score Improvement, and you know what’s better than one Flash? Two Flashes! Grab the Fey Touched Feat to increase your Charisma by 1, get another once-per-day use of the Misty Step spell, and also grab the Heroism spell for a bit more grit that you can cast with your first level slots.
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(Artwork made for Riot Games.)
LEVEL 16 - FIGHTER 13
13th level Fighters get another use of Indomitable. That’s two rerolls on any failed save! Wow I know basic math!
LEVEL 17 - FIGHTER 14
14th level means another Ability Score Improvement: more Charisma means better Definitely-Not-Spells. But feel free to get something like Sharpshooter or another more practical feat, as the only spells you really have which rely on Charisma are Mind Sliver and Thunderwave.
LEVEL 18 - FIGHTER 15
15th level Champions finally grab their Infinity Edge for a Superior Critical on an 18, 19, or 20! 15% crit chance!
LEVEL 19 - FIGHTER 16
16th level means another Ability Score Improvement: either cap off your Charisma or grab some better feats. Build flexibility is important. "Got any bright ideas?"
LEVEL 20 - FIGHTER 17
Our last level is the 17th level of Fighter for one more use of Indomitable (making it 3 uses total) as well as an extra use of Action Surge! You can’t Action Surge twice in the same turn but you can Action Surge two turns in a row to really put the DPS out!
FINAL BUILD
PROS
I like my enemies two ways: dead, or about to be - Your shots are as reliable as they are deadly. 4 shots per turn thanks to Crossbow Expert’s Bonus Action, all of which have a whopping +13 to hit! Not to mention Genie’s Wrath giving you a flat +6 damage every turn and Superior Critical allowing you to crit 15% of the time.
Let's settle the score - A little bit of magic never hurt anyone. A few Misty Steps and a few more Shields can keep you out of danger, and spells like Hex can let you up your DPS. Even Fog Cloud (while admittedly situational) can still give you cover for either an attack or an escape.
Easy, partner - All that magic along with Fighter abilities and Fighter hit die means that you’re sturdier than most, with plenty of ways to shrug off attacks or boost yourself up after getting hit.
CONS
Who's in the dark now? - Making a specific point of dumping both Intelligence and Wisdom leaves you very lacking in social encounters. It also means that you’ll have a lot of trouble with spells. Even Hold Person can really hinder you.
Everyone's a hero... till you shoot off a leg or two - Champion isn’t exactly the most exciting class and this is well-known, but unfortunately Graves isn’t exactly the most exciting champion. Trust me I’d love to make him a Battle Master, Arcane Archer, Samurai, or Renegade (Dark Tides of Bilgewater.) But Graves is a big man with big crits and not much else.
Go ahead; I like moving targets - One more level in Warlock would’ve given you Misty Steps that come back after a Short Rest, as well as the Darkness spell which is arguably stronger than Fog Cloud. It would’ve also given you your Pact Boon, all of which are very strong. Honestly while the 17th level of Fighter is stronger if you know that you aren’t going to get to level 20 I’d definitely recommend a third Warlock level for the reasons I just said.
But of course anyone can win if they can just wave their hands around to send giant flaming rocks out of the sky. You prove that all you need to win a fight is a big gun, good aim, and a whole lotta grit. Put one between their eyes and a hundred more into their chest, and don’t mind any potential Collateral Damage. Just watch out for traps and stay clear of Yordles; wouldn’t want to be featured in another animated short.
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(Artwork by Xu “Crow God” Cheng. Made for Riot Games.)
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faqblog89 · 3 years ago
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Airships: Conquer The Skies For Mac
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Airships Conquer The Skies
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Dragons are large fire-breathing reptiles that use Suspendium to help them fly.1 Dragons can be encountered in the game. It is possible to tame dragons that have appeared and use them in one's army, or to fight the dragons and loot their nest. Dragons attack by shooting streams of flame, similar to a flamethrower, at enemy constructions. The juvenile form of a dragon is called a wurm, and has.
Heart&Slash is a 3D brawler that is set in a world where machines are all that remains from the Human civilization. You play as Heart, an innocent robot fighting to escape the grip of the evil and all seeing machine QuAsSy (Quality Assurance Systems). But make no mistake Heart&Slash is a hard game. HEART&SLASH; is a fast paced brawler with roguelike elements, inspired in equal parts by Bayonetta, Megaman and ADOM. It is also a throwback to our earlier years as gamers, when playing games was all joy. Started as a personal part-time project (you can follow the development process here), Heart&Slash; has grown into something bigger than initially intended. Heart&slash download for mac.
