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Haloguy48's Ideas, ITS GODZILLA! OfficialTrailerReleaseUnit
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do you like my ideas?
yes
29%
 29%  [ 23 ]
yes, but needs changes
43%
 43%  [ 34 ]
no, its just plain bad
11%
 11%  [ 9 ]
unblalanced
16%
 16%  [ 13 ]
Total Votes : 79

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snorok14
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PostPosted: Thu Jan 19, 2012 10:45 am    Post subject: Reply with quote

Make the image like this Very Happy


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Sagi
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PostPosted: Thu Jan 19, 2012 10:54 am    Post subject: Reply with quote

snorok14 wrote:
Make the image like this Very Happy



Power armor is for pussies



The cyclone is great but the infantry should be in a different game
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heian
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PostPosted: Thu Jan 19, 2012 11:57 am    Post subject: Reply with quote

Sagi wrote:
The cyclone is great but the infantry should be in a different game


What about a spinoff game?
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haloguy48
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PostPosted: Sat Jan 21, 2012 10:35 am    Post subject: Reply with quote

THERE IS A METHOD TO MY MADNESS, this is just part one of my release. I plan to release an entire set + mods + buildings for this, as well as a planet. So please, keep in mind these are supposed to fight each other and SIMPLE mekas/tanks.

ALL criticism is welcomed. I want these to balance themselves.


Basic Infantry Squad



Lightly armored and shielded, these men are the frontline of any assault. Carrying enough munitions for extended battle, they are capable of even taking down Mekas in small groups.

Stats
Shields: 10 [ +10%/ 1 Shields / Turn ]
Armor: 5
Controlled / Max Speed: 3 / 3


Combat Efficiency: Sim 150 (Simple )

Weapons
Ballistic 3 3 25
Ballistic 3 3 25
Ballistic 3 3 25



[b]Basic Infantry Squad's Abilities:

- Easier to hit (1 gunnery level)
- Unable to be targeted by enemy commands.




Requirements:
Basic Infantry Squad requires 300 Ore.
Basic Infantry Squad requires 5 Command.




~~~~~~~~~



Mercenary Infantry Squad



Guns for hire, these men and women know what they are doing. Boasting a rocket launcher and the latest rifle technology in the market, they are a threat to any group who is in their way.

Stats
Shields: 20 [ +25%/ 5 Shields / Turn ]
Armor: 5
Controlled / Max Speed: 3 / 3
Cloak Speed: 0

Combat Efficiency: Int 325 (Intermediate )

Weapons
Ballistic 3 6 16
Ballistic 3 6 16
Mag 2 12 5



[b]Mercenary Infantry Squad's Abilities:

- Easier to hit(1 gunnery level)
- Mag: Cuts enemy shield regeneration in half.
- Unable to be targeted by enemy commands.


On-unit Actis:
Critical Hit (: 4): All attacks do +50% dmg this turn, 0 damage the next.



Requirements:
Mercenary Infantry Squad requires 1,025 Ore.
Mercenary Infantry Squad requires 11 Command.




Rocket Launcher

~~~~~~~~~~



Veteran Infantry Squad


Honed after years of Experience, these men and women are some of the best of the best. Packing an Arsenal of weapons and defenses that'd make your father proud, they are ready for battle in a matter of seconds.

Stats
Shields: 30 [ +50%/ 15 Shields / Turn ]
Armor: 10
Controlled / Max Speed: 4 / 4

Combat Efficiency: Adv 450 ( Advanced)

Weapons
Crit 3 7 20
Crit 3 7 20
Crit 3 7 20
Crit 3 7 20



Veteran Infantry Squad's Abilities:
- Crit: 10% chance to critical when hitting armor.
- This unit is immune to enemy commands.
- This unit takes -1 damage to shields.

On-unit Actis:
Battle Experience (: 5): This unit is harder to hit (2 gunnery levels).



Requirements:
Veteran Infantry Squad requires 1,750 Ore.
Veteran Infantry Squad requires 15 Command.




