Corporate Wars 2024 - Round 1 - Sirfizzwhizz vs. Reaverlation (Cancelled)

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geekryan

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#1  Edited By geekryan

Sirfizzwhizz

Team:

  • Solid Snake (3)
  • T-850 Terminator (3)
No Caption Provided

Sponsor: Galactic Empire

Perk: 01st Legion - Ten Elite Stormtroopers with standard blasters join your team.

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Reaverlation

Team:

  • N52 Midnighter (4)
  • Batman (2)
No Caption Provided

Sponsor: Wolfram & Hart

Perk: Nothing Stays Dead - Allows your team's characters to respawn at their starting location each time they die, up to two times each, with a three minute delay. If all team members are killed within the three minute time frame, they cannot respawn and the other team wins.

Tournament Rules

  • Video game and book characters get composite feats (as long as they remain the same point value).
  • Canon tie-in comics are allowed (as long as they remain the same point value).
  • Marvel characters are standard/base 616 versions. However, you can also choose characters from the Ultimate (Earth 1610) universe.
  • DC characters are Post-Crisis/Rebirth.
  • Everyone is in character and starts with their standard gear.
  • No character can be amped above a 4-point character.
  • Each team will get 1 full day of training together in order to get basic knowledge on each other and ensure decent teamwork. Every character on the team will also get an ear piece in order to stay in contact during the mission.
  • There will be 14 corporate sponsors, and each one can only be picked once. Once a sponsor has been chosen by a participant, it cannot be chosen by anyone else. Each sponsor will have 3 perk choices, and you may only choose one perk for each round. If you make it to the next round, you can change your perk.
  • Every battlefield will involve some amount of fodder, such as civilians and/or guards. They can be ignored, killed, manipulated, etc.
  • You must have completed a CaV/tournament or have over 500 posts in order to join. If you do not intend to see this tournament through to the end, please do not join.

Banned Powers/Abilities

  • Reality Warping
  • Time Manipulation
  • Space Manipulation
  • Luck Manipulation
  • Power Copying/Stealing
  • Speed Stealing
  • Precognition (things like Spider-Sense are fine)
  • Immortality
  • Instant-Kill attacks
  • Internal Attacks
  • Permanent Intangibility
  • Cloning
  • Any other types of powers/abilities that I deem as overpowered or unfair

Limits

  • BFR, intangibility, teleporting, and transmutation as offensive attacks cannot be used on the opposing team's characters but can be used against summons, fodder, and gear.
  • Teleportation/portals are limited to line of sight, and cannot be used to teleport within 50 feet of the mission's objective.
  • Telekinesis and similar abilities cannot be directly used on the bodies of the opposing team but can be used on their gear, or against summons and fodder. TK blasts against the opposing team are allowed.
  • Telekinesis and similar abilities are limited based on the lifting strength of each point value.
  • Telepathy: mind reading and telepathic communication are allowed on everyone on the battlefield. Mind control, illusions, and other psychic attacks can only be used on summons and fodder. This also applies to soul abilities, pheromones, gas, and magic-based telepathy as well.
  • Gear and hax must remain street-level.
  • Summons made by your own characters cannot be better than 1-point characters. You cannot have more than 5 summons for the entire mission.
  • Regeneration is limited to 616 Wolverine level, as in your character cannot have a healing factor that is better than Wolverine's and they must be able to be knocked out.
  • Invisibility is allowed but it can only affect the sense of sight.
  • Intangibility can only be used for 10 seconds at a time, with the user then being forced into a tangible state for 5 seconds before being able to go intangible again.

If you are unsure about any of the rules/limits, please ask! It is better to ask in advance than to risk being disqualified from going above the limits or breaking rules.

Characters

You have 6 points to spend on characters in order to form your team.

Essentially, 1-point characters are low-street, 2 and 3-point characters are mid-street, and 4-point characters are high street.

The criteria for each category is the maximum. If the criteria is wall level, then the character cannot exceed wall level but can be below wall level. If a character you want has the strength and durability of a 1-pointer, but the speed of a 3-pointer, they would cost 3 points.

