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FantasticSoup

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#1 FantasticSoup
Member since 2006 • 287 Posts
If realism is your thing I suggest you go play sudden strike.
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#2 FantasticSoup
Member since 2006 • 287 Posts
Zerg can destroy Terrans right now. Terrans are EXTREMELY advanced humans that use exo-suits, battle cruisers with Yamato cannons (Roughly equivalent of a Mac Gun), Cloaking Technology and psionic powers. Master Chief's suit is the rough equivalent of an Alpha Squad Combat Marines's Exo-suit. 1 Hydralisk can kill a marine. What makes you think flood can kill Zerg if Master Chief has absolutely no chance at all.
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#3 FantasticSoup
Member since 2006 • 287 Posts
Think of the Zerg like one being with infinite number of arms. Zerg go brain dead without an overmind. They only do what the overmind tells them to do, there is no sentient thinking. Flood don't infect non-sentient beings, they don't even infect grunts or jackals for goodness sakes. Zerg units are like meat with mandibles being controlled by the Overmind. Oh yeah, Zerg can live in SPACE.
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#4 FantasticSoup
Member since 2006 • 287 Posts
They do, but only Ghosts know how to truely tap into that power. What I don't get is how you never see infected Protoss. I know that when they die they usually dissipate so I suppose it would be hard for Zerg to get a hold of some DNA.
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#5 FantasticSoup
Member since 2006 • 287 Posts
Zerg have the infecting abilities of the flood too. Except they get rid of all the genetic traits they find useless and mold their new infected unit by improving all the good traits and getting rid of the bad. That's why LARVA are needed, Larva are basically pods full of DNA, the overmind, cerebrate, or kerrigan command these pods to assemble their DNA into the the animal they copied and modified the DNA from. Then the larva grows into the being. For example: Ultralisks were once herbivores who lived on a planet with many predators (Hence the 1-2 ft long carapace armor). Then the flood came to their planet and stole its DNA. The Zerg modified it to their liking and now LARVA know how to assemble the 4 DNA bases into a string that would lead to an Ultralisk. Humans were also infected, except the Zerg found humans useless due to their low HP so humans were turned into walking bombs.
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#6 FantasticSoup
Member since 2006 • 287 Posts
Look how big this bad boy is, and he's only 50hp away from being able to survive a NUKE!
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#7 FantasticSoup
Member since 2006 • 287 Posts
Sorry for the double post but hope that info changed your mind.
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#8 FantasticSoup
Member since 2006 • 287 Posts
Zerg, They got Mutalisks, Guardians, Hydralisks which spew corrosive acid, not even mentioning Lurkers.

But the Greatest IMO of them all?

Ultralisks, 8 feet high, 12 feet wide, 20 feet long, weighing at 2000 pounds and capable of running 30 mph these bad boys would obliterate any thing the flood could throw at them.

# Natural Abilities: 1. Improved Ultralisk Upgrade: It will take 12 hours to transform a standard Ultralisk into an improved Ultralisk. During this time, the Ultralisk enters into a period of deep hibernation, from which it cannot be disturbed even by the Overmind. During this hibernation period, the creature’s body changes subtly: its mandibles become sharper, its armor will become thicker, and it will grow several new internal organs that increase its speed. After the transformation is concluded, the Ultralisk will have the following bonuses: +15 to PS, +20 mph (+32.2 km/h) to Spd, +100 M.D.C. / S.D.C., +1 attack per melee, +5 M.D. to mandible jab, +10 M.D. to mandible slash, +3 M.D. to bite attack, +5 to damage reduction and +1 to M.D.C. Armor Rating (see natural ability #3), and regenerates at an increased rate of +5 M.D.C. per melee. This improvement causes the Ultralisk to lose 90% of its PPE, reduces its life span by 80%, and gives it a penalty of -3 to initiative.

2. Armor: All Zerg creatures have incredibly tough exoskeletons that reduce the damage that they receive from any incoming attacks. Reduce all damage, either from normal or magical attacks, by 15 points. For example, if a volley of mini-missiles inflicted 66 points of damage, it would be reduced to 51 points of damage. Damage cannot be reduced below zero. The creature has an M.D.C. Armor Rating of 9 in magic-rich environments.

3. Regeneration: A feature from the original Zerg creature, the Ultralisk can regenerate at an amazing rate, and can regenerate whole limbs and body parts. The creature regenerates at a rate of 5 M.D.C. per melee. It will take five minutes to regenerate a leg, ten minutes to regenerate an eye, and ten minutes to regenerate a mandible (needs only one to perform a mandible attack of any type and does not need either to perform a bite attack).

4. Hive Mind Immunities: From the fact that at a basic level all Zerg share the same mind as the Overmind, individual Zerg creatures are very resilient to mental attacks. Any mind altering or mind affecting spells or psionic powers such as sleep, possession, or hypnotic suggestion will not work on a Zerg creature. This also functions as a permanent Mind Block on all Zerg creatures.

5. Survival Instincts and Immunities: From the ingrained survival instincts that were developed by evolution and the Xel’Naga, and incorporated by the Overmind, all Zerg creatures are immune to diseases, toxins, poisons, and gases, both normal and supernatural. The Zerg are also unaffected by Horror Factor and Awe Factor and any attempts to intimidate them. With the assimilation of several space borne creatures, all Zerg can function completely normally in space, in an atmosphere, or underwater, with no maximum depth, with no penalties. Zerg creatures can survive temperatures between -200 to 500 degrees Celsius. Land based Zerg creatures have no way of propelling themselves in space besides pushing off from solid structures.

Only Fault: Penalties: Ultralisks have no long range attacks and will often ignore threats from airborne attackers. For example, it will consider an area that has several enemy fighters flying above it to be free of danger unless directly controlled by the Overmind, a Cerebrate, or an Overlord.
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#9 FantasticSoup
Member since 2006 • 287 Posts
I love the lights.
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#10 FantasticSoup
Member since 2006 • 287 Posts
Final Fantasies aren't all one game. Each game is usually different in some way and has an entirely different story. They could easily rename each FF so that they would have unique names but face it, Final Fantasty on a title = $_$
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