07-05-2015, 09:25 PM
I'm just seeing if my moves make sense is all.
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Need help with my John Connor account
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07-05-2015, 09:25 PM
"build it and they will come"
Post your moves here and peeps will help ya out.
"I've been here before, used to this kind of war. Crossfire grind through the sand. The orders were easy: 'It's kill or be killed'. Blood on both sides will be spilled."
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07-05-2015, 09:26 PM
Starting Powers-
Advanced Regeneration (1800) Starting Moves Plasma Gun [600 OM] - John has a few guns that accelerate a bolt of superheated hydrogen plasma to high speed using magnetic induction technology that shoot lasers of plasma. Mostly used to destroy Terminators in the future and/or various other uses. Plasma Grenade- [400 OM]- John can use these grenades to efficently take out technological barriers such as terminators, robots or various other electronics. ECM- [300 OM, Requires area attack]Weapon of the future that John uses that can paralyze a terminator or robotish like creature in its tracks if a shock is sent out. Works for a distance. Total OM- 3300 OM ![]()
07-05-2015, 09:33 PM
i think plasma gun should be 300 unless it has alternate firing modes. range and speed of the plasma fire is important to
the grenade is probably going to need a specific effect and blast radius. Will probably need a detonation period like.. how long it would take between activating it and exploding. but should be 300 ECM is going to need a little more description. I personally dont know what it is. And like the others range, speed, and blast radius is awesome. may need to be 600 and have a debuff proficiency if it has any lingering effects such as stun. Im not staff, so their word is going to definitely overthrow mine.
"I've been here before, used to this kind of war. Crossfire grind through the sand. The orders were easy: 'It's kill or be killed'. Blood on both sides will be spilled."
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07-05-2015, 10:11 PM
John Connor Wrote:Starting Powers- Be careful how you say "various other uses" you may need to be more specific. My opinion is that you should set a reasonable charge up time and have another option be rapid fire- the charge up for a freaking plasma cannon. (600 variable, with those two modifications) Quote:Plasma Grenade- [300 *****OM]- John can use these grenades to efficently take out technological barriers such as terminators, robots or various other electronics. You should get this one approved before you purchase it because you will need area of attack. I would also even suggest setting a homing mod, because that would just be epic. Don't include the targets; but try to include the "how's" it will be beneficial to the purpose of the grenade in a good way. SN: in Halo( a video game) plasma grenades stick to the enemy and can be batted off if there is enough time. However they are really effective and can't be "dodged" once on. You should consider this option as part of the possible homing feature! Explosions... Explosions... Quote:ECM- [300 OM, Requires area attack]Weapon of the future that John uses that can paralyze a terminator or robotish like creature in its tracks if a shock is sent out. Works for a distance. This one you should include that it short-circuits the frequency or wiring, how it works should mention that it sends an electrical bolt through them. Not sure if it was in the movie, but for max efficiency, how is it delivered? |
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