Wall level refers to a standard brick wall. House level refers to a standard house. Small building level refers to a small building with 3-4 stories. Building level refers to a building with 5-8 stories, i.e. NOT a skyscraper.

Speed includes movement, reaction, combat, and attack speeds. A 4-pointer's speed cannot be hypersonic, i.e. higher than Mach 5.

For durability, a single strike that can destroy the object of that level should be enough to seriously harm your character. A 4-pointer must still be capable of being harmed by armour-piercing rounds or high-caliber rounds such as from long-range rifles, magnums, and heavy machine guns.

A bloodlusted Carnage should be able to solo your entire team in a random encounter under the limits/rules of this tournament, without taking any sponsor perks into consideration.

Low Street Level (1 point)

  • Striking Strength: Wall Level (busting a wall in 1-2 strikes)
  • Lifting Strength: 1 Ton
  • Durability: Wall Level
  • Speed: Arrow-Timing or Aim-Dodging (subsonic, under Mach 1)
  • Energy Projection: Wall Level

If your character can bullet-time, even handgun bullets, they are too fast for 1 point.

Low-Mid Street Level (2 points)

  • Striking Strength: House Level (busting a house in a few strikes)
  • Lifting Strength: 5 Tons
  • Durability: House Level
  • Speed: Non-Casual Bullet Dodging (supersonic, Mach 1-2)
  • Energy Projection: House Level

If your character can bullet-time automatic gunfire or deflect multiple handgun bullets, they are too fast for 2 points.

Mid Street Level (3 points)

  • Striking Strength: Small Building Level (busting a small building in a few strikes)
  • Lifting Strength: 10 Tons
  • Durability: Small Building Level
  • Speed: Bullet Dodging (supersonic, Mach 2-3)
  • Energy Projection: Small Building Level

If your character can deflect automatic gunfire or react to sniper rounds, they are too fast for 3 points.

High Street Level (4 points)

  • Striking Strength: Building Level (busting a building in a few strikes)
  • Lifting Strength: 15-20 Tons
  • Durability: Building Level (Can be resistant to small-caliber gunfire)
  • Speed: Casual Bullet Dodging or Bullet Deflecting (supersonic+, Mach 3-5)
  • Energy Projection: Building Level

If your character is faster than Mach 5 or can react to explosions, they are too fast for 4 points and above the limits for the tournament.

https://comicvine.gamespot.com/forums/battles-7/corporate-wars-tournament-2024-edition-full-2334773/

Voting Rules

  • Only the two participants are allowed to debate.
  • If you want to be tagged to vote at the end, comment "T4V"
  • Vote for whoever was the best debater, or who convinced you more, not for which team you think would win.
  • Make sure to provide reasoning for your vote.
  • Votes based on obvious character bias will not be counted.
  • Be respectful, honourable, and civil.

Posting Rules

  • 3 posts each
  • 7 days to post
  • If you need an extension, let me know before the 7 days are up and I will allow you a 3-day extension (for a total of 10 days). Only one extension per round will be allowed.
  • Failure to post on time will result in disqualification and an automatic victory for your opponent.

Mission: Escort the VIP

Team A (SFW) must escort a VIP to the delivery point ("C"). Team B (Reaver) must intercept and bring the VIP to a different delivery point ("D"). The VIP is an unarmed civilian, immune to all damage/effects, must remain on foot, cannot be flown/teleported, and will go with whichever team is in direct physical contact with him.

There are 15 civilians and 20 guards spread throughout the map, with 5 additional guards positioned near the VIP's starting point. The guards are on high alert and will shoot either team on sight. Each guard is a trained Navy Seal equipped with an assault rifle and combat knife. Civilians will not attack, but they will scream and alert nearby guards if they feel threatened or are attacked. There are also five security cameras around the map, one of which is aimed at the VIP. Being caught in a hostile act by a security camera will alert all the guards. All the cameras are on street-level.

