Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Max on December 25, 2010, 05:07:01 PM

Title: [OUTDATED THREAD] Class based modification (v9fh)
Post by: Max on December 25, 2010, 05:07:01 PM
Thanks for playing the mod, we've relocated to a new thread where you can find all future updates from v9g onwards!

Enter the new thread here! (https://cutstuff.net/forum/index.php?topic=12004.0)


Old first post:
(click to show/hide)
Title: Re: Class based modification
Post by: Myroc on December 25, 2010, 05:10:25 PM
It would be awesome if you had robot masters fighting each other with their respective weapons and only those weapons. Though some rebalancing would have to be in order.

Hell, we were actually contemplating this very idea for the Powered Up pack, but decided it might be a bit too much.
Title: Re: Class based modification
Post by: Max on December 25, 2010, 05:11:48 PM
Each robot master should play just how they did in game!

Hard Man's fists would home in and return to you, and he'd shake the ground on altfire! Top Man could throw tops... Metal Man would die in one hit to another Metal Man!

Of course, they'd have infinite ammo too.

EDIT: Added a poll.
Title: Re: Class based modification
Post by: Disco on December 25, 2010, 05:37:34 PM
I was hoping someone would do this. I was going to try to learn how to do it myself if no one stepped up
Title: Re: Class based modification
Post by: tsukiyomaru0 on December 25, 2010, 05:38:00 PM
Urgh, I'm having a tough time to pick a choice... So much win...
Title: Re: Class based modification
Post by: Max on December 25, 2010, 05:40:35 PM
Poll's until tomorrow. Think before you pick, Mega Man 2 would likely require a lot of changes. (On metal man's part...)
Title: Re: Class based modification
Post by: tsukiyomaru0 on December 25, 2010, 05:49:27 PM
Quote from: "Yellow Devil"
Poll's until tomorrow. Think before you pick, Mega Man 2 would likely require a lot of changes. (On metal man's part...)
First I picked Megaman 2. But, since I don't want to give you much headache, picked Megaman 1
Title: Re: Class based modification
Post by: Max on December 25, 2010, 07:19:01 PM
Mega Man is tied with... Mega Man 5!? Well I certainly didn't see that coming!
Title: Re: Class based modification
Post by: Ivory on December 25, 2010, 08:27:38 PM
What can I say? I liked Megaman 5. It's the underdog of the NES games.  :ugeek:
Title: Re: Class based modification
Post by: Max on December 25, 2010, 08:59:36 PM
Quote from: "Ivory"
What can I say? I liked Megaman 5. It's the underdog of the NES games.  :ugeek:

I hated it.

Well not hated it, but it's the worst of the NES games.
Title: Re: Class based modification
Post by: Accel on December 25, 2010, 09:03:38 PM
I voted for 3. It's my first and favorite.
Title: Re: Class based modification
Post by: Alucard on December 25, 2010, 10:22:14 PM
Quote from: "Yellow Devil"
Quote from: "Ivory"
What can I say? I liked Megaman 5. It's the underdog of the NES games.  :ugeek:

I hated it.

Well not hated it, but it's the worst of the NES games.

Worst of the NES games? Megaman 5? PSSSH!

What about Action 52!? Are you saying THAT was better than ACTION-FUCKING-52!?!?!?

but as for the classes, I TOTALLY agree! But some changes will have to be made.

Don't make it so toadman stops attacking if he gets attacked.

Make sure Heatman can jump.

Don't let Woodman move with Leaf Shield. However, Woodman's leaf shield is immune to everything except Crash Bombs.

Find a way for Centaurman to have Centaur Arrow and Centaur Flash. Teleportation would be nice too. Maybe have Arrow and Flash be 2 different weapons(?)

Make sure Fireman leaves a fire under the target if you can.

Cutman's TRolling Cutter goes through walls, not bounce off of them.

Hardman freezes all time

Gutsman only freezes players on ground when he jumps.

The usual, I guess.
Title: Re: Class based modification
Post by: Max on December 25, 2010, 10:37:30 PM
I'm not doing ALL of them but if my mod is popular I might do the runner up! Gyro Man sounds interesting because he can free-fly.

BTW out of the NES games I meant out of the megaman NES games. Not Action 52.
Title: Re: Class based modification
Post by: Alucard on December 25, 2010, 10:52:07 PM
So you're only doing one game, and maybe another?

...And good, I thought you were saying Megaman 5 was worse than Action 52...Phew.
Title: Re: Class based modification
Post by: chuggaafan1 on December 26, 2010, 02:58:12 AM
4, BC Toad Man Would Be EASY!
Title: Re: Class based modification
Post by: Korby on December 26, 2010, 04:43:41 AM
Hmm. I was thinking of doing something similar.

Good luck! Remember, there's a reason MM8BDM wasn't class based. Raise your flame shields before you release it, and get ready to balance a lot.
Title: Re: Class based modification
Post by: Max on December 26, 2010, 09:39:40 AM
Mega Man 3 it is! Luckily I had a lot of ideas for this game. I'll start with Hard Man and go round in a clockwise order, so this means doing Gemini last. If someone wants to beat me to it and design Top Man's class, for example, they can go ahead and do so. I don't want this to be a solo project.
Title: Re: Class based modification
Post by: Korby on December 26, 2010, 04:50:23 PM
Do you plan on making the characters play exactly how they did in the game?
Title: Re: Class based modification
Post by: Max on December 26, 2010, 04:53:53 PM
Not exactly, but much closer than Mega Man's weapons.

Hard Man can only shoot two Hard Knuckles at a time and he shakes the ground on his altfire (only used in the air) applying a stun to all in range. His knuckles don't act as boomerangs, unlike in game... I tried it and dominated everyone as Hardman in offline. Might re-add it if Hardy's UP.
Title: Re: Class based modification
Post by: tsukiyomaru0 on December 26, 2010, 06:29:20 PM
Quote from: "Yellow Devil"
Not exactly, but much closer than Mega Man's weapons.

Hard Man can only shoot two Hard Knuckles at a time and he shakes the ground on his altfire (only used in the air) applying a stun to all in range. His knuckles don't act as boomerangs, unlike in game... I tried it and dominated everyone as Hardman in offline. Might re-add it if Hardy's UP.
Well, dunno if you considered this, but:
1) When he does his Hard Drop, everyone within a range should be paralyzed for a while (if they are on ground) and maybe take minor damage.
2) Shortly after his Hard Drop, he's unable to move or attack.
Title: Re: Class based modification
Post by: Max on December 26, 2010, 06:34:05 PM
yes and yes both are done.

Hard Man can move after dropping, but he can't attack and it has a 5 second timer  before he can do it again.
Title: Re: Class based modification
Post by: Korby on December 26, 2010, 06:45:58 PM
I demand a video.

You can only use Hard Man skin when using him, right?
Title: Re: Class based modification
Post by: Max on December 26, 2010, 06:54:51 PM
Weird thing is I have the weapon working but not the class
Title: Re: Class based modification
Post by: Korby on December 26, 2010, 07:07:58 PM
check sjas/another ghoul
Title: Re: Class based modification
Post by: Max on December 26, 2010, 07:08:30 PM
tried and failed
Title: Re: Class based modification
Post by: Alucard on December 26, 2010, 07:13:24 PM
Don't pput it in skins. You HAVE to use the Add File.
Title: Re: Class based modification
Post by: Max on December 26, 2010, 07:49:43 PM
That's obvious
Title: Re: Class based modification
Post by: Ivory on December 26, 2010, 10:28:34 PM
You have to change classes in the player menu, or by console command.
Title: Re: Class based modification
Post by: Max on December 26, 2010, 10:33:33 PM
...It doesn't show up.
Title: Re: Class based modification
Post by: arkman on January 17, 2011, 04:55:11 AM
Well i started working on some classes myself. I mostly just cut and paste stuff from the main game, but i tried to be creative.
Here is what i think you need to do
(i posted the images on my wikia page)
http://mm8bdm.wikia.com/wiki/User:Anotherarkman%3F
excuse the quality.

also here is a class i made, it isn't very good, but it was my first attempt.
(warning wall of text)
(click to show/hide)
you can use this for a base if you want.

edit:blahg i forgot to change the pain sprites...
and things like darkdamager i forgot to take out.
you probably shouldn't use this as a base.
Title: Re: Class based modification
Post by: Hallan Parva on January 25, 2011, 07:13:38 PM
How about making robot master categories instead of actual robot masters?

Say, like a Fire class that was weak to Water and got Fire Storm/Atomic Fire/Flame Blast. Or, a Sky class that could fly around but was slower than other classes, and got Air Shooter/Gyro Attack.

Of course, you'd need a HUGE chart to keep track of all the weaknesses of classes to each other... It's like robotic Pokemon :ugeek:

EDIT: Ice Man should be Water because he beat Fire Man in MM1. Maybe Blizzard Man could be in a "Nature" class with Wood Man/Plant Man since they're weak to Fire?
Title: Re: Class based modification
Post by: arkman on January 29, 2011, 02:58:27 AM
@Yellow Devil (Requests and Stuff)
Something you can do is make it so that the robot master drops their weapons (the megaman version) when they die.

Also will you make an upgrade to the megaman class so that it can hold it's own against the robot masters?

@SmashBroPlusB (Question)
I think your idea has some merit, but where would centaurman fit in, or wind man?
Title: Re: Class based modification
Post by: Hallan Parva on January 29, 2011, 03:45:49 AM
Wind Man. Wind. Duh. Just like Air Man, Tornado Man, Tengu Man...

Centaur Man's a whole different story, though. Probably, he'd fit in SpaceTime with Flash Man, Time Man, Astro Man, that sort of thing... due to his space-warping Centaur Flash. Plus, in his boss form, he could stop time with C-Flash.
Title: Re: Class based modification
Post by: Max on January 29, 2011, 09:04:59 AM
I'm not quite sure.

Maybe, but I still haven't got the class itself working. So you're saying if I used your idea, the "air" class would start with all their "air" weapons? Because maybe like the water class, for example would be UP, as they only have things like Bubble Lead and the Space/Time class only has radius attacks.
Title: Re: Class based modification
Post by: arkman on January 29, 2011, 07:54:09 PM
Still? did my screen shots help any?


I umm... well... used the gouls Pk3 as a base and then cut out all the goul related content.
Don't worry megaman, I really did Cut out everything but the folder names, DECORATE, and KEYCONF and i emptied those of all goul related stuff. I never delibrately plagerize.

this left 2 files which (I assume) control entering the classes.

DECORATE.txt (the text language should read ZDoom Decorate)
Which contains
Include "Pathname/pathname/classname.txt"
and
KEYCONF.txt (the text language shold read ZDoom KeyConf)
which has addplayerclass ClassName

I use SLADE, so this might not be what you have to do, SlumpED is pretty similar though.
(but it never stops crashing so I switched)

also KEYCONF adds the class to be selectable in single player, it isn't neccesary.
Title: Re: Class based modification
Post by: Max on February 14, 2011, 07:40:07 AM
We are back in business! Arkman has donated his Snakeman, and I have finished Hardman (finally).
Title: Re: Class based modification
Post by: ice on February 14, 2011, 08:32:46 AM
When your done with this, may I use some of the scripts to fix my robot master bots for my 3d megaman project? (still no idea how to create a quake)
Title: Re: Class based modification
Post by: Max on February 14, 2011, 06:15:00 PM
SparkMan's done. Will update front page with classes.

I AM RECRUITING SPRITE ARTISTS FOR FIRST PERSON VIEWS.

Cheers.
Title: Re: Class based modification
Post by: Max on February 15, 2011, 08:23:07 PM
Only 2 classes remain! I reccomend you check out the front page, see what you think. Shadow Man is done, easily my best work.
Title: Re: Class based modification
Post by: arkman on February 18, 2011, 01:31:12 AM
ha ha 2 classes right, I knew you would sneak Breakman in their somehow.
Is doc Robot getting in too? He only has 12 or so different abilities :lol:

how is progress on Gemini?
Title: Re: Class based modification
Post by: Max on February 18, 2011, 07:55:01 AM
Meh. Alright. I might do Docco, but he'd have a random MM2 weapon, but I don't know if it's really worth the effort, he'd just be like Megaman but without a buster.
Title: Re: Class based modification
Post by: arkman on February 20, 2011, 04:39:37 PM
Random I know but shouldn't this be in projects? I suppose it doesn't matter at this point though.
Title: Re: Class based modification
Post by: Max on February 20, 2011, 04:48:20 PM
Because Projects are for projects with all areas covered, mine are only actors with a few sprites which I didn't even make.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 21, 2011, 08:09:58 PM
RELEASE DAY!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 21, 2011, 08:24:15 PM
:mrgreen:

Hosting server Naow.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 21, 2011, 08:27:55 PM
I refuse to let you host! I must host FOR GLORY!

188.221.207.112!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: LlamaHombre on February 21, 2011, 10:25:56 PM
It's good and all, but Snakeman feels underwhelming and Hardman's altfire can be broken.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X 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.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Myroc 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.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby 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.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: LlamaHombre 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?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: theanjo 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?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman 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.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 12:15:53 AM
Simple. BREAK OUT THE SGC NEEDLE CANNON.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X 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
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: LlamaHombre on February 22, 2011, 12:55:28 AM
Indeed. I love it.

Better than roboenza.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman 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
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: chuggaafan1 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...
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X on February 22, 2011, 02:22:29 AM
That's port 10666 and it's the default port for MM8BDM.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice 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
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Asd967 on February 22, 2011, 03:16:11 AM
YD, I just hosted a server with this wad, and we had fun when the game didn't lag to hell.

It's probably not my connection, as I have a pretty stable network, even if it's bad.

The causes seem to be from either Magnetman or Shadowman, but I'm not sure.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 03:29:12 AM
Quote from: "Asd967"
YD, I just hosted a server with this wad, and we had fun when the game didn't lag to hell.

It's probably not my connection, as I have a pretty stable network, even if it's bad.

The causes seem to be from either Magnetman or Shadowman, but I'm not sure.
Actually Iceman's stage lagged very badly too whith the shadowman class (and I always use softwear and I never lagg there)

also the classes break chargeman's stage too
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X on February 22, 2011, 04:28:15 AM
By the way, if you need anybody to make any upcoming classes, I'd be glad to help.  Quite honestly, this is my favorite mod for 8BDM and I'd be honored to be a part of it.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: OrangeMario on February 22, 2011, 05:22:06 AM
Found a bug with this mod in airman's stage...
apparently, now every class can be sent flying to a wall when they enter the area of gusts of wind.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 06:33:25 AM
You can't fight bosses with this mod on D:

Also,
(click to show/hide)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Kapus on February 22, 2011, 07:48:17 AM
Awesome.


This just makes me love Gyroman even more.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 09:46:58 AM
I FEEL LIKE I DID SOMETHING EPIC.

Anyway V2 fixxesss
[*]Topman's maxhealth should be 80 now. Any objections? I can make him 50 if needbe.
[*]Script is a more... random number, you shouldn't be able to pick up other weapons and other scripts should be fine. (Mega and Break are the only ones able to pick up weapons)
[*]SGC NeedleCannon
[*]Smokebomb removed... for now.
[*]Anything else you guys post before the end of today.

Anyway, I was considering either MM2 (because it links with MM3 via Doc Robot) or MM5 (it won the last poll) next. Another poll required!

EDIT: Damn, the poll keeps messing up... just vote in a reply please!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Disco on February 22, 2011, 10:00:17 AM
Reply Vote: Mega Man 1
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 10:02:09 AM
Okay. I'm tallying on the front page, poll runs until tomorrow.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Myroc on February 22, 2011, 10:38:14 AM
Mega Man 1!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: BiscuitSlash on February 22, 2011, 12:44:22 PM
Even though I would be really happy to have a quickman class, I'd rather you do MM5 next instead of MM2. Really, with all those inviabilities the robot masters have....I just don't want you to have a headache....

Also, I think for the Gyroman class:

Hold jump to float upward and release to float downwards, but....
He is effected by gravity changes a lot (maybe even struggling in gravityman's stage)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Hallan Parva on February 22, 2011, 01:21:09 PM
If Time Man and Oil Man are in it, do MM1.

Else, do MM5. Gyro flight is pure win.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 02:13:32 PM
Megaman 1.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: darkmath on February 22, 2011, 02:15:42 PM
I vote for MM1
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Ashley on February 22, 2011, 02:15:49 PM
A message from xColdxFusionx, for they do not have a cutstuff account:

"To whom it may concern;

The MM3 Class Pack has a few blatant errors in its coding which should not have been missed by the bug-testing team.

-The new health-pack works fine for Hard Man, but not every class is Hard Man. You have made the things Health Bonuses that give 15-30 health. Way to go, geniuses.

-WHAT WERE YOU THINKING USING SCRIPT 2 FOR A SCRIPT!! ...Raging aside, Script 2 is used by many, many maps and should not be used by a game mode. Ever.

-...Shadowman's secondary weapons are a bit, for lack of a better term, half-assed. The smoke bomb is a bit forgivable since it actually looks pretty decent, but Muramasa, on the other hand, needs actual decent sprites. The freaking thing's a SWORD, for crying out loud! Why does it look like a bent and mangled throwing knife.

I apologize if this offends anyone, but you shouldn't release a pack to the public with such major flaws. It makes you look incredibly dumb.

Places that use script 2:
-Airman uses it for wind
-Blizzardman uses it for damage.
-Brightman uses it for.. something. Looks like actor paths.
-Centaurman uses it for low gravity. I'm assuming for the multidirectional water.
-Chargeman uses it for the train effect. Since the classes call it constantly, it messes
-Crystalman uses it for damage
-Fireman uses it for TackleFire spawning
-Flameman uses it for BURNING OIL PITS. That's kinda important, buddy.
-Geminiman uses it for low gravity. Probably water.
-Gravityman uses it for damage
-Gutsman uses it for... something. Looks like some sort of spawning system.
-Gyroman uses it for damage and "FloorPanning"
-Heatman uses it for damage
-Iceman uses it for water
-Metalman uses it for damage
-MMCTF2 uses it for gravity
-MMCTF3 uses it for credits
-MMCTF4 uses it for damage
-MMCTF8 uses it for... something bobbing.
-MMCTF9 uses it for Atomic Chickens

etc. etc.

~xColdxFusionx"
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 02:23:10 PM
Quote from: "Ashley"
A message from xColdxFusionx, for they do not have a cutstuff account:

"To whom it may concern;

The MM3 Class Pack has a few blatant errors in its coding which should not have been missed by the bug-testing team.
As I recall, the only "bug testing team" was YD.
-The new health-pack works fine for Hard Man, but not every class is Hard Man. You have made the things Health Bonuses that give 15-30 health. Way to go, geniuses.
It does?
-WHAT WERE YOU THINKING USING SCRIPT 2 FOR A SCRIPT!! ...Raging aside, Script 2 is used by many, many maps and should not be used by a game mode. Ever.
"[*]Script is a more... random number, you shouldn't be able to pick up other weapons and other scripts should be fine. (Mega and Break are the only ones able to pick up weapons)"
-...Shadowman's secondary weapons are a bit, for lack of a better term, half-assed. The smoke bomb is a bit forgivable since it actually looks pretty decent, but Muramasa, on the other hand, needs actual decent sprites. The freaking thing's a SWORD, for crying out loud! Why does it look like a bent and mangled throwing knife.
It COULD be a simple rename to fix. It's supposed to be a knife in this anyway.
I apologize if this offends anyone, but you shouldn't release a pack to the public with such major flaws. It makes you look incredibly dumb.
Yeah? Well people think it's fun, and that's good enough.
~xColdxFusionx"
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 03:40:42 PM
...On second thought, we should leave the gemeni clones shooting you alone because, well...

(click to show/hide)
and no, I never even touched the consol (except to fly and take this snapshot)

All you have to do
spawn a clone
kill yourself
repeat 5 times
spasm gemeni laser all day
???
profit


... then again, if the clones can kill you too, you can just do this on a stage with no suicide zone

only fix to this I can see is to make your shots and the clones shots hurt other clones (if posable cause my pokemon cant seem to harm others created by me)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X on February 22, 2011, 03:48:51 PM
The script problem results likely from Yellow Devil simply testing every class on say, Cutman's level.  There's no scripts, so all of them appear to work.  Admittedly, I didn't go to any of those levels with problems, so I didn't know about it.  Also, bug fixes is what multiple releases are for.

I didn't notice any health problems when playing, but it was fast paced action.

So change the script number to say 30.  No big deal, very simple fix.

Shadow Man's secondary weapon is a kunai (throwing knife), not a sword.  Yellow Devil was likely confused as to which is which.

As for releasing a pack with flaws, that's pretty much the point of releasing it as v1a:  so people can find flaws you didn't find in testing.

As for the Gemini clones, you shoot it and it goes away.  In a real scenario, somebody could just shoot all of them.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 03:59:08 PM
My favorite class is still Shadowman, but I dunno if SGC Needle Cannon will make me like Needleman more...
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 04:05:58 PM
Not sure how this would work but, any chance you could make eddie a class? Basicly he works like a medic in team games and his main weapon creates random items like health and ammo, and his altfire fires weak buster shots. (just an idea not sure if its a good idea) Class based CTF anyone?

Edit: I just noticed the flag vanishes with shadowman, We need a class based CTF server now
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: chuggaafan1 on February 22, 2011, 05:44:43 PM
Quote from: "ice"
Edit: I just noticed the flag vanishes with shadowman, We need a class based CTF server now


Ill Do it!!

IP:173.48.74.202
I Think...
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 06:26:14 PM
I didn't know the scripts number, Arkman implemented it for me.

The point of Murumasa being a knife was so you could catch any class and not spend ages sneaking up on them just to be killed by a crazy Topman! I know it's a sword in the originals but you gotta think practically! The Smokebomb was implemented so I could make references to that Mega Man movie thing because it was pretty funny. Slide is practical though so I'm keeping it!

I don't understand the problem with the health pack, it's identical to the normal non-class one but heals all classes?

No, MM1 will not have Time or Oil.

Me and Ark tested the classes.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Myroc on February 22, 2011, 06:28:48 PM
Speaking of the Murumasa, being able to use it while at full health, even if it does little damage, would be useful.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 06:43:35 PM
Yeah, sure.

Anyway, does anyone have an old SGC demo still lying around? To my misfortune I had deleted the old one, and all the blog pages seem to link to the "About mm8bdm" page so I can't redownload it.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Asd967 on February 22, 2011, 07:14:58 PM
I think I can get the demo.

Why'd you want it?

Edit: I have it, PM me if you want.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 07:16:06 PM
how long do you estimate it will take to make all of the fixes?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 07:22:52 PM
By tonight.

Ice has sent me his SGC, it's all good. Needed it for the Needle.

Needed...Needle.... bah.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 07:28:40 PM
No word yet on my eddie class idea, good or bad?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 07:34:59 PM
Is Eddie from MM3?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: brawlman9876 on February 22, 2011, 07:37:18 PM
nope, he first appeared in MM4
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 07:38:10 PM
And that's my answer to Ice's question.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 07:43:54 PM
sooo, is that a maby when you get to the mm4-6 one?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 07:48:26 PM
I'll slap him in if I do MM4.

GOOD NEWS! Messatsu should be hosting this soonish.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Ashley on February 22, 2011, 07:52:41 PM
Things of note.

When using Sparkman's altfire, you see a little spark shock on the side where your health bar is.
Same with Snakeman's altfire. You see a mini snakeman in the exact same spot.
(click to show/hide)

Snakeman/Needleman's altfire, possibly others, uses a Hard Knuckle sprite whenever they shoot.
(click to show/hide)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 07:56:06 PM
Hey guys, look, progress!
(click to show/hide)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 07:57:07 PM
Fixed.

Those frames were around for 0 tics though, I certainly didn't notice them.

@Korby
Napalm's bombs fire 2 at a time and they don't bounce.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 08:01:13 PM
YD: I know he fires two, but that would require editing Napalm Man's sprites for it to not be weird. I CAN make them not bounce though, but I kinda like it...
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:04:16 PM
Edit their firing so they appear on each side of him.

If I recall correctly his napalm bombs also used a different sprite...

Maybe I'll ignore the poll for now and do MM5? I don't want Korby to do alllll the work :)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 08:05:58 PM
Ivory's helpin' a bit. Xe's doin', if I recall, Star Man.
Also, I still need the practice.

Gyro's gyro attack was different as well, and these changes will be made in the final version.

I know how to spawn two, but Napalm Man's attacking needs to be different 'cause he'd be firing two out of one arm.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:08:56 PM
Ah... I guess you could make them fire in different directions from the same place or something? Maybe just forget it.

Why was I not told about all these people doing things?

Who is Xe?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 08:12:07 PM
First question about information: wombats

Second question: "Xe" is the term I use for Ivory's gender. X is a variable and therefore unknown, so Ivory could be either a He or a She, therefore Xe. Except, we've pretty much established him as a he, sooo....I guess it's mostly just a nickname now.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:19:11 PM
Oh, that's kinda cool. I'll go ahead and reserve Wave and Charge.

MM1 is winning at the moment anyway so... yeah.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 08:20:35 PM
Also, I should probably tell you, we're doing one weapon and one altfire max.
You don't necessarily NEED an altfire, but if it fits, there can be one.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:26:13 PM
It's not like any of the classes ever really need an alt weapon, I did it for Snake and Shadow to be original, as the weapons weren't in MM3.

I have a good idea for Charge : He can only move forward.
'Cause he's a train, get it?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Ivory on February 22, 2011, 08:32:25 PM
Actually, I was doing both Crystal and Star.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Myroc on February 22, 2011, 08:35:21 PM
Quote from: "Yellow Devil"
I have a good idea for Charge : He can only move forward.
'Cause he's a train, get it?
While suitable, this would most likely only become annoying.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:45:57 PM
My current plan of action seems to be do MM1, then catch up with Ivory and Korby on MM5. Any last minute fixes for MM3? Any objections on my course of action? V1B should be released soon.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 08:47:53 PM
Alright, with us doing those 6, that leaves Gravity and Stone. I have a faint idea for Gravity, so I'll do him later.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:48:49 PM
I'll go ahead and do Stone too then.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: TheBladeRoden on February 22, 2011, 08:53:15 PM
trains can move backward
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 08:59:02 PM
Yup.

Anyway it seems setting the maxamount on health items made every class able to overheal! I'll either have to make every class have 100 hp but different damagefactors, or just plain make Hardman not be able to refill his health.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 09:03:05 PM
This is what happens while I sleep?

sorry about the script number being 2, I just picked a number at random.

and heck, it looks like all the classes are taken.

*cough fireman cough*

and of course you are forgeting a key mm5 robot master,
DARKMAN (http://megaman.wikia.com/wiki/Darkman)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 09:04:06 PM
...More classes!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 09:04:24 PM
Darkman was already a campaign boss, so adding him as a class is kind of... meh.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 09:06:45 PM
how about if i model him off of the tv show darkman? besides, I thought only darkman 4 was a boss. (2 is my fav, hands ftw)

futility vote! mm6 :geek:
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 09:11:14 PM
Yeah, I agree. Darkmen shouldn't be classes.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 09:16:36 PM
fine no darkman class :cry:
begins writing new darkman monster

just for safeties sake, I am reserving crashman, He was my fav from megaman 2 and I have a few Ideas to keep him balanced. :mrgreen:  

oh and as for magnet man causing lag, his magnetpull works by firing a heck of a lot of projectiles. that could be cluttering up the server. but if the touhou mods aren't causing crashes, I don't see why this should.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 09:23:26 PM
V1B RELEASED!

Changelog!

[*]All classes have 100 health and cannot overheal. However, they have damagefactors to match so you shouldn't notice much difference!
[*]Script is a more... random number, you shouldn't be able to pick up other weapons and other scripts should be fine. (Mega and Break are the only ones able to pick up weapons)
[*]SGC NeedleCannon
[*]Smokebomb removed... for now.
[*]A few frame fixes.
[*]Murumasa's low damage projectile can be fired at full health!

Again, I'll be hosting! 188.221.207.112!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X on February 22, 2011, 09:42:40 PM
Is there any class I can help make?  I'd like to try.  I would've preferred MM5 since that was my first game, but my so called "friends" already grabbed them (thanks a lot, guys) so I'll settle for anything.

Just kidding, guys/genderless people
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Kapus on February 22, 2011, 09:43:54 PM
Umm..I hope you don't mind me asking, but..

How hard is it to make a class? I've never done such a thing before, but I am extremely fascinated with this project. I kinda want to contribute.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 09:55:57 PM
it really isn't that complicated, the hardest part is the custom weapons which depend on the robot master being made.
most robot masters just need one custom weapon, and the rest is more or less provided for in game, (search snake doesn't change much from megaman's to snakman, magnet missile is more or less the same,)

the hardest part would be balancing, and that is mostly handled by YD.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: MLDKF on February 22, 2011, 10:12:16 PM
So, how do I shoot Primary, Primary Alt, Secondary, and Secondary Alt?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 10:16:02 PM
?

the weapons work like normal weapons, altfire would be controled by whatever key it is assigned on your keyboard,
secondary weapons are literally just another weapon to select.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: MLDKF on February 22, 2011, 10:30:38 PM
Yeah, I just figured that out. Also, there was no Magnet Man or Break Man
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Mr. X on February 22, 2011, 10:43:11 PM
Quote
You'll have to use Player Setup to access a few classes, damn screen limits  :|

They're in the pack, though.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 10:49:33 PM
MM1 has won the poll, hoorah!
All the classes are basically Megaman...

Anyway, signups if you will, I'll start with Cut and work clockwise. Should be done soonish.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 10:50:17 PM
FIREMAN
called
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 10:53:04 PM
Arkman, revise Fire so he is more like his ingame counterpart please!
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 10:54:28 PM
of course, do you really think I would leave him as he is?
I just really wanted him, obvious mm1 fav.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 10:54:57 PM
'ey, YD, if I send you what I have for MM5 so far, will you host it?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 10:56:03 PM
...why? I'd rather leave it until the whole thing is done... unless you mean testing wise?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: TheBladeRoden on February 22, 2011, 10:56:21 PM
Where is the signup list?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 10:57:24 PM
My head.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 22, 2011, 10:59:01 PM
Testing purposes.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 11:08:12 PM
do you think it'd be possible to give each class a slight defense to the class they have a advantage over (shadowman's especialy) it was bad in v1a when sparkman could frag shadowman in 2 hits. and as said in the game, maby a "slight" speed nerf to topman (I flew off the side quite a few times and it was waaaaaaaaay too easy to come up behind someone and do heavy damage with the spin) also, bring back the smokebombs.

also needleman is alot beter now

also, will there be something on the lines of bumo bombs?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: MagnetMan497 on February 22, 2011, 11:15:08 PM
I might do the MM6 one
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 22, 2011, 11:29:11 PM
may I try my hand at quickman?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 11:34:20 PM
Do classes that need to be done! Don't do MM6... or MM2... yet.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: MagnetMan497 on February 22, 2011, 11:35:26 PM
Well which ones need to be done and why?
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 22, 2011, 11:41:40 PM
I'm doing MM1! Anyway, change of plans. I'm not accepting any classes except those from a select few, I'm getting alot of people joining up and tbh I don't really need it.

Sorry.
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: MagnetMan497 on February 22, 2011, 11:45:46 PM
Well, i guess I can make one as a side project for myself then
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Myroc on February 22, 2011, 11:46:26 PM
Quote from: "ice"
also, bring back the smokebombs.
Weren't smoke bombs pretty much completely useless?  :|
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: arkman on February 22, 2011, 11:53:41 PM
actually throw a few, and don't move. shadowman is invisible so while they are thinking you might have skeedled off to the side you can be ready with an instagib muramasa to the face  :p
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: ice on February 23, 2011, 03:08:48 AM
Permition to sprite 1st person veiws? like for cutman, reaching up and throwing, or fireman holding up his buster, or iceman holding up his hand in a O shape while blowing? I could do some sprites for the mm3 classes too. Also if you want, I can send you some of my work so you can decide whether or not I'm right for the job
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Korby on February 23, 2011, 05:24:29 AM
Normally, I would object, but with your superb work on Racing Joe's hud, I shall vouch for you.