Airships: Conquer the Skies - In Airships: Conquer the Skies you'll need to use all of your creativity and skill to design and build fearsome airships and land vehicles to give you the edge in massive aerial battles.Construct your vehicles by piecing together a vast array of modules, choosing weapons, armour types, structures, equipment and resources in near endless configurations to allow you.
Setup airships conquer the skies 1 0 18 5 (42567) Size:205.89 MBTitle: Airships: Conquer the Skies - SoundtrackDate:17 Aug, 2018Developer:David StarkPublisher: David StarkGenre::Action, Indie, StrategyAbout This Game:The soundtrack for Airships: Conquer the Skies, created by Curtis Schweit.
Airships: Conquer the Skies game details
Demonstrate your battle prowess as the ultimate sky-commander in this multiplayer steampunk pixel air shooter. Tanki online – steam pack crack. Give intensive commands in this FTL-esk management simulator as you command an ever-growing ship into the finest vessel in the sky. Challenge your friends and defeat your foes in this ever challenging test of wit, strategy, and battle-prowess. Will you Conquer the Skies?
A powerful and inspirational story about family, friends, and the challenges we face. Martin Sheen plays Tom, an irascible American doctor who comes to France to collect the remains of his adult son (played by Emilio Estevez), killed in the Pyrenees while walking The Camino de Santiago, also known as The Way. Start quickly with the most recent versions of Word, Excel, PowerPoint, Outlook, OneNote and OneDrive —combining the familiarity of Office and the unique Mac features you love. Work online or offline, on your own or with others in real time—whatever works for what you’re doing. The way download for mac.
Here are the Airships: Conquer the Skies System Requirements (Minimum)
CPU: Info
CPU SPEED: 1.8 Ghz+
RAM: 256 MB
OS: Windows 7 or later
VIDEO CARD: 128 MB VRAM+ w/OpenGL
PIXEL SHADER: 2.0
VERTEX SHADER: 2.0
FREE DISK SPACE: 1 GB
DEDICATED VIDEO RAM: 128 MB
Airships: Conquer the Skies Recommended Requirements
CPU: Info
CPU SPEED: 2.2 Ghz+ Dual-core
RAM: 2 GB
OS: Windows 7 or later
VIDEO CARD: 1 GB VRAM+ w/OpenGL
PIXEL SHADER: 4.0
VERTEX SHADER: 4.0
FREE DISK SPACE: 1 GB
DEDICATED VIDEO RAM: 1 GB
Click here for the latest video card drivers
System Requirements Lab may earn affiliate commissions from qualifying purchases via Amazon Associates and other programs
Aug 22, 2018
This guide is intended to be used as an additional tutorial/refrence manual for a vanilla, non-modded, Airships: Conquer the Skies. It will include some of the less obvious features of ship design within it as well.
What Is Required to Make a Valid Airship?
Almost nothing is absolutely required to make a functional airship in this game. Ships without weapons can actually sometimes be viable, but we won't be covering specifics yet. All you need to make an airship is a form of lift, and a way to move about. You don't need to go high or particurlarly fast, but being able to do both is very helpful. This for example, is an incredibly cheap, and supprisingly decent medium level bomber, and it's only got two berths, for 6 sailors, a small propeller, and a tiny suspendium chamber. I could reduce the crew requirement even further by removing ths suspendium chamber and sticking a suspendium tank on instead, but the AI seems to be drawn towards shooting those, and suspendium explodes, so I didn't in this particular case. Of course going bigger leads to a tougher, and more durable ship, but cheap spammable ships are a very valid tactic to go with, until your enemy start to counter your designs. The example above, for example will pretty much die immediately if shot at with a few rifles, or explosives. Larger designs with redundancies are less vulnerable to being knocked out immediately.
Overlays
Overlays are a key tool to be using when designing an airship, landship, or building. They will show you where key weaknesses in your design are, and give hints on where you can improve on the designs. By default, the U key will bring them up as a shortcut key. Alternatively you can also click the button at the top of the screen to bring it up.
Overlay #1 - Pathing
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Most modules have different components that take up a large area of the ship, wether it be suspendium chambers, engines, or just a whole bunch of bunks, your ship needs to be moved around in. All guns start with one clip of ammo loaded at the start of the fight for example, but poor pathing choices means that you aren't going to be able to reload those guns in a reasonable period of time. This ship for example is divided by the suspendium chamber. If that's inaccessable for any reason, the rest of the ship would be cut off crom the coal store. Fortunately the design only requires coal at the rear section however to power the engine, and said blocking suspendium chamber.