Advanced Rifles, Combat analysis Module

~~~~~


Reconnaissance Team




Team Specialized in maneuvering the hardest terrain, their object is to gather as much knowledge as possible, as fast as possible. With the latest in the light division for armor, they are capable of making inhuman speed across planets.

Stats
Shields: 10 [ +100%/ 10 Shields / Turn ]
Armor: 5
Controlled / Max Speed: -50 / 6
Cloak Speed: 1

Combat Efficiency: Int 355 (Intermediate )

Weapons
Ballistic 1 9 5
Ballistic 1 9 5



Recon Team's Abilities:
- Harder to hit if moved last turn(1 gunnery level)
- Unable to equip weapon mods.
- Immune to enemy commands.


On-unit Actis:
Last Resort (: 1): Drops a Satchel Charge to current location (1 max)



Requirements:
Recon Team requires 750 Ore.
Recon Team requires 4 Command.



Stealth Armor

~~~~~


[size=11]Heavy Trooper Squad





Carrying nothing but Rockets, this squad is capable of laying the hurt on any would-be enemy who comes into range. Packing this much heat, though, they lack the normal defense most units carry.

Stats
Shields: 10 [ +10%/ 1 Shields / Turn ]
Armor: 5
Controlled / Max Speed: 1 / 3


Combat Efficiency: Int 400 (Intermediate )

Weapons

Missile 2 12 9
Missile 2 12 9
Missile 2 12 9

[b]Heavy Trooper Squad Abilities:

- Easier to hit (2 gunnery levels)
- Unable to be targeted by enemy commands


On-unit Actis:
Barrage (: 2(CD:2)): Bonus to hit (+10), weapons do 75% less damage this turn.



Requirements:
Heavy Trooper Squad requires 3,650 Ore.
Heavy Trooper Squad requires 3 Command.



[/size]

Rocket Launcher, Missile ammo
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http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822
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haloguy48
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PostPosted: Sat Jan 21, 2012 7:56 pm    Post subject: Reply with quote

I might have one or two more units introduced, if anyone has any great ideas. but otherwise, this will be it for infantry for this first release(I am planning a Infantry Carrier of sorts still, just thinking of how to work it). Mods will be worked on next, than buildings. Very Happy Please Critique!


Sniper Infantry

Light and highly efficient, this group takes on priority targets at a longer distance than many other weaponry can reach. Although inaccurate on the move, very few can best even their worst shots.

Stats
Shields: 15 [ +33%/ 5 Shields / Turn ]
Armor: 5
Controlled / Max Speed: 0 / 2
Cloak Speed: 0

Combat Efficiency: Adv 475 (Advanced)

Weapons
Snipe 1 20 15


Sniper Infantry's Abilities:
- This unit is harder to hit(1 dodge level)
- this unit is immune to enemy commands.
- If this unit did not move last turn, it has a bonus to hit (2 gunnery levels)


On-unit Actis:
Deploy (: CD:7): This unit is unable to move, main weapon gains +7 range.
Undeploy (: CD:7): Unit loses 7 range, is able to move after 4 turns.



Requirements:
Sniper Infantry requires 4,620 Ore.
Sniper Infantry requires 6 Command.




Advanced Rifles

~~~~~


Engineer Squad



Based more on helping the platoon more then fighting themselves, Engineers are a mainstay of any open field combat. Capable of drop-shipping Bunkers or creating Sandbag trenches as needed, no good army can live without them.

Stats
Shields: 0 [ +0%/ 0 Shields / Turn ]
Armor: 45
Controlled / Max Speed: 0 / 3


Combat Efficiency: Int 350 (Intermediate )

Weapons

[b]No Weapons



Engineer Squad's Abilities:
- This unit is harder to hit(2 dodge levels)
- This unit is unable to be targeted by enemy commands.
- This unit is unable to use its Acti's if it is stacked with any unit/building this turn.


On-unit Actis:
Build Barricade (: CD:5): Drops a Barricade to current location, unit cannot move for two turns.
Dropship Bunker (: CD:20): Drops a Bunker to current location, unit cannot move for six turns.
Build Turret (: CD:8): Builds a random basic turret at current location, unit cannot move for four turns.



Requirements:
Engineer Squad requires 758 Ore.
Engineer Squad requires 15 Command.



Enhanced Armor

~~~~~


Commander Infantry Pack
Unique Unit: You may only deploy one at a time

Commander Unit: Only your Commander can pilot this unit

[size=9]Elite of the Elite, only the most honed members of an army have the privilege of serving with the commander on the battlefield. Wielding the respect of the entire army, others will rejoice at the sight of their commanders among their ranks.