Also, these are relevant to your interests.
(click to show/hide)
Title: Re: Class based modification (V1A - MM3 RELEASE)
Post by: Max on February 23, 2011, 09:22:28 AM
Quote from: "ice"
Permition to sprite 1st person veiws? like for cutman, reaching up and throwing, or fireman holding up his buster, or iceman holding up his hand in a O shape while blowing? I could do some sprites for the mm3 classes too. Also if you want, I can send you some of my work so you can decide whether or not I'm right for the job


Do you mind doing SparkMan's needlehands too?

Thanks!

Quote from: "MagnetMan497"
Well, i guess I can make one as a side project for myself then

Don't release it.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: sipfried on February 23, 2011, 02:25:10 PM
1 hey breakman like to protoman why do you not proto?
2 do more class plz mm2 or 4
3 why is hard to use topman,s spin?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 23, 2011, 02:42:09 PM
1. Breakman is from MM3 and Protoman is in all of them.
2. Maybe
3. It isn't.

English good for brain.

ALSO, a slight question, I was considering making Megaman spawn with a Rush Coil and Rush Jet, do you think this would be overpowered?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: sipfried on February 23, 2011, 02:55:44 PM
exaly iam dutch

and by topman is got 1 second to use it and megaman faster
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 23, 2011, 04:06:46 PM
Quote from: "Yellow Devil"
1. Breakman is from MM3 and Protoman is in all of them.
2. Maybe
3. It isn't.

English good for brain.

ALSO, a slight question, I was considering making Megaman spawn with a Rush Coil and Rush Jet, do you think this would be overpowered?

We already know how OP everyone can get with rush jet *cough*Celebi*cough* plus, with megaman getting rushjet and rushcoil 1st that would make people use megaman alot more than any other class
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Myroc on February 23, 2011, 04:20:13 PM
Maybe Rush Coil. Maybe. Definitely not Rush Jet.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 23, 2011, 04:25:10 PM
What about Eddie or Tango? My main concern is that Mega is inferior to Break except for taking out Break.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 23, 2011, 04:34:57 PM
Quote from: "Yellow Devil"
What about Eddie or Tango? My main concern is that Mega is inferior to Break except for taking out Break.
Megaman's pro is that he can use every weapon, although maby starting out with beat would work. and keep in mind megaman can easily switch to protobuster at any time

Update: Bombman and gutsman's 1st person sprites are done (well duh, theyre simple recolors) I'm working on iceman's 3rd frame of his firing animation and working on fireman's buster
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 23, 2011, 06:57:04 PM
Actually, Gutsman has a giant arm band on his...arm. You should probably put that on there.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 23, 2011, 07:33:38 PM
Well I finished bombman and I made him a custom bomb weapon, he pulls out a bomb and holds it over his head (like superarm) and then tosses on the second click, he's very over powered with the superarm rock physics (you could toss it a mile away) so I had to change it to the hyperbomb physics. its VERY powerfull and can instagib, but it has very low range (except under water oddy enough) and they explode on impact with walls and the ground. also heres some screenies

(click to show/hide)

on a side note, iceman's hud is done
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 23, 2011, 07:35:19 PM
Maybe you should tone down the damage on the hyper bomb and re-add the super arm physics.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: tsukiyomaru0 on February 23, 2011, 07:44:26 PM
Quote from: "Yellow Devil"
Maybe you should tone down the damage on the hyper bomb and re-add the super arm physics.
I know a way to add absolute radius damage without having distance falloff... Maybe that could help.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 23, 2011, 07:45:15 PM
A_Explode is causing the damage dropoff, truthfully that's a good thing.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: tsukiyomaru0 on February 23, 2011, 07:51:11 PM
Quote from: "Yellow Devil"
A_Explode is causing the damage dropoff, truthfully that's a good thing.
Good AND bad.

Good: If you are not close enough, the harm done will be reduced
Bad: Timed tossing, spaming and a pint of luck can award easy kills.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 23, 2011, 10:36:23 PM
Just a word of warning about MM6 classes. Centaurman and Knightman are actually names of monsters in hexen and heretic respectively(other doom based games that skulltag supports). So their classnames would have be something like MMCentaur/KnightMan or Centaur/KnightMan2.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 23, 2011, 10:53:29 PM
Quote from: "Ivory"
Just a word of warning about MM6 classes. Centaurman and Knightman are actually names of monsters in hexen and heretic respectively(other doom based games that skulltag supports). So their classnames would have be something like MMCentaur/KnightMan or Centaur/KnightMan2.

Actually the monsters are just called centaur and knight, and plus, my centaurman and knightman monsters worked perfectly and they were just called centaurman and knightman
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 23, 2011, 11:09:16 PM
Hmm. Right. I'm thinking of something else involving them. disregard.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 23, 2011, 11:10:16 PM
That is if we ever get to MM6 :x

Anyway I really need somebody who is good with ACS to write me a code!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 23, 2011, 11:40:23 PM
With all the support we are getting right now, it is very likely we will make it to megaman 11 before capcom does.

You want this code to only allow certain classes on certain maps, right?

I can try, but no promises yet.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: MagnetMan497 on February 24, 2011, 02:44:11 AM
I can code if you can sprite.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 24, 2011, 02:45:04 AM
You might need to edit the front page to track progress

bombman class Done
Iceman sprites Done
gutsman sprites Done
cutman sprites 50%
fireman sprites 50%
elecman sprites not started

also some changes to the mm3 class sprites Not started

shadowman's hands
sparkman's needles
magnetman's wrist shooters
topman top fireing
needleman's twin busters
snakeman's climbing hand

also, can I fix the gemeni clones to make them match the original and not look like the megaman pallet?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 24, 2011, 04:32:49 AM
(http://i56.tinypic.com/1603246.jpg)

That's the first thing that came into my mind as I played this mod.  :roll:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 24, 2011, 05:04:24 AM
...Did you draw that? awesome.

Also, Ice, your sprites(such as Bombman's arm) are lacking shading. According to Bass Buster, it's okay if you go over the 8-bit limit on HUD sprites.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 24, 2011, 05:37:42 AM
Quote from: "Korby"
...Did you draw that? awesome.

Also, Ice, your sprites(such as Bombman's arm) are lacking shading. According to Bass Buster, it's okay if you go over the 8-bit limit on HUD sprites.
I already fixed the shading thing, and I made sure to check if the 1st person veiw followed the 8bit rule (clearly some didnt) but yeah, if the classes are all done I can upload all of my work and we can probably have mm1 done by tommorow. Also YD, do you think we should add the mm1 classes with the revised mm3 one or release it in a seperate pack?

I'll send you a edited version of the mm3 pack and see what you think about it

P.S. I still want the smoke bombs back, the shadowman class needs all the help it can get from a mad topman. and plus it helped escape in a area with small coridors
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 24, 2011, 05:42:06 AM
Alright, good.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 24, 2011, 09:28:35 AM
The really odd thing about Chimera's amazing artwork is that all of the classes fit where the TF2 characters where.

Except maybe Break or Needle.

I am currently putting MM3 and MM1 in the same pack, but I really need someone to write a script to select MM3 classes on the MM3 maps so you don't have like, 40+ classes by the end of it. I'll have to split it up if we get nobody though.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 24, 2011, 12:17:12 PM
Break is Pyro because he's a mysterious guy and Needle is Medic because he uses "needles", as in, "shots".  :mrgreen:

Hmmm...
Is there any graphic work for me to do, YD?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 24, 2011, 02:13:39 PM
I just noticed gemeniman is weak to his own weapon, gemini laser dose 4 damage to gemeniman as search snake dose 5

Update:
Screenies!!!
(click to show/hide)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 24, 2011, 05:35:06 PM
Ookay but Needle's busters don't look right. Also I prefer Shadowman being purple.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 24, 2011, 05:40:11 PM
I tried to make it look more like the artwork version of the needle buster (just a protobuster minus the gauge on the side) unless your talking about it looking dull instead of shiney, I could try to add shine to it

also, do you want me to make the 1st person veiw purple for shadowman too? (although the characters should match there in game color if they're using there own abilities not megaman's making shadowman the combo breaker)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 24, 2011, 06:02:02 PM
The FPView is already Purple. Anyway I was going to say why aren't the busters identical but then I realised the second one was shooting, so keep it :)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Myroc on February 24, 2011, 06:56:50 PM
I say you should keep Shadow Man his original colors. I know it's way too much blue and red as it is, but that will change when classes for the other robot masters arrive. Making him purple looks more off than the similar colors of the robot masters as a whole.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 24, 2011, 07:03:27 PM
I was trying to give each of them there original look (hardman has a grey fist shadowman had blue gloves and yellowish bracers magnetman has a wrist shooter, elecman has narrow wrists, etc.)

(click to show/hide)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 24, 2011, 07:48:33 PM
I finished doing the MM2 first person sprites, by the way.  :geek:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 24, 2011, 07:55:57 PM
I'm not sure how practical/possible it is to make classes selectable on certain map. Most of my ACS skills are in mapping manipulation.

As for classes numbers. I don't think we can avoid large amounts of classes. It's just a limit. You can change classes via player menu, or more quickly by console command.

I think the command is. But I'm not at my desktop to ensure it
Code: [Select]
class "name here"I prefer that method anyways
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 24, 2011, 08:05:37 PM
That would mean balancing classes against those from other games and it would all get a bit confusing, however if the script is a failure we might just have to.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 24, 2011, 08:11:55 PM
There's a huge problem involving the Stone Man class...literally.  Replacing the player sprites with Stone Man's results in a "Sprite too large for class" error.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 24, 2011, 08:13:05 PM
Identical to Hard Man. His first sprite should be replaced with PLAY, this means that "summon stoneman"'s first sprite is megaman but no other real issues.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 24, 2011, 08:15:44 PM
Oh, thanks.  I probably should have guessed Hard Man would have the answer.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 24, 2011, 08:24:19 PM
That and even if it was scripted for specific maps, it loses compatibility with level sets.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 24, 2011, 09:10:28 PM
Hmm... I'm concerned about the MM1 classes. Most of them originally doesn't have an secondary attack/move, so I thought up these:

*Cut Man:
Status - Short HP but fast.
Main attack - Rolling Cutter
Cut Man flicks his head scissors. No tweaks needed, I guess. Infinite.
Alternate Attack - Chasing Cutter
Cut Man flicks a bigger cutter, as seen in Megaman: Powered Up. It have the same mechanics as Search Snake, but bigger. It's one-hit KO, but it needs a large time until be used again.

*Guts Man:
Status - High HP but slow.
Main attack - Super Arm
Guts Man uses his arm, lifting a boulder to chuck on the opponents. No tweaks needed, I guess. Infinite.
Alternate attack - Guts Stomp
Guts Man stomps the ground, stunning opponents near. Works as Hard Man's alternate attack, but no damage is dealt.

*Ice Man:
Status - Same as Megaman's.
Main attack - Ice Slasher
Ice Man jumps as he spits three Ice Slashers. No tweaks on the projectile. Work the same as Needle Man's alternate attack.
Alternate attack - Icicle Shield
Ice Man summons an icicle to defend. Acts as a shield, but it stays on the summoned place. Disappears after some time. Basically, a mix of Proto Shield and Item-1. No damage dealt.

*Bomb Man:
Status - Slightly more HP.
Main attack - Hyper Bomb
Bomb Man throws a bomb. Tweaking: the bomb blasts when touch the floor, as suggested.
Alternate attack - Giga Bomb
Bomb Man summons a giant bomb with a bigger explosion radius. It has the same mechanics as the in-game Hyper Bomb, as in it need a time to blast.
Fire rate: as slow as charging a Proto Buster.

*Fire Man:
Status - Same as Megaman's.
Main attack - Fire Trap
Fire Man shoots the "fire traps" like the original game. No tweaks on the projectile, I guess. Infinite.
Alternate attack - Fire Wave
Fire Man shoots a "fire" Water Wave, as seen in Megaman: Powered Up. First, he "reflects" projectiles with a Fire Storm for a split second, then shoot. The sprites are those from Flame Man's weapon, but acts as the Wave. Need a time to recharge.

*Elec Man:
Status - Short HP but fast.
Main attack - Thunder Beam
Elec Man shoots his trusty Thunder Beam. No tweaks needed, I guess. Infinite.
Alternate attack - Thunder Bolt
Elec Man summons a thunder pillar at short range, as seen in Megaman: Powered Up. Powerful damage but slow fire rate.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 24, 2011, 09:14:05 PM
Most of them we had already considered using MMPU as a basis, I think I'm going to give Cut and Guts melee attacks though, because their regular weapons are very... specific in their uses. Elec and Guts are the fastest/slowest with the highest/lowest hp, and Cut is inbetween Elec and Mega and Bomb should (when Ice is done) be between Guts and Mega, similar to what you suggested. I guess we just think alike, huh?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 24, 2011, 09:18:37 PM
Indeed, YD. I am honored to know that, sir.  :D
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Hallan Parva on February 24, 2011, 11:21:27 PM
My responses are in blue.
Quote from: "Chimera Man"
Hmm... I'm concerned about the MM1 classes. Most of them originally doesn't have an secondary attack/move, so I thought up these:

*Cut Man:
Status - Short HP but fast.
Main attack - Rolling Cutter
Cut Man flicks his head scissors. No tweaks needed, I guess. Infinite.
Alternate Attack - Chasing Cutter
Cut Man flicks a bigger cutter, as seen in Megaman: Powered Up. It have the same mechanics as Search Snake, but bigger. It's one-hit KO, but it needs a large time until be used again.
I really like the Cut Man class ideas you have, especially the critical attack from MMPU. This is good.

*Guts Man:
Status - High HP but slow.
Main attack - Super Arm
Guts Man uses his arm, lifting a boulder to chuck on the opponents. No tweaks needed, I guess. Infinite.
Alternate attack - Guts Stomp
Guts Man stomps the ground, stunning opponents near. Works as Hard Man's alternate attack, but no damage is dealt.
No damage means Guts Man loses in corridors. Remember, Super Arm disappears on contact with a ceiling, so in stages with low roofs like Cut Man and Skull Man... he's screwed.

Maybe as Guts Man lands and stuns enemies, you could have bits of rock fall around Guts randomly, potentially damaging people.

*Ice Man:
Status - Same as Megaman's.
Main attack - Ice Slasher
Ice Man jumps as he spits three Ice Slashers. No tweaks on the projectile. Work the same as Needle Man's alternate attack.
Alternate attack - Icicle Shield
Ice Man summons an icicle to defend. Acts as a shield, but it stays on the summoned place. Disappears after some time. Basically, a mix of Proto Shield and Item-1. No damage dealt.
The Icicle Shield should fall from the sky like in MMPU to potentially spear someone unaware! Also, maybe a limit of 3 icicles on-stage at once?

*Bomb Man:
Status - Slightly more HP.
Main attack - Hyper Bomb
Bomb Man throws a bomb. Tweaking: the bomb blasts when touch the floor, as suggested.
Alternate attack - Giga Bomb
Bomb Man summons a giant bomb with a bigger explosion radius. It has the same mechanics as the in-game Hyper Bomb, as in it need a time to blast.
Fire rate: as slow as charging a Proto Buster.
If it charges like Proto Buster, expect some Giga Spam. Make the cooldown time a bit longer.

*Fire Man:
Status - Same as Megaman's.
Main attack - Fire Trap
Fire Man shoots the "fire traps" like the original game. No tweaks on the projectile, I guess. Infinite.
Alternate attack - Fire Wave
Fire Man shoots a "fire" Water Wave, as seen in Megaman: Powered Up. First, he "reflects" projectiles with a Fire Storm for a split second, then shoot. The sprites are those from Flame Man's weapon, but acts as the Wave. Need a time to recharge.
This is good, though I recommend using custom sprites for the Flame Wave!

*Elec Man:
Status - Short HP but fast.
Main attack - Thunder Beam
Elec Man shoots his trusty Thunder Beam. No tweaks needed, I guess. Infinite.
Alternate attack - Thunder Bolt
Elec Man summons a thunder pillar at short range, as seen in Megaman: Powered Up. Powerful damage but slow fire rate.
It should make thunder pillars where the target is standing like in MMPU. A strafer will dodge it no problemo but people camping or walking back and forth will run right into it!

Just my $0.02
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Crystal King on February 24, 2011, 11:50:19 PM
If I may, I'd like to toss in my two cents for your class ideas, Chimera Man.
Responses in red.
(click to show/hide)
All in all, some pretty good ideas.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Blaze Yeager on February 25, 2011, 12:57:21 AM
Ideas i had for Some Classes

Heat Man:
Status - Same as Mega Man's.
Main attack - Heat Pillar
Fires a fireball that becomes a Fire Pillar
Alternate Attack - Heat Dash
Similar to what happens when Heat Man gets damaged in normal MM2,he Dashes around in Fire.

Wave Man:
Status - Higher Than Mega Man's.
Main attack - Wave Harpoon
Fires a fast moving projectile that can damage at a weak state
Alternate Attack - Water Wave
It's Water Wave...what can i say? :v

Spring Man:
Status - Slightly lower than Mega Man's.
Main attack - Spring Bounce
Spawns Four Springs that Travel in Four Ways
Alternate Attack - Arm Punch
Acts like Spring Man's Arm Punch attack

Wood Man:
Status - Higher than Mega Man's.
Main attack - Leaf Shield
It's Leaf Shield...What else is there to say?
Alternate Attack - Leaf Shot
(Note:This attack is from MM8 Wood Man)Creates a leaf that travels fast and hits the opposing player,can be spammed multiple times and is fairly weak.

Freeze Man:
Status - Same as Mega Man's.
Main attack - Freeze Cracker
Spawns a Freeze Cracker that blasts back Three to Six Directional mini Cracker Bits
Alternate Attack - Freeze Spike
Summons Six Freeze Spikes that will fall around you to damage Players
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 25, 2011, 01:33:46 AM
Not to speak on Yellow Devil's behalf here, but I'm reasonably sure he already has ideas for most, if not all of the robot masters.  It's basically just taking attacks they have in the game and making them work in 8BDM, so suggestions are pretty much pointless.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 25, 2011, 01:50:38 AM
Sorry if we want to help him, then.  :geek:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 25, 2011, 02:20:06 AM
Well, I understand for the MM1 robot masters since they lack multiple attacks, but the ones after that, it's pretty dang obvious what attacks they're going to have.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 25, 2011, 10:02:01 AM
It's alright X, I quite like the ideas. Most of them aren't getting used (whilst most of Chimera's are, as stated in some replies Guts would lose in close quarters and Cut in far, so I gave them both melees instead), some are. Plus it doesn't really hurt to read them, even if they aren't being used.

Although Blaze's are pretty obvious  :ugeek:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 25, 2011, 01:10:24 PM
Hmm... I wonder how will Wood Man work, since Leaf Shield blocks most projectiles.
Same question to Gravity Man (overpowered attack, lack of an alternate) and Toad Man (lack of an alternate).
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 25, 2011, 01:37:10 PM
Currently X has done gravity as having a small, weak buster shot and his alt being Gravity Hold which needs to charge.

Wood Man would use the normal leaf shield, and make leaves fall on alt.
Toad would probably have some sort of super jump as his alt.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 25, 2011, 02:00:42 PM
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 25, 2011, 02:05:01 PM
Quote from: "Bikdark"
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
Nothing I can do, as this would make you invincible to other Geminimen (not clones) also.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
You'll be seeing a lot of this in later games.
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Same thing happens with normal topspin
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some

Pussies
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Rawk Hawk on February 25, 2011, 04:10:08 PM
After playing around with Hard Man, making it so a "lone Magnet missile will take him down" is a bit too much. I mean, sure, he already has a lot of HP to begin with, but due to his slow nature and the homing qualities of the Magnet Missile, it's basically impossible to even play as Hard Man if even one player is using Magnet Man.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 25, 2011, 04:11:04 PM
That's an accident from when Hard Man used to have 250 hp and I forgot to change the damage factors. It's fixed now.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Myroc on February 25, 2011, 04:39:43 PM
Needle Man is still underpowered in my opinion.

I mean, yes, now the needle cannon stuns. For about, 0.2 seconds. It works as an anti-rush weapon, but only if the enemy is stupid enough to blindly charge at you in a straight line. Seeing as most anti-rushers you want to take care of are Top Men, who will dodge and weave anyway, making them harder to hit... yeah.

I say he could use a damage buff, so he'd pack a good punch, while being average in mostly everything else. Currently, he has barely any advantages to him.

EDIT: Another point. If you want an anti-rush, you go Spark Man, not Needle Man.

Another thing of note: Snake Man's high jump attack makes the Climbing Claw kinda redundant, and only useful when you need to scale large cliffs. I'd say you should remove the high jump attack, and increase the climbing speed even more.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Hallan Parva on February 25, 2011, 04:58:29 PM
I'd say move the high jump to the climb hand's weapon slot, so you can still attack when the claw is equipped!

And for the regular weapon's alt fire, maybe a snake splitter that shoots three snakes at once in a spread but fires slowly!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 25, 2011, 05:11:35 PM
Alright, as long as you're okay with the suggestions. I'm just afraid Blaze's will be the first in a long line of suggestions that would make Captain Obvious look like a world class exclusive reporter.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 25, 2011, 05:39:01 PM
Quote from: "Myroc"
Needle Man is still underpowered in my opinion.

I mean, yes, now the needle cannon stuns. For about, 0.2 seconds. It works as an anti-rush weapon, but only if the enemy is stupid enough to blindly charge at you in a straight line. Seeing as most anti-rushers you want to take care of are Top Men, who will dodge and weave anyway, making them harder to hit... yeah.

I say he could use a damage buff, so he'd pack a good punch, while being average in mostly everything else. Currently, he has barely any advantages to him.

EDIT: Another point. If you want an anti-rush, you go Spark Man, not Needle Man.

Another thing of note: Snake Man's high jump attack makes the Climbing Claw kinda redundant, and only useful when you need to scale large cliffs. I'd say you should remove the high jump attack, and increase the climbing speed even more.
in my edit of the classes PK3, I drasticly sped up snakeman's climbing so you climb slightly faster then if you were climbing a ladder, as it is said, he's like his snakes (and as it's a 2 handed climb, it climbs twice in 1 click and it works somewhat smoother)

Also, its really dificult to use needleman, although I sped up his fireing by 1 tick and that easily made him over powered, although it could balance it by nerfing the damage somewhat

as for sparkman, he's the last one I have to do for the mm3 fp veiws, Ive already finished everyone else, I even made a custom charge kick sprite for shadowman
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: tsukiyomaru0 on February 25, 2011, 06:36:21 PM
Quote from: "Yellow Devil"
Quote from: "Bikdark"
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
Nothing I can do, as this would make you invincible to other Geminimen (not clones) also.
+MISSILE flag, -CANPUSHWALLS, -CANUSEWALLS, -ACTIVATEMCROSS, +CANPASS, -ACTIVATEIMPACT -ACTIVATEPCROSS +NOTELEPORT. If you don't have it checking their owner inventory, add +FRIENDLY too.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
You'll be seeing a lot of this in later games.
He's missing his head needle attack too, no?
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Same thing happens with normal topspin
Just click once, don't hold.
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some

Pussies

Agreed with OP. Shadowman could be able to like toss two shurikens that behaves like a metal blade, but one goes ahead while the other goes 30ş or 45ş up.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Asd967 on February 25, 2011, 09:06:00 PM
I'm curious about the other men.

There's Ringman, which only throws rings.
There's Skullman, that has Skull Barrier, but that'll shield him completely.
There's Woodman, that having troll shield that makes 90% attacks useless.
There's Crashman, that only has Crash Bombs.
There's Brightman, that can only bllind opponents.
There's Yamatoman, that only has Yamato Spears. (Which are limited, By the way.)
There's Knightman, which, I believe will be Breakman with K. Crush.
There's Flameman, that only has Flame Blast.
There's Plantman, that has infinite Plant Barrier, I guess.
There's Quickman, that only has Quick Boomerang.

Et. al.

I won't add suggestion because of rage X there.
So I want to know how you're (referring to anyone who will code) gonna do them.

Please, no more Highjump + some projectile as AltFire.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Myroc on February 25, 2011, 09:17:15 PM
Quote from: "Asd967"
There's Flameman, that only has Flame Blast.
Not true! He had both the fire ball projectile, and the flame wave that goes along the ground.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 25, 2011, 09:38:12 PM
I think the project was to make them play as much like their originol in game counter parts as possible. so with that in mind here are my predictions/suggestions.

ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.

remember that skullman never moved with the barrier, so likely it will work something like armorlock from halo reach. normal fire skull buster.

Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue,

crashman did only have the crashbombs, that were tipped in DRILLS! swordcraft story ftw! (melee attack)

brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.

yamato man, spears are very versitile weapons. (melee, sniper, spreadshot altfire)

Knight man... a much slower breakman with a kinda slow knight crush. yeah he was kinda screwed too.

flameman has 2 attacks, neither of them are really megaman's flame blast.

plant man will have a barrier that blocks stuff but automattically flies away or something... I really don't know.

quick man will also be insanely fast, and fire multiple quick boomerangs.

the ones that I am worried about are:
Toadman: acid missle? poison effect?
centaurman: teleportation? augh!
Darkman: I still want him...
Enker: yes I think this should be made along with
Punk:""
Ballade:""
Quint: can have an earthquake scatter rocks. and a megabuster for good measure
StoneMan: powerstone is so difficult to use in mm8bdm, and his quake stunned him!

ALL THE BOSSES FROM CHALLENGER TO THE FUTURE!
(compassman mostly, don't really want timemen)
  :geek:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Asd967 on February 25, 2011, 10:03:08 PM
Quote from: "arkman"
ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.

Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue

brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.

Ringman:
He could hold fire to hold the ring on air, altfire could be another ring that can be held.
Woodman:
Right. That's exactly the problem.
What happens if he keeps his Leaf Shield up?
You're forced to spectate (LMS loss) or die (even worse) Just so you can change classes to kill him.
Brightman:
He could use Flash Stopper, being his weapon... y'know.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 25, 2011, 10:41:05 PM
Hmm How about making leaf shield automatically fade, or have some kind of recharge time. That would solve that problem pretty well,

I like your idea for ringman, he is a fun boss but kinda plain  :|

and I meant in addition to flash stopper, because flash stopper is kinda bad in this game. and we need someone to be the "heavy" charachter, Toadman is more of a mage imo. and he jumped too much.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Orange juice :l on February 25, 2011, 10:42:25 PM
YD, I beat the crap out of your balance. I used shadowman with a 1 hp handicap and murumasa instakills everything...and it caught on. A lot.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 25, 2011, 10:42:26 PM
I'll go see how Ring Man turns out. I intend to do him for the MM4 Class Expansion when it comes around.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 25, 2011, 10:44:03 PM
Murumasa now has an ammo limit. In fact, quite a lot of the spammy classes now have Korby's regenerating ammo system in place.

I'll figure out classes when I get to them! I'm full of ideas ;)

CHALLENGE ME MIGHTY MORTALS
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 25, 2011, 11:35:15 PM
I recommend a release if only to address the Muramasa problem immediately.  The game is so beyond broken now that everybody's doing it.  It just plain sucks.  Also, for having the classes drop their weapons, make sure you remember to have the robot masters not able to pick up their robot master counterparts' weapons.  Right now, we've got Shadow Men with Top Spin and Hard Men running around wildly on Deathwind's server.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Orange juice :l on February 25, 2011, 11:38:35 PM
I actually managed to completely break a game mode by myself? Awesome.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Asd967 on February 26, 2011, 12:59:27 AM
Quote from: "Mr. X"
I recommend a release if only to address the Muramasa problem immediately.  The game is so beyond broken now that everybody's doing it.  It just plain sucks.  Also, for having the classes drop their weapons, make sure you remember to have the robot masters not able to pick up their robot master counterparts' weapons.  Right now, we've got Shadow Men with Top Spin and Hard Men running around wildly on Deathwind's server.


Server's fault, not YD's.

Like asking to not drop Roboenza claw.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Gummywormz on February 26, 2011, 01:12:02 AM
2 more bugs for ya:

1: The gemini man colored buster shows up for no reason when someone's gemini man. It's weird and I have no idea what causes it, but it happens:

(http://imageftw.com/uploads/20110225/Screenshot_Doom_20110225_180834.png)

2: It appears you are fully able to use rain flush without said rain flush weapon switching over / going away.

Suggestion:

Maybe increase the power of the alt fire attacks which are almost the same as the regular fire (needle man, snake man, etc.)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Crystal King on February 26, 2011, 01:13:50 AM
Playing it just recently, my only real gripe (as is most others) is the Masa. How about making it like the Spy from TF2's knife where it's a melee attack that kills instantly (not necessarily backstab, just a stab in general) instead of a throwing knife?

So far, maps that I've found work really well with these classes are maps that lean a little more to the symmetrical side. Also, perhaps you should code the classes so that they cannot pick up stage weaponry? Or, that they can't scroll to it? It's annoying when people "break" the game (Like Top Men with super arm...) like that.

and Asd, it's totally possible to prevent the drop of a weapon. Look at Zombie Horde, All Out War (specific weapons, like the Super Shotgun (used to be a drop, isn't anymore.)) even.

I also noticed the buster bug too, but it wasn't in that level. It was in one of the community maps.

(We need a Dr. Wily/Light class that builds sentries *shot*)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 26, 2011, 01:29:38 AM
Quote from: "Asd967"
Server's fault, not YD's.
Like asking to not drop Roboenza claw.

I know that was the server, but YD mentioned something about in the future having them drop it so Mega Man can get their weapons.  In the future, he'll have to remember what I mentioned.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: LlamaHombre on February 26, 2011, 01:40:00 AM
Quote from: "Crystal King"
How about making it like the Spy from TF2's knife where it's a melee attack that kills instantly (not necessarily backstab, just a stab in general) instead of a throwing knife?


YES. I love this idea.

And I view the Muramasa as more of a strategy than a cheat or exploit.

I mean, Shadowman still dies in one hit if the muramasa is in a range when it's OHKO.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 26, 2011, 03:10:34 AM
Not when you can't be even seen.  :geek:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 26, 2011, 03:27:17 AM
Exactly what I was thinking.  Top Man's Top Spin is bad enough, but at least you can see him.  Sure, Shadow Man is a ninja, but that would be utterly ridiculous.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: LlamaHombre on February 26, 2011, 03:53:54 AM
Magnet Man has an advantage, then!

It's like TF2 the way it is right now. While Shadowman is good against slower classes, a Magnetman can easily end his reign of terror.

Snakeman can also keep firing his snakes and eventually hit a shadowman.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 26, 2011, 03:55:27 AM
Snakeman & magnet ftw!  :lol:

I have this much to say, Nobody really likes shadowblade. it is a decent defensive weapon, but a subpar offensive weapon due to it's range, Shadow man needs to have his spread shuruken.

and a katana. but the murumasa is a little op.


I wouldn't mind having the smokebomb back though. :p
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: LlamaHombre on February 26, 2011, 03:58:56 AM
Just thought of something that may or may not be a good idea, or easy to script.

Make it easier for one specific class, such as breakman or sparkman, to see shadowman.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 26, 2011, 04:50:14 AM
Ladies and gentlemen, I'm proud to announce that all of the mm3 1st person veiws are officially done. Because of the nature of some of the changes I had to change some of the class's fireing rate/power. As for the mm1 they should be done some time tommorow or sunday

Sparkman- Has to touch his head before firing so his startup time is slow, but hit firing rate is the same (if not a tick faster)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: TailsMK4 on February 26, 2011, 04:57:26 AM
Since I played as Gemini Man, here's my little report on him:

The MegaMan Buster icon that appears on the stages might be caused by how the Gemini Clones are spawned. Usually after I spawn a few of those people start seeing those giant icons. I think they appear if the Gemini Clone spawn misfires (due to there not being a big enough space to land).