Overlay #2 - HP
This is a rather important overlay to look at occasionally. All components in a ship have a HP value that starts getting eaten away if the armor is broken through. This overlay is showing the HP pool of the modules behind the armor itself. Adding armor won't actually increase this HP pool of the component, but surrounding the component with other pieces will make them tougher to finally kill. Certain decorations can also add additional HP to any adjacent modules they touch as well as evenly distribute extra HP to the rest of the ship, so even decorative figureheads can become integral in making a survivable ship design, as you can see with the dragon figureheads over the cannons.
Overlay #3 - Water
All weapons carry a chance to set something it hits on fire, though explosives cary a higher chance, and flamethrowers have a significant ignition chance. Modules themselves can also catch fire if hit while their HP is low. Should you decide to add water to your ship, this overlay will show how long it takes your crew to get the water from the fire point to the fire itself. Generally sticking to under 4 seconds is safe for particularly flammable components, notably coal. Ammo, and other explodey weapons should have shorter times if possible.
Overlay #4 - Repair Tools
Tools are optional, but good to have around if you want your ship to keep fighting. This overlay will show how long it takes to bring tools from the repair bay or machine shop to it's needed location. You can't repair armor with tools, but you can repair internal structure.
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Airships Conquer The Skies
I'm unable to confirm this for sure, but a damaged weapon can potentially explode if it was previously damaged, while firing, leading to an explosion. Repair tools help to reduce that chance.
Overlay #5 - Ammo
A fairly simple overlay. This shows how much time, in seconds it takes for ammo to reach its destination. If you can keep this metric under a second, you will have uninterrupted fire of the weapon meeting the time criteria.
Overlay #6 - Coal
Same as the above, but for coal and things which need to eat it to run. How much time it takes for coal to get to, commonly, suspendium chambers or engines of a variety of description, as well as a few specialty components. You want this as low as possible. You can get away with half the required time for the component to be reloaded, though that's incredibly dangerous in an actual combat situation. Not having coal usually means the ship will fall from the sky, or lose control of the engines.
Overlay #7 - Explosion Damage
Basically everything on an airship can explode. This overlay shows the intensity of any potential explosions, wether they be ammo explosions, suspendium explosions or potentially even rifle explosions. Try to keep key components out of the radius of the red tiles if you value them surviving a major explosion. This is especially true of ammo though, which likes to go off harmoniously if placed directly next to each other. This ship for example will almost end up being bisected if the ammunition cooks off.A good ship design, unless the vessel is designed to be disposable will try to ensure that an ammo explosion can still enable crew to move about the ship, as well as ensuring the ship can still move after the fact.
Armor Types: When to Use Which, and How to Unlock Special Armors
Wood Wall
Why use it? It's FREE, it's light, and that's about it. There's not much going for it, except the fact that it's the second lightest armor in the game. Why not use it? Unless you have a very specific idea which requires the lightest possible mass and lowest cost, it's a terrible idea to use this armor. Everything can go through it, even rifles. That tends to mean lots of ammo explosions. It's also completely useless against explosives, which will shred off almost all of this plate.
Wood Armor
Why use it? A decent HP pool to add on top of your modules, as well as a fairly decent pierce absorption make this quite an acceptable armor against lower caliber weapons, such as rifles. It can withstand a singular shot from a deck gun as well, which is quite good for the price. Why not use it? It's got some pretty poor blast damage absorption compared to steel wall armor, and as a result tends to be weak to explosive weaponry.
Reinforced Wooden Armor
Why use it? 'Barrel armor' has rather high HP at 65 per block of armor, and has some decent damage resistances against piercing and blast, triple that of regular wooden armor. It's also cheaper than actual steel armor. Why not use it? It is HEAVY, and costs a fair amount. It will slow down a ship mounting it exclusively, and it will significantly drop the service ceiling, almost as bad as using brick armor.
Steel Wall
Why use it? It's the same price of wooden armor, and it has a higher resistance against explosions, while also keeping the pierce resistance. It's also lighter than wooden armor. It's also almost capable of ignoring flak guns. Why not use it? Wooden armor can resist a deck gun shot, this armor can't. As a result, wood holds out slightly longer against larger guns.