Team A Objective: Escort the VIP to Delivery Point C (escort VIP on foot or kill enemy team and then escort VIP)

Team B Objective: Intercept the VIP and bring them to Delivery Point D (escort VIP on foot or kill enemy team and then escort VIP)

Watchpoint: Gibraltar map from Overwatch
Watchpoint: Gibraltar map from Overwatch

A = SFW Spawn Point

B = Reaver Spawn Point

C = Team A's Delivery Point

D = Team B's Delivery Point

VIP = VIP Spawn Point

Best of luck!

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geekryan

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@sirfizzwhizz@reaverlation

Please PM me your perk choice. I'll update the thread once you both do so and then you can get started. If you don't care about your opponent seeing what perk you pick, you can just post it here instead.

Feel free to also post a collage of your team and I will add it to the OP.

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@geekryan: I'll say whomever finishes their opener first.

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#8  Edited By sirfizzwhizz

@reaverlation:

First off lets introduce the team.

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T-850 Terminator

Im using the best model who participated in events of T3 lore. With games, comics, and films to its name. Not a run of the mill fodder but combat proven version. The T-850 is the same as the T-800 model thats way more popular and lore heavy. but with "improvements" in reactor type for energy output and Cobalt mix in the Hyper Alloy for major energy resistance. Other than that its pretty standard model of the T-800. T-850 will be my tank of this team. T-850 Standard Gear is shown in various novels, comics, movies, ect to consist the following.

Scanners

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T-850 shows scanners to record audio, map a building, and measure clothing at the same time.

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In Terminator Resistance both T-800s and T-850s show the scanners to sense living targets and their outlines through building walls and obstacles.

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T-950 in the same comics of Terminator 3 Resistance starring the T-850 switch from infrared to thermal vision just like T-800s already do. Something the T-850 clearly has as well since the T-800 and T-950 does.

M40 Plasma Rifle

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T-850s most common weapon is the M40 Plasma Rifle. Powerful enough to blow away reinforce concrete columns, and disintegrate several feat thick steel arms of T-1,000,000.

General Dynamics RBS-80 Plasma Weapon

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Terminator second most icon weapon is the rapid fire plasma weapon called the General Dynamics RBS-80 which blows holes through humans easy with mini explosive force. In Terminator Resistance all T-850 Terminators are armed with the second generation violet plasma guns that are modeled after General Dynamics RBS-80 of the films. A more powerful version. Also stated Skynet weapons have encryption lockouts so only Terminators can use them unless the weapons are hacked.

Sage Control SL-6 Rotary Launcher

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A useful 37mm grenade Launcher that holds 6 HE rounds at a time.

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Solid Snake

Snake on the other hand is my super bad ass leader and super soldier who has all the skills, genius, and praise that someone like Batman gets, but with actual super human stats and body like Deathstroke. Snake has insane stealth ability, tech/gear, and will lead this team to victory. Solid Snake gear as follows.

Stealth Unit

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The Stealth Unit used by Snake allows for invisibility to the naked eye or camera. Strictly visual camouflage.

Soliton Radar

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Solid has the Soliton radar to detect living beings near him. It detects their alert status, and view of vision. It also maps out the immediate area around Snake.

Tranquilizer M-9

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The M9 Tranquilizer gun is single shot, but the tranqs are packed with enough sedative to take down a elephant. These tranqs also extend to other weapons design for them.

Silenced M4-Assault Rifle

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Real world 5.56 caliber M4 with Silencer.

Silenced SOCOM 9mm

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The special forces used 9mm SOCOM pistol with silencer.

Sneaking Suit

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The original Sneaking Suit is stated to be bulletproof. Stated to be insulated against heat and moisture, and water proof to help stamina.

The Sneaking Suit stated to be even more stealthy over time and improvements, and have added plate armor for more durability by time Foxhound exists.

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501st Storm Troopers

Last but not least is the ten guys from my perk, the crack hard special forces of the Empire, the 501st. These guys are in actuality Clone Troopers from the Clone Wars, the best that served under Anakin. Battle harden, super humans, and equipped with powerful armor and blasters to act as fire teams and covering fire for my two main guys. The ten Clone Troopers with Stormtrooper gear have the following.