Speaking of Gemini Clones, they die in one hit, and cannot tell ally from enemy, so I often get frags with clones, but the team total only goes up 1 or 2 because the clones also frag allies. It's also pretty bad that only one can be spawned per life, although being able to spawn infinitely would be too much. Finally, the Gemini Clones can kill you if you're right up in their face, even if you spawned the clone. If the message "<Username> has killed himself" and you know the player is a Gemini Man, then he was killed by his clones.

Otherwise, I'm glad I chose Gemini Man, because getting kills with clones is satisfying, and Gemini Laser is a good weapon to spam. :P
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 26, 2011, 05:27:20 AM
I forgot to add, bombman is also done

Main weapon
hyperbomb:
It explodes on contact with anything, walls, floor, ceiling. only major differences is,you have to pick it up before tossing like super arm, and you can toss as far as super arm and the damage is nerfed somewhat(it can still rarely 1hit kill if you aim dead on, but rarely though) and it has a greater blast radius (gets very weak around the edges but it might be OP, I guess we have to see in a real match)

Altfire
HUGE F**KING BOMB
Its exactly what it sounds like, this one acts like the megaman variant of hyper bomb, only difference is, it takes a long while for it to explode, but it has a huge blast radius (3x the original hyperbomb's) and can 1 hit frag very easily. but as said earlier, it takes a long time to explode so that allows time to get the heck out of there (I feel bad for the poor victim that spawns near of of these things)

Quote from: "LlamaHombre"
Just thought of something that may or may not be a good idea, or easy to script.

Make it easier for one specific class, such as breakman or sparkman, to see shadowman.
it wouldent make sense if they'd see shadowman, although it would be perfect if shadowmen could see each other

Also, would it be a good idea to give gemeniman's altfire a ammo bar? you can create a clone and use all of your ammo, but it refills after a while and you can create another.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Gummywormz on February 26, 2011, 08:00:29 AM
Semi non urgent bug:

You can use leaf shield / gravity hold as any class.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 10:08:22 AM
I've already fixed the weapons :/

EDIT: How would you guys feel if Shadowman's blades didn't return?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 26, 2011, 10:27:38 AM
Eh, it doesn't really sound that great. :/ But if it made him better because you wanted to nerf my precious, precious Murumasa, I'd do it.
Also, you mentioned the weps were fixed? So will that mean no one can pick up any weapons?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 10:28:45 AM
Megaman and Breakman can pick up weapons, others can't. I've mentioned this before, but the Mururmasa has an ammo limit now.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 26, 2011, 10:44:19 AM
Oh, an ammo limit? I can accept this.
Breakman can pick up other weapons? That's the problem, Breakman breakslolpuns quite a bit. He has resistance to nearly everything, is weak to very few things and can pick up weapons. In the right hands Breakman is very annoying even with 1 hp Marumasa. :/
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 10:46:19 AM
If Breaks yer problem make sure you have a Mega on the team! I hate how people don't want to be Megaman, he's a good support with his weapons plus he's essential for taking out Break.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 26, 2011, 10:51:37 AM
But isn't the whole point of classes is to well...use the classes and not megaman?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 10:52:06 AM
No. Megaman is there to be used!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 26, 2011, 10:55:22 AM
Well, he's just plain old megaman! If I want to counter Break, I'll just use another Break!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 10:55:52 AM
And that's where your problems with Break comes from!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 26, 2011, 11:03:14 AM
Well then ;-;
I wish Megaman was at least edited a little though
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Myroc on February 26, 2011, 11:35:31 AM
Break Man feels like he gets too much with no real disadvantage. I reckon that Break Man should not be able to pick up weapons. Instead, I think Proto Man should have a class himself, that's like the current Break Man, but without the resistances. You want to tank against other robot masters? Use Break Man. You want versatility with a bit of defense? Use Proto Man.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 11:40:53 AM
Maybe I'll just outright remove the resistances and have Break be like Mega but with a Proto Buster and none of the items Mega starts off with.

Maybe I'll do that and make him Protoman instead.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Crystal King on February 26, 2011, 03:34:43 PM
Quote from: "Mr. X"
Exactly what I was thinking.  Top Man's Top Spin is bad enough, but at least you can see him.  Sure, Shadow Man is a ninja, but that would be utterly ridiculous.
So being able to OHKO them from a distance isn't cheap, but OHKO in close range is cheap? The ammo limit still can be tacked on, it's just the idea of Shadow Men sniping (Masa is fairly fast)... It's kinda not their job, mate.

The thing that'd make him different from Top Man is that he'd still have to be low on health for it to work. Plus, it's not like he's fully invisible and anyone with Identify Players on can easily tell where a Shadow Man is. It'd be a little more of a defensive tactic since he'd have to be low on health, whereas Top Man is way more offensive based, thus preventing them from being clones. Plus, most classes make quick work of Shadow Man (when not sniping with Masa) anyways.

Besides, we have TF2 to compare this to. The Spy in TF2 can be entirely cloaked for an indefinite period of time (With the Cloak and Dagger) so long as he pauses every now and then to keep his cloak meter from running out. It's not cheap at all. Generally the Spy will end up being caught in some kind of brawl where he dies before he ends up backstabbing someone. That's similar to how it usually is when I'm playing this mod. I notice that a lot of the time I end up killing a Shadow Man because he happened to be in the wrong place at the wrong time, granted I do kill them upon sight, they usually end up getting themselves killed because of this, before I actually hunt them down.

Now I'm not saying I want a clone of TF2 here. TF2 is just one of the most balanced Team Based FPS I've played, so that is really all I have to compare it to. :P

Break Man... I never found too much of a use for him. He'd be better in places like CTF where he can deflect bullets for his team during a charge, not in places like Team Deathmatch. Magnets pierce his shield so he's pretty done for against Magnet Men. Maybe give Break Man all three buster types (perhaps a slightly beefed up Megabuster too, but just specifically for Break Man.) from the start, and remove the capability to pick up all weapons? This way, he'll have a weapon for each situation without being imbalanced (this way we can have another "middle" character to pick from). Mega can literally just pick up a Proto upgrade and be just like (or at least be fairly similar) Break Man is now. Mega can't have two buster upgrades at the same time, so it would still make him different from Mega.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 03:46:37 PM
Shadow Man isn't a spy though. Spy has a much easier time trying to get near his enemies, if you want to see what your idea of Shadow would be like try using nothing but your knife and cloak.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Crystal King on February 26, 2011, 06:06:34 PM
I never meant to ditch the primary fire. >_< probably should have made that clearer, sorry. But besides that, you said you fixed the 1 HP thing, so I'm fine with Masa now. In retrospect, considering how fast-paced the combat is (and playing it more)... It probably would be better for Masa to be thrown.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 26, 2011, 07:23:11 PM
Well,  I suppose Break Man could just the Proto Man class alternate skin. That way both are used. Then no one has to stress out at how to make Break Man different from Proto Man.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 08:19:24 PM
BONUS ROUND!

Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?

DISCUSS.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: tsukiyomaru0 on February 26, 2011, 08:27:51 PM
Quote from: "Yellow Devil"
BONUS ROUND!

Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?

DISCUSS.
Change his spinning attack behavior maybe? To push him into a direction while spinning wildly?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 26, 2011, 09:27:04 PM
Quote from: "Crystal King"
Quote from: "Mr. X"
Exactly what I was thinking.  Top Man's Top Spin is bad enough, but at least you can see him.  Sure, Shadow Man is a ninja, but that would be utterly ridiculous.
So being able to OHKO them from a distance isn't cheap, but OHKO in close range is cheap? The ammo limit still can be tacked on, it's just the idea of Shadow Men sniping (Masa is fairly fast)... It's kinda not their job, mate.

Both are insanely cheap, hence why I wanted a fix for muramasa immediately.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 09:33:24 PM
I also fixed the handicap murumasa. No matter what your handicap is Shadowman will spawn with 100 health as usual.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: SaviorSword on February 26, 2011, 09:49:18 PM
One suggestion and one glitch I want to say.

Suggestion:
Sparkman's Alt Fire should be raised to the same altitude as his normal shot, as if he was looking 90 straight forward. It just feels weird that it is ground based.

Glitch:
Any class whose not Megaman could sneak in another weapon occasionally, and it will eventually would remove that weapon from their possession. This creates a big problem with Time Stopper. Once ya grab it and use it (assuming if game did not take it away from ya before ya use it), the game sometimes can remove it from ya. If it did, then ya have infinite/max Time Stopper and ya can USE YAR MAIN WEAPON. That's like a Timefreezesphere in combat. Fun glitch, but needs to be fixed.

Maybe the some Robozena Claw code could help, since it works like how it should be.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 26, 2011, 09:54:24 PM
I like the ground based spark, it makes it much easier to dodge (this is great since he can freeze you!)

2nd point is fixed now that you can't pick up a single weapon!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 26, 2011, 10:42:19 PM
I'm a little late, but the MM4 first person views are done.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Bikdark on February 27, 2011, 01:18:47 AM
Completely random question:
Will the next MM gameI dont want to spoil it for those who dont know Be paired with 3, or will it be an entirely different pk3?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 27, 2011, 01:26:25 AM
Undecided,the plan was to release them in one pack, and then only allow the robot masters to work on the maps related to their games. this plan has fizziled out but I don't know if YD actually cares about mixing games anymore so most likely there will be a standalone and a combined version
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Muzaru on February 27, 2011, 04:26:33 AM
Quote from: "Yellow Devil"
BONUS ROUND!

Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?

DISCUSS.

I just never seem to die when fighting Hardman on even terrain.........
Anyway to make Topman unable to jump when he is hit by ground pound?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 27, 2011, 06:20:33 AM
Quote from: "Yellow Devil"
BONUS ROUND!

Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?

DISCUSS.

WARNING: MASSIVE WALL OF TEXT AHEAD

these are all my ideas, and I'm not really expecting this idea to be accepted but, Well, scince every class has there own custom weapon I'm guessing it shouldent be too hard to create a custom damage type for topspin like (damagetype "TopBoss") and give every class except shadowman and others a slight defensive buff to top spin (small if normal damage and high if immune in game), as for hardman, I could code a hard knuckle homing boomerang weapon (Obviousely have to give it a damage nerf though) as for the top toss, I guess it was fine like it was.

Heres a suggestion though, make each class's weakness/defense system like there in game counterparts

like topman took double damage from megabuster, 4 times damage with top spin and 7x damage from hard knuckle

hardman, he took normal damage from megabuster and gemeni laser, 4x damage from hard kuckle and magnet missile and had defense against everything else

magnetman, normal damage from needle cannon, search snake, and top spin, 2 from hard knuckle, gemeni laser, and buster, 4 from magnet missile, and 7 from spark shock and shadow blade

sparkman, defense from search snake, and magnet missile, normal damage from buster geminilaser and top spin, 2 from needle cannon and hard knuckle, and 4 from spark shock and shadowblade

shadowman, 2 from hard knuckle, 4 from shadowblade, and 7 from top spin

needleman, 2 from top and shadowblade, 4 from needlecannon, and 7 from geminilaser, and had defense to hard knuckle and spark shock

geminiman, 2 from magnets, hard knuckle, top spin, and shadowblade, 4 from gemini laser, and 5 from snakes.

snakeman, defense from magnets, 2 from hard knuckle and shadow blade, and 4 from search snake and needle cannon
(wow, aren't we all metalmen)

Also, if we make mm2, maby make wood man not trackable to homing weapons
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 27, 2011, 09:59:10 AM
I'm not making robots weak to themselves!

EDIT: I finally got round to updating the front page!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 27, 2011, 01:11:27 PM
Doublepost because nobody is up when I am!

(click to show/hide)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: CHAOS_FANTAZY on February 27, 2011, 03:26:17 PM
Quote from: "Yellow Devil"
BONUS ROUND!

Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?

DISCUSS.

Well, for one, I would give a bit of delay between clicking alternate fire and actually firing: representation of ripping the tops off of his head.  However, this combined nerf might remove their worth as a weapon.


Also, on the note of the "Protoman" argument, what I would do is, I would rename the class "Protoman," and allow players to choose between the Protoman skin and the Protoman-Break skin.  Just sayin'.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 27, 2011, 04:43:15 PM
breakman is weak to the megabuster, sorta.
protoman isn't strong against anything.

breakman's pattern was to jump and fire 2 normal shots.

Protoman's pattern involved hiding behind a shield and firing a charged shot.

conclusion

Buff breakmans resistance and remove his charged shot, make his buster shoot faster and do more damage.

Protoman would be like the current breakman minus the special resistances and weakness. (may need slide/ shield charge altfire.)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Blaze Yeager on February 27, 2011, 04:59:43 PM
Quote from: "Yellow Devil"
Doublepost because nobody is up when I am!

(click to show/hide)

0_ O Jesus...
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 27, 2011, 05:12:44 PM
There, all the sprites are done (as far as I know) now will everyone leave me alone about them.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 27, 2011, 05:17:50 PM
Ice you rock.

Or should I say your cool.

Anyway THANK YOU  :D
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 27, 2011, 05:19:50 PM
Quote from: "ice"
There, all the sprites are done (as far as I know) now will everyone leave me alone about them.

You forgot Ice and Elec's altfires

*trollface.jpg*
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 27, 2011, 05:24:12 PM
Quote from: "Yellow Devil"
Quote from: "ice"
There, all the sprites are done (as far as I know) now will everyone leave me alone about them.

You forgot Ice and Elec's altfires

*trollface.jpg*


thats cause I only made those weapons to test the animation, as for the altfire animation, you said they put there arm in the air, that shouldent be too hard to animate with what you already have
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 27, 2011, 05:25:09 PM
I can do Elec's but you never did Ice's.

Well you didn't do elec either but he does have his hands up for one frame.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 27, 2011, 05:35:16 PM
Quote from: "Yellow Devil"
I can do Elec's but you never did Ice's.

Well you didn't do elec either but he does have his hands up for one frame.

One(http://i573.photobucket.com/albums/ss180/iceblade10/Icefinger.png) here you go
and two, I'm taking a page from your book by saying, HURRY UP AND GET BACK TO WORK! and if you are working, GO FASTER!!!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 27, 2011, 05:38:04 PM
Thanks.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 27, 2011, 05:56:00 PM
By the way, did you ever concider my idea of giving gemini clone spawner a regenerating ammo bar so that you dont have to wait to die to make another?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: arkman on February 27, 2011, 06:35:06 PM
I am gonna suggest not doing that. The thing will get a buff in the next version, and it already is a little over powered in enclosed areas, (gemini lasers EVERYWHERE)

if you don't kill it fast your coated in lasers in seconds.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 27, 2011, 06:40:13 PM
Quote from: "arkman"
I am gonna suggest not doing that. The thing will get a buff in the next version, and it already is a little over powered in enclosed areas, (gemini lasers EVERYWHERE)

if you don't kill it fast your coated in lasers in seconds.
well I did send YD my version of the clone, basicly its more player like, it ran around and it didnt spam non stop, it shoots, then runs or shoots again depending on what it wanted to do, it could be tossed by wind and gravity and other stuff but I HIGHLY doubt he'd use it

as for taking out a clone, for some odd reason, seeker weapons always seem to kill monsters in 1 or 2 hits, even dive missile

Also, I think you might have no choice but to add weakness and resistance for every weapon cause in needleman's stage, sure it takes a while to take hardman down with mm3 weapons, but pick up thunder beam and hardman is killed in 3 hits
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 27, 2011, 07:35:20 PM
I did add the Playertype clone, I will do the damageresistance (for those with damagetypes ;)) and the Gemini Clone does use an ammo bar, it refills in just under a minute.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 01:15:17 AM
before the released V1B of the megaman 1 classes (after this release), can I make a sniperjoe and picketman class? (is making a picketman skin and I did make a picket weapon for the monster)

picketman has a arching pickaxe toss and a melee swing

sniperjoe has a normal buster and grenades

also I doubt we'll ever get to the games past mm6 so as a side project, can we make classes from the side games, like bass or quint or the rockman killers?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 28, 2011, 01:18:53 AM
I honestly don't think that enemies should be classes. It's Yellow Devil's call though. If anything, I'd rather see Oil Man and Time Man classes included in the MM1 set.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 01:32:29 AM
as someone said earlier, timeman would be nearly impossable to make and I'm not sure how oilman would work.

Also I suggested joe cause it is a official MM8BDM skin as for picketman, he was just an idea, I didnt expect to get any thumbs ups for it.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 02:43:45 AM
Just finished the MM6 and MM5 first person sprites as well.

Mission: complete!  :mrgreen:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 03:11:16 AM
Could I see the MM5 sprites? :>
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 28, 2011, 03:12:22 AM
Yeah, I would like to see them as well. Considering I did make Crystal and Star.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: tsukiyomaru0 on February 28, 2011, 03:16:12 AM
Quote from: "ice"
as someone said earlier, timeman would be nearly impossable to make and I'm not sure how oilman would work.

Also I suggested joe cause it is a official MM8BDM skin as for picketman, he was just an idea, I didnt expect to get any thumbs ups for it.

Timemen would create a pime taradox... As for Oilman, his primary shoots oil blobs that acts like pickup that, when touched, causes pain (+FORCEPAIN flag) and autoactivates, triggering the "use" state that would be a ThrustThing.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 03:52:10 AM
Show us! (seem to work a heck of alot faster than me)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:05:15 AM
I don't know if it's okay, but...

http://www.mediafire.com/?954bc78wdy14m6z (http://www.mediafire.com/?954bc78wdy14m6z)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 28, 2011, 04:10:32 AM
I don't know what's going on with HUDs, but I've already done Gravity and Stone Man's HUDs as I made the classes.  Although I colored Stone Man's arms the same as his arms (because that's how it was on the NES sprite), I'm going to change it soon.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:12:35 AM
Quote from: "Mr. X"
I don't know what's going on with HUDs, but I've already done Gravity and Stone Man's HUDs as I made the classes.

Hey, I made most of MM2, MM4, MM5 and MM6. Ask YD.  :roll:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 28, 2011, 04:13:43 AM
Well, it'd be nice if I were actually told these things.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:16:18 AM
Read my posts on this same topic, gentleman.  :geek:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 28, 2011, 04:18:29 AM
Oh, you finished them today?  I've had mine done for the past week.  Therefore, it'd be nice if Yellow Devil told you these things.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:19:53 AM
Yellow Devil himself asked me to do MM5, partner.  :?

EDIT: All in all, it's better if YD himself decide on which HUDs to use on the MOD.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Ivory on February 28, 2011, 04:22:06 AM
Chimera. Crystal Man fires the crystals by clenching his fist? That really makes my primary fire look odd...
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 28, 2011, 04:22:47 AM
Then why the Hell wasn't I told this before I spent the time to make the sprites?  Also, your Stone Man sprites are just his fist clenched and forward where in reality, he fires by throwing his hands in the air.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:24:30 AM
Quote from: "Ivory"
Chimera. Crystal Man fires the crystals by clenching his fist? That really makes my primary fire look odd...

*Ahem*. Crystal Man actually does the same animation as the Top Spin because what he does in-game is a similar pose.

http://www.sprites-inc.co.uk/files/Classic/MM5/Boss/8Boss/

EDIT: All in all, it's better if YD himself decide on which HUDs to use on the MOD. (2)
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Mr. X on February 28, 2011, 04:27:06 AM
Looks like he raises his arm into the sky to me.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:31:56 AM
Quote from: "Mr. X"
Looks like he raises his arm into the sky to me.

Eh. Figures. Anyway, YD decides on what HUD to use, then. No worries.  :roll:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 04:33:25 AM
Wrong. I decide. MM5 is my project, and I will decide which HUDs I choose.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 04:33:50 AM
Alot of these look good, although with waveman I suggest changing his wave arm to the left side and his harpoon on the right
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Chimera Man on February 28, 2011, 04:36:02 AM
Quote from: "Korby"
Wrong. I decide. MM5 is my project, and I will decide which HUDs I choose.

Sorry, "boss"...  :?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 04:48:16 AM
I wonder, can we make the megaman class with slide and charge buster?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Tetrahesive on February 28, 2011, 06:51:03 AM
Time to jut into the topic to say how much I love this pack.
Since I guess you're still making changes to the MM3 pack, I'd like to share my thoughts on it!
Magnet Man- Seems a little OP. I think you should increase the immobile period after you use the Magnet Pull by a bit, or you should limit the time you can use the pull continuously.
Hard Man- His slowness makes him a prime target for a homing projectile that he's weak to. Just seems kinda silly! :lol:
Top Man- Is it just me, or does Top Man's Top Spin have a shorter range than the regular one?
Shadow Man- Needs a nerf in some areas. Maybe you could replace the Murumasa with a shorter-range weapon that has the same effect of getting stronger with damage? Also, it seems like the ninja kick should do at least a little damage, but maybe that's just me. :)
Spark Man- Doesn't seem like he has enough advantages. Not sure what you could add, though.
Snake Man- I was thinking you could give the climbing claw an altfire that does damage. It would be hilarious, at the very least.
Gemini Man- Clones should be a little easier to kill, with how exploitable they are.
Needle Man- Here's what I think is my best idea. Maybe you could give him an alternate attack where he does his spiky headbutt thing! It'd be close-range, of course.

Thanks for making this, guys. Feel free to disregard anything I've said here if it's too ridiculous; I know I'm not all that great at design!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: sipfried on February 28, 2011, 12:33:53 PM
lol robotmaster,s from mm1
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 03:26:06 PM
Well we only need to do Elec Man, some testing and then V2 is a gogo!

Unfortunatly MM5 is not next unless I can work something out with Korby, I'll probably start MM2 instead.

I did this for fun with little to no help. It was great, everyone thought it was original, fairly broken, but fun. Now it's turned into a sort of business, everyone is trying to one-up me and I'm just getting ripped off. I don't want this, I just want all of the robots playable and more importantly for the community to enjoy it. That's not gonna happen if we have different takes on the formula all over the place. I don't see why we've split now, but without them I'm going to have to do a shitload more work. It was probably just about credit, I understand I was bossing a bit but since it was going into my pack in the long run I thought nobody minded. I've got everybody's names on the front page, it's not like I'm taking all the credit! If Korby is reading this, please rejoin, or at the very least, allow me to use your pack in a V3 when it is finished.

Phew.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 04:06:36 PM
Now, Yellow Devil, I never said that we should no longer work together. I AM still interested in joining with you, just not in the same topic. My reasons for splitting, as seen in the topic, are because of confusion. It's to keep it more organized, y'see?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 04:09:39 PM
Quote from: "Korby"
Now, Yellow Devil, I never said that we should no longer work together. I AM still interested in joining with you, just not in the same topic. My reasons for splitting, as seen in the topic, are because of confusion. It's to keep it more organized, y'see?

Quote from: "Korby"
I've decided to separate MM5- and anything else we do- from Yellow Devil's versions, especially considering MM5 was never his to start with.

Well if I can use your stuff in V3, I'll do Wave and Charge as usual. If not, find someone else :)

You should probably rename the other topic MM5 Classes or such... I don't see why we need two topics though!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 04:11:05 PM
Because we might want to do more than MM5.

Now, considering yours is already massively popular and I'm unsure if our "split" would get the same attention, I guess you could use them in V3.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 04:47:39 PM
Elec Man is semi-done, but I need one thing. I'm using an invisible projectile to detect actors in the vicinity which summons lightning on death. However, this means it creates lightning on every wall. I don't want the actor to die on walls, but I don't want it to bounce, either.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 04:48:43 PM
Check Crash Bombs, it helped me with my troubles.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: CutmanMike on February 28, 2011, 04:49:28 PM
http://zdoom.org/wiki/Actor_states (http://zdoom.org/wiki/Actor_states)

Check under the XDeath and Crash states for info on special projectile state handling.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 04:52:52 PM
Okay! Crash seemed to work, thanks.

Just testing and then release!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 04:55:10 PM
Oh, cool, it'll be released soon!
I wonder when Messatsu's server'll update.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: TheBladeRoden on February 28, 2011, 07:04:15 PM
All this could have been avoided if there was a sign up list on the front page
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Hallan Parva on February 28, 2011, 07:10:11 PM
Is there a way to summon bots with classes? For example, a bot using the Hardman class?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 07:10:41 PM
As of now, no.

This may be considered for the future!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Hallan Parva on February 28, 2011, 07:17:48 PM
WOW FAST REPLY

I was curious, as I'd love to test classes on new maps/map packs when I'm by myself! This would be a great feature to consider for future updates.

For instance, maybe "addbot hardman-class" or "addbot topman-class"?

EDIT: Or "addbot hardninja" :p though "addbot shadowninja" would be a bit redundant :lol:
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 09:19:19 PM
I looked at the code and played a few rounds in 1 player mode, I honestly do not see any problem with the clones, I even went back to the server (it was till on quickman's stage) and no clone

unless you decided to play a cruel joke on me by turning on cheats and summoning clones in spectate mode, I honestly do not see any fault with the clones.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Korby on February 28, 2011, 09:21:23 PM
Giant Bomb Jump says otherwise. Were you not WATCHING us fire giant exploding things into the middle of a crowd of 50 billion clones?
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 09:22:36 PM
I found the problem! Ice left a CHANGEFLAG ("INVULNERABLE") from the Met he based it on... fixed! Release soon!
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 09:24:07 PM
it was supposed to turn off after the pain animation turned off
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: Max on February 28, 2011, 09:29:14 PM
But it didn't.

V2A Release!

Changelog!

[*]Ice's sprites added to all classes!
[*]Snakeman's weapons combined! No more superjump, but only one weapon!
[*]Ammo bars added to a few classes! They regenerate, though, so no worries!
[*]Shadowman "rapeninja" somewhat fixed by disabling handicaps!
[*]Added a ammo LIMIT (no regen!) to Shadowman! 7 Murumasas per life!
[*]Dual Needleman busters!
[*]Sparkman needle hands! Slower ROF somewhat.
[*]Hardman's quake now uses ammo rather than the silly flags!
[*]Shadowman is correctly coloured!
[*]Topman's damage on his spinning tops is nerfed
[*]Topman's speed reduced
[*]Murumasa shares an altfire with the Shadow Blade as it had none!
[*]Shadow Blade no longer returns to you!
[*]Geminiman's clone is more lifelike, and can no longer kill you or your allies!
[*]MM1 Classes added!

I probably forgot a bunch of stuff I added... phew.
Title: Re: Class based modification (V1B - MM3 RELEASE)
Post by: ice on February 28, 2011, 09:34:03 PM
Quote from: "Yellow Devil"
[*]Geminiman's clone is more lifelike, and can no longer kill you or your allies!
dont remember the no killing allies or teammates things, I was even killed by my own clone in the test server
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on February 28, 2011, 09:34:43 PM
Hey, it works for me. Maybe it was one of Korby's clones?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: arkman on February 28, 2011, 09:56:41 PM
well since YD didn't make the claim,

*Hosts*
 :mrgreen:
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on February 28, 2011, 09:59:20 PM
nope, it was mine, I even saw, Ice killed himself
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Jatea on February 28, 2011, 10:14:51 PM
(click to show/hide)
This is what happens after everything loads and it's ready to start up skulltag/join a server (ala doomseeker). It says something about the Elecman base skin being too huge. Anything to help?

EDIT: One of my skins was conflicting with it, or something.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: CutmanMike on February 28, 2011, 10:16:49 PM
Change the very first frame of the Spawn state to TNT1 A 0. That should resolve it. Check out the megaman class if you're stuck.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Mr. X on February 28, 2011, 10:22:14 PM
Works for me.  However, what doesn't work is the absolutely massive exploit I found within a minute of trying it out.  I'm PM'ing you to avoid people using it, but I've got to record it first.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on February 28, 2011, 10:47:06 PM
Quote from: "Mr. X"
Works for me.  However, what doesn't work is the absolutely massive exploit I found within a minute of trying it out.  I'm PM'ing you to avoid people using it, but I've got to record it first.
you mean the one I posted a while ago that they'd eventually figure out soon?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Mr. X on February 28, 2011, 10:53:15 PM
No, because this one only works with V2a.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Jatea on February 28, 2011, 11:39:02 PM
...Yeah, cutmanmike's solution does work, but not for joining servers. It gives me a "Level Authentication Error" or something along those lines when I try to join the v2a server. Any other workarounds?

(ELECA0 is the offending lump, apparently the sprite height of skin Base is too big, and it was downsized, but something happened, and the base skin sprite of Elecman exceeds the limits, or something like that)
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on February 28, 2011, 11:53:26 PM
Ok this is getting rediculous. I dont see anything wrong with the clone's scripts, I dont see anything wrong with with the game play, I dont see any respawning, I even played through the whole 1 player mode using only 1 clone each match, I didnt see another, it died and that was it.
I dont know what kind of a cruel joke this is but it isnt funny. I was following the gemeni player in that bubbleman match, he never fired at anyone, all he did the whole match was summon a clone, suicide, summon a clone, suicide, rinse, repeat. not a single clone respawned. If you dont beleive me, try playing through 1 player with only one clone. and if you're still not sure, how about someone else look at the scripts instead of blameing me.

I'm telling you, I dont see ANYTHING wrong

this is my bot with YD's edits
(click to show/hide)
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on February 28, 2011, 11:58:26 PM
In before Fire Wave becomes the new Murumasa.

I, for one, am quite fond of the new MM1 classes.  I like the changes to Needleman--now I feel like a duel-wielding hero ripped from an action movie when Random deals me them.  :cool:

I don't like what you did with Snakeman, though.  The Alt Fire was very useful--not only because it shot faster than normal, but also as a jump extension--and now said Alt Fire is not even there.  I, for one, would remove the climbing claws.

I still think you should have Protoman-Break as an alternate skin for the Protoman class.

...And that would appear to be all I have to say.  Do MM2 next  :ugeek:

EDIT:  Now I remember!  Would it be possible to have the RM's energy bars recharge with energy capsules, or would that break some classes (Geminiman) ?  I know that you could tone down how mush it gives you/up the amount required, but still, just a general question.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Mr. X on February 28, 2011, 11:59:41 PM
Quote from: "ice"
(click to show/hide)
...who is this directed at?  If it's to me, my exploit is completely unrelated.  I've PMed it to Yellow Devil.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: arkman on March 01, 2011, 12:00:19 AM
Quote from: "ThatGuyOverThere"
(click to show/hide)
This is what happens after everything loads and it's ready to start up skulltag/join a server (ala doomseeker). It says something about the Elecman base skin being too huge. Anything to help?

When did you download the wad, I remember YD made a last minute update, maybe you got the file before he fixed his mistake,

Have you tried redownloading?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Anonymous on March 01, 2011, 12:04:47 AM
Nice mod, can't wait to see more. Anyways, I don't know if this was reported yet, but Gemini Man can team kill.

Also, I agree with CHAOS_FANTAZY, kind of. Snake Man seemed fine as is bar the problem with setting Secondary shot to MOUSE 3 (the scroll wheel click). I suggest just making his jump higher.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Captain Barlowe on March 01, 2011, 12:12:16 AM
Not bad, George W. Bus- err, um, YD. Though, I'd like to see a class version of TF2. :P Even though these classes are decently balanced
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 01, 2011, 12:17:25 AM
Problem: Geminiman can easily become OP. Instead of having the clone attack as soon as he sees a target, either have it only attack ONCE when hit or only shot normal buster shots.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 01, 2011, 12:19:04 AM
Quote from: "Mr.X"
...who is this directed at?  If it's to me, my exploit is completely unrelated.  I've PMed it to Yellow Devil.
This was directed towards the " FIX IT ICE!" "OMG YOU DIDNT FIX THE CLONES!" "THE CLONES ARE RESPAWNING!11!!" guys. Heck I'm not even 100% sure what the problem is cause every time I asked, "what is the problem with the clones?" the answer I always got was "Fix it, the clones are still broken, fix it"

 :evil:For the love of god, would someone actually give me a detaled answer for once instead of whining all the time. :evil:

What is the problem with the clones?