Steel Armor
Why use it? It's got noticeable blast and piercing resistance, capable of ignoring rifle fire, as well as flak. It's got higher HP, and is overall very good armor. Why not use it? Weight, mostly. Cost may also be a factor.
Heavy Steel Armor
Why use it? It's twice as good as regular steel armor in every metric, and can ignore a large majority of weapons, including some powerful explosive weapons like grenades, but not bombs. Why not use it? It's very heavy, and very expensive to field.
Brick Wall
Why use it? It's cheap, and it's got a lot of HP, at 45. Why not use it? It's extremely heavy, as it's intended for buildings, and it has no damage absorption features. Enough rifle fire can easily get through it if they all hit the same spot.
Stone Wall
Why use it? It's rather cheap for armor, a lot of HP, great for buildings. Some resistances, but not much. Why not use it? There's no reason to not use it on a building. Using it on a ship will basically prevent it from moving however due to the sheer mass.
Massive Stone Wall
Why use it? Take regular stone wall and add half of all the stats, and double the blast resistance.
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Why not use it? It's MASSIVE. I don't think it's possible to make a ship armored completely in this type of armor.
DragonHide
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This requires clearing an Elder Dragon nest in order to be used by your Empire in Conquest. Why use it? It has NO weight, it's got a HP pool comparable to barrel armor, and it's nearly got the blast and pierce resist of steel armor. Why not use it? Killing an Elder Dragon nest is very hard to do without specialized ships. It's also very expensive to field.
Shell Armor
This armor requires clearing a Turtledove nest to be used by your Empire in Conquest. Why use it? HP of steel armor, a bit of pierce and blast resistance, and the kicker here is, the armor generates it's own lift. Enough to get most small ships off the ground on their own without added suspendium. Why not use it? It's a bit expensive, on par with steel armor, but doesn't net you the damage resistances that steel provides.
Boarding, Your Crew, and Other Thoughts on the Matter
Boarding ships is a thing in this game, and without proper planning, chances are that you're going to lose your ship unless you plan ahead to deal with boarders.
Airships: Conquer The Skies For Mac Os
What is the goal of a boarding team? Their primary goal is to reach the bridge and take it out, if they successfully manage to do that, they will offically capture the ship (note that this does not apply to mech spiders, or any monsters, who just want to kill the crew). Unfortunately, there is no hard counter against being boarded, but there are plenty of soft counters you can add onto your ship to make boarding a nightmare.
Countering Boarding
Guards are almost overpowered, a single guard barrack can usually withstand an assault from most types of humanoid boarder.
Speed counters most boarders, except Air Dragoons (though that depends on the command cooldown). If you dodge your ship out of the way of boarders, they can, and often will plumet to the ground after missing their jump. This does require a bit of micro however.
Small arms are very potent counters to boarders, most weapons can directly target troops approaching the ship, as well as any additional small aircraft being deployed. Rifles, gatling guns, flamers, and even grapeshot guns are good counters to boarding.
Excess crew can defend the ship. Sailors aren't very good at defending a ship as they only have pistols instead of rifles, and presumably less training, but they can defend a ship on their own in a pinch if they aren't already busy with another task.
The sickbay works for your etire crew, sailors and guards. If you lose a guard, chances are that you might be able to get them back if they can get to the sickbay.
Buildings are crewed by soilders, not sailors, as a result they are slightly more resistant to being boarded than ships.
Place supply doors in akward positions for your crew and any possible boarders. Ideally, if you have guards, you want to force the enemy to run into them. If not, you want them kept as far as possible away from the bridge to buy as much time as possible for the crew to possibly defend the ship.
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Boarding the Enemy
There is a small variety of boarding troops, each of which best on certian ship designs.
Marines need to actually directly jump aboard a targeted ship to get on board it. They are also extremely susceptable to dying due to missing their jump against a moving vessel. You do get 8 per barrack however, and they are decent boarders and ship defenders.
Grenadiers are fewer per barrack, but it appears they are a bit more effective at taking out defenders than marines. They also have the benefit of having grapples, so they usually won't die if they miss their jump. They can, and often will try to swing ship to ship to reach their target.
Air Dragoons are somewhat special, as they can be deployed anywhere and board almost anything since they use jetpacks. They are about as effective as the grenadiers, but they are also extremely squishy outside of an airship as they are extremely slow. They are great counters to bombers not mounting rifles or other forms of small arms.
Mech spiders are mean. Their sole purpose to board the target ship and shred any crew within them. You can't capture with them, but they are extremely tanky boarders, and they have the same, if not more mobility with grapples as dragoons.
