Overgrowth combat mechanic idea: poisons

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ShinyGem
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Re: Overgrowth combat mechanic idea: poisons

Post by ShinyGem » Fri Dec 30, 2011 12:32 pm

Image

How did it come to being about tanks, anyway?

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Endoperez
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Re: Overgrowth combat mechanic idea: poisons

Post by Endoperez » Fri Dec 30, 2011 1:43 pm

Because all cool ideas don't work.

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Korban3
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Re: Overgrowth combat mechanic idea: poisons

Post by Korban3 » Fri Dec 30, 2011 9:52 pm

D-D-D-D-D-DERAILED! BITCH!

God, I love this forum.

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Endoperez
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Re: Overgrowth combat mechanic idea: poisons

Post by Endoperez » Sat Dec 31, 2011 7:49 am

I feel sorry for BionicleMan.

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Korban3
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Re: Overgrowth combat mechanic idea: poisons

Post by Korban3 » Sat Dec 31, 2011 11:07 pm

Who? Oh, the original poster. Yeah, it's pretty rough having your thread D-D-D-D-DERAILED.

The_Stitch
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Re: Overgrowth combat mechanic idea: poisons

Post by The_Stitch » Sat Mar 31, 2012 12:11 am

BionicleManF wrote:-from needles attached to the hand-
since when is this assassins creed bunnies edition?
true, poison could be used for delayed kills. jump in, enemy stunned, stab, enemy confused, jump away, he doesn't know where you are. and you can watch him go slowly. he wanders out into the guard crowd, and strikes fear into the hearts of other guards, they fight less efficiently, KO easier, instead of going for backup they run like hell- you already have so many ideas with just that! i mean, if you witnessed a fellow guard die out of nowhere right in front of you, wouldn't you fight less efficient? i rest my case.

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Bazatage
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Re: Overgrowth combat mechanic idea: poisons

Post by Bazatage » Sat Mar 31, 2012 2:07 am

Blowpipes and poison darts

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