Someone said something about respawning, but I saw no evidence of it

As for the OP'ness I told YD that he could edit the clone any way he'd like like making its HP 50 again

I apologise if I'm coming off as annoyed but I would REALLY like to return to my life and just be finnaly done with this mod. Besides, I still have 5 other mods I have to work on
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Alucard on March 01, 2011, 12:22:57 AM
Quote from: "ice"
Quote from: "Mr.X"
...who is this directed at?  If it's to me, my exploit is completely unrelated.  I've PMed it to Yellow Devil.
This was directed towards the " FIX IT ICE!" "OMG YOU DIDNT FIX THE CLONES!" "THE CLONES ARE RESPAWNING!11!!" guys. Heck I'm not even 100% sure what the problem is cause every time I asked, "what is the problem with the clones?" the answer I always got was "Fix it, the clones are still broken, fix it"

 :evil:For the love of god, would someone actually give me a detaled answer for once instead of whining all the time. :evil:

What is the problem with the clones?

Someone said something about respawning, but I saw no evidence of it

As for the OP'ness I told YD that he could edit the clone any way he'd like like making its HP 50 again

I apologise if I'm coming off as annoyed but I would REALLY like to return to my life and just be finnaly done with this mod

Clones? Broken? I find them the exact opposite. And...respawning? You only get 1 clone per life. They only respawn when you release them after respawning.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 01, 2011, 12:39:37 AM
*slaps forehead and holds my arms out palms up* I know right?! But for some reason, Korby and YD wont stop complaining saying theyre respawning or something
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Korby on March 01, 2011, 12:40:05 AM
Alright, here's the deal on the "respawning" bit. I was sitting near the RJ at Bubbleman. I fragged two Geminimen clones that were there earlier. Suddenly, they reappeared and were shooting me.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 01, 2011, 12:51:54 AM
Well I cant seem to replicate that at all, so your going to have to get a expert one that, I have coldman's stage to finish
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: TailsMK4 on March 01, 2011, 12:57:23 AM
I always thought Gemini Man needed a buff, but apparently people think the opposite. The respawning glitch I talked about were the MegaMan Buster icons popping up on the map due to misfires in the spawning (ground not big enough to hold a clone). The clones always died the instant I spawned them unless I spawn them away from the action, so that's why I wanted the buff. I consider Magnet Man more cheap than Gemini Man, personally.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Bikdark on March 01, 2011, 05:28:50 AM
Erm, ice, they DO respawn, and I I'll post some screenshots once I get some of them respawning.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 01, 2011, 05:35:28 AM
If they have the MONSTER combo, then it implies they WILL respawn if monster respawn is allowed.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Captain Barlowe on March 01, 2011, 05:51:29 AM
Ice, I think the reason of respawning lays within the server, not the coding. If skill is set to nightmare, monsters apparently respawn. (it says that some where on the flags screen) So make sure if you are hosting that you change the skill level to anything BUT nightmare, or repawning will occur.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 01, 2011, 06:43:28 AM
Quote from: "thatguy74"
Ice, I think the reason of respawning lays within the server, not the coding. If skill is set to nightmare, monsters apparently respawn. (it says that some where on the flags screen) So make sure if you are hosting that you change the skill level to anything BUT nightmare, or repawning will occur.
Any difficult level other than "Nightmare!" will make the clones dumb. I tested here and they didn't stop getting crushed by Big Eyes
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Bikdark on March 01, 2011, 06:44:47 AM
Oh look! Another bug! Magnet Pull doesnt work. At all. They don't even move.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 01, 2011, 06:55:57 AM
Quote from: "thatguy74"
Ice, I think the reason of respawning lays within the server, not the coding. If skill is set to nightmare, monsters apparently respawn. (it says that some where on the flags screen) So make sure if you are hosting that you change the skill level to anything BUT nightmare, or repawning will occur.
THANK YOU for finnaly clearing that up! I tested it on nightmare mode and they did infact respawn. they seem pretty smart on "ultra violence" and "I thrive off pain" though
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 01, 2011, 07:05:26 AM
Since they are "Monster", add this flag:
NEVERRESPAWN
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 01, 2011, 07:08:30 AM
one thing that always bugged me. monsters are instantly gibbed by any seeker projectile, even dive missile
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Mr. Sean Nelson on March 01, 2011, 07:17:29 AM
Hey, I see that Lone and Muzaru haven't mentioned this yet, so here goes.
In Classes V1B, you can get a skull barrier in some levels.
If you pick up a skull barrier with a class that shouldn't be able to use it, like Magnet Man, you can become permanently invincible.
You need only cycle down quickly to the skull barrier and activate it.
LoneWolf, Muzaru, Sonix, and I were trying it out for a while.

Did V2A fix this problem?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 01, 2011, 07:48:11 AM
Yup! I think the clones are fine, for now, but I might nerf their health in future!
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on March 01, 2011, 06:56:11 PM
Quote from: "Bikdark"
Oh look! Another bug! Magnet Pull doesnt work. At all. They don't even move.

And I thought it was just me.

Magnet Mang literally SUCKS unless you're trying to be a cheap killstealer. Practically useless in 1v1 duels. Fix the Magnet Pull ASAP so I can actually get a decent use out of him.

Also, it is me or is Guts Punch OP? Two fists to the brains and anybody except Hard Man is down for the count (even other Guts Men!). Why not make Guts Punch like in Mega Man Battle Network, where a hit would send the target reeling backward? That way, Guts Men can't do a quick double-click and get easy kills.

EDIT: And on top of it, Guts Men get the bonus of whacking enemies in pits when fighting on open stages (coughELECMANcoughWAVEMANcough).

And while I'm on the subject of melee attacks, Cut Man's melee is downright pathetic. Buff or change.

One more note: when the MMPU expansion is finished, will you go back and add Time Man and Oil Man classes? I mean, the MM1 classes already have their Powered Up criticals as alt-fires, sooooo.....
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Anonymous on March 01, 2011, 08:11:48 PM
Noticed a few things while playing last night.

Guts Man is extremely vulnerable to Hard Man's attacks, to the point where running seems to be the best option. (I say this as a frequent Hard Man player.)


Bomb Man's "Huge Bomb" explosion sprite is far to small compared to the blast radius. Furthermore, it is extremely difficult for Hard Man (and I assume Guts Man) to dodge. Perhaps a slight damage nerf is in order.

Keep up the good work.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Asd967 on March 01, 2011, 08:20:02 PM
Top Man on 1x1 is god tier because he loses his glass cannon role.

He has this super awesome speed, which he can use to grab pellets like hell and he has those tops.

If you ever meet an opponent as Top, just get(camp) a E-tank and lob Tops until he dies.
If he decides to shoot you, you can just stafe or use super speed to run away.
If he comes close you Top Spin him. Yay.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Chimera Man on March 01, 2011, 08:24:14 PM
Quote from: "Asd967"
Rant

Was that really necessary to post, King Yamato?...  :?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: sipfried on March 01, 2011, 08:25:27 PM
nice making what are the new mm robotmasters?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Asd967 on March 01, 2011, 09:56:13 PM
Quote from: "Chimera Man"
Quote from: "Asd967"
Rant

Was that really necessary to post, King Yamato?...  :?

Yes it was for balancing issues.
Top Man can just lug tops until they are dead and dodge away.
It's not even funny.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 01, 2011, 09:57:01 PM
Solution? Don't duel.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: arkman on March 01, 2011, 10:03:57 PM
hardman can oneshot top, magnet dominates hardman, sparkshot fries magnet, ect ect ect, due to the nature of megaman, Duels will never be balanced. (unless you do a ditto match, then I guess it's balanced.)
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on March 01, 2011, 10:08:07 PM
Quote from: "arkman"
hardman can oneshot top

But Topman can speedstrafe around the Hard Knuckle before it hits him and continue to spam throwing tops.

See the problem?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: arkman on March 01, 2011, 10:16:40 PM
Quote from: "SmashBroPlusB
But Topman can speedstrafe around the Hard Knuckle before it hits him and continue to spam throwing tops.

ground pound to stun and prevent movement in general, and if he jumps, Hardman can usually take 1 topspin, and now top has virtually no ability to dodge.

although you are probably right about top having an advantage. My point still stands that duel cannot be balanced with the class mod in place.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Asd967 on March 01, 2011, 10:44:24 PM
Quote from: "arkman"
Quote from: "SmashBroPlusB"
But Topman can speedstrafe around the Hard Knuckle before it hits him and continue to spam throwing tops.

ground pound to stun and prevent movement in general, and if he jumps, Hardman can usually take 1 topspin, and now top has virtually no ability to dodge.

although you are probably right about top having an advantage. My point still stands that duel cannot be balanced with the class mod in place.

The point of all this is that Topman does NOT need to be ANY close to attack with his tops. His topspin is actually being used less than his altfire does, meaning he's not there for spinning, and yes to throw tops. And as such, he can kill hardman before he ever ground pounds or land a flying fist on him.

Quote from: "Yellow Devil"
Solution? Don't duel.
[/quote]

And what will I do when waiting for someone, only me and someone else?
It's a bit senseless, since people won't normally join a game that's not being played
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Myroc on March 01, 2011, 11:05:22 PM
To be frank, you're making the top throw sound a lot worse than it actually is. Pretty much any class will outdamage him at range. Needle Man, Magnet Man, Fire Man, the list goes on. Or you can go for another Lightning Bruiser class like Cut Man or Elec Man, which can keep their distance much easier, and have better attacks at range to boot.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Mr. X on March 01, 2011, 11:36:19 PM
The tops were nerfed in V2A, right?  I thought they were too powerful before, but I haven't played since they were made worse.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Asd967 on March 01, 2011, 11:37:51 PM
@Myroc

I'll list reasons on this spoiler tag why I'm talking so much about Topman's speed and projectiles. His speed keeps most projectiles on bay. His tops aren't good, granted, but you can't be defeated if you can't be hit.
Mostly, you can run away from battle any time you want and come back real fast.
The only ones that offer a challenge is Spark, Needle and Bomb.

Spoiler for space:

(click to show/hide)
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Myroc on March 02, 2011, 07:42:09 AM
So go Needle, Spark or Bomb then. : |

Hard's actually somewhat useful as well if you can combine his stun and OHKO, although I think the former could have its duration extended somewhat. You can still pull it off now, but it's a tad harder, but saying that Hard can't get a hit in isn't true.

And while Elec Man's thunder beam is painfully slow and could have its firing speed improved, with Top Man having his speed reduced somewhat in this version you can spam your Lightning Bolt, which granted, is somewhat iffy in its targeting but should finish Top Man off quickly.

And, regardless of what class you are, if you can ambush the ambusher and get in a hit or two he's not going to live for long.

Edit: A game that has classes that fill different roles will never be completely balanced in 1v1, as some classes are intentionally or unintentionally counters to each other. If your opponent goes a class that you can't seem to beat, change your class to one that's better suitable to fight the one you're up against.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Bikdark on March 02, 2011, 08:49:37 AM
Erm, Muz and I have noticed Ice is somewhat pathetic.
-Ice Slasher fires painfully slow.
-Icicle Drop isn't too great.
-And several other things I don't feel like saying
Remember when you fought Ice in mm1? He jumped and had that wall of ice slashers? That's what we think he should have. He should fire faster, but the shots should be slower. Just an idea, no need to go all, "Blargh this idea sucks, never open your mouth again."
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: SickSadWorld on March 02, 2011, 08:58:11 AM
Gemini clones appear blue even if the Gemini Man who fired them is on the Red Team in TDM.

Needle Man's rate of fire should be slightly reduced.

Magnet Pull? Does this even work? What does it do?

Megaman and Protoman need an alt fire of some kind. I suggest a charged shot or magnet beam/ super arrow for Megaman, maybe a shield slap or parry (close range melee or temp wider block) for Protoman.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Kapus on March 02, 2011, 08:58:57 AM
Maybe Megaman should slide? Is that possible?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Korby on March 02, 2011, 09:00:02 AM
Shadow Man's altfire is a slide, so yes, it's possible.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Kapus on March 02, 2011, 09:29:02 AM
Is it possible to make him crouch while sliding? That way he could slide through tight passages like in the games.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on March 02, 2011, 10:18:20 AM
HELL YES. If Mega Man could slide I'd use him a LOT more often!

...wait. No stages are built with a crouch-slide in mind, so more often than not, you'd get stuck in a hole (like Woodman's water drain). There'd have to be special stages built with holes in certain walls that Mega Man could use to skip across the map with.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 02, 2011, 03:13:37 PM
When MM5 is released I'll be adding my Mega Man C to it!
crashed skulltag, bah.

Okay... let's see.

TIME TO START MM2!

This way, Korby's team is working on 4 and 5, Chimera on 6 and me on 2. That's every NES game covered! Korby, you may wish to do Wood Man as you have stated before, and Ark I think wanted Crash. Not sure if any more of Korby's team will be doing anything, but I'll be starting on Metal and working (as usual) clockwise.

SIGNUPS WELCOME, but I might not accept them :/
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 02, 2011, 05:43:28 PM
Quote from: "SmashBroPlusB"
HELL YES. If Mega Man could slide I'd use him a LOT more often!

...wait. No stages are built with a crouch-slide in mind, so more often than not, you'd get stuck in a hole (like Woodman's water drain). There'd have to be special stages built with holes in certain walls that Mega Man could use to skip across the map with.
well, 2 nights ago I made a mm5 megabuster, charge is the main fire and slide is the alt. I could see if i can get it into the mm4 and up projects

(rockman killers and bass classes anyone?)
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: sipfried on March 02, 2011, 05:53:14 PM
maybe bij woodman he can trow leaves in air and fall down

bij quickman the 3 bomerang,s

and flashman use flash and wait a long time

maybe good tips
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 02, 2011, 06:23:29 PM
With the quickman class I made, he ran around faster than the old t(opman) class, his main fire is shooting 3 boomerangs horazontaly, each doing 10 damage, that stops after a distance, then flies at random players (all 3 will target someone if theres only 1 opponent). his altfire is a super jump combined with main fire. but for some reason, the weapon only worked 50% of the time and other times the boomerang dissaperes after it stops, I'm still trying to fix it
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 02, 2011, 06:25:02 PM
Move his main fire to alt, and make Megaman's quick boomerang the main fire. We'd best try to avoid super jumps when possible.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 02, 2011, 07:01:11 PM
Quote from: "ice"
With the quickman class I made, he ran around faster than the old t(opman) class, his main fire is shooting 3 boomerangs horazontaly, each doing 10 damage, that stops after a distance, then flies at random players (all 3 will target someone if theres only 1 opponent). his altfire is a super jump combined with main fire. but for some reason, the weapon only worked 50% of the time and other times the boomerang dissaperes after it stops, I'm still trying to fix it
Code: [Select]
Flags:
+LOOKALLAROUND
+FRIENDLY

Spawn:
QUIC ABCD 2
QUIC D 0 A_Stop
QUIC ABCDABCDABCD 2
QUIC D 0 A_CustomMissile("QuickAimmed",0,0,0,4,0) //Not sure if this is the correct sintax. Anyways, just have it have the flag 4 and pitch 0 or "pitch")
Stop
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: FCx on March 02, 2011, 07:04:38 PM
What about heat man?

His main fire would be spit 3 heatblast horizontal, his second fire would be "heat shield" and when he is shot he can start blasting forward.

What do you think?
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on March 02, 2011, 09:24:05 PM
My semi-useless wall of text that I somehow get away with calling it "suggestions" that Yellow Devil probably won't use anyway. Spoilered to save room and such.

I really want people to notice the things in bold. I thought these were my best ideas of the bunch.

(click to show/hide)

What do you think? Respond/critique/ragequit/ask questions.


SLIGHT EDIT: There should be a class that starts out with infinite Sakugarne. :cool:
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 02, 2011, 09:28:36 PM
:ugeek:

*troll beard on*

Okay well I'm doing Air (IF I do him) with a air shooter, and wind as an alt. Not what you said.

I don't really like the idea of two weapons. Quick Man would move fast enough anyway.

Punk could be done, probably after the mainstream games though.

No Joe.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 02, 2011, 09:36:45 PM
V2B RELEASED!

[*]Cutman's and Gutsman's melees now deal the same damage, fixed at a 3 hit kill.
[*]Fireman's ammo now regens whilst firing, and Bombman's regens whilst holding a bomb.
[*]Iceman's and Elecman's rate of fires have been increased.
[*]Elecman's altfire deals more damage, but uses all of your ammo.
[*]Iceman's altfire has a bigger range. This is a double edged sword though, because it means a looser spread and less likely to hit.
[*]Bombman's bombs deal slightly less damage.
[*]Snakeman's alt deals light damage.
[*]Needleman given an ammobar.
[*]Removing weapons script extended to cover items.
[*]"Rapeninja" reinserted as the fix I was using caused a healing bug whenever Shadowman teleports.
[*]Damagefactors fixed. A few classes had the wrong ones!
[*]Machinegun weaponry fixed.
[*]Magnet Pull fixed.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 02, 2011, 09:37:57 PM
Was the machine gun Top Man exploit removed as well?  I thought you said so, but I just wanted to make sure.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 02, 2011, 09:38:42 PM
Ah, I forgot. Yes. It also worked with Shadowman's murumasa and that's fixed too. Let me know if it happens again.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on March 02, 2011, 09:39:07 PM
Why did you go "No Joe", bro? A buster-only class would be balanced and have lots of diversity! Joes have been in every game in the series anyways, you know it would be awesome.
RHYMING IS AMAZING

EDIT: Wow, not only was I hard ninja'd, but with a new version!

Did you put in the Guts Punch? PLEASE SAY YOU DID.

EDITEDIT: Damn, double ninja'd
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 02, 2011, 09:40:14 PM
I don't quite want to do wood anymore.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 02, 2011, 09:40:30 PM
The way it worked, Gutspunch would send the enemy flying in the direction they were facing. I can't find another way to do this, if anyone can, tell me.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 02, 2011, 10:02:14 PM
Erm, I don't quite see how Rapeninja's back. Are we allowed to use handicaps again?
Also, is Osama bin Bobmang's Altfire nerfed as well as his normal fire?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 02, 2011, 10:05:52 PM
Hehe. Well Handicaps are reinserted. He still has his ammo limit, though.

Only his norm is nerfed. The Gigabomb deserves it's power because... y'know, it's fucking huge.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 02, 2011, 10:09:58 PM
I am ok with this.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Balrog on March 02, 2011, 11:37:40 PM
Guts Punch's range is still ridiculous.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 03, 2011, 03:33:16 AM
Quote from: "Yellow Devil"
The way it worked, Gutspunch would send the enemy flying in the direction they were facing. I can't find another way to do this, if anyone can, tell me.
I noticed in between missile and pain there were these
(click to show/hide)
I was thinking maby doing something like changing its damage type to Gutp and do something like this
(click to show/hide)
(the codes were ripped from snakeman's code)

Also maby remove the "Pain.Wind:" infromation from hardman as he dose weigh about a ton and I dont think wind can toss him very far, althogh leave the gravity pain scince, well, gravity pretty much trumps weight

(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Gummywormz on March 03, 2011, 05:10:32 AM
I demand Gutsman's punch obituary be "Player was punched in the gut by player's gutspunch!"

I also want fireman's fire wave obituary to be "Player was really cooked by player's firewave!"
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 03, 2011, 07:39:33 AM
recoil would cause the enemy to fly backwards regardless of where you punched them from. You just can't win.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: SickSadWorld on March 03, 2011, 07:50:28 AM
V2B

Why doesn't Top Man have a proper bar to show the spin cooldown? I feel like his Top Spin misfires a lot to me but someone said it has some kind of cooldown.

EDIT: I looked at the code; is it really a cooldown or you just need momentum Z > 0? This means at the peak of a jump if momentum is 0 it won't fire? I suggest implementing this visually somehow.

Gemini clones don't inherit the right color corresponding to the team they are on.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Disco on March 03, 2011, 08:29:18 AM
I'm really bad at this mod.

Fun though!
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 03, 2011, 01:00:25 PM
Quote from: "CHAOS_FANTAZY"
I don't like what you did with Snakeman, though.  The Alt Fire was very useful--not only because it shot faster than normal, but also as a jump extension--and now said Alt Fire is not even there.  I, for one, would remove the climbing claws.

I still think you should have Protoman-Break as an alternate skin for the Protoman class.

Would it be possible to have the RM's energy bars recharge with energy capsules, or would that break some classes (Geminiman) ?  I know that you could tone down how mush it gives you/up the amount required, but still, just a general question.

I hate it when one of my posts slips by unnoticed because it's at the bottom of the page.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 03, 2011, 02:48:45 PM
Actually, Chaos, it is completely possible to make certain bars recharge. In fact, Napalm Man regains energy from WE capsules(Actually, I need to go change the M Tank...) AND he recharges. However, Gyro Man does not recharge(Plus, because of W Tanks, very long flights would be kinda cheap, wot wot.)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 03, 2011, 03:13:32 PM
I could do it but having Gemini clones, fire waves, electic nightmares etc. all over the place would be BAD.

Yes, I did use a ruby spears title

Also, Chaos, I'm not adding any more super jumps. I'll likely be removing Needle's, too. It's unoriginal and boring.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 03, 2011, 05:48:03 PM
Quote from: "Yellow Devil"
I could do it but having Gemini clones, fire waves, electic nightmares etc. all over the place would be BAD.

Yes, I did use a ruby spears title

Also, Chaos, I'm not adding any more super jumps. I'll likely be removing Needle's, too. It's unoriginal and boring.

good , superjumps is BORING then jou can play as snakeman he,s fun

(sp where are a high level but REAL high)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 03, 2011, 07:30:10 PM
Just like to post my thoughts on the current release.

Fireman: Good, fun, probably my favorite of them all. The Fire Wave seems to charge faster when firing the Fire Storm than it does at rest. I shouldn't complain, because I love it so much, but that seems a bit backwards, strategy-wise.

Iceman: Improved rate of fire is good and makes him usable, and a nightmare for Firemen, but I haven't seen anyone use his alt fire effectively yet. It seems like you can get up close and smack the little guy even when he's using it without repercussions.

Elecman: He really needed that rate of fire increase. Now he seems usable. Lightning still seems a bit risky for the payoff; you basically have to swoop in and steal someones kill, or you're at the mercy of whoever you're bum rushing. This makes him a worse Topman in that respect.

Gutsman: Scary, as he should be. I think he's pretty nice and well-rounded.

Cutman: Delicate and capable of getting good kills with precise aim, which is good. Hacking someones back off is also satisfying. No complaints.

Bombman: Terrifying. Super Hyper Giga Bomb is the stuff of nightmares, especially to slow classes, and his normals still seem to do a ton of splash damage. Seems to have quite an edge over Gutsman, besides just having his weakness.

Needleman: Great. Ammo bar was just what he needed to prevent him from having an all-out assault capabilities, and it still charges at a decent rate. Hopefully something can be figured out for his spring loaded head thing, because that would be fun and funny. Performs his current role very well.

Snakeman: Very nice. Shagg uses him to great effect on many maps. Supporting snakes from afar nipping at the shins trips up a lot of people, and his terrain climbing makes sure he can get to where he needs to position to fire. Well-suited to his role, and has enough fragility and reload to justify.

Magnetman: Very safe long range strike capabilities and very risky, but satisfying, close range. More than once I've caught Pink's Top Man in Magnet Pull and she was unable to anything but be torn apart, which is very nice. If you miss the timing, you're toast, however. Seems fair.

Topman: IE, the class Pink snickers evilly over. Great at backstabbing, and his speed sometimes works against him. A force to be reckoned with, to be sure, but his fragility does seem to balance him nicely. I've been able to stop a Pink-rampage with both of Fire Man's attacks, Needles, and even out-dancing her with Hard Man.

Hardman: Hilarious. Easily racks up kills versus a team over-reliant on the fragile classes, and its very satisfying to manage a stun-punch. In some situations, he is helpless, like to the Giga Bombs and Magnet Men, but ultimately his strengths make up for his shortcomings.

Sparkman: A bit underwhelming, but I can understand that, because he is a support role. Seems like you can quickly cancel a big spark into a small spark, but not the other way around, which is interesting but not overly helpful. Slow rate of fire means you have to work with someone else or be accurate to win, which is just fine.

Shadowman: Muramasa can be used to devastating effect, but you need to be really accurate with the Shadow Blades to do anything BUT that. His super-mobility is really nice, though.

Geminiman: Something still seems buggy about his clones, I dunno if they are still respawning or if there are just griefers dying to abuse them. Otherwise, being able to pepper the area with Gemini Laser is nice.

Protoman: Hard to deal with with his shield. Able to block things like the Fire Wave, which is good. Pretty scary, as a class, able to turn everyone's weapons on them and has a good defense.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 03, 2011, 07:37:11 PM
Thanks, you really hit the highs and lows of classes. I've been tinkering with Ice's altfire, and the Gemini clones do respawn unintentionally as this is a server variable I believe.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Myroc on March 03, 2011, 07:41:15 PM
Quote from: "Kittah4"
Geminiman: Something still seems buggy about his clones, I dunno if they are still respawning or if there are just griefers dying to abuse them. Otherwise, being able to pepper the area with Gemini Laser is nice.

I noticed this too. They are respawning. It's not something that was included into the gemini clones themselves, but it rather depends on the difficulty, as a high enough difficulty leads to monsters respawning.

I thought this was fixed in the beta right before V2A was released, but I guessed I was wrong.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 03, 2011, 08:35:28 PM
I PM'd mess about the nightmare clone issue

as with the bombs, I think I coined a new phrase
"its as painfull to watch as hardman running from a gigabomb"
also with the OP bombs, I had it at that damage cause originaly it was supposed to take a while to explode not explode the same time the normal bombs do.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 03, 2011, 08:42:52 PM
Rather than less damage I think I'll make the ammo recharge slower.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: SaviorSword on March 03, 2011, 09:52:58 PM
Here's just a few suggestions.

Iceman: His fire rate helps him out a lot (which he needed badly), but his alt fire is still awkward to use at best. The alt fire could cover from a mid range to the current range, so it will have a bigger hit range. The alt fire could should fire faster (and/or be less random) and use up ammo, instead of the normal fire.

Elecman: First I noticed that 1 Hard Knuckle can kill him, which does not make sense to me. Elecman is weak to the Rolling Cutter, which is a sharp object weapon not a blunt trauma weapon. I would be fine if ya made him weak to the Shadow Blade as well, since that is also a sharp object weapon as well. His Lightning Storm attack only hits targets on the same level as he is, and it will not hit anyone close by in midair. In nature, lightning would hit the highest up target. In short the alt fire would make more "sense" if it was a AoE attack instead of a ground based attack.

Sparkman: Again with the ground sparks. Grounding electricity is bad if you want to use it against someone, so why ground Sparkman's alt fire? While at that, why 6 sparks instead of 8 like in the NES game?

Shadowman: One thing is the the Shadow Blade could have 2 blades thrown instead of one in a Triple Blade fashion where they would alternate in angles. Muramasa is limited to 7 per life, which is fine. It's just an OCD thing for me, but why does it look like ya have enough ammo left in the ammo bar for another shot after ya threw 7 already? It should be an empty bar (28 bars / 7 shots = 4 bars per shot with 0 remainder). One thing I guess that causes this is that anyone who spawns will always fire a shot from their weapon that they last used.

All other Robot Masters: Why can't the robot masters use items like Rush, Tango, or E/M/W Tanks at all? Was this intentional? I don't see how those items are specifically made for Megaman only (though I could understand Rush and Tango). Also Robot Masters could regain weapon energy by picking up weapon capsules, but they should be nerfed/refitted on how much energy they can get for balance reasons. Like Geminiman could only get 1/4 of a bar from a small one and 1 whole bar from a big one. While Gutsman could get 4 bars form a small one and 8 bars froma a big one. Lastly the weakness could be tweaked more. If Magnetman is weak to the Spark Shock, then why not the Thunder Beam too? Same with Iceman, if he's weak to Thunder Beam, then why not Spark Shock? Sparkman can generate twice as much voltage as Elecman! Weaknesses shouldn't be extremely restrictive, but it should be as reasonable as it could be.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 03, 2011, 09:59:05 PM
I'm sincerely excited for the MM5 classes and to test them out and weigh their strengths and weaknesses. In no small part due to my favorite robot master being Gyro Man, I am curious to see if he can fulfill a solid role. Perhaps his flight and fragility will lend him to be a "fatal distraction"; while your enemies are trying to shoot you out of the sky, your allies can move in for the kill unimpeded. Trying to land a gyro attack from the air through sounds pretty hard.

I'm also curious about Star Man and Wave Man, since they're owners of some of the more infamous MM8BDM weapons. Not to mention one of the most trolling, Gravity Man. Will he be the go-to class for wrecking any melee-capable class?

From what I've heard on Napalm Man, that sounds interesting, reliant on weapon energy and a good tactical position, like a good artillery should be. Sounds like he will want to shoot into enclosed spaces but not actually get into them, or Crystal Man will wreck him with his Jezzball Madness.

Of course, a corner of my heart yearns for Charge Man's little Coal Meteo, complete with toot.

And of course, there's Stone Man. Will his altfire be becoming a pile of bricks, or that weird "power arm" move from the fighting games? Will he be a threat or just an annoying tank that's really hard to put down? TIME WILL TELL.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on March 03, 2011, 10:03:20 PM
Quote from: "SmashBroPlusB"
Why did you go "No Joe", bro? A buster-only class would be balanced and have lots of diversity! Joes have been in every game in the series anyways, you know it would be awesome.

I love how you ignored/distracted me by talking about sexy/manly Guts Punch. :p


On an unrelated note, this is how I see classes...

Topman/Quickman = Sprint
Skullman = Armor Lock
Geminiman = (pimped out) Hologram
Gyroman = Jetpack
Shadowman = Active Camo
iHaveNoFrickinIdeaMan = Evade
Plantman...? = Drop Shield (because of the healing)
Napalmman/Bombman = That one kid in the corner who spams grenades
Magnetman/Diveman/Rapeninja = SNIPER WOLF
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 03, 2011, 10:09:33 PM
(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 03, 2011, 10:15:57 PM
Speaking of Gravity Man...

What's up with you guys giving "INSERTROBOTMASTERNAMEHERE Buster" to classes that you can't come up with other attacks? I mean, it's basically making a Mega Man class minus all the cool weapons.

In short, THINK HARDER. :ugeek:
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 03, 2011, 10:29:02 PM
To be fair, Gravity Man, Skull Man, Bright Man, Flash Man...just off the top of my head, all of these used regular shot busters in their NES game, though with Flash Man I'm looking forward to a wild, shotgun style buster.

I'm guessing giving Gravity Man a normal buster as a "regular" attack is an acceptable trade for having freakin GRAVITY HOLD on tap, wait time or not.

Keep in mind his weakness is a primarily melee weapon, and his power generally throws people away from him. More than one Gravity Man on a team would be incredibly disruptive if they had some sort of powerful long ranged attack. Heck, I'm hoping his regular buster isn't that powerful.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 03, 2011, 10:48:33 PM
...Gravity Man is the only class so far to have a (blank) buster, unless you count Mega and Proto.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Chimera Man on March 03, 2011, 10:56:25 PM
By the way... Gravity Man's buster is slower than Megaman's and Skull Man's buster is at least twice as powerful as Megaman's.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 03, 2011, 10:59:41 PM
Quote from: "Chimera Man"
By the way... Gravity Man's buster is slower than Megaman's and Skull Man's buster is at least twice as powerful as Megaman's.