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elementbrigade · 4 years ago
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Villain OC. Introducing Vanessa Lippincott
English Name: Vanessa Lippincott Japanese Name: ヴァネッサ・リッピンコット Rōmaji Name: Vanessa・Rippinkotto Personality: Caring, Protective, Head Strong, and clumsy Birthday: June 16th Age: 17 Gender: Hermaphrodites (Prefer to be called her/she) Sexuality: Gyresexual Height: 5'7 (169 cm) Weight: 175 lbs Hair Color: Blue-Violet Eye Color: Magenta pupils and blue-violet sclera (Due to her quirk) Blood Type: O+ Nationality: Russian Birthplace: Russia, Moscow Villain Name: The Poison Paladin: Enma Occupation: League of Villains Medic (Previously), Paranormal Liberation Front Medical Lieutenant ________________________________________________________________________________ Likes: Swimming, reading, pastry sweets, candy, pizza, and plankton Dislikes: The Heroes Society, Hot Summers (When outside of the water), spicy foods Hobbies: Researching new types of poisons, lacing weapons with her own poison for the league, medical stuff. ________________________________________________________________________________ History: Vanessa was raised in an orphanage in Russia, Moscow for most her life. This was due to the fact that her father set her up for adoption due to him being a corrupted hero, and only wanted a child with a unique quirk. The moment when Vanessa's sea slug quirk activated, it was a clear sign that he didn't get a child with the quirk that he wanted and ended giving her away. For the past ten years, Vanessa has been outcast and treated as if she was the plague due to her sea slug appearance and her lack of knowledge of her country's language. It was on her fifteenth birthday when she decided to leave the orphanage and set out on her own and try to find her biological father. Mainly for answers as to why he gave her up for adoption and who her mother was. ________________________________________________________________________________ Quirk: Poison Slug Quirk Type: Emitter/Mutation Quirk Range: Short and Long Range Description: A double quirk that she calls Poison Slug. She has the abilities of a sea slug and the power to generate poison from her body and manipulate said poison from her body,  surroundings, or beings with poison base attributes or powers. Advantages: Can use photosynthesis as a means of food if she can't find any or need to conserve food so the league can eat instead of her. But if push comes to shove, she's willing to eat plankton, algae, sea sponges, or decaying matter. Can secrete poison as a means to lace certain weapons that she carries on her as a means to poison her opponents. Can make antidotes thanks to her medical knowledge taught to her by her mother. Disadvantages: Always leave a bottle of antidote and a syringe for them to inject themselves. She maybe a villain in eyes of the hero world, but even she doesn't like letting people suffer from her poison. So she'll leave parting gift to her enemies that are poisoned her antidote for the poison she makes from her body. But she will have no problem letting them die if they refuse or destroying her parting gift. She can last for two to three days without water, but will need to hydrated herself so her skin doesn't crack and get damage from the lack of water seeing how she's mostly on land when walking or doing missions with/for the league and Liberation front. Can't heal herself with her own poison seeing how it's from her own body. Depending on the person's blood type. If they are A Negative, B Positive, AB, or O she can use her poison to heal them of both blood loss and internal damage. She's tanky. Unlike the rest of the members in the group, her speed on land isn't as great seeing how she has to wear armor to help protect herself from fetal wounds with sharp and pointy weapon. Because of that, her speed on land is much more slower then it is in water. Can regenerate her limbs, but it takes about a day to a week depending on the limb or body part that she lost due to it being cut off. Though if she focus on making an instant recovery of her lot limb or part will take a huge tole on her stamina. _________________________________________________________________________________________ Equipment: 1. Poison Sword, Poison laced throwing knives, bullets, and Poison laced scalpels 2. Medium weighted armor (Her body is squishy. it can absorb some blunt attacks, not sharp or pointy attacks. Hence why she wears armor when fighting.) 3. Bags with antidotes (In case she accidentally poison her teammates) 4. Revolver _________________________________________________________________________________________ Abilities: Poison Coat: In coats herself in her own poison to protect her from hand-to-hand combat heroes. Sinus Bomb: After chewing and blowing up some of her own poison like bubble gum, and fire it off. Slow as it maybe. But upon impact, it explodes into a gas that causes severe sinus problems to the enemy and anyone else near the vicinity Toxin Touch: Coats her hands in balls of poison as she uses them as a means of punching gloves. Each punch she delivers, will cause the poison in that specific area to spread. Poison Weapons: Vanessa carries around handles of specific weapons. Ranging from swords, katanas, maces, shields, and daggers. With the handles, she can morph her poison into a weapon of that specific weapon. Vice Grip: Given her sea slug quirk, she's able to have a strong grip on anything she touches. This allow to hold onto strong enemies or climb the surface of walls, cliffs, or objects. Poison Jellyfish Fog: Creates a fog of poison to make her vanish from her opponent's vision and begins to slowly weakens them and cause them to temporarily lose their strength, eyesight, and hearing. She can also manipulate the fog to follow after her target if they try to