M0D
Details
[Log Entry \ 12-12-2012 \ Normal] : Exhibition A \ Section DL. Working matched with progress blueprint. Injecting procedural protocols. Increasing Data Input by 10%.
[Warning Entry \ 12-12-2022 \ Normal] : Exhibition A \ Section DL. Working prop-er-l- Insider Warning Notice: Target is not following exact phases of progress blueprint and shows signs of self-awareness; Outsider Warning Notice: Issues on containment are detected, reporting possible contamination with log to sector T4-B5. Delaying current procedural protocols, further progress requires detailed documentation.
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Capabilities
- Main Attacks
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Trivia
M0D used to represent the utter imbalance and ridiculousness of a certain TABS era, a frustrating one for a lot of unit creators, where power defines the quality of a unit for the most part… we used to call them DP Killer Units and in that time there was countless era of DP Killer Units that shadowed many less powerful and more balanced, even unique units that got its spotlight stolen by mere value changing, it was, in a way pretty understandable for that era.
When M0D comes out it completely supposed to nullify the quality of powerful units, the most boring unit of all time, shaped in cube, invulnerable and instant victory, it throws the meaning of power completely to the garbage bin like it’s supposed to.
Then some more idea with the same role also comes along… One of my favorite is the Meaningless Units which instantly deletes all unit and soft locking the battle, and the other straight up felt like it doesn’t exist, it was, like in the name of the unit, a complete meaningless designs.
Therefore, M0D role is done, passed to a successor to show how utterly meaningless power as a concept to determine the full quality of a unit.
If you wondering why the current M0D is completely different from the previous M0D iteration is because M0D role has been fulfilled.
Now he can be what I wanted him to be.