Helmet

Sir, " I said. I reached down and placed the helmet over my head. The moment it fit into place, the readout appeared in the goggles, identifying the sergeant as First Sergeant Oswald Strepp. Computers in our helmets recognized soldiers by their uniforms and identified them in our goggles.

"Are you reading me clearly?" Strepp asked.

"Yes, sir!" I answered. I could hear his voice clearly through my helmet, more clearly than before I put it on. Sensors in my helmet singled out the transport's engine noise and filtered it out as an unimportant interference.

- Taken from Wookiee Annhiliation

Computer readouts in identifying troopers.

I turned up the audio feeds into my helmet and listened to the rustling leaves and creaking branches. Using optical commands, I ran an infrared search of the trees around me, revealing scores of rodents and insects, but not much else. Even so, I could hear my own heart pounding inside my armor. So could Strepp. "You surviving down there, Dower?"

"All clear, sir, " I said.

- Taken from Wookiee Annhiliation

Doing infrared scanning.

And I had the pleasure of leading our band of soldiers, my blaster ready to fire at any moment. I tried to amuse myself by switching my goggles from day-for-night vision to infrared every few minutes. The good thing about infrared was that it would help me spot Wookiees long before they could see me. Unfortunately, the infrared vision caused the ground to look like a wavy mass of gray swirls, and I stumbled when I kept it on too long.

I also fiddled with my audio intakes, screening out the sound of my panting as I trudged forward. Transmissions between foot soldiers buzzed back and forth so quietly that I could barely hear them. Instead, I focused on sounds coming from trees around me. That first Wookiee moved so quietly and spotted me so quickly that I could not afford to wait for my sensors to alert me. The computers in my helmet, however, gave messages from superior officers precedence over my nervous scans. When Strepp contacted me, his voice blared through my helmet.

"You alert up there, Dower?" he asked.

"Sir, I could hear a knobby white spider from 40 meters, " I said.

"We're not looking for knobby spiders, " Strepp said calmly.

- Taken from Wookiee Annhiliation

Day to Night vision, infrared again, and able to hearing up to 40 meters.

"Four-seven-nine: acknowledged," Brightwater said, taking a quick look around as he turned into a wide circle that would bring him back to the rest of the scout troopers still maneuvering their way out of the transport. They'd come in on a ground-skimming course just to the north of a set of low, tree-sprinkled hills, with the edge of their target town a couple of hundred meters away on the far side. Activating his helmet's sensors, he gave the hills a quick but careful scan as he circled back toward the transport. There didn't seem to be activity anywhere, of any sort, which struck him as highly suspicious. The hills included a picnic area, several walking paths, and half a dozen trees that had been patiently nurtured and manipulated over the decades into an elaborate children's climbing structure.

- Taken from Allegiance

More scanning abilities shown.

Body Armor

He glanced through the opening and found a dozen storm-troopers only ten meters away, still coming despite a hail of Tusken slugs. One fell to a hit through the lens, another with a wound through his throat, but most were simply falling as the projectiles splattered against their armor, then popping back up an instant later

- Taken from Tatooine Ghost

Trooper armor is very durable. The Sand People slug rifles are powerful enough to knock down 200+ pound men with the force of their impacts, as well damage and punch holes in the metals that make up Pod Racers. Yet the armor is able to hold with no damage to the trooper. Way better than real world body armor.

Able to withstand minor explosions and high voltage.

Thermal Detonators

high energy heat base explosive grenades.

E-11 Blaster

No Caption Provided

The main blaster of the 501st.

  • Can alternate between single, semiautomatic, full auto and pulse fire.
  • Can use a variety of ammo, including darts, grenades and flares.
  • Computer enhanced scope compensates for dark, hazy or smoke conditions.
  • Folding stock for long range.
  • Stun can incapacitate a target for up to 10 minutes.

Power output can be varied on most models; the highest setting on most blasters will vaporize any material short of carbon-fiber reinforced durasteel.