escape. Healing Poison Jelly: Like with the sinus ball. She'll chew the poison that she forms in her mouth and blows a bubble until the person she's healing is in cased in it. _________________________________________________________________________________________ Super Moves: Toxic Blade: The color of her poison change from purple to darkish-purple. This blade increases the potency of the poison inside of a person's body. Making the poison spread faster throughout their body and burns on the wounded area her blade cut's into to. Octopus: Surrounds her body in poison before it forms into a giant orb of poison around her body. Once it forms, she soon make eight tentacles sprout out, and forms it into an octopus. Black Sea: Unleash a flood of poison in an attempt to drown and/or suffocate her opponents in an orb of highly concentrated poison. _________________________________________________________________________________________ Weaknesses: Fire, lightning, and dehydration _________________________________________________________________________________________ Statistics: Power: 3/5 Speed: 3/5 Technique: 5/5 Intelligence: 5/5 Cooperativeness: 5/5 _________________________________________________________________________________________ Relationships: Parents: Simon Lippincott/ Father/ Dead to Her Heather Lippincott/ Mother/ Alive __________________________________________________________________________ Best friends: Mr. Compress: It's mostly out of the fact that she finds his performance act during battle at the forest training camp very exciting to watch given how he use to be a performer and she always find them enjoyable to watch as a kid during her trouble times at the orphanage. She she would as if he can train her to be more agile and good with her moves and tricks. Twice: She enjoy his comedic demeanor. It helps calms her down whenever she lose against Tomura in a video game or Dabi beating her in a sparring match. Magne: Even though she had a manly figure, Vanessa did look up to Big Sister Mag as the older and caring sister she never had before in her life. Spinner: She enjoys messing with the poor guy. Mainly teasing, flirting, and pranking him when she get the chance to do so. Mainly due to his reaction to it. But all in all she does show respect for him, especially with his ideas for making weapons. Himiko Toga: At first she was a bit afraid of her. Mainly because of the fact that she can sneak up on her without being detected. But over time after getting to know her better and the fact that she was more accepting towards her gender, she began to be more open and comfortable to be around and tries her best to fill in the role of the older sister that Magne left after her passing. __________________________________________________________________________ Neutral Friends: Tomura Shigarak: At first, he wasn't all to accepting toward Vanessa giving her ideals and how she does things her way. But over time and showing that she can contribute to the league and fighting with them against Meta Liberation Army, he consider her as a his comrade. Though not fully open to tell her things, he does enjoy her company...and making her rage quit in video games. Dabi: Even though they're not the best of friends and have different beliefs, but they can respect each other when it comes to what they do towards people they consider trashy heroes. Re-Destro: She does like the idea of wanting to rebuild the world and have people use their powers as they see fit. So long as it doesn't cause problems for her friends, she can tolerate and respect the man to some degree. __________________________________________________________________________ Rivals: Dabi: Respect Each fight they have whether it be intellectual or battling out with their quirks, she can never beat him. This ignited a rivalry spark within the slug girl as she would train herself to be able to one day beat him in a fight or challenge he has for her. __________________________________________________________________________ Enemies/Distrust: Moonfish: Enemy His craving for human flesh is what made her fearful of him when they first met during the fight in the forest training camp. Daruma Ujiko: Distrust but Respects him She really dislike how he wasn't that much help when it came towards fighting the Meta Liberation Army. Granted she does have some respect for the guy in his profession when it comes to making Nomu, and is grateful for the customized nomu assistant he gave her as a means of a piece offering for what happen, but she still doesn't trust him completely Gigantomachia: Distrust He may be on their side, but Vanessa doesn't like or trust him completely. Especially when he attacked the league of villains. Skeptic: Enemy She hates for almost killing Himiko and Twice   Chisaki Kai: Enemy Dislike his idea of using a little girl as a means to make bullets to destroy a person's quirk, and for killing Big Sister Magne. It was very thrilling for Vanessa to see the utter fear and shock on the man's face when the league took his quirk destroying bullets and leaving the man quirkless. __________________________________________________________________________ Romantic Interests: Himiko Toga: Originally, she didn't have much of a crush or interest romantically with Himiko, but when she took a sample of her blood as a means to get close to her as friends, she found it quite beautiful given how it glows brightly at night. The smell and taste of her blood made her even more interested in the sea slug that it made a bit embarrassed at first. This was the first time someone actually took an interest in her personally...even though it was in a weird blood bonding way. So whenever Himiko want to talk to her, whether it would be her crush on Izuku Midoriya, being friends with Ochaco Uraraka & Tsuyu Asui, or her fangirling over Stain. She's willing to listen to her...though she will try to snap her back into reality when she goes on a tangent about it. __________________________________________________________________________ Trivia: 1. Her blood color is the same color as an eggplant and will smell and taste like berries. 