Stats
Shields: 50 [ +20%/ 5 Shields / Turn ]
Armor: 15
Controlled / Max Speed: 5 / 3


Combat Efficiency: Int 670 (Intermediate)

Weapons
Ballistic 4 6 10
Ballistic 4 6 10
Missile 2 10 5
Missile 2 10 5




Commander Infantry Pack Abilities:
- Ally units in sector receive a bonus to hit(1 gunnery level)
- This unit has a bonus to hit (1 gunnery level)



On-unit Actis:
Tactical Reconstruction (: CD:15): Create AI-Slave from destroyed unit in same square. Faction controlled, acts like beacon. Attacks enemies within range.[Max of 1]
Impressive Firepower (: CD:6): Your units within this sector do +50% damage this turn.



Requirements:
Commander Infantry Pack requires 4,620 Ore.
Commander Infantry Pack requires 25 Command.



Advanced Rifle, Rocket Launcher, Enhanced Armor
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http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822
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Frageran
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Joined: 29 Dec 2007
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PostPosted: Sat Jan 21, 2012 9:35 pm    Post subject: Reply with quote

halonub48 wrote:
Engineer Squad



Based more on helping the platoon more then fighting themselves, Engineers are a mainstay of any open field combat. Capable of drop-shipping Bunkers or creating Sandbag trenches as needed, no good army can live without them.


Engineer Squad's Abilities:
- This unit is harder to hit(2 dodge levels)
- This unit is unable to be targeted by enemy commands.
- This unit is unable to use its Acti's if it is stacked with any unit/building this turn.


On-unit Actis:
Build Barricade (: CD:5): Drops a Barricade to current location, unit cannot move for two turns.
Dropship Bunker (: CD:20): Drops a Bunker to current location, unit cannot move for six turns. [/b]

Build Turret (: CD:Cool: Builds a random basic turret at current location, unit cannot move for four turns.


~~~~~


Reconnaissance Team




Team Specialized in maneuvering the hardest terrain, their object is to gather as much knowledge as possible, as fast as possible. With the latest in the light division for armor, they are capable of making inhuman speed across planets.



Recon Team's Abilities:
- Harder to hit if moved last turn(1 gunnery level)
- Unable to equip weapon mods.
- Immune to enemy commands.


On-unit Actis:
Last Resort (: 1): Drops a Satchel Charge to current location (1 max)




~~~~~


I'm very curious to know what the bolded things do exactly Very Happy
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Trerro wrote:
Onto my order I need to tack a stack of Shak Attack Pack, so I can smack back my enemies with flak. Quack.
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maXDooom
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PostPosted: Sun Jan 22, 2012 8:39 am    Post subject: Reply with quote

i <3'in it!!!


makes stuff really epiclly epic and awesome!

we need those engineer on konu Razz
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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haloguy48
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Location: Looking for Group archives

PostPosted: Mon Jan 23, 2012 7:42 am    Post subject: Reply with quote


Mobile Infantry Drop Shock Unit


The MIDSU is well known on the battlefield for its ability to call in Infantry reinforcements from orbit. Able to take substainial small arms fire, it is capable of deploying entires platoons before meeting its fate.

Stats
Shields: 100 [ +10%/ 10 Shields / Turn ]
Armor: 30
Controlled / Max Speed: 0 / 3


Combat Efficiency:Adv 850 (Advanced)

Weapons

No Weapons



[bMIDSU[/b] Abilities:
- If this unit did not move last turn, it is able to function as a Drop Pad for Infantry. Only the owner can use this effect. Infantry counts toward max units deployed(1 infantry per turn.)
- Units deployed from the MIDSU have no shields the turn deployed.
- If the MIDSU did not move last turn, it has 0 Shield Regeneration.




On-unit Actis:
Emergency Repairs (: 1): Repairs 100 shields.


Requirements:
MIDSU requires 8,670 Ore.
MIDSU requires 25 Command.



Mammoth Combat Support Unit


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Spec Ops Squad
Unique Unit: You may only deploy one at a time

[size=9]There is the best, then there are these men and women. Able of making even the most battle hardened enemies fear, they have everything you can possibly dream of. Boasting a weapon for every occasion, prototype armor and shields, what is there not to love?


Stats
Shields: 50 [ +50%/ 25 Shields / Turn ]
Armor: 30
Controlled / Max Speed: 4 / 5
Cloak Speed: 1

Combat Efficiency: Elite 890 ( Elite)

Weapons
EMP 4 9 15
Aarm 4 9 15
Build 3 15 15
EMP 2 10 3




Spec Ops Squad Abilities:
- This unit has a bonus to dodge(1 gunnery levels)
- this unit takes -2 damage to shields.
- Aarm does +50% to armor.
- Build does +100% to buildings
- EMP does +50% to shields.
- this unit is immune to enemy commands.



