Lucifer Morningstar

Chemical Weapons

9 posts in this topic

Some complaints about warchest depletion:

Chemical Weapons:

12 MAPS

700 gasoline
500 aluminum

2 million dollar cost per weapon

Completely zeroes out one military unit type per strike

Biological Weapons:

12 MAPS

250 gasoline
250 aluminum
250 steel

5 million per weapon

Targets population or stockpiles (Raises disease by 5% in the city hit and destroys 500 of every resource).

 

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Chemical seems OP

I could see it being a thing but only killing a certain, lesser, percentage.

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So its a "kill all planes with 12 maps" bomb.

 

 

Completely overpowered tbh.

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So its a "kill all planes with 12 maps" bomb.

 

 

Completely overpowered tbh.

I mean could go with working percentages, like idk 50% of one military unit?

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Possibly it could leave an effect increasing ground troop casualties by 100% (double).

 

Because this is even more OP than Nukes and they are pretty OP now thanks to fortify spam.

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ctigrisht launched a chemical weapon upon your nation of Ayy lmao. The attack destroyed 0.00 infrastructure in the city of Primordium as well as 1530 aircraft.

Edited by ctigrisht
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ctigrisht launched a chemical weapon upon your nation of Ayy lmao. The attack destroyed 0.00 infrastructure in the city of Primordium as well as 1530 aircraft.

1500 planes destroyed in 12 MAPs

That's a little excessive

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To be fair, if you fart really loudly, it's no wonder a bunch of airplane engines would blow up.

 

You might even cause a tornado...

 

...or an inferno...

 

...or an inferado?

 

Either way, I doubt airplanes would be flying through that very long.

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Let's see vastly over powered chemical weapons, and then vastly underpowered bio weapons. 

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