User:TripleU/Guides: Difference between revisions
(New page: {{User:TripleU/Navigation}} ==Martyrdom== <center><b>Create</b> --> <small>Develop</small> --> <small>Submit</small></center> Make them kill you endlessly. ==Sabotage== <center><b>Create...) |
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==Destroying a Rot Revive Clinic== | |||
<center><b>Create</b> --> <small>Develop</small> --> <small>Submit</small></center> | |||
Downing a RR is simple; It just takes sheer force of numbers. Your priorities are, in order: Rise, groan, Smash, and Drag. Our priority is not their HP but their AP. Do not focus only on getting food. That kind of selfish greed is anti-barhah and has been a constant source of undead failure. You should not be looking to eat. You should be looking to win. | |||
===Rise=== | |||
Every time we spend just 7 AP to go back in (or 5 if they CR us), we cost them more than thrice that amount. Getting shot is tipped wildly in our favor. You should be checking back every hour to see if you once again have the opportunity to stand up and walk back in. | |||
===Smash=== | |||
Only if it's clear that you won't be their next target, or you have to sleep/work, should you destroy the generator. This is also a very efficient move. For 10 AP, you cost them what is usually around 25. What's more, both forcing them to kill you and to replace generators requires that they make constant trips to the nearest unruined PD or factory. | |||
===Drag=== | |||
Once there are many undead occupants and no generator, or you're full on AP and there's no generator, it's time to start clearing the way for ruin. Killing is as hard on us as much as it is on them. It could take one of us a full 20 AP, and they need not use much more to undo it. Infect them, knock them down to size, and drag them out of your way. | |||
==Martyrdom== | ==Martyrdom== | ||
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==Terrorism== | ==Terrorism== | ||
<center><b>Create</b> --> <small>Develop</small> --> <small>Submit</small></center> | <center><b>Create</b> --> <small>Develop</small> --> <small>Submit</small></center> | ||
PKing in crowded place to create the illusion that PKers are more dangerous than they are. | PKing in crowded place to create the illusion that PKers are more dangerous than they are. This discourages [[combat revival]], which is easily the harmanz' best weapon against those without [[brain rot]]. |
Revision as of 17:33, 29 May 2010
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Destroying a Rot Revive Clinic
Downing a RR is simple; It just takes sheer force of numbers. Your priorities are, in order: Rise, groan, Smash, and Drag. Our priority is not their HP but their AP. Do not focus only on getting food. That kind of selfish greed is anti-barhah and has been a constant source of undead failure. You should not be looking to eat. You should be looking to win.
Rise
Every time we spend just 7 AP to go back in (or 5 if they CR us), we cost them more than thrice that amount. Getting shot is tipped wildly in our favor. You should be checking back every hour to see if you once again have the opportunity to stand up and walk back in.
Smash
Only if it's clear that you won't be their next target, or you have to sleep/work, should you destroy the generator. This is also a very efficient move. For 10 AP, you cost them what is usually around 25. What's more, both forcing them to kill you and to replace generators requires that they make constant trips to the nearest unruined PD or factory.
Drag
Once there are many undead occupants and no generator, or you're full on AP and there's no generator, it's time to start clearing the way for ruin. Killing is as hard on us as much as it is on them. It could take one of us a full 20 AP, and they need not use much more to undo it. Infect them, knock them down to size, and drag them out of your way.
Martyrdom
Make them kill you endlessly.
Sabotage
Smashing generators when no one's looking, so no one will smash you back.
Terrorism
PKing in crowded place to create the illusion that PKers are more dangerous than they are. This discourages combat revival, which is easily the harmanz' best weapon against those without brain rot.