On-unit Actis:
Satchel (: CD:5): places a satchel charge at current location
Assassination (: CD:10): All attacks do +50% damage this turn, 0 damage next turn.
Evasive Action (: CD:4): This unit is harder to hit (2 gunnery levels)

Requirements:
Spec Ops Squad requires 5,640 Ore.
Spec Ops Squad requires 9 Command.




Heavy Armor, Advanced Shielding, Advanced Rifles

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Rocket Launcher
Infantry Mod: Only Infantry may use this mod.

[size=9]A heavy weapon for those who need to pack-a-punch, it serves as a bartering tool for infantry to get the attention of those who may oppose them.


Effect: -1 controlled speed

<Text> 2 9 10


CE Factor: Int 1.15 ( Intermediate )



Image by: <Name>

Requirements:

Rocket Launcher requires 4,500 Ore.
Rocket Launcher requires 15 Command.



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Basic Rifle
Infantry Mod: Only Infantry may use this mod.

[size=9]As cookie cutter as you get, these rifles are mass produced for cheap, and effective usage.



Ballistic 3 4 15
CE Factor: Sim 1.25 (Simple)



Image by: <Name>

Requirements:

Basic Rifle requires 1,250 Ore.
Basic Rifle requires 6 Command.


[/size]

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Advanced Rifles
Infantry Mod: Only Infantry may use this mod.

[size=9]Not as cheap as the basic, these pack a nifty punch to those who need it.


Effect: Crit- 15% chance to score a critical
Crit 4 10 15

CE Factor: Adv 1.15 ( Advanced)


Image by: <Name>

Requirements:

Advanced Rifles requires 2,220 Ore.
Advanced Rifles requires 10 Command.



Basic Rifles, Targeting Laser
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Stealth Armor
Infantry Mod: Only Infantry may use this mod.

[size=9]Lightweight and efficent, this armor allows the user to blend in with its enviorment.


Effect: Gains Cloak.
CE Factor: Int 1.25 ( Intermediate [/color])

[b]<Stealth Armorb] Abilities:
- [b]Unit has cloak.

- +1 cloak speed.
- -50% shields.

Image by: <Name>

Requirements:

Stealth Armor requires 6,740 Ore.
Stealth Armor requires 15 Command.




Basic Armor
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Check out my Created Construx, all feedback welcomed! I'll start you out on the newer stuff, so just scroll down! Razz
http://forum.mobrulestudios.com/viewtopic.php?p=149822#149822


Last edited by haloguy48 on Tue Jan 24, 2012 6:57 am; edited 2 times in total
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snorok14
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PostPosted: Mon Jan 23, 2012 3:44 pm    Post subject: Reply with quote

Looks good, keep them coming Very Happy
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haloguy48
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PostPosted: Tue Jan 24, 2012 6:53 am    Post subject: Reply with quote

~I noticed I named a few mods wrong for pre-req's on other units, those will be fixed when I am done creating the mods. Thankies for your time... NOW READ BELOW! ^_^

Also, I need someone to help me BALANCE them... Its quite hard to know if it all looks right from a single perspective Razz

Edit: MIDSU now only requires a Mammoth. ^_^



Basic Armor
Infantry Mod: Only infantry may use this mod.

[size=9]Lightweight, and ready for mass production, these suits are great for when you just need a little bit more!


Effect: Bonus to shields.

CE Factor: Sim 1.15 (Simple)

[b]Basic Armor's Abilities:

- +50% to shields
- -10% crew survivability

Image by: <Name>

Requirements:

Basic Armor requires 550 Ore.
Basic Armor requires 7 Command.



Hasty Construction
~~~~~~~~~~~


Enhanced Armor
Infantry Mod: Only infantry may use this mod.

[size=9]Not made of those everyday cheap parts, this armor guarrantees satisfaction, or your Money back![size=6](Note: Actual refunds are not accepted on most planets, please consult with your local provider today)
[/size]

Effect: Bonus to Shields.

CE Factor: Int 1.1 ( Intermediate)

<Name> Abilities:
- +100% shields
- +5% chance crew survivability

Image by: <Name>

Requirements:

<Name> requires 755 Ore.
<Name> requires 10 Command.



Basic Armor, Buckler shield Generator
~~~~~~~~~~~


Heavy Armor
Infantry Mod: Only infantry may use this mod.