2. Easily gets angry when someone mistakes her gender, playing games with Tomura due to him beating her in games she has no skills at (Mainly fighting games), and people who destroy her parting gift to cure the poison in their system. 3. Can use the poison in her body to temporary stop her heart and rejuvenate it if she's trying to escape from a pro-heroes who can sensory quirks or the police. 4. Has a thick Russian accent, even though she can speak English and Japanese. Her native tongue is Russian and will slip in a couple of her native language if excited, annoyed, or angry 5. When dehydrated, her size changes over the past three days from her full size to that of a twelve year old girl.
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shadowlink720 · 8 years ago
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FE: Birthright Randomised Chapter 22
(aka ‘Guess who hates fighting Berserkers? it’sme’)
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It’s time we finally recruit ‘Shura’ who is definitely Orochi b/c she’s that last one ahahahahh;;;;
i’m not sure if we’re gonna be ready for the bucket load of reinforcements but LET’S FIND OUT
off to Windmire we gooooo
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the map literally just said that so yeah, it is :’D
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yeah, Weird
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so Hinata is Naruto now--
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that’s rough, buddy
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(Hinata, Hisame is still away in the Astral Plane--)
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Nohr isn’t THAT far North .... is it? :’’D
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idk man wouldn’t that just sap your resources even more? :Y
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yeah please do b/c alliances are far better than wars-
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Hinata just made the strangest sound it was like ‘uUH’ i freaking love his va, man
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yeah ‘revising’ more like throwing it out the god damn window and starting from scratch ahahahh;;;
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Hinata is so Pure he’s such an exciteable puppy, as I have said before u go, man
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it’s almost like she’s being cut off b/c she’s in pain or smth, because her voiceline was that small gasp of pain :’’’’’V Hinata’s name is too looong
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you’re finally here, Orochi! :D her voice line was ‘No... no!’ what did we do wrong now--
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Orochi no >:c
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we kinda got surrounded without noticing he c k
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no seriously how did no one notice-
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Fun
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can’t we just skip to the part where we recruit you, Orochi? is that too much to ask? also Good Luck b/c you won’t be able to use the dang thing hahah
hhhhhooooooooooooo boi I remember a lot of reinforcements on this map Not Fun and Shura was just constantly at the Ballista so I need to be careful with Felicia
right I should keep most of the units in the centre, but I’ll take some of the tanky ones to go and pick off the people who can use the ballistas/launcher/fire orb ... or I could just keep everyone in the middle until the reinforcments are done and then we pick them off or smth that works too I’m gonna go with that
ok no one apart from Shura has any skills but there’s a Venge Club and a Dragon Spirit also a lot of bow users so I gotta be careful
rrrrrriiiight ok I think we’re ready let’s go
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come at me >:V
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oh man good thing he had the Javelin equipped-
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good thing she doubled b/c that crit didn’t kill him ;;;;u;;;;
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heck yeeeeeaaaaaah
gotta get rid of that bow user asap hahah;;;
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how about THIS
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oh man u’r gonna Die tonight boi
he proced Rend Heaven twice :’’’’’D
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hmm if I soften you up first
aaaaaand he Dead
oh my Farore Azura’s just destroying anyone and everyone--
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Hah
oh yikes, I should heal Kaze b/c they hit him with a Tomahawk;;;
oh dear there goes Hana;;;;;;;
oh, Kaze proced Luna and I missed it ahahahahah;;;;;
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Git Gud, mate
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hEH u can’t touch me, m8
Takumi really likes to proc Rend Heaven what even is the trigger rate I need to check
oh that’s why it procs so often; it’s Skill * 1.5, so almost 40%--
heck yeeeaaah Shigure’s level 20 I’mma promote him next turn, I do believe b/c we can never have enough Master Ninja >:3ccccc
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hahAHAH
ohhhh my god there are still more reinforcements why-
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how about you Stop That
anyway time to promote Shigure
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awwwww yeah >:3c
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oh how Cute
WHAT THE SHIT