- Taken from Tech Journal 2 Imperial Forces

Power output turn up high can vaporize most material on contact short of carbon-fiber reinforce durasteel.

Initial Strategy

This is simple, T-850 will smash right through the walls of the rooms to grab the target who will then be thrown back to the Clone Troopers. The guards of the building will be alert and rush to my position where they will get gun down quicker than the super elite special forces and slightly super human Genome Soldiers were gun down by the dozens by Solid Snake. The guards are non factors.

Meanwhile T-850, Clone Troopers, and Snake all have the detection and scanner devices to easily spot your team. No matter how good Batman skill is, he is not by passing Soliton Radar at all, and likely be picked up by the X-Ray like heat base Scanners of T-850, nor the Stormtrooper base Scanners in their helmets. Midnighter even less so in any stealth play.

So my team can perform accurate targeting and massive range fire power through the tight halls and rooms of this building. Where your team is reliant of close combat and stealth options that simply dont exist here.

T-850 will be the tank and front liner with heavy firepower being laid down. While Snake provides back up from behind. The Troopers stay with the VIP laying down cover fire as needed. Its just a undodgeable wall of energy and bullets that your team has no way to counter or avoid.

I dont really feel the need to post any actual feats for my characters yet, as the battle is totally long range. So only feat needed to be posted I guess is speed and reaction since I need to prove my team can react and gun down yours.

A competent T-850 Speed contrary to popular belief is very fast reaction time wise.

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T-850 catches a bullet in his mouth.

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T-850 side steps missiles.

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In Terminator Resistance the T-800s are shown capable of seeing time in slow motion for accurate kill shots. T-850s in the same game would have the same ability.

Solid Snake is as fast as Midnighter and Batman here in reaction and combat speed. Fighting speedsters on the regular anyway.

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Snake dodges a bullet that was on path to his head.

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Snake outpaces several 9mm bullets before they reach him.

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Snake back flips from Ocelot's .45 Single Action Army bullet.

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Snake is shown twisting and flipping through automatic 5.56 Famas going full auto.

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Snake out runs Sniper Wolf's 7.62 round which move over mach 2 in speed velocity.

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Snake dancing through at close range rapid fired 5.56 Nato rounds that move at Mach 2 speeds.

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Snake is shown to twist through multiple 12.7mm bullets, which all travel over Mach 2.

The Clone Troopers of the 501st also are genetic modified super humans design for increase performance to normal human limits.

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Clone Trooper dodging massive plasma fire by elite train and combat veteran Deathwatch Mandalorians.

https://www.reddit.com/r/RTvideos/comments/1294gxm/gif/

Clone Trooper reacting and pulling a person away from a sniper marksmen's blaster shot.

https://www.reddit.com/r/RTvideos/comments/1294ggu/gif/

Clone Trooper physically ducks under a blaster shot after its fired.

So yes my team has the speed, reaction, and more importantly the accuracy to tag your Batman/Midnighter team. The best part is your perk is kinda useless here as the map is sooo small. It takes dozen seconds to run the VIP to the point I need him at, even carrying his dumb ass with a Clone Trooper. Where your team is dead and need 3 agonizing minuets to respawn.

In the end my team wins a "SOLID" victory while your team is "TERMINATED".

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@sirfizzwhizz: nice post. I'll have it up by the weekend at best.

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@reaverlation: bump. it's been 8 days but I can give you until tomorrow.

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@geekryan: been sick so I'll try to finish this tonight.

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@sirfizzwhizz: @geekryan:

Before we move:

First, I'll start by going over how my team gets along. Midnighter has experience being in teams from Stormwatch and Superman's Authority plus being in duos with the likes of Nightwing and Apollo. Despite the one day, this will be PERFECT teamwork, especially with the leadership that is Batman with him being one of the greatest tactician in the DC multiverse. Even with earpieces, my team will use tech by Midnighter called Smartmarks. With these, this allows instant communication between both my characters regardless of the earpieces.