[size=9]Durable enough to let you survive a missle to the chest, this set of armor comes with an extra bonus feature, a couple dozen nanites to help you rebuild when you take damage.


Effect: Bonus Armor!

CE Factor: Int 1.2 ( Intermediate)

Heavy Armor Abilities:
- +100% armor
- repairs 5 armor a turn
- -5% chance of crew survivability.

Image by: <Name>

Requirements:

Heavy Armor requires 1,550 Ore.
Heavy Armor requires 9 Command.



Basic Armor, Plasteel
~~~~~~~~~~~


Advanced Shielding
Infantry Mod: Only infantry may use this mod.

[size=9]Wonderous to behold, its capable of shrouding the user in a small shield absorbing damage from the enemy. Sadly, a full model version of Mekas and Tanks has yet to be made due to the cost of such things.


Effect: Yes.

CE Factor: Adv 1.2 ( Advanced)

<Name> Abilities:
- +15% shield regeneration
- + -2 damage to shields

Image by: <Name>

Requirements:

Advanced shielding requires 4,560 Ore.
Advanced Shielding requires 19 Command.



Sanctuary Barrier, buckler
~~~~~~~~~~~


Satchel Charge


"Boom de ah Dah, Boom de ah dah, Boom.." It explodes, pretty heavily. No, really, have you ever been hit in the face with a Frag? Imagine 20 of those.

Stats
Shields: 30 [ +100%/ 30 Shields / Turn ]
Armor: 1
Power Generation / Use: 0 / 0
Combat Efficiency:Int 600 ( Intermediate)

Weapons

No Weapons



Satchel Charge Abilities:
- Harder to hit (2 gunnery levels)




On-unit Actis:
To the Stone Age! (: 1): 45 Unreduceable, Unavoidable damage to ALL units/buildings in stack next turn. This building is destroyed. Units/buidlings destroyed by this give 50% exp.



Requirements:
satchel Charge requires 1,337,666 Ore.
Satchel Charge requires 1,337,666 Command.



Every mod in the game, put it in a blender, and what'dya get?...
~~~~~~~~~~~



The satchel charge starts with 0 Activations, then gains 1 the next turn basicly. If it seems to underpowered, I'll just give it 1 Acti so you can activate it the turn you drop it.... And yes, if you have 5 satchel charges in 1 area, it will do 100 unreduceable, unavoidable damage... But they are weak, so defend them!
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Last edited by haloguy48 on Tue Jan 24, 2012 9:23 am; edited 1 time in total
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maXDooom
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PostPosted: Tue Jan 24, 2012 8:03 am    Post subject: Reply with quote

the satchel looks way way way underpowered and uselessly crap of crapness

1st: it should be a mod
2nd: with that very low health, it would be a easy target
3rd: wtf u better be joking about the cost!
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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haloguy48
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PostPosted: Tue Jan 24, 2012 9:02 am    Post subject: Reply with quote

I'll up the damage to 45, and 1 acti off the bat. Its not meant to be built (really, you want those as bases?) The health will be 30 shields 100% regen w/ 1 armor. So it still kills itself(it goes boom). Now mind you, its FOR INFANTRY and simple buildings.

Once again, Satchel= UNBUILDABLE OBJ. So i got bored and typed that up.
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maXDooom
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PostPosted: Tue Jan 24, 2012 9:56 am    Post subject: Reply with quote

haloguy48 wrote:
I'll up the damage to 45, and 1 acti off the bat. Its not meant to be built (really, you want those as bases?) The health will be 30 shields 100% regen w/ 1 armor. So it still kills itself(it goes boom). Now mind you, its FOR INFANTRY and simple buildings.

Once again, Satchel= BUILDABLE OBJ. So i got bored and typed that up.


FIXED

i know people who could make 2-3 of that and make wulf hell Very Happy

and it can move with faster then LEs with PHA MO FI
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Walterohdim wrote:

I would be so mad I would Tomo Rage, and probably lose my mod ship and council seat.

Walterohdim
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haloguy48
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PostPosted: Tue Jan 24, 2012 10:14 am    Post subject: Reply with quote

Its a building...
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Frageran
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PostPosted: Tue Jan 24, 2012 12:53 pm    Post subject: Reply with quote

What about the bunkers and barricades?
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Trerro wrote:
Onto my order I need to tack a stack of Shak Attack Pack, so I can smack back my enemies with flak. Quack.
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