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HOW DID YOU CONNECT WITH AN 18% H O W You sneaky son of a Garo fffffffuuuuuuuuuuuck
now I’m just I’m so mad :’’’D
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I think Shigure’s gonna Die too iashdiauiguyasd
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oh wheesht Orochi >:V
OH SHIGURE PROCED DRAGON WARD niiiiiiice
ohhh my god MORE reinforcements ihatethischapter
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how about this BITCH that’s what I THOUGHT
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fight me irl, Shura
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and ONE MORE FOR THE ROAD
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heck nah, mate
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aaaand one for YOU
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oh don’t worry there’s some for you too >:V
i’msomadaisyhdfiaudyg
oh heck we need to get rid of this Berserker f a s t
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so how ‘bout dat >:c
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and another one for you
uggghhhhh I need to be so careful I don’t get in the range of that Berserker
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how about THIS
ok that guy with the Venge Club hasn’t equipped it at least not yet so that’s good, I guess
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yeah that’s what I thought now give me that Venge Club >:c
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that’s right Fite me
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let’s soften you up a bit
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or just kill him outright that works too-
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means we can get right to this guy, I guess
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and as for YOU
ohhhhh my god we finally did it ugghuihiuifhifuaf
at least we don’t have to do that again ahdiaughdais
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Azura is Angery now
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her voice line was ‘uhhh... what?’ pretty fitting ahahahh;;;;
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Kagero, she’s not gonna chill and you know it
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you do have a point tho
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you have a very good memory, Kagero
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gdi Orochi-- tho her voice line for that last one was ‘A-ha!’ so she’s fitting pretty well lol
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‘just be glad that it wasn’t you that bested me’
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well yeah Raijinto, ya know?
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Azura’s just livid right now, give her some space, Felicia-
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tHERE YOU GO AGAIN ABOUT INTERROGATION-
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well what a change of heart :V
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Kohga sooooooo Yiga Clan, ok--
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no not ‘Shigure’, Azura, Kohga :’D
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Yyyyyyyikes
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sooo a little bit like Niles, then except you didn’t become a retainer
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Azura, your expression could say otherwise-
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or... maybe not idk lmao;;;
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yeeeeaaah
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finally-
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return of the cut off text lmao;;;
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what a small world, amirite
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her voice line was ‘This should be interesting’ it should be interesting indeed, Orochi :V
off we go to the underground cityyyy ... oh my farore the cutscene is still going-
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why u gotta be so rude
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oh we know that voice
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Orochi-
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was Corrin not even looking or what--
yeah ok nothing changed here and all that
aaaand we’re sTILL GOING-
cutscenes that are unchanged we don’t really need to see thaaat
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.... but Xander found him intimidating when he was younger-
ok we’re finally done hooooo boi I think next up if Camilla that’s gonna gonna be fffffffffun
oooh, we can upgrade out puppets! let’s have a look at Orochi and then we’ll quickly do a challenge and have a look at Ryomaaaaa
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she’s a Ninetails :’’D (geez man, make up your mind; which Okami boss ARE you-) she has Noble Cause as a personal (+3/+1 damage dealt/taken when supported by a damaged unit) She also has Resistance +2 and Amaterasu, niiiiiiice (Growth Rates: HP - 15, Str - 30, Mag - 35, Skill - 15, Spd - 25, Lck - 40, Def - 10, Res - 30) (Heart Seal: Nohr Princess and Sky Knight)
right gonna do a quick challenge then we’ll see Ryoma :’D
ooooook doki let’s take a look at Ryoma
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well we already knew he was a Butler, so that’s no surprise ahahahh;;;; But he has Competitive as a personal :o he also has Aether and Solidarity sweeeeeeet he’s also got pretty good bases, apart from magic ahahahahhh;;; (Growth Rates: HP - 30, Str - 30, Mag - 25, Skill - 25, Spd - 25, Lck - 45, Def - 5, Res - 10) (Heart Seal: Diviner and Spear Fighter)
nicenice good stuff
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