Sounds good to me. It's going to be hard enough to test out Gyro Man's capabilities with a bunch of people inevitably wanting to troll with Gravity Man (Pink makes THE most obnoxious noise when doing such...). Gravity Man users don't need another reason beside flinging people off of cliffs to be him x.x

And not giving Skull Man any offensive capability would also be bad, so that sounds good too.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Asd967 on March 04, 2011, 12:16:52 AM
YD, I see more and more Protomen on the game because he still uses items and get weapons. No one uses Megaman for that.
Protoman is chosen because he already starts with a shield and a charge buster, isn't there in any way somehow to balance this?
Megaman is only picked by people on random, more people using Protoman is making the idea of having playable RM's silly.

Protoman has many advantages pickupping the level's weapons because he can get one for each situation and stuff, not only that, there are many weapons on DM already, and many stages have weapons that let him fight 1 on 1.

By the way. RM's can still use items.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 04, 2011, 12:23:03 AM
I was just playing with it myself, and robot master can't use Items normally I think this is a mistake, but it isn't a glitch.

and originally megaman would start with Rcoil and Eddie,
and breakman (aka protoman) was weak against buster type weapons.

some cleaning up is still in order.

(YD megaman isn't affected by Magpull still)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 04, 2011, 02:01:22 AM
If too many people are using Break Man, I say make him take more damage from everything just like in MM9 (even if this technically isn't Proto Man)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Alucard on March 04, 2011, 02:40:00 AM
Quote from: "Mr. X"
If too many people are using Break Man, I say make him take more damage from everything just like in MM9 (even if this technically is a masked Proto Man)

Breakman is a masked Protoman *insert THANK YOU CAPTAIN OBVIOUS here* so technically, he should play as Protoman. His altfire should be a forced jump (slightly higher than standard?) that fires 2 shots while headed to the peak of the jump.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 04, 2011, 02:44:07 AM
Why are people talking about Breakman, Breakman is dead!

Protoman used to play similar to breakman, with resistance to everything except the megabuster.

now he is just megaman with a sheild,

Balance was there, now it is gone.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 04, 2011, 02:45:57 AM
Quote from: "Alucard"
Quote from: "Mr. X"
If too many people are using Break Man, I say make him take more damage from everything just like in MM9 (even if this technically is a masked Proto Man)

Breakman is a masked Protoman *insert THANK YOU CAPTAIN OBVIOUS here* so technically, he should play as Protoman. His altfire should be a forced jump (slightly higher than standard?) that fires 2 shots while headed to the peak of the jump.
YD wants to wipe out ALL jumping altfires from from the project cause there boring
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 04, 2011, 03:07:49 AM
I, for one, do not like the direction these expansions are taking.  They are striving away from things the Robot Masters are, y'know, ACTUALLY CAPABLE OF DOING CANONICALLY, for what--a boring, inapplicable attack that is naught but a worse way of doing what the original one could do.

But whatever--to change anything, I'd have to do it myself.  Too lazy right now.

A COUPLE MM10 THEORIES I GUESS:
(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 04, 2011, 03:18:33 AM
I liked Needle's Super Jump, it let me get to cool places....
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 04, 2011, 03:47:56 AM
Quote from: "CHAOS_FANTAZY"
I, for one, do not like the direction these expansions are taking.  They are striving away from things the Robot Masters are, y'know, ACTUALLY CAPABLE OF DOING CANONICALLY, for what--a boring, inapplicable attack that is naught but a worse way of doing what the original one could do.

To what, exactly, do you refer? As far as the released classes go:
Fire Man: His fiery wave is his critical in powered up.
Ice Man: His Icicle storm is a bit of a broad strokes imagining of his Powered up critical.
Elec Man: Again, a critical in powered up.
Bomb Man: Again again, a hueg bomb is a critical.
Guts Man: Guts Punch is a staple chip in most MMBN games.
Cut Man: Ok, got me here. Cut Man having a melee attack is appropriate, though.

Needle Man: He jumps nearly to the top of the screen in MM3, plus he has that needle head attack if his super jump does get replaced
Hard Man: He jumps and stuns you. Canonical.
Top Man: He throws tops. Canonical
Snake Man: A stretch, but it makes sense for Snake Man to be able to get a terrain advantage. It's part of what he was built for, after all.
Spark Man: Both of his attacks are from MM3.
Shadow Man: Muramasa is a chip in MMBN that Shadow Man has. It functions very similarly to here, though admittedly a melee attack.
Magnet Man: Both attacks are canonical, again.
Gemini: Again, canonical, though the clone monster would "canonically" only have a buster shot.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 04, 2011, 10:25:27 AM
Speaking of Guts Punch....

GUTSSSSS PUNNNNNNCH

Get it fixed, I want to punch Elec Man in the crotch and see him fly halfway across the stage! (Exaggeration, of course. Please don't make him fly THAT far.)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Ivory on March 04, 2011, 10:46:25 AM
Quote from: "CHAOS_FANTAZY"
I, for one, do not like the direction these expansions are taking.  They are striving away from things the Robot Masters are, y'know, ACTUALLY CAPABLE OF DOING CANONICALLY, for what--a boring, inapplicable attack that is naught but a worse way of doing what the original one could do.

Hey, if you want to go do this yourself. Go ahead. However I know for a fact, making them exactly how they did as robot masters doesn't always work. Sometimes you have to change things to make it... you know, FUN.

I originally had my crystal man exactly how he worked in MM5. Fires Crystal Eyes in 4 directions around him, fires a single crystal shard. It wasn't fun. So I made the single crystal shard capable of bouncing off the walls exactly 3 times. Turns out to be an absolute blast.

Keep that in mind. Sacrifices have to made for the sake of keeping things fun and balanced.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 04, 2011, 07:12:58 PM
Well, in Power Battle and Fighters Gutsman had the ability to charge at the enemy, toss a small boulder (after bringing it from above with a earthquake, breaking a big boulder that caused small boulders to spread around him or tossing a huge boulder. As a last resource, he could too cause an earthquake that only stunned Megaman/Protoman/Bass/Duo for long enough for him to throw a boulder.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 04, 2011, 10:05:36 PM
i want metalman :)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 04, 2011, 10:13:11 PM
You'll have to wait with everyone else.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 04, 2011, 10:35:00 PM
Word of warning : Metal Man is kinda boring.

He has no altfire, and he's really weak. Like, weaker than topman. Super offence, if you will.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Awbawlisk on March 05, 2011, 12:46:43 AM
Quote from: "Yellow Devil"
Word of warning : Metal Man is kinda boring.

He has no altfire, and he's really weak. Like, weaker than topman. Super offence, if you will.

How about this. How about (Darn double start) you make Metalman's alt fire shoot 3 igmetalblades and to make it non spammable it has to take a long time to recharge, Or he can just shoot 3 or 5 regular metal blades, OR He will be just boring ol Metalman   :(
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 05, 2011, 12:57:08 AM
Quote from: "Obelisk"
Quote from: "Yellow Devil"
Word of warning : Metal Man is kinda boring.

He has no altfire, and he's really weak. Like, weaker than topman. Super offence, if you will.

How about this. How about (Darn double start) you make Metalman's alt fire shoot 3 igmetalblades and to make it non spammable it has to take a long time to recharge, Or he can just shoot 3 or 5 regular metal blades, OR He will be just boring ol Metalman   :(
Better yet: i noticed Gutsman's alt is Gutsman.EXE's charged attack (GutsPunch, which is also a battlechip). Why not make Metalman's alt be a gear that moves along the ground like Snake search but bounces off walls?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 05, 2011, 01:44:24 AM
Hmm, considering metals movement pattern from megaman 2, he shouldn't be that fast on the ground, but an utter ninja as far as jumps go.

does anyone know how to set that up?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 05, 2011, 05:09:03 AM
Opnions no one cares of
(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: theanjo on March 05, 2011, 05:11:45 AM
Metal man always fires metal blades at you when you shoot. What about a Metal Blade mirror buster?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 05, 2011, 05:17:38 AM
Quote from: "theanjo"
Metal man always fires metal blades at you when you shoot. What about a Metal Blade mirror buster?
Doesn't work that way. As in... In the programming, he is made to AVOID buster shots by jumping, and to attack ONLY when he is off the ground. So he doesn't reflect the attack, he just evades and counters. Therefore, he should have a good mobility (Probably same as Shadowman).
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 05:22:52 AM
Here's my opinion on your opinion!
(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 05, 2011, 05:26:23 AM
Magnet Pull is basically Top Man repellent from my experience.  If they come at you with Top Spin on the mind, you use Magnet Pull and they're screwed.  I've gotten lots of kills with it.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 05, 2011, 05:33:45 AM
To note: yes, it is possible to have two "ammo bars". You just have to define ammo1, ammo2, remove the primary and/or alt uses same ammo, define coordinates for the second ammo bar, have the second ammo bar be called right "after" the first and presto! There you have, two different ammo bars.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 05, 2011, 06:42:17 AM
not sure if anyone would approve of this, but how about making one of shadowman's altfires a log summon, it summons a log with shadowman's outfit that works like a temporary sheild (can still be quickly destroyed though) I mean, he dose do that quite alot in games
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 08:55:40 AM
I could care less about your opinions :3

New startup screen, showing all the masters currently ingame!

(click to show/hide)

Since I've now figured out how to use extra sprites, if somebody could make...

Shadow and Proto sliding rotations
Bass dashing rotations (oh yes, he's goin' in)
Mega sliding rotations too
and finally, rotations for Needle Man's springhead.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Blaze Yeager on March 05, 2011, 05:07:39 PM
So,How will some of the MM2 Classes Work?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 05, 2011, 05:09:58 PM
The Megaman 2 classes will be made to play in a manner similar to how their 2D counterparts acted with modifications to fit a 3d enviorment and to ensure balance and fun.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Balrog on March 05, 2011, 05:10:27 PM
The thing is Skulltag's netcode doesn't handle extra frames at all well. It's why none of the skins in the main game have jumping frames.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 05:10:58 PM
I'll answer all your questions about MM2 as I have them ALLL planned out  ;)

Balrog: It's better then Megaman FIRING his way through the stage, isn't it?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 05, 2011, 05:19:19 PM
Hey, how is flashman gonna work?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 05:23:33 PM
He has a rapid fire buster, and he can freeze time. He'll be able to attack whilst time is frozen, but other Flash Men or time stopper robots (Bright, Centaur etc.) will be immune.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 05:24:42 PM
(http://i74.photobucket.com/albums/i248/Cowman_bucket/needlehead2.png)
Bleh. Arm's ugly.

Mega's slide soon.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 05:26:21 PM
Might need the actual needle head rotations too
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 05:26:46 PM
Figured you already had those, but whatever.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 05, 2011, 05:27:31 PM
Slow recharge I hope?

What about airman, Is he undefeatable?

and will it be Crash man or Clashman?

will The mecha Dragon be Playable?

we want answers to redundant questions!

srsly now, will Heat man have his charge attack and will it be a one shot kill?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 05:34:34 PM
yes
no
no
no
no
yes
no
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 05, 2011, 05:39:19 PM
So crashman will be no? :ugeek:

okay here is another serious question.
would you like some toast?

Who is the Tank in this set of masters?

Will you be updating the main page with such info soon?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 05:41:15 PM
yes please
woodman or (*spoilered*)
i forgot, i shall do so now
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 05:41:29 PM
(http://i74.photobucket.com/albums/i248/Cowman_bucket/needlepointy.png)
More later.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 05:52:41 PM
Loveleh.

Just a few changes then MM5 is ready to go!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 06:14:35 PM
(http://i74.photobucket.com/albums/i248/Cowman_bucket/megaslide.png)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 05, 2011, 06:16:59 PM
That front slide sprite looks...bleh.  His bottom foot needs to slide to the left quite a bit.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kapus on March 05, 2011, 06:27:29 PM
Back right looks a little..awkward.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Blaze Yeager on March 05, 2011, 06:35:08 PM
How will Air Man Work?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 05, 2011, 06:37:28 PM
I'm doing quite afew last minute edits to the charge mega buster. When will MM5 be released?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 06:38:46 PM
He fires the Air Shooter* and uses wind as his alt.

I'm with the other guys on the sliding.

I'll try and release MM5 tonight. That's just under 6 hours for me. No pressure.


*might change this to a single projectile as Air Shooter has barely any range
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 05, 2011, 06:39:44 PM
Ok, full stop.  I'm pretty sure Korby has complete control over when it should be released.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kapus on March 05, 2011, 06:40:48 PM
Sorry if this question has already been asked, but..

Megaman and Protoman both have classes. Will Bass and Roll also get classes?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 06:41:09 PM
Quote from: "Yellow Devil"
Well, release soonish?
I'll have to edit this tomorrow. Well, when you send me the semi-final version.


Quote from: "Korby"
Release sometime tomorrow.

PMs

Yes I'm doing Bass but roll is a bit... meh
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 05, 2011, 06:55:59 PM
I thought Korby was releasing it.  He should, I mean it is his project that we helped on.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 06:58:29 PM
It's going into V3 and that was one of the first things we discussed. Why would he release a project that is mostly mine? He can release MM5 alone if he so wishes. Why is everyone jumping to conclusions? I've already checked everything with Korby.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 05, 2011, 07:01:25 PM
Well, I don't want anything I did released until I hear from Korby about some of this stuff.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Ivory on March 05, 2011, 07:04:52 PM
Same, Crystal and Star are my classes, and they aren't being release until I hear from Korby.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 07:47:11 PM
Do as you wish, I still have a few things to touch up anyway
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 07:59:08 PM
Well, I can't get Megaman's slide to look decent, so someone else will have to do that.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 08:05:41 PM
Way to completely ignore the last page of arguments  ;)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 05, 2011, 08:22:24 PM
Hope this is of any help: (http://www.sprites-inc.co.uk/files/Classic/Soccer/Players/mmmmmsmegaman.gif)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 08:23:45 PM
Release delayed. Awww.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 05, 2011, 09:03:07 PM
Yay! more time for me to fix the sound syncing issue. Other than that the megaman 5 megabuster is finished
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 05, 2011, 09:08:46 PM
I forgot to ask, what exactly is wrong with the sync?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 05, 2011, 09:35:50 PM
Lol, I completely missed a page of arguments.

Anyway, the release will have to wait for a little while. There are a few things we need to sort out.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 05, 2011, 09:56:48 PM
Quote from: "Yellow Devil"
I forgot to ask, what exactly is wrong with the sync?
the startup charge sound is too short, it starts up, awkward silence, then continues charging. I used the one thats already in the pk3 (Wild coil charge) but I guess I'll have to make my own custom one (I already have all the sounds already)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 05, 2011, 11:07:48 PM
Quote from: "ice"
Quote from: "Yellow Devil"
I forgot to ask, what exactly is wrong with the sync?
the startup charge sound is too short, it starts up, awkward silence, then continues charging. I used the one thats already in the pk3 (Wild coil charge) but I guess I'll have to make my own custom one (I already have all the sounds already)
Try to check my Arrow Shot. Its charging sounds goes right and uses the same sounds
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 11:43:01 AM
Hi-YA!

(click to show/hide)

Many thankeths of the Korbster. Just waiting on ice's Megaman C and then V3 is a gogo!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kapus on March 06, 2011, 11:47:20 AM
Looks like a dual Proto Buster.


That doesn't stop it from being cool, though.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 06, 2011, 11:56:32 AM
Aww mayng, I can't wait for Needlemayng's altfire and all the mm5 bosses.  :D
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 06, 2011, 02:10:06 PM
Just as a question of curiosity, will there be any way to tell the range of Needlemang's melee attack in first person?

Don't really care if the answer is no, just anxious to test out the classes, really.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 02:13:00 PM
Well, truthfully no. I did add a little minature Needle Man (topright) so you know when you are actually firing it, but no, you can't tell the actual range. Same as guts and cut, really.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Blaze Yeager on March 06, 2011, 02:37:28 PM
I can't wait for the Needle Hammer
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 02:58:34 PM
Looks cool, YD.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 06, 2011, 03:05:20 PM
I suppose there's nothing I can really do about this project.  I just thought simple Robot Masters should've stayed simple, but whatever.  A game is a game is a game, and I get whatever Random decides to deal me.

MM10 THEORIES FOR EACH MASTER:
(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 03:11:20 PM
I really can't do MM10 until the official expansion
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 06, 2011, 04:15:28 PM
Quote from: "Yellow Devil"
I really can't do MM10 until the official expansion

I wouldn't have thought so; many of the needed weapons still haven't been made.  But, like I said in my very first post, I don't believe in wasted ideas.  Just thought I'd put in my two cents.

Also, I believe all the skins are done.  Might have to ask around for 'em, but still.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 08:36:32 PM
I always feel mighty silly releasing an update, because I always think I've forgotton something.

V3A Release!

[*]MM5 Classes added, from Korby's team!
[*]Megaman C added, from ice!
[*]Needleman's alt swapped for a headspring attack!
[*]Geminiman's alt swapped for a fast, but weak, buster! He now uses an item to summon his clone.
[*]Magnetman and Needleman's damage nerfed somewhat
[*]Bombman takes longer to regen his ammo
[*]GutsPunch! Enemies now fly away on a successful hit.
[*]A bunch of stuff I probably forgot.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 06, 2011, 08:41:34 PM
Hm, it's telling me the download link is invalid...
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 06, 2011, 08:41:46 PM
Before anybody says it, yes, Stone Man's stomp attack is really odd.  I'm still trying to work on getting it to hit all of the time when landing directly on somebody.  I copied the code from Sakugarne and tweaked a few things, but it still doesn't work 100%.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 08:44:21 PM
Mmyes, the download is invalid.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 08:44:31 PM
Quote from: "Kittah4"
Hm, it's telling me the download link is invalid...

It works for me, try a different browser and if that fails, I'll re-upload.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 08:48:42 PM
It's working now.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 08:48:58 PM
Re-uploaded, that's probably why.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 06, 2011, 08:49:47 PM
Ok, it's suddenly working now (or at least it appeared to, I'm getting it from Shagg because it errored again). Quick question before a server goes up where I can play it:

Why was Magnet Mang nerfed? Guy does his job well and has plenty of weaknesses and uncertainties surrounding him. He can't reliably duel one on one, he has limited ammo, he doesn't do all that much damage, about all he has going for him was distance hits and killing Top Man if you have really good timing.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 08:52:47 PM
Because it's hard to get away from him. All I did is move it from a 4hit to a 5hit kill.

Some classes can't get away from him and die if they even look at him since his magnets can hit you from round corners etc. so I was giving other classes a chance  ;)  if he's noticably worse now I'll buff him up again.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 09:10:38 PM
And now we wait for Messatsu's server to update so we can all fight to the DEATH.

*theme from Jeopardy*

Can't wait to here your opinions, Shagg/Kittah/Pink.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Gummywormz on March 06, 2011, 09:11:06 PM
Best.classes.EVEEEEEEEEEEEEEEEEEEEEER

One small thing though.

Needleman's head attack icon in the corner doesn't work properly. Once you use that attack, it shows up fine. However, it doesn't go away. It just stays there the entire time whether you are using the head attack or not.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 06, 2011, 09:19:51 PM
my oppinion on chargeman, his alt fire is VERY hard to aim, but its a 2 hit frag so I guess that counts, also, is he supposed to be that weak to charge kick? I droped one fighting a bot and he kept 3 hit fragging me with it (and keep in mind bots circle strafe with it making them impossable to hit)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 06, 2011, 09:22:45 PM
"The file link that you requested is not valid."

Already tried another server.  It's probably just stupid connection being stupid, but...
:/
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 06, 2011, 09:26:34 PM
just click refresh, that should fix it

Also, I tried to play through 1 player mode, chageman is very under powered. his mainfire is very easy to dodge, and his altfire has a low hit rate, maby give him a defensive buff or a attack power buff (not both at the same time though)

and for bombman, after I used giga bomb, I was screwed over as I could barely fire anymore, maby make the main bombs use less ammo?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 09:31:12 PM
Oh man, I meant for Bombman's normal bombs to use less ammo but I forgot! Oh well, to V3B with you.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: T-man on March 06, 2011, 09:39:07 PM
it says "The file link that you requested is not valid." i think it needs to be reuploaded.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 06, 2011, 09:46:35 PM
I've already downloaded V3a, but now that I check the link again, it doesn't work. Reloading doesn't help either.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 06, 2011, 09:46:55 PM
Quote from: "ice"
just click refresh, that should fix it

Didn't work.  Come to think of it, none of the links are working--it's either my derped connection, or a problem with the site.

This is why I use Mediafire...
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 09:47:16 PM
I think the main problem is that 4shared is AIDS with zips so I just reuploaded the .pk3 file instead.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 06, 2011, 09:50:52 PM
Quote from: "ice"
just click refresh, that should fix it
*IGNORED*

Anyway, I found another odd glitch. I gave a protoman bot protobuster to have a 1 on 1 duel with it (had to use za warudo to get it right) and for some reason his slide sprite followes him around (The phantom leeeeg, OoOoOoOoOo)

Also, I found out that cutmanmike made protobuster impossable to use by bots for a reason, they dont know how to release the shot untill you're out of range XD

Also, the protoman class's protobuster is missing the sheild
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 09:58:40 PM
Here's a sendspace link for y'all. (http://www.sendspace.com/file/h2s0ni)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 06, 2011, 09:59:42 PM
Thanks Korby, added to frontpage. Stupid 4Shared.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 06, 2011, 10:01:34 PM
Oh my.
Over at Gummy's server, we found you can sometimes pick up weapons of other RM's if you do some sort of attacking pattern thing. So far I've seen it with Chargemang and Gutsmang.
In general, the mm5 boss weps are broken.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 10:04:24 PM
Quote from: "Bikdark"
In general, the mm5 boss weps are broken.
In which way?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 06, 2011, 10:16:24 PM
Ok, thoughts so far. I've only tested them on a private server vs Shagg, mind you:

Mega Man C: Pretty good I guess, two hit kill with buster seems fair. However, the MM5 (and needle man) masters we were testing dropped their BOSS WEAPONS, so mega man could becames the boss. UH. Led to things like flying Gyromegaman and impaling from a distance needlemegaman

Gutsman: Guts Punch still seems the standard 3HKO. Didn't notice any pushback.

Needle Man: Stabstabstabstab SNIKT. You're dead. Brutal! Also, the Needle Man icon at the top right seems to stay out once you use it until you change to needles no matter what.

Gravity Man: Holy ow. His buster is both fast and nasty. Combined with throwing people into pits, this guy is is definitely not one to be trifled with. Four hit KO from buster? Ouch.

Star Man: Good concept here, unable to use shield unless it's fully charged. The slow moving shield projectile is interesting, sort of like fire mans alt but not.

Gyro Man: Four hit standard KO with a slower projectile than Gravity, also fragile and the only thing he has going for him is a tiny bit of aerial mobility. I would say underpowered; no one's gonna let you get four hits on them even if you get the drop on them with flight. It'd be funny if Gyros back had a hit box when he was flying.

Charge Man: Also underpowered. Seems like Star Man has a 1-Up on him everywhere. Crazy damage on that coal meteo, but we were actively trying to find what the heck the range on that is. It's like, exactly three steps away from someone, or something. Not worth a whole half a bar of health. He also seems pretty fragile. Is he taking more damage while charging? The screen flashes red instead of yellow every time I get hit as him.

Stone Man: Was able to get stomps in more often than not when I tried, and a 3 hit ko from the stones seems fair

Napalm Man: Hmmm. Seems intriguing. That missile shoots WAY high from his head, but it's pretty strong. Meanwhile his bombs do reliable damage.

Crystal Man: A bit plain, but functional.

Wave Man: His harpoon also seems a four hit KO, then he's got the ever useful water wave.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 10:20:22 PM
Lotsa four hit KOs. I guess there are some nerfs and buffs to be had.

Funny, Gyro was the MOST OP thing out there. Not really sure how to recover from that.

Now, in your opinion peoples, who do you think needs to change and FAST?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 06, 2011, 10:24:00 PM
I'm thinking that someone needs to fix that weapon picking up thing. There were flying gutsmen everywhere!
Also, remember when you used Geminiclone and there was one of those buster things in the ground? That's happening now with either Charge or Proto.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 06, 2011, 10:26:40 PM
In what way was Gyro Overpowered? Did he used to kill in three hits? I'm not sure what should be done for him, but...

As far as things that NEED to be fixed? Probably topping the list would be Bosses dropping their weapons somehow. We noticed this a lot: every time we died as a Robot Master, it seemed Mega Man C was able to become the boss. I also occasionally was getting 'power up, mega buster!" messages AS Mega Man C. I don't know why.

Charge Man needs something. His toot is wayy too expensive for the risk. I mean sure it COULD cause a one hit KO if you stopped dead three steps from someone and they weren't moving, but Top Spin can do that way better. I think, perhaps, he should get a defense boost, to differentiate him from Star Man, since star man is more offensive.

Needle Man is pretty dang strong now, in an instant he can be on you, shoot you about 4 times, impale you, and you can be dead. Scary. Maybe that coil should take some weapon energy, maybe half the bar?

Gravity Man is going to be frustrating, especially in packs. He's got a fast weapon that can put you away quickly, and can mix it with the ever lovely Gravity Hold for an even faster kill. Then a Mega Man C or Proto Man can scoop in and cause havoc. I wonder if he should even drop his weapon?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: T-man on March 06, 2011, 10:29:12 PM
would it be alright if i made a mediafire mirror for the download?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 06, 2011, 10:35:32 PM
Quote from: "Kittah4"
As far as things that NEED to be fixed? Probably topping the list would be Bosses dropping their weapons somehow. We noticed this a lot: every time we died as a Robot Master, it seemed Mega Man C was able to become the boss. I also occasionally was getting 'power up, mega buster!" messages AS Mega Man C. I don't know why.

Hmm, The robot Masters are supposed to drop their respective weapon on death, but If the server has always drop weapon the bosswep is also dropped.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 06, 2011, 10:43:05 PM
The idea behind Gravity Man's buster was that it was suppose to be harder to hit with since it has a slow rate of fire.  However, cutting the damage is an easy fix.

About Stone Man, are you saying it's bad that you were able to hit with the stomp so easily or were you saying it works fine?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 06, 2011, 10:55:05 PM
fix it so megaman and shadowman's slide can only be used on the ground, and try to see if you can fix protoman's phantom leg and invisasheild issue
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 06, 2011, 11:00:23 PM
OH SHI-
Nearly everyone at the classes server is Gravitymang >.<
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 06, 2011, 11:36:42 PM
Its not like i dont like i dont worth your work, but the new classes from MM5 you added, makes this Mode a bit unfunny for me.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 06, 2011, 11:41:12 PM
Don't blame YD for too many of these mistakes guys, it was my project.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 06, 2011, 11:43:49 PM
YARG get the Scapegoat
*rant Rant rant*

relax, remember every other release with an A in it's name? it is always broken and always quickly fixed.


 :lol:
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 06, 2011, 11:54:47 PM
Here is the problem with classes:  There's no way for us to know if they're broken until other people play them.  We basically just had to guess as to whether or not they'd be balanced, and the only way to do so was with bots.  As we all know, bots are not the best indicators for how players actually play.

The best thing you guys can do is tell exactly what is wrong.  Don't just say stupid crap like "it sucks" because it's going to keep sucking if you don't tell us what sucks.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Ivory on March 06, 2011, 11:58:53 PM
Also, direct complaints about Crystal and Star to me. I'm the one who made them and will be maintaining them.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 07, 2011, 12:04:50 AM
1. Problem is the Energy Bar of some Classes, included Elecman.
2. Gravitymans Gravity hold is a bad Idea i think, we just made MM6BLI and i saw the Gravity Victims falling into the Water. maybe that Gravityman Alt Fire can be replaced for something better? after all that Gravity Hold dont got Gravityman's Effect, it got Megaman's
3. Maybe a little Napalm/Elecman nerf? that Alt Abuse of Elecman is becoming a bit annoying last Time, Btw. i see endless Napalmmans, bombing the whole room o.o"
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 12:06:41 AM
Gravity Man has to have Gravity Hold.  He wouldn't be Gravity Man without it.  However, I'll probably either increase down time between blasts, reduce the radius of effect, or a combination of both.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 07, 2011, 12:08:32 AM
Quote from: "Mr. X"
Gravity Man has to have Gravity Hold.  He wouldn't be Gravity Man without it.  However, I'll probably either increase down time between blasts, reduce the radius of effect, or a combination of both.
you were too fast, i editet my post. D:
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 12:12:20 AM
Actually, Gravity Hold in MM5 flipped gravity for enemies for both Mega Man and Gravity Man.  Mega Man's just actually damaged people.  If you're saying make it more like that, it would be impossible not to mention even more broken if it were possible.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 07, 2011, 12:59:34 AM
Well i know it would be bugged, but Gravity isnt a well Weapon for Classes Mode. His normal Fire is fine i guess, but Altfire is a Pain in Pitfall Maps. well my idea would be a little Change of the Weapons effect. instead of getting troll'd away they could get damaged and fall on ground if they are in Air. (Like Hardmans Altfire) this would be a Traphole Skill for Gravityman, but its just an Idea, i dont thought of this would be better.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 01:02:08 AM
I'm sticking with the Gravity Hold, but I'm (greatly) decreasing the area of effect.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Gummywormz on March 07, 2011, 01:12:40 AM
New bug: you can drop the gemini clone item and any other player can use it. I think it will be easier to just use the old ammo bar but make it not recharge or something.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Ivory on March 07, 2011, 01:13:46 AM
Easy fix. Just need to put on the undroppable flag on it.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 07, 2011, 02:08:27 AM
Suggestion for Gravity Hold and Trollnado (Wind Storm): remove the "ThrustThingXY" or whatever it was. Keep only the ThrustThingZ. Why? Will be a decent Nerf.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 07, 2011, 02:15:07 AM
Revised thoughts after playing with actual people:

Needleman: Not as broken as I had first feared when shagg landed a delicious and punctuating four-needle then head attack kill on me. Seems to be hard to do in an actual server without being punished. Still, I think his head should use a chunk of his Weapon Energy (hereafter WE) bar. He also has that minor graphical interface glitch.

Bombman: His giant bomb doesn't even spawn half of the time, it seems. His WE refill rate makes him almost unusuable next to Napalm man.

Geminiman: I don't quite see the point of his gemini buster; the refire rate is only slightly better than the laser, but Im not going to judge it.

Gutsman: Guts punch does not seem to work as advertised. Just the normal 3HKO

Chargeman: Almost unusuable. Has an odd red damage aura instead of the normal yellow one, seems to take way too much damage from everything, and doesn't dish out enough in return to do anything useful but run around and get killed. Coal shot is a good idea but its almost impossible to land and leaves Charge defenseless, making him worse than Top Man. A massive defense boost might make him like a "fast tank", able to dash in and do some damage, disrupting your enemies, because as it is he rarely gets kills.

Gyroman: Currently the weakest fragile speedster class, even behind Elecman, and at least his projectile pierces. Gyroman paid dearly for that flight, and him being weak to Gravityman is the nail in his coffin. He can't fire from the air, either. His projectile doesn't canonically pierce, so that should be out...giving him a 3HKO might be good, or making his flight drop Gyros occasionally like it does in MM5 when he hides from you.

Star Man: Well done, I believe. Making him only able to use a shield at full WE is nice. The projectile shields hit box is a bit absurd though, it seems like you can be hit from it from way outside its reaches, and then suffer the full second or two its multi-hit nature traps you in.

Napalm Man: Everyone keeps clamoring overpowered, but I don't see that. It is true that two direct hits at range will wreck someone, but he has to take a few seconds of break between the shots, and it leaves him out of bombs. Using him as artillery fire is great fun. I tend to get the same amount of kills per match as I do with Fire Man, I think they're on an even plain, really. Fire Man can avenge himself with his fire wave, and Napalm Mans missiles can often do the same thing.