Now when the match begins, Batman will download schematics on the battlefield so that he has a complete layout of it. Both Middy and Bats will memorize the entire map and commence. Now my team has a way of teleporting and that's through Midnighter's doors, which can open portals for either of my team members to get to where they need faster. Since this is based on line of sight, and my team can see not only hundreds of meters away, but Bats can actually see through walls so this allows the Doors to open practically anywhere on the map except of course 50 feet away from the Objectives.

Now with the complete layout of the map, Batman will hack the cameras so that they become friendly towards him and Middy and your team a threat. With the layout downloaded, Batman can essentially takeover the map and control anything electronic like any doors or lights. Now with standard gear, Middy doesn't usually have much of anything except maybe some sharp weapons at times but Batman doesn't play by those rules. With the utility belt alone being accounted for about 42 items, that was only 30% of what was on the belt and that's not including his batsuit. This gives weapons for Middy to use at his disposal so batarangs, explosives, etc. And with how Middy is in how he fights, these weapons will be lethal in use.

Despite my team really creating a perfect teamwork, both are different while in character. While Bats doesn't kill for the most part, Middy has no problem whatsoever with maiming and killing his opponents with brutality. This doesn't mean Middy will kill innocent civilians but the guards and those attacking either him or Bats will get f'ed up!. Middy being a killer will have no hindrance on how Bats would approach this, especially since he has worked with killers.

This might seem a lot for an intro but this is basically a message for everyone in this tourney in how my team will work together. Bats is a literal armory that Middy can choose from to use against his opponents. And with that, let's get to how my team will proceed into the fight.

Storming the field.

With establishing how my team will set themselves up, Middy can go out into the map with some weapons from Bats like batarangs and explosives. Using Doors, Middy and Bats can set themselves up properly:

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Batman:

So how do both get to the VIP without creating a wave of chaos (and fun for Midnighter). Well for one, Batman will not be found unless he wants it so. If it's not known yet, Batman is the undisputed champion in regards to stealth. Where Bats will go, that shaded area can make Bats invisible as even moderate levels of darkness can make Bats a ghost. But it's not just about looking invisible in the darkened areas, it's showing that you can't find Batman period. Whether it's Gotham being unable to find him with his enhanced vision in moderate light or Superman & Martian Manhunter being unable to see him in broad daylight, this elite level of stealth will be monumental in not just finding Batman but with the perk I've chosen. Batman will basically be a high tech satellite for Midnighter to be updated on what is happening on the battlefield. Not just from seeing the the field but keeping an ear on everything. Batman can already hear in space plus have the awareness to detect the slightest movements even with helicopters in the air nearby.

Like I said before, the armory Bats carries will be of use to Midnighter. The potency from these items will be devastating to anyone opposing the power duo:

Remember that this is when Batman is wielding them so in the hands of his partner, they'll rip apart anyone who comes in contact with them. Then of course other than the batarangs piercing capabilities, let's not forget the explosives that will be used. Even Batman's weakest variants is enough to disorient the likes of Mr. Freeze but when more power is required, they're able to create an explosive force to blow an airplane in half. So with this, how can Midnighter utilize this...

Midnighter:

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Now Midnighter will play more like the tip of the spear in this fight. Despite the infamy of his battle computer, that's just a small part of how dangerous Midnighter is. Basically, Midnighter is a speedster amongst street tiers. Just based off his first solo appearance, Middy shows how fast he is when he can change into his costume, while sitting in civilian attire, and kill the gunman before any other realize what just happened while Middy was blind. The scan I posted showing Middy explaining the Battle Computer is right after the gunman is killed. Another instance of Middy handling groups of people is when Middy was being tortured by Waller and her Suicide Squad and even while chained to a chair, Middy still moved too fast for them to see when he was vibrating his chair to dislodge it and dodged electrical attacks. After that, he ran through a base of guards that is meant to house metahumans with ease. Like Middy mentioned, he is able to do bursts of speed that can make it hard for his victims to see. Basically, any guard or fodder will have extreme difficulty trying to tag Midnighter. But how does Midnighter apply both his speed and battle computer all in one?

