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Team forstress classic mercs
-The TFC mercs will be on their phisical prime (1930 mercs).
-They will have access to all their arsenal in game (deathpack included) + their passive abilities (i'll include every relevant ability):
Scout:
-Can undisguise Spies
-Can desarm deathpacks (i guess he has a decent knowlege on desarming bombs)
Pyro:
-Immunity to afterburn (only with armor)
Engeneer:
-Building sentries, dispencers and teleporters
Heavy:
-Knockback resistence
Spy:
-Can undisguise Spies (note. when undisuising a spy in tfc you also undisguise yourself)
-Can fake being a courpse on the ground
+Everyone has granates
They are 9-A, High 8-C with optional equipment.
Gray Mann army
The bots have the most of the abilities as the tf2 mercs abilities as the tf2 mercs and they should be at the very least relative to gravel war mercs.
-Gray will be allowed to use every robots at his disposal (even tanks or special robots like Captain punch)
The robots are 9-A, Bosses are Higher (considering some can one shot the tf2 mercs).
RULES
-the tfc mercs won't have any upgrades at their disposal
-Gray has about the same time that the robot war lasted to destroy the Mann.co facilities (2-3 years i think)
Round 1
The tfc mercs have to defend 1 facility (I'll say Mannhattan or whatever other tf2 map avaible)
Round 2
The tfc mercs will have to defend all of the 306 Mann.co facilities in america
Round 3
Always the same as round 2 but this time they have access to upgrades.
-The TFC mercs will be on their phisical prime (1930 mercs).
-They will have access to all their arsenal in game (deathpack included) + their passive abilities (i'll include every relevant ability):
Scout:
-Can undisguise Spies
-Can desarm deathpacks (i guess he has a decent knowlege on desarming bombs)
Pyro:
-Immunity to afterburn (only with armor)
Engeneer:
-Building sentries, dispencers and teleporters
Heavy:
-Knockback resistence
Spy:
-Can undisguise Spies (note. when undisuising a spy in tfc you also undisguise yourself)
-Can fake being a courpse on the ground
+Everyone has granates
They are 9-A, High 8-C with optional equipment.
Gray Mann army
The bots have the most of the abilities as the tf2 mercs abilities as the tf2 mercs and they should be at the very least relative to gravel war mercs.
-Gray will be allowed to use every robots at his disposal (even tanks or special robots like Captain punch)
The robots are 9-A, Bosses are Higher (considering some can one shot the tf2 mercs).
RULES
-the tfc mercs won't have any upgrades at their disposal
-Gray has about the same time that the robot war lasted to destroy the Mann.co facilities (2-3 years i think)
Round 1
The tfc mercs have to defend 1 facility (I'll say Mannhattan or whatever other tf2 map avaible)
Round 2
The tfc mercs will have to defend all of the 306 Mann.co facilities in america
Round 3
Always the same as round 2 but this time they have access to upgrades.
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