Crystal Man: Also pretty fair. I think perhaps his casting time on the quadruple crystal eye should be just a bit faster (like a half second?) with the same WE depletion, but other than that his damage, ability to trap a room, and stability seems pretty solid. Also he can eat Napalm Men, so if you're having trouble, well, he's your guy.

Gravity Man: Hoo boy. Overpowered on many levels. I already heard the "decrease range". Good start, I think. His gravity buster also seems very powerful. Four hit ko on an average joe means its as strong as the Gyro Attack and the projectile is much faster. To say nothing of his trolling abilities. I also feel he shouldn't drop his weapon, and I tried to communicate this by getting killed as him and picking up his remains as Mega Man C and making everyone's life miserable with the faster, weaker, g-hold.

Stone Man: Pretty good. Tankish hits, making him hard to take down even from his weakness, 3HKOs on an awkward weapon, and an awkward yet rewarding crush attack. Stepping on trains, YEAH. Don't think he needs much work.

Wave Man: Again, his harpoons are cautioned against as a "last resort weapon", but they are a 4HKO and seem to pierce (not sure though). That makes them better than many other weapons. His wave consumption rate seems good.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 02:17:40 AM
I also said I was nerfing the Gravity Buster.  Overall, I'm nerfing everything he has.  Quite frankly, I knew he was going to be broken as Hell, but the only way I could tell how was for other people to get their hands on him.

On the other hand, it's good to know I at least got Stone Man right.  Thanks for the constructive feedback.

EDIT:  Gravity Buster does half damage and Gravity Hold's range has been greatly reduced (and by greatly, I mean the code went from A_Explode with range 2000 down to 300).  Also, takes slightly longer to recharge Gravity Hold.

As for the dropping thing, I'm not in charge of that part, but it sounds like a good idea.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 07, 2011, 02:36:48 AM
Yikes, that sounds a bit harsh. Well, we'll see what comes of it. With the G-Buster's speed , it might at least occasionally finish someone off, but 8 hits is a lot. With such a short range on the G-Hold now, its damage and reload time COULD be justified.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Bikdark on March 07, 2011, 02:41:25 AM
That is a bit harsh. A slight damage and ammo refill nerf would be ok, but that much of an AoE nerf? Wowsers.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 02:45:50 AM
You'd be surprised how much range that still gives Gravity Hold.  I was still getting plenty of kills with the buster in Single Player.  I've sent it to the rest of the MM5 staff and I'll see what they say.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 07, 2011, 02:52:24 AM
Well, I got bored today and made these

(http://i573.photobucket.com/albums/ss180/iceblade10/ProtoDash.png)

Permition to make a protodash altfire?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 02:53:16 AM
Since when did Proto Man dash?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 07, 2011, 02:54:55 AM
mm7

http://www.sprites-inc.co.uk/files/Clas ... 7sheet.gif (http://www.sprites-inc.co.uk/files/Classic/Protoman/PM16/protomanmm7sheet.gif)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 07, 2011, 03:20:57 AM
Protoman dashes in Power Battle & Fighters, but his shield in both are purely decorative.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 07, 2011, 03:47:58 AM
Quote from: "Kittah4"
Gyroman: Currently the weakest fragile speedster class, even behind Elecman, and at least his projectile pierces. Gyroman paid dearly for that flight, and him being weak to Gravityman is the nail in his coffin. He can't fire from the air, either. His projectile doesn't canonically pierce, so that should be out...giving him a 3HKO might be good, or making his flight drop Gyros occasionally like it does in MM5 when he hides from you.
I gave him his 3HKO back and doubled his flight-time. The reason he can't fire in air is because there was a bug that enabled infinite flight. Yeah, I don't get it either, but what are you gonna do?

Napalm Man: Everyone keeps clamoring overpowered, but I don't see that. It is true that two direct hits at range will wreck someone, but he has to take a few seconds of break between the shots, and it leaves him out of bombs. Using him as artillery fire is great fun. I tend to get the same amount of kills per match as I do with Fire Man, I think they're on an even plain, really. Fire Man can avenge himself with his fire wave, and Napalm Mans missiles can often do the same thing.
Yay, glad you like it!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 03:53:53 AM
Ok, I'm raising Gravity Buster up to 20 (or at least, I told Korby to).
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 07, 2011, 07:47:48 AM
I'm giving Tank Man more health

No, wait, Charge Man
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Lio on March 07, 2011, 08:25:18 AM
I'm not sure if it was mentioned before but some classes, like Napalm Man, don't have an ammo bar on horizontal resolution. Was this intended?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Ivory on March 07, 2011, 08:34:05 AM
No, it wasn't I had all the bars set up, but Yellow Devil decided to change all the naming conventions and that screwed some things up.

I still have my version I sent out that used my naming conventions, and all the bars were working fine.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 07, 2011, 03:42:31 PM
Quote from: "ice"
Well, I got bored today and made these

(http://i573.photobucket.com/albums/ss180/iceblade10/ProtoDash.png)

Permition to make a protodash altfire?

Nope, Protoman slides.

Quote from: "Ivory"
No, it wasn't I had all the bars set up, but Yellow Devil decided to change all the naming conventions and that screwed some things up.

I still have my version I sent out that used my naming conventions, and all the bars were working fine.

Fixed ;)

Quote from: "Yellow Devil"
Since I've now figured out how to use extra sprites, if somebody could make...

Shadow and Proto sliding rotations
Bass dashing rotations (oh yes, he's goin' in)
Mega sliding rotations too
and finally, rotations for Needle Man's springhead.

In addition to these, Jet Megaman flying, Heat Man dashing, and Bubble Man swimming. :)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CutmanMike on March 07, 2011, 03:51:10 PM
Wouldn't this be more suited in the projects forum? It seems to be turning into quite a big deal!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 07, 2011, 03:53:11 PM
Alrighty then! Originally it was just actors but yeah, now we've got sprites and stuff going for us so move it if you see fit
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 07, 2011, 05:31:51 PM
Bug Found:
If Cutmans Energy Bar is empty and you shoot, Rollingcutterwep Buster show up with any shot. thats no advantage anyway, but a Mistake of the Graphic
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 07, 2011, 06:11:55 PM
Bug found.

If you release Fire after charging ur buster as Mega Man C, then start holding Fire again to (hopefully) charge another shot, Mega Man will NOT shoot. You have to not press Fire for, like, a whole second before he decides to fire the charged shot.

Please fix this! And make Charge Buster hurt more or nerf Proto Buster to justify why Mega doesn't get a shield!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 07, 2011, 06:58:46 PM
Ive never experienced that ussue before, as for the charge shots damage, the charged shot has about the same damage as protobuster but a bigger projectile, and its staying at 2 hit frag to keep from becoming OP
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Alucard on March 07, 2011, 07:02:55 PM
How about...Mega Buster C doesn't do just half damage, but it doesn't kill. Maybe about 1/6 health is left. That way Health Camping would be less frequent. (I know people who would do that.)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 07, 2011, 07:08:43 PM
I haven't done spriting in months

(http://i270.photobucket.com/albums/jj107/MaxPower7137/Jetations.png)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 07, 2011, 07:11:03 PM
Quote from: "Alucard"
How about...Mega Buster C doesn't do just half damage, but it doesn't kill. Maybe about 1/6 health is left. That way Health Camping would be less frequent. (I know people who would do that.)
its staying the way it is, its perfectly balanced, adding any buffs will make it over powered.

keep in mind normal buster shots kill in 10 hits, and half charge dosent take very long at all to charge
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Alucard on March 07, 2011, 07:51:22 PM
Well, I'm just saying make it stronger than the Proto Buster. Because MMC vs. Protoman would be like:

Megaman: *charges*

Protoman: *charges and moves shield into position*

Megaman: *fires*

Protoman: *blocks and shoots Megaman*

*repeat process*

Megaman: *fragged*

Perhaps make it so at least the charged Mega Buster goes past Protoman's shield? or perhaps do a bit more damage?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 07, 2011, 07:53:12 PM
Lol, aim round the shield.

(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 07, 2011, 07:57:51 PM
Btw, could you ever figure out the altfire needleman bug? You do alt fire, he dose normal fire pose, fire it again, he then goes in to alt pose, then do normal fire he's in alt pose untill you fire again. Ive been trying to figure it out but for he life of me I cant find any solution
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 07, 2011, 08:13:54 PM
Quote from: "Yellow Devil"
Lol, aim round the shield.

(click to show/hide)
Gyro Man? What's that? I only know Jet Megaman!

With the addition of Megaman C, he is once again the exact same as Protoman without the shield.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 07, 2011, 08:25:14 PM
I'll forgive you for thinking "flight? what a steal!" but he's actually pretty different to Gyro
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 07, 2011, 09:19:15 PM
Quote from: "Korby"
With the addition of Megaman C, he is once again the exact same as Protoman without the shield.
arent they based off the same blueprints though? They basicly play the same in every megaman game you can play as him, besides, its basicly a popularity thing, if people like protoman, they'll pick protoman. they like megaman, choose megaman.

(although I still say protoman should sheilddash instead of slide thogh)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 07, 2011, 09:46:20 PM
Alright, YD, I trust your judgement.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 07, 2011, 10:41:27 PM
Something kinda minor I noticed--odd how nobody's mentioned it yet--but Chargeman's screen color for getting hurt is red, instead of everyone else's yellow.
Also...I give up.  What is the purpose of Chargeman, Main Fire and Alt Fire alike?  Nobody's dumb enough to get near him, although I don't see why:  his attacks aren't that great, either.  Overall, he's as nerfed as Snakeman.

On a completely unrelated note, Napalmman's sprites don't look that great.  I'd put some shading on those missiles.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 07, 2011, 10:44:58 PM
Quote from: "Kittah4"
The screen flashes red instead of yellow every time I get hit as him.


Yes, very odd that nobody mentioned it.

Joking aside, I must take blame for Charge Man.  The originally one had a very very powerful primary fire.  I absolutely breezed through chapter 1 of Single Player with scores about 25 to 3:  Something I couldn't do with any other class.  I asked Yellow Devil to nerf it (and buff the alt fire, which believe it or not was even harder to hit with) to try to balance the two.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 07, 2011, 10:47:16 PM
Chargeman's hurtscreen is red because of YD. I told him that'd cause people to freak out, but nooooo.

I plan on putting a shine on the grenades(in his hands) eventually.

However, if you mean the actual missile out of the head, that's how it looked in game.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Chimera Man on March 07, 2011, 11:14:47 PM
To be honest, I've made that Napalm HUD, but someone tampered with the sprites.  :?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 07, 2011, 11:35:25 PM
Quote from: "Mr. X"
Yes, very odd that nobody mentioned it.

WHOOSH!  Passed right over my head.  I thought that I was all caught up with this thread, but activity here is more booming than Bomb-Man's pinch attack.

Quote from: "Korby"
Chargeman's hurtscreen is red because of YD. I told him that'd cause people to freak out, but nooooo.

At least you have an excuse.
(Is it just me, or do you guys make these mistakes on purpose so you can make a Version X-2?)

Quote from: "Mr. X"
[...] I must take blame for Charge Man.  The originally one had a very very powerful primary fire.  I absolutely breezed through chapter 1 of Single Player with scores about 25 to 3:  Something I couldn't do with any other class.  I asked Yellow Devil to nerf it (and buff the alt fire, which believe it or not was even harder to hit with) to try to balance the two.

Well, as aforementioned, they're both really hard to hit with, and the Alt Fire munches ammo.  A lot.  This is coming from someone who's never hit anyone with it, but from my perspective, Chargeman could use an ammo buff.  Maybe have main fire accelerate a bit faster, too.

Quote from: "Korby"
I plan on putting a shine on the grenades(in his hands) eventually.

Yep, that's what I meant.  Hope ya get around to it soon.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Chimera Man on March 07, 2011, 11:43:28 PM
Quote from: "CHAOS_FANTAZY"
Quote from: "Korby"
I plan on putting a shine on the grenades(in his hands) eventually.

Yep, that's what I meant.  Hope ya get around to it soon.

To be honest, I've made that Napalm HUD, but someone tampered with the sprites. :? (2)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 07, 2011, 11:49:32 PM
Quote from: "Chimera Man"
To be honest, I've made that Napalm HUD, but someone tampered with the sprites. :? (2)

I do believe that I had indirectly said that I wasn't referring to the HUD.  The HUD looks fine--the inconsistency is that there's a shine on the missile on the HUD, but not on his field sprites.

(If this was how they were tampered, it looks better that way. =P)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: MagnetMan497 on March 08, 2011, 12:16:06 AM
Quote from: "Yellow Devil"
I haven't done spriting in months

(http://i270.photobucket.com/albums/jj107/MaxPower7137/Jetations.png)
There is a skin of that, if you need.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Alucard on March 08, 2011, 01:15:20 AM
There is a Jet Megaman skin, but it doesn't fly.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 08, 2011, 01:20:23 AM
...He already knew that. Those are just for his altfire when he flies
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 08, 2011, 03:30:13 AM
The tampering I did on the HUD was making it blue and shortening the shine a little.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 08, 2011, 07:42:28 AM
I like Chargeman's hitscreen red  :|
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 08, 2011, 10:34:11 AM
FIX CHARGEMAN, FOR GRAND JUSTICE FOR ALL TRAINS!
Chargeman is uberlow, how about more 1 Hit K.O for Dashing or Altfire fix. Altfire hits as good as never, to be serious, it never hit when i use chargeman. that just worked at Met Daddy xD
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Duora Super Gyro on March 08, 2011, 11:40:00 AM
when are you going to do MM4.
My freind wants to see a skullman class
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 08, 2011, 12:40:53 PM
Charge Man should suck less. Make his altfire blow steam behind him or something, just so he has a projectile.

Gyro Man's flying is... iffy. At first, I thought it was like Halo flying and not Doom flying, so I tried to fly, only to hover about two inches off the ground for the whole time. Then I realized that you have to look up to fly up...

Make Mega Man J's flying like Jetpack! As in, flight should automatically make you rise upward. You should also be able to "chain" flight boosts together; basically, if I release Alt-Fire and drop down a bit, then press Alt-Fire again before hitting the ground, I should be able to boost some more.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 08, 2011, 03:42:41 PM
Quote from: "SmashBroPlusB"
Make Mega Man J's flying like Jetpack! As in, flight should automatically make you rise upward. You should also be able to "chain" flight boosts together; basically, if I release Alt-Fire and drop down a bit, then press Alt-Fire again before hitting the ground, I should be able to boost some more.

Already done, just like MM6.

I'll upload a pic of charge's new altfire soon now

(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 08, 2011, 05:40:01 PM
Quote from: "Duora Super Gyro"
when are you going to do MM4.
My freind wants to see a skullman class
Me and my team are doing Megaman 4.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 08, 2011, 05:46:27 PM
I forgot to ask, who is doing what on MM4? I know Ivory is doing Ring and I think Drill and I'm doing Dust and Skull.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ~Sheena~ on March 08, 2011, 06:12:48 PM
What about MM2? I need Metalman in Action :)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 08, 2011, 06:15:37 PM
Aside from sprites, Metal, Heat and Bubble are done, and Flash is in production.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 08, 2011, 07:45:36 PM
plz give metalman by pm i WANT IT plz
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Ivory on March 08, 2011, 08:03:09 PM
You can wait like everyone else. People who ask typically don't get what they want.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 08, 2011, 08:06:48 PM
All in favor of arranging a special Metal Man release for everybody but Sipfried say "aye".
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Myroc on March 08, 2011, 08:08:14 PM
Aye.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kapus on March 08, 2011, 08:08:28 PM
I just want Metal Man to die instantly from metal blades.

That is all.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 08, 2011, 08:24:17 PM
ok ok i going to wait (aye)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 08, 2011, 08:29:05 PM
alot of people said this already and I'll say it again. PLEASE take the ripper flag off of waveman's harpoons.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kittah4 on March 08, 2011, 08:57:34 PM
Yeah, Waveman's harpoons...might as well be his primary weapon. Something like a 4HKO that pierces? Isn't that about as good as Ice Mang?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 08, 2011, 09:25:02 PM
Quote from: "Kapus"
I just want Metal Man to die instantly from metal blades.

That is all.

Done

Quote from: "ice"
alot of people said this already and I'll say it again. PLEASE take the ripper flag off of waveman's harpoons.

Unintentionally found it in there, I didn't mean to put it in. Fixed. Should be a 5 hit without ripping now.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 09, 2011, 05:04:32 AM
not sure if this would matter but, maby we should take weight into account for some RM's like stoneman and hardman, they are very heavy and wouldent get much knockback or would be able to be thrown that far, and very light robots like quickman and topman, they should probably have higher knockback and be able to be thrown further (just an idea, I'm not saying put the ideas in there)

Also, the protobuster boss wep seems to clash with the other one causing the sheild to vanash on the normal one as well and and the normal one to have the phantom leg even when it dosent have the altfire

YD didn't I hear somewhere that youre doing bass?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 07:46:21 AM
Probably going to remove the bass and proto upgrades because their owners are in the game anyways.

You did, but I still need dashing sprites
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. Sean Nelson on March 09, 2011, 08:30:13 AM
Quote from: "Mr. X"
Gravity Man has to have Gravity Hold.  He wouldn't be Gravity Man without it.  However, I'll probably either increase down time between blasts, reduce the radius of effect, or a combination of both.

It seems the only way around this would be to get rid of Gravity Man.
After all, would it be a big loss?
There would be one less RM accounted for, but Gravity Hold will suck no matter how you do it.
I would even stake the opinion that MM8BDM would be a much better game if it didn't have gravity hold at all.
Not only is it notorious for bad sportsmanship, it also sucks all of the fun right out of the room.

It's your call in the end, but I think that your class system will really suffer from this.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CutmanMike on March 09, 2011, 09:10:06 AM
You could alter the way gravity hold works. Just cause it throws everyone around in MM8BDM doesn't mean that's the official way it should work!

How about an attack where if it hits, it alters the gravity of the receiver?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Duora Super Gyro on March 09, 2011, 11:07:34 AM
Gravity hold sends the fun flying away just like it does other players.
And the name doesent halp either (Hold. it doesent hold anything. It throws everything)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Myroc on March 09, 2011, 01:25:16 PM
How about that being hit by Gravity Hold increases the target's gravity to the point where you can barely jump at all?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kapus on March 09, 2011, 01:27:32 PM
Quote from: "Myroc"
How about that being hit by Gravity Hold increases the target's gravity to the point where you can barely jump at all?
I really like this idea.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 09, 2011, 01:52:02 PM
Quote from: "Kapus"
Quote from: "Myroc"
How about that being hit by Gravity Hold increases the target's gravity to the point where you can barely jump at all?
I really like this idea.
I second that idea.

I'm thinking that the Gravity Buster should do less damage and fire sliiiiightly faster (similar to mashing Fire with the Proto Buster). However, getting hit by a buster shot makes the target jump a bit, like a weakened Wind Storm.

Oh, since G-Hold makes people heavy, it should hurt. A LOT. I mean, being crushed down by gravity doesn't make you feel good, now does it?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CutmanMike on March 09, 2011, 01:56:06 PM
Originally I was going to have it calculate how far from the floor the opponent was and do damage based on that when they hit the floor, but it didn't seem to be worth the hassle. You'd also get a lot of cheap "in the wrong place at the wrong time" kills.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 09, 2011, 02:25:34 PM
nice making mm5 is nice game
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 09, 2011, 02:43:45 PM
Thank you, siprfired, we worked hard on it.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 09, 2011, 02:55:52 PM
gyroman is really good 2 hit ko and flying WHEEEEE
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 03:14:30 PM
Okay, I could do that but it's up to Mr. X to decide! Maybe you could alter gravity for them so they are stuck to the ceiling or something? Sounds like fun!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 09, 2011, 03:33:47 PM
Quote from: "CutmanMike"
Originally I was going to have it calculate how far from the floor the opponent was and do damage based on that when they hit the floor, but it didn't seem to be worth the hassle. You'd also get a lot of cheap "in the wrong place at the wrong time" kills.

Gravity Man would instantly become the best Gyro Man counter EVAR.

This needs tot happen
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 05:46:18 PM
Great, it would do damage to Gyro Man. What about everybody else? Most robot masters walk on the ground so it really would do much to them.

The second problem is I don't even know where to begin with how to code this. Third problem is Gravity Man could still just camp on stages with Holes and keep forcing people to fall into them.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Chimera Man on March 09, 2011, 05:55:10 PM
Actually, when you think about it...
Gravity Man is not good with fragging. Seriously. Needle Man rapes him (harder than 80% of the other Robot Masters).

If he needs to be nerfed, swap his weapon recharge with Bomb Man's or something similar. If Bomb Man becomes too powerful, nerf him with damage or rate of fire, rather than weapon recharge.

Simply like that.  ;)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 09, 2011, 05:59:18 PM
Well, IMO, Gravity Hold and Trollnado (Wind Storm) shouldn't throw the person in a random direction. They should just send them UP instead. the pain states for both have the "ThrustThingXY" or something, right? Remove that and keep the "ThrustThingZ"
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: sipfried on March 09, 2011, 06:09:41 PM
Quote from: "Yellow Devil"
Okay, I could do that but it's up to Mr. X to decide! Maybe you could alter gravity for them so they are stuck to the ceiling or something? Sounds like fun!
good thing yellow devil
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 06:52:26 PM
What good does throwing people up do? It doesn't throw them into a pit, and would make it easier to "juggle" the player by standing under them and holding fire. The point of both items is to throw people around, hopefully into pits.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 08:12:05 PM
Okay, with Air finished all we need for MM2 is Quick (possibly in production by ice), Wood, Crash (ark) and Flash (me).

Plus sprites, which are now handily listed on the front page.

X, you're going to have to do something to Gravity to make him less of a troll and more of a serious combat choice.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 08:19:00 PM
I'm not stupid, I know he needs fixing.  I'm saying the problems with the solution presented.  I'll work on it, but I'm not just going to blindly shoot random crap at the screen and hope it works.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Atayin on March 09, 2011, 09:05:56 PM
Great work guys (to everyone involved). I hope this post doesn't come off as pretentious seeing as how I NEVER post on the forums... but I play all the time and wanted to drop in to contribute some positive energy. I've been having a lot of fun with MM8BDM and really like the classes.  :)

Also, I sympathize with X right now. Seems tough to come up with the perfect way to balance the big G-Man. I really like his primary fire, though (seriously). It seems fast and accurate.

So, I was thinking... The only thing that makes him so frustrating to fight is how he interrupts what you're doing with no real skill needed on behalf of his user. So, maybe his gravity-based move could exploit his OWN movement giving him the advantage of unpredictable mobility and an accurate primary fire to hit other players... as opposed to a weapon that throws others around.

Anyways, that's just a thought. Not sure if it's a practical solution or not.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 09:08:48 PM
Wait, giving him the advantage...

OH MY GOD

I just remembered something!  When originally testing the parameters for Gravity Hold, I remember finding a way to make it so it only effected the area in front of him as opposed to all around him.  That way, he could control where he was shooting it!  Perhaps this could be a better solution?

PS - welcome to the site and thank you for your most awesome first post
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Kapus on March 09, 2011, 09:27:16 PM
If that could work, it'd be great.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 09:30:05 PM
I don't like the idea personally, G. Hold has and always will be an AOE. I think we should edit the hit on the G. Hold, not it's actual mechanics. I still think the high/low/negative gravity idea would be cool.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 09:33:34 PM
Ok.  Explain how to do it because I don't have a clue.  I mean, it sounds nice but I just don't know how to do it.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 09:35:57 PM
Pain.Gravity2
PLAY A 0 A_GiveInventory("LowGravity/HighGravity/NegativeGravity",1)

Well, your choice on high/low/negative or random between the two. Low and High are already defined but Negative will have to be made by you.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 09:37:10 PM
I knew that, but how would you get them to get rid of it?  That would make them have that status permanently, wouldn't it?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 09:39:31 PM
Countdown on inventory? Granted you'd have to make a replace or such.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 09, 2011, 09:43:19 PM
Actually, if it's ok with Korby, I'll let you do it and send it to me if you want.  Weapon making is not my forte.  That Stone Stomp was a pain in the butt to do (although not quite as big of a pain as I was expecting) and the only other weapon I've "made" was the Snowballs in the snowball mod that I rushed to get done on time.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 10:04:04 PM
I like this idea of me being the super cool alpha coder.

(click to show/hide)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 09, 2011, 10:05:57 PM
Sounds fine to me.

How will Wily work?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 09, 2011, 10:07:25 PM
He's an alien!

Okay well his normal form is kinda weak and fast, with a semi-powerful buster, and Alien can fly but his buster is really weak
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 09, 2011, 11:11:21 PM
I just wanted to get in on the whole gravity man discussion before it died.

anyway, since gravity hold works by special pain effect. an effect that is decided by the individual classes, why not adjust the distance thrown in particular classes (namely starman) so that each type react differently. Most could get thrown around, some can be smacked down others won't even react.

and unless your playing on a stage like gyroman's or windman's where pit's are everywhere, Gravity hold isn't even that dangerous. on heatman's stage where I first discovered gravity hold abuse all one had to do was run around the outer section, fling people into the lava, and camp until it recharged. It was actually kinda fun. but eventually people got smart and hid in the center portion where gravity hold was a double edged sword, on one hand it could fling them into the lava, on the other it could fling them to the normally hard to reach weapons. add in the fact that when gravity dies his weapon WILL be picked up, you get a weapon that is more like a mace with a bladed handle then a double edged sword.

my general thought is nerf the radius, And maybe make it fling gravityman just straight up too.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CopShowGuy on March 10, 2011, 12:04:12 AM
Well, seems I've been missing out.  I didn't even know about this project until today.  Gave it a try and I think it's a blast.  Sure, there are some balance issues and I think a few buster sprites could use some fine tuning.  But it's pretty solid fun.  Good work, everyone.  I anticipate the other MM games.

Question though:  There's primary fire, secondary fire, and alt fire.  Is secondary "use item"?  I have primary fire set to M1 and alt fire set to M2...
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: FCx on March 10, 2011, 12:53:22 AM
I got a error when I try to play the demo.
(click to show/hide)
I only recieved this message in this case. When I load the files with the launcher, the game works normally...

OOhh.  Great Job with MM5 classes :)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: arkman on March 10, 2011, 01:17:25 AM
Just as a general announcement That error occurs because skulltag doesn't like the first spawn sprite of a class for some inscrutable reason. To fix it, Dig into the code and replace the first spawn frame with PLAY or TNT1
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Korby on March 10, 2011, 03:18:38 AM
Quote from: "CopShowGuy"
Well, seems I've been missing out.  I didn't even know about this project until today.  Gave it a try and I think it's a blast.  Sure, there are some balance issues and I think a few buster sprites could use some fine tuning.  But it's pretty solid fun.  Good work, everyone.  I anticipate the other MM games.

Question though:  There's primary fire, secondary fire, and alt fire.  Is secondary "use item"?  I have primary fire set to M1 and alt fire set to M2...
Secondary Fire is a secondary weapon. The only one in existance, as far as I know, is Shadow Man's Muramasa.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: CHAOS_FANTAZY on March 10, 2011, 12:36:10 PM
Oh, yeah, something I forgot to rant about.

I don't like Gemini-Man's new cloning ability.  For one, it has a one-time use- significantly decreasing its power, and it cannot move or shoot.  If it has to be harmless, at least have it recharge and run forward, like Halo's Phantom ability--
*Shot for mentioning Halo*
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: tsukiyomaru0 on March 10, 2011, 03:01:57 PM
The new GeminiClone system apparently gets affected by the monster respawn again. I joined a possession server and found myself seeing three "teleporting" GeminiClones and only one Geminimang. Is the "NORESPAWN" fag there yet? I'm gonna check.

And, yes, the flag overrides the difficult settings and respawning settings, thus preventing it from respawning wildly.

EDIT: .... *FACEPALM!* You forgot to add the flag to prevent respawn?!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 10, 2011, 03:10:15 PM
Quote from: "CHAOS_FANTAZY"
Oh, yeah, something I forgot to rant about.

I don't like Gemini-Man's new cloning ability.  For one, it has a one-time use- significantly decreasing its power, and it cannot move or shoot.  If it has to be harmless, at least have it recharge and run forward, like Halo's Phantom ability--
*Shot for mentioning Halo*

They can move and shoot

Quote from: "tsukiyomaru0"
The new GeminiClone system apparently gets affected by the monster respawn again. I joined a possession server and found myself seeing three "teleporting" GeminiClones and only one Geminimang. Is the "NORESPAWN" fag there yet? I'm gonna check.

And, yes, the flag overrides the difficult settings and respawning settings, thus preventing it from respawning wildly.

EDIT: .... *FACEPALM!* You forgot to add the flag to prevent respawn?!

I put it in there for a while, but I was trying to make the Gemini clone be able to jump and fucked up the whole thing, so I copied the old coding which didn't have the flag. Bah. Fixed.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 10, 2011, 05:40:43 PM
Ive been screwing around with that code to make it jump for hours, I even looked at the dompan code but that didnt help at all
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Atayin on March 10, 2011, 05:59:40 PM
Is it possible to get fragged by a teammates' Gemini clone? I could have sworn that's what happened to me when I thought he was a teammate that had my back. It was one of those fail moments where I wanted to be upset but it was too funny to be mad.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 10, 2011, 06:03:39 PM
I think so. Not much I can do, however.

MEGAEDIT: With Wood and Crash done, all we need is Quick and Flash. I highly suggest you guys check out the front page, the faster I get the sprites I need in the sooner you'll get your MM2 update!
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Blaze Yeager on March 10, 2011, 10:51:03 PM
How does Crash Man Work?

Does he Jump High?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: ice on March 11, 2011, 12:30:06 AM
I'll try to have bass's dashing rotations done by tommorow (NO PROMISES), also, anyone done his first person sprites yet?

Also, permition to make a bass only treble item(s)?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 11, 2011, 07:43:56 AM
Bass needs no first person sprites, I can just use the bassbuster's. Go ahead with the other two, though, as long as you actually finish them soon. I know what you're like with delays  ;)
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Hallan Parva on March 11, 2011, 01:59:19 PM
Bass should extend his hand out when dashing, like in the games!

Make a HUD sprite of Bass extending his hand all badass-like.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 11, 2011, 03:10:26 PM
(click to show/hide)

His hand goes behind him. The extended one would be his buster in game, besides, do you really wanna delay release?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Mr. X on March 11, 2011, 04:00:39 PM
I have a question for you:  Are you ever going to update the topic title?
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on March 11, 2011, 04:06:19 PM
Oh. Oops.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Metallix on March 11, 2011, 04:14:07 PM
I can get to work on the Heat Man dashing rotations for ya, if no one's called it already. I'm too lazy to look back through the posts right now.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 11, 2011, 04:27:03 PM
That's fine, thanks.

3002th Post!