This is Midnighter showing him use both of those assets in such spectacular fashion. We see Midnighter being able to dodge every bullet from a caliber marksman like Deadshot while in tandem with the Battle Computer, showing Midnighter is using the BC while dodging the bullets. In the end, Middy deliberately allow himself to get shot once so that Lawton would get in Middy's face just to have his wrists crushed by Midnighter. So when I say tagging Midnighter would be extremely difficult, that isn't an exaggeration.

Two Man Power Trip:

Now the paragraphs beforehand is to show how vital those aspects will be to the fight. The advantage is that where the VIP needs to go for my team to win makes it easier for them. Now of course my team is meant to go through this without causing as much chaos and attention towards them compared to what your team is trying to do. So if your team is trying to do as so:

This is simple, T-850 will smash right through the walls of the rooms to grab the target who will then be thrown back to the Clone Troopers. The guards of the building will be alert and rush to my position where they will get gun down quicker than the super elite special forces and slightly super human Genome Soldiers were gun down by the dozens by Solid Snake. The guards are non factors.

This will be advantageous to my team. Plus another reminder just in case:

The VIP is an unarmed civilian, immune to all damage/effects, must remain on foot, cannot be flown/teleported, and will go with whichever team is in direct physical contact with him.

So the VIP can't he thrown back since that would mean he's lifting off his feet. Either Arnold will walk back with the VIP or your entire team will have to come forward. Remember that Batman will see all this and if Midnighter can't see it, he'll get all the information necessary to proceed. So if your team remains to be in very close proximity to each other, Midnighter will use a more powerful explosive to destroy/damage your team like the explosive that blew the plane in half like I mentioned before. This ONE device can cripple your whole plan. A simple Door opened above your team, or in front, and Middy can throw the explosive and BOOM your team gets messed up heavily.

So remember that based off the the objective spot for my team is actually closer to my team. Literally your team will have to walk through there and right before going through there, my team will run perfect interference just before it.

And my perk can still come into play since IF say Midnighter does get killed, Batman has ways to stall your team and when Midnighter would return, it'll be even harder to kill him since your team will be an open book and nothing will surprise either Bats or Middy.

So I just wanna get this out there already since this was delayed for too long and I don't wanna drag this out longer. Let's have some fun!

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sirfizzwhizz

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#13  Edited By sirfizzwhizz

@reaverlation: @geekryan:

So if your team remains to be in very close proximity to each other, Midnighter will use a more powerful explosive to destroy/damage your team like the explosive that blew the plane in half like I mentioned before. This ONE device can cripple your whole plan. A simple Door opened above your team, or in front, and Middy can throw the explosive and BOOM your team gets messed up heavily.

Yeah I forfeit. I dont have a counter to telebomb attacks. How can I at street level. GG

Unless telebombing falls under this rule.

  • Any other types of powers/abilities that I deem as overpowered or unfair
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geekryan

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@reaverlation: @geekryan:

So if your team remains to be in very close proximity to each other, Midnighter will use a more powerful explosive to destroy/damage your team like the explosive that blew the plane in half like I mentioned before. This ONE device can cripple your whole plan. A simple Door opened above your team, or in front, and Middy can throw the explosive and BOOM your team gets messed up heavily.

Yeah I forfeit. I dont have a counter to telebomb attacks. How can I at street level. GG

Unless telebombing falls under this rule.

  • Any other types of powers/abilities that I deem as overpowered or unfair

Dropping bombs via portals isn't against the rules, though I personally see several counters to this just by skimming through the post.

I don't see why you would need to forfeit because of this, but if you want to, then okay.

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sirfizzwhizz

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@geekryan: Yeah, I don't agree. There's any counter so I drop out. I'm just that wasting my time on it.

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@geekryan: Yeah, I don't agree. There's any counter so I drop out. I'm just that wasting my time on it.

Like I said, I personally see quite a few counters, but it's all good!

@reaverlation I will get a reserve to replace your opponent.

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#17  Edited By geekryan