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Capture the Flag round 8 (Team E.V.I.L vs Team Submission)

koopa3144

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Welcome to Round 8 of Capture the Flag!

Stat Equitization stuff:

  • All stats except range, stamina, and intelligence will be equalized to the weakest character in use.
  • Amps and stat increases will be capped to a maximum multiplier of 2x. (I.e; if a character has a 10x amp, in this tournament the amp will be reduced to 4x)
    • Any one-shot or Blitz-level amps will also be capped at 2x.
  • All characters will be able to interact and see each other naturally.

VS Thread Scenario:​

  • The TF2 rules of Capture the Flag are being used.
    • Like in TF2, if someone carrying the Intelligence teleports or turns invisible the Intelligence will automatically drop off them
    • 20-minute rounds and Sudden Death is in play if the timer runs out.
    • Teams are informed of the rules before their matches.
  • Fights will take place on one of TF2's CTF maps.
  • Teams start in the maps' opposing Spawn rooms. Fighters will respawn in their teams' spawn rooms when killed or BFR'ed from the map after 20 seconds
  • The Administrator, as the Announcer will inform fighters of their remaining time, if the Intelligence is picked up/dropped, etc. like in normal gameplay.
  • The tournament winners will get a near-unlimited supply of raw Australium and Australium weapons
    • Competitors are informed of the properties of Australium and what it can be used for.
  • All competitors retain memories of previous matches and have the option to spectate other matches as they occur.

Tournament Thread Rules:​

  • 4 votes are needed for a thread to reach grace.
  • If a user concedes the opposing team will advance.
  • If a Team gets no arguments for around 2-4 days the opposing team will automatically go to the next round.
  • If a thread gets no votes or the votes are tied, I will decide who I think advances based on the arguments given.
    • If my team is involved, however, I will coin-flip instead to prevent any bias on my part.

Team E.V.I.L (The Dungeon Maestro, Dr. Fetus (Base key, with homing rocket launcher), Darth Marr, The Raven Lord): 0Team Submission (MK3 Shang Tsung, MK4 Reiko, Chameleon, and Goro): 0Incon: 0

Location: Turbine Center

"Get fighting!"

 
Let's cut to the chase: Darth Marr literally solos all four on his own defensively. This is a guy whose presence on the defensive, is considered a better deterrent to invasion for an entire planet than a full-fledged Planetary shield. BLU can swarm it and press too many angles. Mortal Kombat can't.

Then there's the offensive problem: Dungeon Maestro. Goro looks great until he's frozen in place or a sheep and has eight dire ducks spawn in around him.

Fetus and Oberon are just gravy, those two could probably do this match on their own.
 
Let's cut to the chase: Darth Marr literally solos all four on his own defensively. This is a guy whose presence on the defensive, is considered a better deterrent to invasion for an entire planet than a full-fledged Planetary shield. BLU can swarm it and press too many angles. Mortal Kombat can't.

Then there's the offensive problem: Dungeon Maestro. Goro looks great until he's frozen in place or a sheep and has eight dire ducks spawn in around him.

Fetus and Oberon are just gravy, those two could probably do this match on their own.
Very well.
 
Very well.
For the record: If Shang got his hands on Oberon and used that to get potentially his hands on Marr, he COULD do this, but... yeah. Touching Big Bird and then touching the force user with precog and insane senses is uh... hard.
 
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