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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1479651 times)

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February 21, 2011, 08:27:55 PM
Reply #45

Offline Max

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #45 on: February 21, 2011, 08:27:55 PM »
I refuse to let you host! I must host FOR GLORY!

188.221.207.112!

February 21, 2011, 10:25:56 PM
Reply #46

Offline LlamaHombre

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #46 on: February 21, 2011, 10:25:56 PM »
It's good and all, but Snakeman feels underwhelming and Hardman's altfire can be broken.

February 21, 2011, 10:50:55 PM
Reply #47

Offline Mr. X

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #47 on: February 21, 2011, 10:50:55 PM »
Overall, this is surprisingly fun.  I like it a lot.  However, TOP MAN IS THE MOST BROKEN THING ON THE FACE OF THE EARTH.  Seriously, why the Hell would you give the character with a most likely OHKO close range move extreme speed AND a good ranged attack?  What were you thinking?

Also, I agree with the Snake Man needing more power comment.  The rest is at least relatively decent.  Maybe Shadow Man needs a nerf, but not as bad as Top Man.

February 21, 2011, 11:04:34 PM
Reply #48

Offline Myroc

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #48 on: February 21, 2011, 11:04:34 PM »
Top Man is supposed to be a glass cannon. Mainly, he can run around like nobody's business and cause havoc... but he can also be poked to death.

However, the class is currently bugged. He is supposed to have a max health of 80, however, this was somehow excluded. So now he only starts at 80, but can go up to Hard Man's 250 hit points. Which is extremely broken.

Still, I do agree he can use nerfing even after this has been fixed.

February 21, 2011, 11:16:25 PM
Reply #49

Offline Korby

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #49 on: February 21, 2011, 11:16:25 PM »
Shadow Man's cloud should do something useful. For example, perhaps destroy projectiles that touch it, so that Magnet Man can't SNIPE YOU THROUGH YOUR COVER AAAAA.

February 21, 2011, 11:23:07 PM
Reply #50

Offline LlamaHombre

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #50 on: February 21, 2011, 11:23:07 PM »
Also.

What point does Needleman serve?

Different topic, are you going to do another set of bots? If so, which ones will you do next?

February 21, 2011, 11:51:02 PM
Reply #51

Offline theanjo

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #51 on: February 21, 2011, 11:51:02 PM »
Seems that Gemini Man's Clone hates the real one. Can you fix the clone to not do any damage to the real one?

February 22, 2011, 12:14:26 AM
Reply #52

Offline arkman

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #52 on: February 22, 2011, 12:14:26 AM »
Quote from: "LlamaHombre"
Also.

What point does Needleman serve?

Different topic, are you going to do another set of bots? If so, which ones will you do next?

Needleman is a little bit underpowered, he was supposed to serve the role of a machinegunner, keeping the enemy pinned down and chipping off health. unfortunately he is mostly just a snakeman counter as snake and gemini serve that role just as well. especially since the gemini clone is basically a perfect accuracy auto turret.

February 22, 2011, 12:15:53 AM
Reply #53

Offline Korby

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #53 on: February 22, 2011, 12:15:53 AM »
Simple. BREAK OUT THE SGC NEEDLE CANNON.

February 22, 2011, 12:37:55 AM
Reply #54

Offline Mr. X

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #54 on: February 22, 2011, 12:37:55 AM »
Sounds like a plan to me.  BTW, my complaint on the last page overshadowed how much fun I thought this was, so I'll reiterate:  This thing was a blast! Just fix Top Man

February 22, 2011, 12:55:28 AM
Reply #55

Offline LlamaHombre

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #55 on: February 22, 2011, 12:55:28 AM »
Indeed. I love it.

Better than roboenza.

February 22, 2011, 01:01:01 AM
Reply #56

Offline arkman

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #56 on: February 22, 2011, 01:01:01 AM »
Quote from: "LlamaHombre"
Better than roboenza.

 :shock:
*blinks*

 :| ...

 :shock: ...

 :mrgreen:

you sir have made my day  :D

February 22, 2011, 01:54:51 AM
Reply #57

Offline chuggaafan1

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #57 on: February 22, 2011, 01:54:51 AM »
I Can See It On Doom Seeker, But I CAN'T GET ON!!
IP ends in 666... No kidding...

February 22, 2011, 02:22:29 AM
Reply #58

Offline Mr. X

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #58 on: February 22, 2011, 02:22:29 AM »
That's port 10666 and it's the default port for MM8BDM.

February 22, 2011, 02:52:17 AM
Reply #59

Offline ice

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Re: Class based modification (V1A - MM3 RELEASE)
« Reply #59 on: February 22, 2011, 02:52:17 AM »
Odd glitch I noticed in snakeman's stage, the snakeman class breaks the giant snake and not only that, half of the segments will go down infinintly while the others will stop at the ceiling