I hope Korby will overtake me soon
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 11, 2011, 07:18:01 PM
I'm almost done with bass's rotations, I just have to finish the side and side/back rotation, as for the treble items, I'm going to wait till V4B is released to submit them (so I'll have penty of time to work out the kinks) Is a huge perfectionist
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: sipfried on March 11, 2011, 09:17:16 PM
lol
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 11, 2011, 10:31:31 PM
Quote from: "sipfried"
3004

Sipfried. Don't make one word posts. Especially when it's not even clear what you mean. It took me a few seconds to clue in that you were referring to YD's post count.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 11, 2011, 11:49:29 PM
Here they are

(http://i573.photobucket.com/albums/ss180/iceblade10/BASSDASH.png)

any last minute critiques?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Alucard on March 11, 2011, 11:52:39 PM
The dash sprites are really good, ice. If there's any major imperfections, I don't see them.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CHAOS_FANTAZY on March 11, 2011, 11:58:37 PM
Quote from: "ice"
Here they are

(http://i573.photobucket.com/albums/ss180/iceblade10/BASSDASH.png)

any last minute critiques?
I think it looks more like a Sonic-esque running frame, at least in the front.  It looks like he's sticking his foot out as if running--instead of looking like the knee you wanted it to look like.
Also, back looks like he's hovering.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 12:04:13 AM
Quote from: "CHAOS_FANTAZY"
I think it looks more like a Sonic-esque running frame, at least in the front.  It looks like he's sticking his foot out as if running--instead of looking like the knee you wanted it to look like.
Also, back looks like he's hovering.
0_o wow, he must have some crazy joints then, if you look closer, you can see where his knee and lower leg separates. as for hovering, isnt he technicly hovering to begin with?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Alucard on March 12, 2011, 12:04:28 AM
He's supposed to be hovering, Chaos. His dash has him hovering. Zero and a few other select skins that I forgot the name of that use dash as a moving technique look like they are only hovering.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 12:08:14 AM
Btw, if bass's first person dash sprites are his hands to the side, I will officially dub it, the bass glomp attack
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Blaze Yeager on March 12, 2011, 12:57:32 AM
Can't wait for Bass
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Myroc on March 12, 2011, 09:58:30 AM
His hands in the front sprite look a little bit off, looks more like two thin white strips than hands. Otherwise, they look badass.

Edit: It would be shameful of me to doublepost, so I'll edit this in. Napalm Bomb flies way too fast and far in my opinion, atleast for it's ludicrously high damage and spamability. It's borderline impossible to escape a Napalm Man alive if he's following you. I always thought that his main fire was designed for close combat, and his alt would be more useful outside of that, but it reaches waaaay too far than it should. Either reduce it's speed to that of the vanilla Napalm Bomb or you could up the ammo consumption on the grenades.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 12, 2011, 03:25:28 PM
I'll decrease the speed a little. I probably will not increase the ammo cost, considering I'd prefer if you didn't have to empty your entire clip to kill someone, sans missiles.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Myroc on March 12, 2011, 04:22:16 PM
It's a two-hit kill a large portion of the time. Even if you doubled the ammo cost you'd still probably have ammo left after killing someone.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 12, 2011, 04:24:45 PM
Hrm. I'll lower the damage a little.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Alucard on March 12, 2011, 04:27:32 PM
Quote from: "ice"
Btw, if bass's first person dash sprites are his hands to the side, I will officially dub it, the bass glomp attack
Actually, I'd say call it the "Bass-Tackle" instead of the "Bass-Glomp" because you won't always use it behind someone.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 12, 2011, 04:34:42 PM
Glomp =/= From Behind

Glomp = Flying hug attack
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Alucard on March 12, 2011, 04:58:29 PM
Oh. Well I don't think Bass is going to be hugging his opponents either.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Kittah4 on March 12, 2011, 05:02:31 PM
Quote from: "Myroc"
It's a two-hit kill a large portion of the time. Even if you doubled the ammo cost you'd still probably have ammo left after killing someone.

I've only been ever two-hit killed by Napalm Bombs if I was a more squishy master. It's true Napalm Man is pretty great and has good coverage, but he's "just" great. He doesn't have speed, he doesn't have durability, all he has is his weapons.

There are a ton of masters who can potentially one shot any given player. Cut Man, Fire Man, Bomb Man (At least in 2B) Top Man, and Hard Man (if you're squishy) come to mind immediately.

From what I've seen, Napalm Man is a beast, yes, but not insurmountable. You get up close to him, and he has to try to lay his fast and bouncy bombs at his feet to shake you off, or spit his Napalm Missiles at the floor, which isn't easy, because he wasn't designed for it. If you run from him, sure, he's going to kill you.

Nerfing Napalm man will just put him with the list of mediocre robot masters that aren't used often, like Elec Man and Ice Man, which would be a shame.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 12, 2011, 05:08:09 PM
And at last I see the light (http://www.youtube.com/watch?v=Bw7ZjO-Nf5Q), and therefore, Napalm will not be nerfed.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 12, 2011, 05:13:56 PM
Is it me or Starman's Starcrash can easily OHKO? I read it uses A_Explode.

Funny thing, while I was asleep, I had dreams of openning the game file and making this same finding... Odd... O-o
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 05:16:46 PM
I find it anoying how star crash is darn near impossable to escape in small rooms, and the projectile is huge and alot bigger than the sprite, even gravityman cant jump over it (and he can jump pretty darn high)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Kittah4 on March 12, 2011, 05:23:04 PM
I agree that Star Man's projectile is pretty nonsense. I don't think the damage itself is overpowered per se, but the hit box is pretty enormous, that much is true. I've been hit, and killed off, by it, when I couldn't even see it, even in the third person shot right before my guy explodes.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 12, 2011, 05:24:07 PM
Tsuki. It cannot home in. It cannot "one hit kill" especially because it does rapid damage, not one big chunk. Live with it.

To Ice and Kittah, I think it has the same radius as Mega Man's star crash, but I'm unsure.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 05:31:38 PM
Quote from: "Korby"
Tsuki.
To Ice and Kittah, I think it has the same radius as Mega Man's star crash, but I'm unsure.
I tested it in 1 player mode on airman's stage, I aimed 3 feet off to the side from them. starman's still hits, megaman's only hits if the sprite hits
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Myroc on March 12, 2011, 05:34:03 PM
Quote from: "Kittah4"
-snip-
If you're close to a Napalm Man, running or not, he's pretty much bound to kill you unless you are in a wide open field, and few robot masters can kill him before he kills you. High damage, plus spamability, plus difficulty to dodge (Yes it's hard to dodge it, damnit, if the direct hit doesn't get you the explosion most likely will, unless you're in a wide open field.) makes it a ton more powerful than most other masters.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Jc494 on March 12, 2011, 05:58:55 PM
Something very quick: Is MegamanC meant to use weapons that drop off Robot masters when they are killed? (Bikdark thinks I exploit when i do this.)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 06:01:30 PM
megaman c is nothing more than megaman with a charge buster, nothing more, he can use all the weapons lying around he wants (just not the boss weapons)

Edit: Star crash's projectile is surprisingly small and the damage radius is huge, you could shoot around corners easily and hit anyone trying to hide
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 12, 2011, 06:11:13 PM
Korby, did you open the file?

As for the "homing effect", it might be either because:
A) Since it does radius damage with A_Explode, it may be pushing the FX a little to another direction
B) Server desync due to major danmaku

I put my dibs on "B".

And the Starman's Star Crash is all wrong, as much as the one in MM8BDM's standard version. That's not how it is supposed to work. Instead of having an explosive object spawn, which results in varied damage levels, it could spawn an invisible object that survives for 1 tic and has fixed radius, height and damage, before ending its spawn state with a plain "stop". That way it is possible to make ripping projectiles that doesn't OHKO or cause too much damage.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 12, 2011, 06:27:10 PM
Unfortunatly it's up to the creators of the classes to balance them.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ~Sheena~ on March 12, 2011, 06:37:54 PM
Awwwwww, Starman Ftw. ^^
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 12, 2011, 06:43:50 PM
Uh. Tsuki. No. I love Star just the way I have him. It's a incredibly slow moving projectile that murders people if they happen to get to close to it.

Star Man has no other method of attack other then hugging and throwing the shield. He also has to wait for his shield to recharge before he can activate it again. He is completely defenseless in that time period. I think that justifies the Star Crash projectile being a slow moving destroying machine.

If you can't dodge a slow moving projectile then you aren't paying attention obviously.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 07:08:22 PM
Quote from: "Ivory"
If you can't dodge a slow moving projectile then you aren't paying attention obviously.
You sir, obviousely have never been a victom of its ludicrously huge radius (then again I rarely ever see you online at all), if you have, you'd know that even if you dodge you'll still be hit by its extra 3 ft radius (went far chasecam to see why I was hit so easily) maby atleast make its blast radius a foot from the sprite
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 12, 2011, 07:29:16 PM
Quote from: "Ivory"
Uh. Tsuki. No. I love Star just the way I have him. It's a incredibly slow moving projectile that murders people if they happen to get to close to it.

Star Man has no other method of attack other then hugging and throwing the shield. He also has to wait for his shield to recharge before he can activate it again. He is completely defenseless in that time period. I think that justifies the Star Crash projectile being a slow moving destroying machine.

If you can't dodge a slow moving projectile then you aren't paying attention obviously.

Starman? Hugging?
Hahahahahahahahahahahahahah.no.

Have you even played on DW's server when it's semi full?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 12, 2011, 07:34:35 PM
First Off: I never use Ivory publicly because I do not want people to know who I am online.

Secondly: The radius is exactly the same as the radius you have when you hug people. I don't see any rational reason why that radius would suddenly decrease.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 12, 2011, 07:44:11 PM
Quote from: "Ivory"
I don't see any rational reason why that radius would suddenly decrease.

Lol

(click to show/hide)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 12, 2011, 07:53:59 PM
You also never saw the original Star Crash projectile which was far, far worse then this.

However point taken. I'll go fix the radius for the next release.

Since I'm going to be fixing Star, is there anything for Crystal other then decreasing the alt fire start up time?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 08:09:17 PM
hey YD, how is bass's main fire going to work anyway?
Is it going to be like the normal mm8bdm one
Like the previous one only you have to stop to shoot
like the mm7 bass where he had peircing projectiles and a charged shot
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 12, 2011, 08:10:16 PM
MM8BDM version
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Balrog on March 12, 2011, 08:21:42 PM
Huh. I would have loved to have Bass Buster keep you from moving but murder anything that gets in its way.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Kittah4 on March 12, 2011, 08:32:57 PM
Quote from: "Ivory"
You also never saw the original Star Crash projectile which was far, far worse then this.

However point taken. I'll go fix the radius for the next release.

Since I'm going to be fixing Star, is there anything for Crystal other then decreasing the alt fire start up time?

I think Star will work well with his radius decreased. Still wont matter much in his main role, which is turning hallways into nightmares.

Crystal should be just fine once he gets a bit of a fire rate increase on his alt. he should perform his role better and actually be considered useful alongside star.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ~Sheena~ on March 12, 2011, 09:42:07 PM
Quote from: "Ivory"
First Off: I never use Ivory publicly because I do not want people to know who I am online.

Secondly: The radius is exactly the same as the radius you have when you hug people. I don't see any rational reason why that radius would suddenly decrease.
Scared of Troll's and Rage's? Ingame you should be xD :P
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: ice on March 12, 2011, 09:52:57 PM
Quote from: "Yellow Devil"
Move his main fire to alt, and make Megaman's quick boomerang the main fire. We'd best try to avoid super jumps when possible.
it took me ages to find this post XD

anyways, I tried to add megaman's boomerangs to main fire but that easily made him OP cause for one, NOONE can outrun quickman, and two, you can easily run up, spam quick boomerang, speed strafe and dodge, frag and be on the next guy in less than a second

Also I liked the super jumps ;^;
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Max on March 12, 2011, 09:54:03 PM
Make his health lower.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 09:55:39 PM
I was thinking maby make his main attack like in the arcade version where at full health he only shoots 1 at a time, near halfway he shoots 2, and very low he shoots 3
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: arkman on March 12, 2011, 10:24:21 PM
You can limit projectiles "on screen" by tying the ammo system to the projectile's death state. I used this method with the old crashman you rejected, it will work much better with Quickman's boomerang weapons as there is no way a projectile can fly off into infinity.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 12, 2011, 10:32:50 PM
well, I'm almost finished with one of bass's special item's rotations, I might fix it so if he picks up some thing like rushjet or item1 or something it will turn into one of his items, at this rate I could have his items done by tommorow, then I'll fine tune quickman

Why am I being secretive about it, everyone already knows what most of them will be
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 12, 2011, 10:47:29 PM
Cool story.

I was planning for Wily's normal attack to give the person a pickup which would damage them over time, but no matter how many 0s I put on the state before the one that A_Explodes loop seems to make it fail and kill them the second they touch it.

What do
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: SaviorSword on March 12, 2011, 11:00:33 PM
Though I would like to give out some of my opinions on class balancing (other than Gravity Man). I don't think my opinion will be heard, honored, or even listened, so I'm not gonna bother. Unless it miraculously does happen, I'll speak my mind.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 12, 2011, 11:13:42 PM
Quote from: "Yellow Devil"
Cool story.

I was planning for Wily's normal attack to give the person a pickup which would damage them over time, but no matter how many 0s I put on the state before the one that A_Explodes loop seems to make it fail and kill them the second they touch it.

What do

Care to show us the code?
If anything:
The pickup must autoactivate.
it's Use should have:
- 35*X frames for how long until the damage will occur.
- damage done (either by A_TakeInventory("health",X) or through spawning an object with no specific flag that stays for one tic)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 12, 2011, 11:16:29 PM
Quote from: "SaviorSword"
Though I would like to give out some of my opinions on class balancing (other than Gravity Man). I don't think my opinion will be heard, honored, or even listened, so I'm not gonna bother. Unless it miraculously does happen, I'll speak my mind.

I listen to anyone who gives me feedback. I don't bother fixing anything I do unless someone actually makes the effort to give me exact reasons to what the problems are.

Quote from: "Yellow Devil"
but no matter how many 0s I put on the state before the one that A_Explodes loop seems to make it fail and kill them the second they touch it.


0's? Having a 0 is basically the equivalent of saying instant. So no matter how many 0's you have in the code, it's still pretty much passed by instantly passes by. So of course they will still die the moment they touch it. If you want to delay it, you have to use actual numbers (keeping in mind 35 tics = 1 second).
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: FCx on March 13, 2011, 03:33:19 AM
About the gravity man class: It looks like a spammer class that throw players into pits.

Instead of sending players to fly in a random direction (like the gravity hold weapon), the gravityholdboss should sending players to fly toward up. It's very easy to do.

What do you think Big Yellow?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 13, 2011, 04:25:14 AM
Quote from: "FCx"
About the gravity man class: It looks like a spammer class that throw players into pits.

Instead of sending players to fly in a random direction (like the gravity hold weapon), the gravityholdboss should sending players to fly toward up. It's very easy to do.

What do you think Big Yellow?
I think he went over that, and didn't like it or somethin'
Also, YD, if you keep the idea of Flashy's Stopper being the whole stage and not an AoE, he'd be more broken than Gravity. Also trolling may occur.(Like, oh say if someone time stopped, died, then time stopped again?) Flash could be a support class, stopping enemies and letting teammates finish them off. inb4 my idea is veto'd with no real explanation :<
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 09:44:01 AM
actor WilyDisease : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 2
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 350
TNT1 A 1 A_Explode(5,1)
loop
}
}

350 is ten seconds, right? It still loops really fast
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: MagnetMan497 on March 13, 2011, 11:41:46 AM
I think Star Crash rips before the projectile hits. Maybe a recharge speed like Bomb could fix this? And have ammo decrease with use?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 13, 2011, 03:59:38 PM
Quote from: "Yellow Devil"
actor WilyDisease : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 2
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 350
TNT1 A 1 A_Explode(5,1)
loop
}
}

350 is ten seconds, right? It still loops really fast

Doesn't A_Explode self destructs? *goes check ZDoom Wiki*
Anyways, remember this in a pickup, not a projectile of some sort. If you are testing only with the summoned Megaman, don't expect it to work well. Inventory Max Ammount can be 1 without problem, after all it acts as a poison flag. Try "A_TakeInventory("Health",random(1,5))" instead of explode. I know using the "Take Health 1" CCMD takes away 1 HP, so maybe it works with Decorate in the same way.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 04:00:54 PM
Nah, Takehealth doesn't work.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 13, 2011, 04:16:39 PM
Quote from: "Yellow Devil"
Nah, Takehealth doesn't work.
Yeah, just tested, it didn't work. I'll go find my way around.

http://zdoom.org/wiki/DamageThing (http://zdoom.org/wiki/DamageThing) <-Here's your solution. Found it in Roboenza Weapon, which has a "DamageThing(255)" as soon as time expires.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 04:21:53 PM
It works, but iffy. It seems to wait 10seconds like I want it to, and then instantly kill the player even though I set the damage to 5.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 13, 2011, 05:19:22 PM
Quote from: "Yellow Devil"
It works, but iffy. It seems to wait 10seconds like I want it to, and then instantly kill the player even though I set the damage to 5.
I wonder why then.

I know by experience that some actions MUST be instant, or else they'll "repeat" so fast for one tic that it will crash the game. I think a_ReFire is one of them.

Now... What if you take that "1" from the line where the damage is caused and replace by a 0?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 05:23:33 PM
No change. :(
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 13, 2011, 05:31:16 PM
Quote from: "Yellow Devil"
No change. :(
I think there's only one choice.

Have the last frame contain a SpawnItemEx that spawns an actor that MUST damage the caller and disappear. Can have the ripper flag if it is sure to stay only one tic.

If that does not work, I don't know what will.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 05:34:22 PM
Doesn't seem to do anything. Guess I'll just have to give up.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: arkman on March 13, 2011, 05:36:37 PM
are you testing this on a summoned Player? they react weird to certain effects.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 05:37:55 PM
No, bots.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: arkman on March 13, 2011, 06:08:45 PM
OOOh I got an IDea, How about an Item that  After eleven seconds deals 5points of damage and removes itself from the inventory. but on the tenth second gives you another one of the items thus repeating the process.

you might have two different items and alternate them, but I doubt it.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 06:14:05 PM
Tried it. I'mma just use a different gimmick now.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 13, 2011, 06:29:59 PM
maby give wily a reggae item?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: TheBladeRoden on March 13, 2011, 06:34:27 PM
Have you tried Thing_Damage2 ?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 06:34:53 PM
What I've done is basically ripped off the Cyborg from GVH and make Wily's attacks use a plasma meter, the higher his charge level is the stronger the shot is.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 13, 2011, 06:41:54 PM
btw, hows the progress on the eddie class?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 13, 2011, 06:45:14 PM
Done, waiting for MM4.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 13, 2011, 07:25:40 PM
Update, I'm almost done with bass, all I need to do is add the first person dashing sprites. After that I'm working on quickman and my work will be done
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 13, 2011, 09:37:07 PM
Just like to state that I've fixed Star Man and Crystal Man.

Star Crash's radius now only somewhat extends from the shield.
Crystal's alt fire prep time has been more or less halved.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 13, 2011, 10:13:56 PM
Bass is finnaly done! :mrgreen: and I'm pretty sure bass is perfectly balanced.
Now to finish quickman
I give up, I cant come up with anything original for quickman's altfire and his main fire dosent even work, and for some reason, when I copied everything from my quickman test wad, the weapon wont even register anymore, it just sits there untouchable like plant barrier in the 1st release in mm8bdm. If anyone wants to do him, I'll send them what I have and wish them luck.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: arkman on March 13, 2011, 11:53:04 PM
*Raises Hand*
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Myroc on March 13, 2011, 11:53:14 PM
Have his main fire be the quick boomerang, and his altfire fire three of them at once at a slower rate.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 14, 2011, 12:05:22 AM
I was thinking of having his alt be megaman's quick boomerang and as his health drops it goes from one at a time to two then to three, as for main, I was trying to get it to work like in the game, it appears, stops, then flies at a random person, the way it is now, it will only target 1 player and only that player. I might try my hand at it again, but in the mean time, I'm going to finish gutsman's racetrack and sprite the cars for my racing mod (seeing as noone wants to help at all with the spriting).

and try to finish quickman soon as thats one of the only things holding the expansion back atm
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 14, 2011, 01:25:26 AM
Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 14, 2011, 01:46:05 AM
Quote from: "Bikdark"
Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.

What about his Super Quick Tackle from Megaman 2: Power Fighters? It's basicaly a charge man attack, but faster and defies gravity.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 14, 2011, 01:53:08 AM
Quote from: "tsukiyomaru0"
Quote from: "Bikdark"
Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.

What about his Super Quick Tackle from Megaman 2: Power Fighters? It's basicaly a charge man attack, but faster and defies gravity.
If it's faster than chargemang's, wouldn't that be a little hard to control?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 14, 2011, 01:56:58 AM
Quote from: "Bikdark"
Quote from: "tsukiyomaru0"
Quote from: "Bikdark"
Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.

What about his Super Quick Tackle from Megaman 2: Power Fighters? It's basicaly a charge man attack, but faster and defies gravity.
If it's faster than chargemang's, wouldn't that be a little hard to control?
Exactly! But also harder to avoid if you are straight into the line of fire of a Quickman.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 14, 2011, 01:59:34 AM
Ice, you heard the man! Try it!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 14, 2011, 05:23:30 AM
I was about to post making a suggestion that Quick Man have a boost tackle too.  My suggestion is to make the dash last longer, but do less damage than Charge Man's.

And as long as I'm posting ideas:
Centaur Man: Primary fire is a pea shooter that explodes into more buster shots on impact in a circle.  Alt fire makes him 100% invisible for a few seconds (so it looks like he is teleporting)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 14, 2011, 05:48:45 AM
Quote from: "CopShowGuy"
I was about to post making a suggestion that Quick Man have a boost tackle too. My suggestion is to make the dash last longer, but do less damage than Charge Man's.

And as long as I'm posting ideas:
Centaur Man: Primary fire is a pea shooter that explodes into more buster shots on impact in a circle.  Alt fire makes him 100% invisible for a few seconds (so it looks like he is teleporting)
centaurman is already done as far as I know

Quote from: "Bikdark"
Ice, you heard the man! Try it!
I gave up on it already, but, I'll try anyway
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Metallix on March 14, 2011, 04:54:40 PM
Heat Man rotations are done, unless you've got got some critique on 'em.

(http://img846.imageshack.us/img846/4941/70515636.png)

I dunno, may be a bit clunky. I wasn't sure if you wanted the fire around him, or if you'd add that in-game, so I did these without. 90% custom, mind you. I C&P'd the arms, after much frustration...
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 14, 2011, 05:02:43 PM
Haha I guess I should've told you I meant the fire tackle! I'mma use these anyway 'cause they look pretty rad
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: BiscuitSlash on March 14, 2011, 06:20:56 PM
I'm going to soon try the Darkman classes. Might need a little help....but I'l try :)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Atayin on March 14, 2011, 07:48:20 PM
I'm pretty stoked for the MM2 release. I can barely wait... Would it help motivate everyone if I hired some cheerleaders? Would that help? No, I think it would probably just be distracting. Either way, I bet the answer would be "yes" to cheerleaders. I already hired them anyways...
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 15, 2011, 04:34:38 AM
-_-; I finnaly gotten the weapon to work but I cant get his boomerang attack to work like I wanted at all, I had it as a monster in its stop state, but I remembered monsters can still hit you so I changed it into a snail's paced seeker missile, but now it will always fire at you, and I tried to use face target but again it will only target you. And adding friendly dosent work as that only works on monsters. Would anyone like to tell me how I can get this to work before I compleatly give up on it?

Taking over this class is still open
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 15, 2011, 04:52:35 AM
Quote from: "ice"
-_-; I finnaly gotten the weapon to work but I cant get his boomerang attack to work like I wanted at all, I had it as a monster in its stop state, but I remembered monsters can still hit you so I changed it into a snail's paced seeker missile, but now it will always fire at you, and I tried to use face target but again it will only target you. And adding friendly dosent work as that only works on monsters. Would anyone like to tell me how I can get this to work before I compleatly give up on it?

Taking over this class is still open
PROJECTILE
+FRIENDLY
+LOOKALLAROUND

in the FIRST action of his spawn, have him "ClearTarget".
In the first action following the "break" from stop state, have it fire a custom missile with A_CustomMissile

If that doesn't work, search for flags that prevents infighting. and try adding them.

In addition: I had the same problem before, while making Myon. it harmed me instead. When I tried +FRIENDLY, it simply ignored me and "died" soon (as it constantly needs to see the player). Then when I tried it with +missile and several flags for its function sake, it kept targetting me but without harming me.

Sum the two flags (missile and friendly) and guess what happened next.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 15, 2011, 05:00:29 PM
What are you guys talking about? Seeking Missiles?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 15, 2011, 06:17:00 PM
I'm trying to make quickman's mm2 attack where the boomerangs fly, stop, then fly at someone, but I cant get it to work at all. someone else PLEASE take this curse off of my hands, I'm getting sick of being the one thats always holding everything back


in other words, I'm not doing quickman anymore so if anyone has ANY comments on quickman, direct them to the new person cause I no longer want ANYTHING to do with it.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: TheBladeRoden on March 15, 2011, 06:26:53 PM
Not promising good results, but you can send a copy to me if you want
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 15, 2011, 06:30:36 PM
Arkman took over Quick btw.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 15, 2011, 06:38:53 PM
Ice could just copypasta my Spark Chaser...
Meh anyway. Quick's the only one left to be done, so I'm rooting it gets done.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Blaze Yeager on March 16, 2011, 12:40:54 AM
Just a question...Will you guys be doing The Megaman Killers,Darkman,and Doc Robot as classes?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: arkman on March 16, 2011, 12:47:58 AM
Back when I tried to do a Darkman class for the MM5 Release I got Voted Down :(
but I think the project has expanded far beyond what YD had first hoped for.

We will probably do these classes but they are not as high of a priority...
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 16, 2011, 02:50:49 AM
Technically it's my team's choice if we do Darkman.
It'd certainly be neat, and hmm...I may do one or two of them.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: sipfried on March 16, 2011, 08:42:32 AM
its your team korby

(ps gyro is fun)

hey YD how is it bij the mm2 robotmasters?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 16, 2011, 06:01:14 PM
Word on the street is that the mod needs something like this:
(http://img861.imageshack.us/img861/2963/shadowslide.png)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 16, 2011, 06:05:15 PM
Quote from: "CopShowGuy"
Word on the street is that the mod needs something like this:
(http://img861.imageshack.us/img861/2963/shadowslide.png)
It looks good but the second from the right one isnt consitant

they all have there right arm down but that one has his left one down. just fix that one fram and you got yourself a winner
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 16, 2011, 06:36:33 PM
Shouldn't his right foot be more on the left? I don't think he puts both his feet on top of each other
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 16, 2011, 07:02:33 PM
It's weird about his feet.  When I do rolling/sliding in martial arts, my lead foot is in front of my support foot which is tucked under and to the side.  So yeah, I'll separate them horizontally a bit.  And his arm was fixed too.

(http://img690.imageshack.us/img690/2963/shadowslide.png)

EDIT: w-Mega Man

(http://img43.imageshack.us/img43/5431/megaslide.png)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 16, 2011, 08:37:39 PM
Thanks much for fixing Mega.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Disco on March 16, 2011, 08:44:32 PM
Would it be possible to make the 'camera' swing downwards somewhat when using a slide, so it feels less like charge kick and more like sliding??

Similar to the walking animation is less robot-ey dooms, I imagine it would be doable in some fashion, right?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 17, 2011, 12:10:10 AM
A question Ive been meaning to ask, how is eddie's first person veiw going to work as he has no arms, is it going to be blank or something?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Blaze Yeager on March 17, 2011, 12:26:07 AM
Now we wait for Protoman to have sliding rotations... :ugeek:


I can't wait for Heat Man,Flash Man,and Crash Man
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 17, 2011, 04:18:29 AM
I've thought of an alt fire for starman:
Comet
Speed 60
Damage 10
Radius 7
Height 7

Sprite should be a star in a blue "fireball"

Also, on others suggestions:
Gravity man: nerf his reload speed, give his buster a fire rate increase
Shadow man: Either make Muramasa Melee (who would throw a sword?! Also, how come he has SEVEN of them?!) or find a way to rid of the rapeninja exploit. It is very annoying to deal with one of those.
Napalm man: explosion radius nerf, maybe? I don't really know, but something in him... seems off.
Star man: Radius (as mentioned before) is the only problem. Oh, wait, lack of alt too, heheh.
Spark man: No ammo bar, heavy damage from main attack, secondary covers a wide area.
Crystal man: Isn't he supposed to fire the big crystal eye too? I think so, but...
Gemini man:Give back the clone through ammo, remove the ISMONSTER flag. Or find a way to make the clone behave the same way in every difficult level.

Also, consider making the "Power Battle & Fighters" versions of each class. To understand what I mean, just get the game and play :3
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 17, 2011, 04:20:00 AM
...was there any part of I'm not giving an alt fire to Star Man did no one get?
NOT EVERYONE NEEDS AN ALT FIRE.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 17, 2011, 04:51:18 AM
Quote from: "tsukiyomaru0"
Napalm man: explosion radius nerf, maybe? I don't really know, but something in him... seems off.
The radiuses are the same as Napalm Bomb and, if I recall, Drill Bomb.
Spark man: No ammo bar, heavy damage from main attack, secondary covers a wide area.
Not everyone needs an ammo bar. I put one on Gyro Man to be neat, and then it caught on.
Crystal man: Isn't he supposed to fire the big crystal eye too? I think so, but...
No, he's not.
Gemini man:Give back the clone through ammo, remove the ISMONSTER flag. Or find a way to make the clone behave the same way in every difficult level.
I concur, make the clone the altfire again.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 17, 2011, 05:15:09 AM
To add onto this. Most of the balances issues are regarding alt fire's that were slapped onto classes. I don't give Star an alt fire because he didn't need it. Had I been the manager of the project, I would have killed alt fires on a majority of the classes. Such as every last MM1 Class. This project keeps following in the popular trend. Making use of Alt fires can be cool, yes. Then came ammo bars. For SOME classes it was fine as a method of limitation. Recharging ammo? Oh jeez. Again this shouldn't be overused on most classes. Inventory Items?

Point is. The more you add onto the class, the easier it is for them to be get broken. Look at Shadow Man. For what reason does ANY CLASS need a second weapon? Inventory items on Gemini Man? That's just no. Especially when it got replaced by a buster. Gemini already have an infinite use Gemini Laser. I can't even imagine why I would want to use the buster over spamming up hallways.

Also Korby is right. I made Crystal Man's Crystal Eye work exactly how it does in MM5. Four shards fired in a "+" formation around him.

As for Star. He's not getting an Alt Fire. He has friggen Star Crash that when fired gives off (a now nerfed) damaging radius around it. I'm dumbfounded that you would want more..
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 17, 2011, 06:14:10 AM
I like the way Gemini Man is.  Him summoning a clone makes sense.  Once per life is enough as well, otherwise wouldn't he be able to summon many?  Give it more HP or something to make it smarter and Gemini Man is good to go.  Also the buster flies faster than his laser.  It's good to use if your opponent is dodging your lasers too well.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 17, 2011, 06:20:08 AM
Found a problem with Magnetman. His Magnet Pull isn't radial, instead it fires a lot of projectiles to all directions at player's pitch. If he is looking down, the radius will be smaller. If he is look ahead, the range will be moderately long. Problem is... Well, guess what happened in Deathwind's server, Waveman Map. One thing: crash.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 17, 2011, 06:24:24 AM
Oh, speaking of Magnet Pull, would you like the actual animation for that attack?  Or has that already been discussed?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 17, 2011, 06:25:46 AM
Quote from: "CopShowGuy"
I like the way Gemini Man is.  Him summoning a clone makes sense.  Once per life is enough as well, otherwise wouldn't he be able to summon many?  Give it more HP or something to make it smarter and Gemini Man is good to go.  Also the buster flies faster than his laser.  It's good to use if your opponent is dodging your lasers too well.
actually the clone had the exact same HP as a normal player and fired gemini lasers, but apparently the lasers were too OP so they made him shoot a buster instead, as for his AI, I had it so it acted more lifelike (except for him runing into walls, +LOOKALLAROUND fixes that) and ran the same speed as a human player, but according to YD he was screwing around with the code trying to get it to jump when it hits a low wall (did the same thing myself for an hour) and that somehow messed it up making him run in place on spawn (I still have to original code if you need it).

A plroblem I have never found out how to fix is that monsters are instantly gibbed by ANY seeker missile, even dive missiles are instagib to them
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 17, 2011, 07:51:44 AM
Quote from: "CopShowGuy"
Oh, speaking of Magnet Pull, would you like the actual animation for that attack?  Or has that already been discussed?


Wouldn't say no!

I also dislike Ivory's words, "slapped on"? Lolwut. Classes need bars to prevent spam, if they couldn't recharge it it would be stupid (prerelease Napalmman!) and Shadowman's second weapon is because his first isn't good for taking out people quickly nor silently.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 17, 2011, 02:26:53 PM
Sorry. As far as I'm concerned, a lot of classes have alt fires just for the sake of having alt fires. I'm not giving an alt fire to Star because quite frankly, I find the Star Crash he has to be more then enough.

As for Bars. There ARE other methods for handling it. You know that right? I didn't want yet another recharging bars. So both my Ring Man and Drill Man avoid that. Ring Man has only two rings. He gets ammo back when a ring returns to him. Drill Man carries a stock of Drill Bombs. When you are out of ammo, then you are defenseless for approximately 3 seconds or so until the entire stock reloads.

As for Gemini Man. He can have all three things. Just make it so he starts off with a single item that when alt fire is hit the first time, it creates the clone then takes away the item. Afterward, any additional alt fire would be the buster.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 17, 2011, 03:19:26 PM
Quote from: "Ivory"
As for Gemini Man. He can have all three things. Just make it so he starts off with a single item that when alt fire is hit the first time, it creates the clone then takes away the item. Afterward, any additional alt fire would be the buster.

This is what I tried for V1A but it didn't really work that well, maybe I'll have another shot sometime.

Also with the other point, I was originally planning that for a few classes, for example Spark Man, but when the arenas are huuuuge it means you can't attack for ages afterwards. Naturally that's fixed by the returning Ring Boomerang, but since the ammo bars work so well I don't really see a need to change them.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 17, 2011, 06:38:37 PM
Quote from: "Ivory"
Sorry. As far as I'm concerned, a lot of classes have alt fires just for the sake of having alt fires.

MegamanC, Protoman, Cutman, Gutsman, Elecman, Fireman, Snakeman, Hardman, Topman, Geminiman(V1A), Magnetman, Shadowman, Stoneman, Gravityman, Chargeman, Napalmman, Waveman and Gyroman says hi.

And that's more than half of them.
They are REALLY important.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 17, 2011, 07:26:57 PM
When I say alt fires, I mean offensive ones. MegaC, Proto, Snake and Shadow are mobility. Then classes like Magnet and Gravity are ability based.

The ones I'm referring to are classes such as Ice and Bomb whose alt fires just feel there.

For the record, I'm not forcing anyone to change them. It's just my opinion. I also said that I think Star is fine WITHOUT an alt fire. The Star Crash is deadly enough on it's own and I'm not adding an alt fire for the sake of having an alt fire. Ring almost didn't have an alt fire too, however I gave him a simple alt fire that turned out to be very effective. He's able to throw rings behind him.
I tried doing the whole making the alt fire ring stay in place. I got it working, however it was so buggy that I eventually went against it. One bug fixed, two more bugs appear. It wasn't even effective. If the bots could rarely run into it, can't imagine the chances of actual player being caught by it. Turns out simply making Ring toss it behind him was far more useful.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Kapus on March 17, 2011, 07:34:59 PM
Star Man didn't really do much other than use Star Crash in MM5. I have no idea what his alt fire would be.


I think he's fine as he is, though.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Alucard on March 17, 2011, 07:39:42 PM
Quote from: "Ivory"
MegaC, Proto, Snake and Shadow are mobility.

What about Gyro and his flying powers...?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Ivory on March 17, 2011, 09:02:31 PM
I wasn't naming all of them for each category, just throwing in the first ones that came out of my head.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Disco on March 18, 2011, 12:04:42 AM
Quote from: "Ivory"
The ones I'm referring to are classes such as Ice and Bomb whose alt fires just feel there.
Iceman's alt, while needing fixing, makes him actually feel like the robot master, and bombman basically is an incredibly one trick pony with no close range without his alt

(Starman really doesn't need one, though, especially if the robot master didn't do much else)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 18, 2011, 06:09:46 AM
Here's a protip: think how Capcom would have done them to add in Power Battle or Power Fighters.
That's the secret for balance.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 18, 2011, 05:55:41 PM
Please. Stop. Mentioning. Power Battles/Fighters.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 18, 2011, 06:35:55 PM
Quote from: "Korby"
Please. Stop. Mentioning. Power Battles/Fighters.
Why is that? Had bad experience with it?

Also, for what Ivory said of discarding alts, I say that really some extra or alt are too exploitable or unreliable, either due to its original coding or flaw of some sort.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 18, 2011, 06:41:35 PM
No, I love the games.
Nothing in them would help balance the game. They're boss battles only. This is an FPS. Not many things in that game would translate well.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 18, 2011, 07:13:26 PM
Well how 'bout Battle Network? [/troll]
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 18, 2011, 07:37:36 PM
Quote from: "Korby"
No, I love the games.
Nothing in them would help balance the game. They're boss battles only. This is an FPS. Not many things in that game would translate well.
"Nothing"? Then, shouldn't the mainstream ones be also "nothing" too? PB&F is perfectly balanced, Stoneman's power doesn't circle the entire screen, the bosses have no real preset behavior, everyone got more moves and even desperations. And Centaurman? He lost his Centaur Flash just to be balanced. If you consider that balance "nothing", doesn't that directly imply that there's no will for balance?

Also, the mainstream wasn't FPS neither. And didn't CMM translate it all into FPS? The bosses in mainstream, were meant to be that: bosses. Nothing else. You breeze through their stage, fight them, get their weapon, and it is over. Then in those two arcade games, they got a whole different role. You fight them head to head, each taking slightly longer than the other, but all having the same health when they are the first, their moves changed, their attacks balanced, every aspect to make it more like a SHMUP fight than a direct fighting game (like Street Fighter).

Know what, I might as well talk to some people willing to create this.

Quote from: "Bikdark"
Well how 'bout Battle Network? [/troll]
Funny thing: Originally I was planning to create something like that, using only the starting folder.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Disco on March 18, 2011, 07:44:40 PM
Power Battles is a fighting game, and the robot masters are not all that accurate
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Atayin on March 18, 2011, 08:03:02 PM
Honestly, no current iteration of a Megaman game is going to translate perfectly into a Deathmatch FPS. With that in mind, there's no completely justified reason to express disdain towards attempting to draw inspiration or creativity from different robot-master interpretations outside of the main, platforming-based genre.

When I fired up this mod for the first time, it really surpassed my expectations. I didn't think that each class was necessarily accurate to cannon (which was what I had expected), but instead, everything had been geared towards making the characters fun for MM8BDM.

Just like Megaman, MMX, MML, MMBN, Power Battles, etc.. each have their own alternate interpretations of characters. They are redesigned to make them fun to fight and/or play as based on the world they exist in .. I have almost begun to view MM8BDM as it's very own entity in the same respect, only leaning more towards the 8-Bit realm for it's foundation.

yeah, yeah... coming from a guy who has contributed literally nothing to this project...
Title: Re: Class based modification
Post by: Disco on March 18, 2011, 08:13:30 PM
Quote from: "Yellow Devil"
Each robot master should play just how they did in game!
Anyway, I understand the point that you're trying to make, but at a certain point it's like trying to make a photocopy of a photocopy. The more you do stuff like that and draw from "non-canon" sources, the more you lose in translation until it doesn't feel all that much like Mega Man anymore. This is a big problem with certain other expansions too

That said, sure, a thing or three somewhere in power fighters or other 'alt' games might be good inspiration for the spirit of the thing, maybe.

But treating it like the word of god or a good template to follow overall, like tsuki for example is saying, that's more of a definitely bad plan..
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 18, 2011, 08:37:14 PM
No matter how you look at it, Time Stopping is worse than Gravity Hold on the troll factor. For this reason, Flashman will NOT be going into V4A UNLESS somebody makes a version of the time stopper that works well and isn't trolly.

That is all.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 08:44:14 PM
I said I can do that just fine and dandy.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 18, 2011, 08:45:29 PM
Quote from: "Yellow Devil"
No matter how you look at it, Time Stopping is worse than Gravity Hold on the troll factor. For this reason, Flashman will NOT be going into V4A UNLESS somebody makes a version of the time stopper that works well and isn't trolly.

That is all.

What if he made everyone's screen white for one whole second? That could make justice to his name (flashman, flashbang?). And could have a "reload time" of ten seconds. His buster could fire like bass buster but with wider spread and halved fire rate.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 18, 2011, 08:46:01 PM
I'm not asking for ideas I'm asking for fixes.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Blaze Yeager on March 18, 2011, 08:49:19 PM
Quote from: "Yellow Devil"
I'm not asking for ideas I'm asking for fixes.
Why not make it to where it lasts 1/4 of the time,then put a wait limit to use it again?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 08:50:36 PM
If I do it, I can make it quasi-perfect.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Alucard on March 18, 2011, 08:59:47 PM
Try making the Time Stopper last about 2 seconds, and go by Hardman's OLD Ground Pound reload time? Before it was buffed?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: SaviorSword on March 18, 2011, 09:02:49 PM
Quote from: "Yellow Devil"
No matter how you look at it, Time Stopping is worse than Gravity Hold on the troll factor. For this reason, Flashman will NOT be going into V4A UNLESS somebody makes a version of the time stopper that works well and isn't trolly.

That is all.

For the millionth time. Flashman should spawn with zero weapon energy and takes him 10 minutes to charge up his Time Stopper. 10 minutes maybe overkill? I would say the charge time should never go under 5 minutes.

Powerful yes, but trolly no. 10 minutes cooldown between time stops kills any possibility of trolling. If there was a mob of 6 Flashmen trying to troll, that would be hard for all of them to survive 10 whole minutes. Cooldown can be tweeked for balancing.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 09:03:49 PM
...

It seems people don't get it.

Flash's trolly because he freezes EVERYONE on the game. It's annoying even i it's by 1 sec or so.
I could fix that, tho...


@ Sav:
That's not how you fix things.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 18, 2011, 09:15:16 PM
He must be added! :(
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 09:16:42 PM
I know, right.

Though, I'm not even involved with MM2
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 18, 2011, 09:19:11 PM
Waiting on a fix! Stop suggesting things!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 18, 2011, 09:31:22 PM
No one can fix it if they don't have the file.

Just stop time in a small radius around him.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 18, 2011, 09:52:11 PM
Quote from: "Korby"
No one can fix it if they don't have the file.

Just stop time in a small radius around him.
I suggested that, but apparently he cant do that due to some acs shit. If you can change the radius of G-hold, or have a wep die after a period of time, you can add an Area of Effect for Stopper.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Korby on March 18, 2011, 10:06:23 PM
I realize this now. You cannot put a radius on Time Stopper(I think) because it essentially just activates the "Freeze" cheat, which you can't really put in a radial attack.

I mean, you could give people an inventory item that makes it so they can't walk in a radius around him, but yeah.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Disco on March 18, 2011, 10:11:16 PM
Well, at least yamato seems to have an idea he's pretty confident about.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: SaviorSword on March 18, 2011, 10:19:12 PM
Why not take suggestions instead?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 18, 2011, 10:19:44 PM
Because I can't do anything with acs!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 10:24:51 PM
But I don't even need acs to make this...
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Muzaru on March 18, 2011, 10:27:56 PM
Quote from: "Yellow Devil"
I'm not asking for ideas I'm asking for fixes.

Why not just have spawn with the wep empty, then have it charge at a rate similar to that of bombman's super bomb?
And allow him to shoot when he uses it.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 10:29:42 PM
Sigh. Ok.
If I do it, I'll make it this way:
-Flashman can shoot while it's active
-People will be frozen
-Time Stop will be radius based

There. May I take it?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 18, 2011, 10:31:30 PM
Yup!

Also added a new sprite needed to the frontpage
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 10:32:28 PM
Ok I'll PM you when finished.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Muzaru on March 18, 2011, 10:33:10 PM
Oooooh!
Make him shoot in 6 shot bursts!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 18, 2011, 10:47:13 PM
Yesh! Stopper'll be radius based! So how large will the Area of Effect be, Yamato?

Edit: Woo, my gear idea is being used.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Asd967 on March 18, 2011, 11:18:36 PM
Time Stop is done. PM'd to Devil.

If you guys want it, just you wait for the next chapter... Hehehehe.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Blaze Yeager on March 18, 2011, 11:23:03 PM
Albeit this Question was answered in the Past...could there be a way to make the Mega Man Killers as Classes?

i have one idea for Quint...Make him use a Sword as most fan interpretations do.

Punk's Spike Ball could be useful aswell
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 18, 2011, 11:25:48 PM
before it's released, can I send in cutterless cutman sprites for when the cutter is out?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 19, 2011, 12:14:39 AM
Quote from: "Yellow Devil"
Also added a new sprite needed to the frontpage

You mean this?
(http://img145.imageshack.us/img145/2964/metalalt.png)

Just took the large gear in the background of his stage and then colorized and rotated it.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Chimera Man on March 19, 2011, 12:23:19 AM
Quote from: "CopShowGuy"
Quote from: "Yellow Devil"
Also added a new sprite needed to the frontpage

You mean this?
(http://img145.imageshack.us/img145/2964/metalalt.png)

Just took the large gear in the background of his stage and then colorized and rotated it.

Not to dismiss you or something, but... They are not that good.  :geek:
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: tsukiyomaru0 on March 19, 2011, 12:24:06 AM
Quote from: "CopShowGuy"
Quote from: "Yellow Devil"
Also added a new sprite needed to the frontpage

You mean this?
(http://img145.imageshack.us/img145/2964/metalalt.png)

Just took the large gear in the background of his stage and then colorized and rotated it.
Metal Gear in Megaman! *ba-dum-tsh*
Lookin' good, I tell ya. It is for that which I suggested? If so, it is better if it wasn't halved, instead was made whole. Then the projectile would be invisible and could call for a FX version of it (just like Star Crash calls for the FX) thta would be the gear whole. That way, when falling from the edge, the whole gear could be seen. And, when on ground, only the top of the geasr would be seen.

But, of course, that's just me.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 19, 2011, 12:26:57 AM
The gears look great! I can't wait to see how YD implements them.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Chimera Man on March 19, 2011, 12:34:15 AM
Again, not so good.
I can see a regular error: drawing over the original to "8-bitify" them.

The best way is to get references, then sprite from 8-bit sprites.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 19, 2011, 12:44:38 AM
I didn't draw over the originals.  I took the large gears from the background of Metal Man's stage and recolored them.  With the exception of the front/back views, which I had to make up.

Quote from: "tsukiyomaru0"
Metal Gear in Megaman! *ba-dum-tsh*
Lookin' good, I tell ya. It is for that which I suggested? If so, it is better if it wasn't halved, instead was made whole. Then the projectile would be invisible and could call for a FX version of it (just like Star Crash calls for the FX) thta would be the gear whole. That way, when falling from the edge, the whole gear could be seen. And, when on ground, only the top of the geasr would be seen.

But, of course, that's just me.

That makes sense.  Then again, instead of taking the gears from the stage background, why not just use these round things?:
(http://www.sprites-inc.co.uk/files/Classic/MM2/Enemy/mm2pierobotmt2.png)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Disco on March 19, 2011, 12:44:45 AM
Quote from: "Blaze"
Albeit this Question was answered in the Past...could there be a way to make the Mega Man Killers as Classes?

i have one idea for Quint...Make him use a Sword as most fan interpretations do.

Punk's Spike Ball could be useful aswell
80% of the work is already done by Mike for a Rockman Killer class

The trick is probably balancing them to fit with the rest somehow, I'd imagine.

These guys haven't decided (I think) if they want to do the RMK or not yet
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 19, 2011, 10:00:37 AM
Probably!

Also cop your gears look awesome!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 19, 2011, 05:29:19 PM
So what's the call then?  Does the half gear work, or do you need the whole thing?  Or do you want to use that enemy gear sprite instead?
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 19, 2011, 05:31:05 PM
The one you started was great, I'd say finish that
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Chimera Man on March 19, 2011, 05:43:29 PM
Oh no, you didn't!  :shock:

EDIT: Here. (http://i53.tinypic.com/s58y12.png)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 19, 2011, 06:32:29 PM
Quote from: "Chimera Man"
Oh no, you didn't!  :shock:

EDIT: Here. (http://i53.tinypic.com/s58y12.png)
Those look more awesome.  And they'd probably actually hurt if they ran into you because of the smaller teeth.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: TheBladeRoden on March 19, 2011, 06:38:01 PM
Slapped Protoman's skin onto copshowguy's sliding megaman
(http://img718.imageshack.us/img718/6004/protomanslide.png)
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: CopShowGuy on March 19, 2011, 06:58:15 PM
Hope you don't mind if I took that and modified it a bit:

(http://img23.imageshack.us/img23/6004/protomanslide.png)

Used the MM9/10 sprite and fixed a few consistency errors.  Plus Proto Man seems to be slimmer than Mega Man when sliding.  Superb work though.  Now all the requested sprites are done!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Bikdark on March 19, 2011, 07:21:28 PM
Hopefully V4A'll be done by Sunday :D
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 19, 2011, 07:52:14 PM
E-e-e-everything done?

Now I have to work!
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: ice on March 19, 2011, 09:03:55 PM
can we have a sneak peak of what classes are to come?

Btw, now that mm2 and 6 are done, whats the progress on 4
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Max on March 19, 2011, 11:02:48 PM
I still think I've forgotton something but regardless

V4A Release!
Changelog

MERRY CHRISTMAS!

I'm tired as hell.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Atayin on March 19, 2011, 11:10:17 PM
Thanks for all your hard work, guys!

Can't wait to try it out.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 19, 2011, 11:12:44 PM
I'll update the front page tomorrow... I gotta sleep...


MM6 was made mostly by King Yamato and Chimera Man, go to them for your fixing please...

*snore*
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 19, 2011, 11:16:50 PM
Problem found in Bass: Randomly his normal shot uses his dash animation.
Title: Re: Class based modification (V3A - MM5 RELEASE!)
Post by: Balrog on March 19, 2011, 11:23:16 PM
Quote from: "Blaze"
i have one idea for Quint...Make him use a Sword as most fan interpretations do.

No. Just...no.

Quote from: "Yellow Devil"
negative

Wasn't this impossible in Skulltag?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 19, 2011, 11:32:19 PM
Quote from: "tsukiyomaru0"
Problem found in Bass: Randomly his normal shot uses his dash animation.
thats a glitch with classes that uses alt sprites with there main ones. Although I think it can be fix by addind a take bassdash string before the bassbuster refire
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 19, 2011, 11:39:45 PM
Bug: Dr Wily's weapon recharges sometimes only partially recharges, sometimes doesn't start recharging at all.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Blaze Yeager on March 19, 2011, 11:41:24 PM
Glitch Found:Proto and Bass don't start with colors
Glich Found:After Sliding animation for Shadow Man appears,it uses fire animation after sliding the second time
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Bikdark on March 19, 2011, 11:42:26 PM
Yeah, that Wily thing bugs me, but I guess that we'll have to remember to not shoot right when we turn into the alien now.
Edit: Dammit, Mess! Update your server!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 19, 2011, 11:54:32 PM
Debugging continues:
Shadowman (and maybe others) can equip rush jet adapter AND rush power adapter
Rush Jet Adapter has an infinite flight exploit (hold alt fire, then hold fire and let go of alt fire)
Rush Power Adapter isn't supposed to have long range for normal and charge 1
Metalman's gears lack skyexplode or something like that. or add a "timer" to them.
Reverse Gravity doesn't wear off (?!)
Stoneman can stonespam? Sometimes, his and Hardman's stomp misses... AT POINT BLANK!
Sparkman is still OP (paralyze the enemy until he drops dead) and lacks limits.
Chargeman's tackle lasts FOREVAH! Chargeman's puff stays there like forever.
Flameman's Fire Wave are too close and I don't think they should climb ledges. Only drop.
Plantman's Buster eats ammo.
Tomahawkman Shoots 5 feathers in a spread pattern? Shouldn't be only three with a slightly narrower spread?
Yamatoman's melee seems a little long? I dunno, but w/e. YAMATO CHAINSAW! HAHAHAHA!
Knightman is cool. Perhaps his altfire (if he could have any) could be calling back the crusher before it goes too far.
CentaurBuster could use the same "Back spread" from my Arrow Shot, instead of spreading in many directions. The current spread could be the "crash" state.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 12:01:33 AM
Quote from: "tsukiyomaru0"
Debugging continues:
Flameman's Fire Wave are too close and I don't think they should climb ledges. Only drop.
Plantman's Buster eats ammo.
Tomahawkman Shoots 5 feathers in a spread pattern? Shouldn't be only three with a slightly narrower spread?
Yamatoman's melee seems a little long? I dunno, but w/e. YAMATO CHAINSAW! HAHAHAHA!
Knightman is cool. Perhaps his altfire (if he could have any) could be calling back the crusher before it goes too far.
CentaurBuster could use the same "Back spread" from my Arrow Shot, instead of spreading in many directions. The current spread could be the "crash" state.


All of them:
That is intended.
Plantman's buster eats ammo. That's intended, as he wasn't made for shooting, let alone spamming it.
Tomahawk's feathers are 5 because you're on a 3d world. See Korby's triple blade, I just mirrored the feathers.
YAMATO CHAINSAW INDEED. HAHAHAHA!
Knightman's only weakness to his shield, other then Yamato Spears are his recharge time. He doesn't need to get his ball back.
Centaurman's shot is fine and the spread IS on the crash state.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 20, 2011, 12:29:55 AM
Alot of those are easy fixes, still not sure how to fix the floor image glitch (megaman's blizzard attack causes megabusters to appear under each flake)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 12:34:06 AM
Quote from: "ice"
Alot of those are easy fixes, still not sure how to fix the floor image glitch (megaman's blizzard attack causes megabusters to appear under each flake)
Which one?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 20, 2011, 12:53:49 AM
Quote from: "tsukiyomaru0"
Which one?
...come again?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 01:03:54 AM
Quote from: "ice"
Quote from: "tsukiyomaru0"
Which one?
...come again?


As in: What is dropped by Blizzardman is "Boss weapon"? Or is it a modified Blizzard Attack that replaces the existing one? 'cause I didn't see this glitch yet.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: brawlman9876 on March 20, 2011, 01:21:26 AM
Just thought i would say this
Blizzard man's alt fire made me laugh my ass off.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 02:02:33 AM
Blizzard Roll is OP, Flashman needs either a SMALL reload buff or start with half or full charge, massive lag happens, everyone ends flying thanks to Gravity glitch I spoke of before.

What causes the lag is the WAY you USE to create an area of effect!
Instead, do something like THIS for area of effect. Have ONLY one of these spawn IN THE CENTER OF the user:
Code: [Select]
actor UltimateBlast2
{
PROJECTILE
+RIPPER
+DONTSPLASH
-SHOOTABLE
+NOBLOOD
-SOLID
+FORCERADIUSDMG
+DONTRIP
+GHOST
+NORADIUSDMG
+THRUGHOST
damagetype "Buster" //use a custom pain state, such as gravity.
Radius 20
Height 20
scale 2.5
damage (10)
speed 0
States
{
Spawn:
TNT1 A 1
Stop
}
}
Need it to affect a larger area? Increase Radius and Height instead! It should push? Add it to the spawn state! The spawn MUST end after one frame, or else it causes massive damage.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 20, 2011, 02:05:18 AM
like i said, megaman's AKA the one you pick up, its very easy to see in airman's stage
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 02:06:56 AM
Tsuki, what are you referring to the Area of effect thing?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: TheBladeRoden on March 20, 2011, 02:10:41 AM
Anyone want a botinfo lump with all the bots as their respective classes?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ashley on March 20, 2011, 02:12:18 AM
My opinion as of v4a:

It lags too much with more than 4 players on many a-server, ala Heatman.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 20, 2011, 02:12:37 AM
These new classes break every server, even mess's.

People have different theories over who is causing this.

I think it's gravity's low gravity thing. Others say metal man, bass, or flash man.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: King Dumb on March 20, 2011, 02:21:55 AM
Firstly, great job to everyone involved with the creation of these newest additions! Quite the amazing work!

I am fairly certain the lag is due to either GravityMan or FlashMan, as I didn't notice it as much even when the stage was flooded with glitch Bass's (frustrating though) than when two or three GravityMen were concentrated in one area or some FlashMen.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 02:29:41 AM
Quote from: "Asd967"
Tsuki, what are you referring to the Area of effect thing?
MagnetMan's Magnet pull? Area of effect made by many projectile. I'm almost sure that  Gravityman and Airman do the same: Area of effect made by invisible projectiles.

If a Magnetman alone in Waveman map is enough to lag a server, imagine many players using classes with the same flaw?

And my actor that serves as area of effect, is much simple, failproof and lagless. I used it to replace A_Explode, as explosion would cause irregular damage and wouldn't have any desireable effect.

@Above: Flashman is nowhere the cause of lag.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 20, 2011, 02:41:38 AM
Whats this bass glitch I keep hearing of?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 02:55:37 AM
Quote from: "tsukiyomaru0"
Quote from: "Asd967"
Tsuki, what are you referring to the Area of effect thing?
MagnetMan's Magnet pull? Area of effect made by many projectile. I'm almost sure that  Gravityman and Airman do the same: Area of effect made by invisible projectiles.

Tsuki, Magnetman's Mag pull is lkike that because of how the heck only pushing works on SkullTag
I mean, pushing without causing damage, nor making them alter the way by facing somewhere.
Since something only collides when they do more than 0 damage, 0 damage projectiles don't solve this.

Also, Radius pushing or pulling is being used, but it's meant to use on an area and does not work negatively to achieve the grappling effect.

Gravityman is just the normal G Hold tweaked.

Airman I'm not sure as I haven't checked him, but he should work just normally, as he's pulling, and not pushing.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Bikdark on March 20, 2011, 02:59:57 AM
Oh my sweet Arceus. Lag ahoy.
I say it's metal's gears. (ehehe) Go to MM2DW1, and throw a gear to the skull castle, if you look at the top of that wall, you'll see a gear that just stays there, not moving. It could be several other things as well, but that might be the main one. This needs fixing immediatly >.<
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: The_Broker on March 20, 2011, 03:13:54 AM
Greetings all,

Chimera Man asked to use the fixed Blizzard/Centaur/Wind Man skins currently found in your mod (at least the latter two) and I agreed to them being included if credit was applied to me as well as the original authors. No credit is found for any of us, but I'm sure that was just an oversight. Please correct this ASAP. Thank you sirs.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Celebi on March 20, 2011, 03:15:14 AM
This is to go with Bikdark's post, I told him about it so bleh...

Metal gear fired
(click to show/hide)

Metal gear climbs (Like a snake)
(click to show/hide)

Metal gears stuck
(click to show/hide)

View of Metal gears at highest point
(click to show/hide)

Same spot as above picture, but looking down a little
(click to show/hide)

There are several glitches and kinks that can be done...however they do not account for the "lag" problems so no point in telling them.  Good luck on the fixes, and may this project finish in pure success.  :D
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Bikdark on March 20, 2011, 03:23:02 AM
Gravity doesn't damn work right! They stay in the air forever in most cases, and sometimes Bass randomly floats to the ceiling without the "aid" of gravity!
Also, Yamato told me that you tampered with the 3rd line of Flashman, YD. I've got no idea what that 3rd line is, but I'm just sayin'.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Atayin on March 20, 2011, 03:24:43 AM
Quote from: "ice"
Whats this bass glitch I keep hearing of?

3 consecutive times while using Bass, I would get stuck when dashing. I also got stuck once while using Treble Boost. I would get stuck mid-air and start rubberbanding to the ground and back up.

Each time that occurred, the lag set in shortly thereafter. At first I thought it was coincidental, but the lag would stop after I died. But, how could that little glitch possibly lag an entire server?

Regardless of whether or not this glitch is responsible for the lag (I don't see how it could be), Bass definitely had a consistent problem that I didn't run into using other classes or in offline mode.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 03:25:46 AM
Quote from: "The_Broker"
Greetings all,

Chimera Man asked to use the fixed Blizzard/Centaur/Wind Man skins currently found in your mod (at least the latter two) and I agreed to them being included if credit was applied to me as well as the original authors. No credit is found for any of us, but I'm sure that was just an oversight. Please correct this ASAP. Thank you sirs.


Just like you said, it was an oversight. Though, I can't do anything now that it's all on one PK3.
But yeah. You and Arkman needs credit on MM6's behalf.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SaviorSword on March 20, 2011, 03:37:24 AM
YD, I find you to be unreliable for this project and I think someone else should take in charge of this project.

You won't listen to people.
You make really easily avoided mistakes.
You also meet the needs for this wad I feel.

Shape up, or I can be sure that you will be the ruin of the classes mod.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Bikdark on March 20, 2011, 03:40:05 AM
I agree with Sav, you also need beta testers to help you out, not just you and some other guy.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 03:47:54 AM
I'm always in the field of testing, but do they ask me?~
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SmashTheEchidna on March 20, 2011, 03:56:59 AM
One thing I should point out, is that the Megabuster is glitchy. Often when I try to shoot a charge shot, it won't shoot at all and the charge is wasted. You should look into that.

And, as a side note, when someone is using the Megaman class and isn't using the Megaman skin, whenever they use the Rush Adaptors they constantly flash Megaman's adaptor skin and the skin they're using. Then again, I haven't tried this with the Megaman skin so it might do that for him, too.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 04:00:30 AM
Easy guys, YD has done the most work.
Then when the classes project split he had to convert a mismatched set of naming conventions to get them all to work together.

Finnaly even when extensive private debugging is done, there are still numerous glitches, bugs, oversights, and in general mistakes.

that is why this is V4A.

Edit: Ninja'd
I havn't checked but it's might be that the adapters use the default player skin for some frames causeing things to glitch out when a different skin is used...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: RenzokukenL on March 20, 2011, 04:04:16 AM
I love how everyone seems to be implying that YD made everything in V4A.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 20, 2011, 04:04:56 AM
I don't know about you, but I am definitely not loving it. At all.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SmashTheEchidna on March 20, 2011, 04:06:18 AM
Quote from: "arkman"

Edit: Ninja'd
I havn't checked but it's might be that the adapters use the default player skin for some frames causeing things to glitch out when a different skin is used...

Hmm..I see...The wheels in my head are beginning to turn. Now I'm getting reeaally curious...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: RenzokukenL on March 20, 2011, 04:17:44 AM
It seems Gyroman can break out of the ceiling glitch caused by Gravityman.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 20, 2011, 04:19:48 AM
He enables and disables flight(No gravity), so yeah, it wouldn't surprise me.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 20, 2011, 04:51:02 AM
Ok, well, geez yeah, this is a catastrophe. I'll try to get some of the less obvious comments in too, but its REALLY hard to test while people are busy trolling with Gravity Mang. I'll give more thoughts later, I'm tired.

Bombman: Interesting changes, making him reliant on WE pickups, dropping his costs, all very interesting.

Metalman: So its that gear causing lag spikes right? Otherwise he seems pretty similar to Fireman, with a faster fire rate but no alt chargeup while firing, which is fine.

Quickman: The homing boomerangs en masse are perhaps causing lag, but I'm not 100% sure, it could be any number of other things. He is interesting as a class design; able to cause rapid damage but not a lot, and is fragile.

Flashman: Okish. He has low speed, which is nice, very nice buster that mirrors his in-game, and radial flash stopper. Could use a slight amount of meter upon spawn, but not TOO much, or else he'll turn into a revenge killer.

Crashman: Great fun. Neat ideas, bouncing around high and raining bombs. If he lays an activation bomb and then dies, that bomb never goes away, I think.

Bubbleman: His bubble lead seems to be quite overshadowed by all of the other chaos going on, but I think its quite decent. I was hoping for the bouncing bubbles used in Bubblemans boss fight. He just seems like Wave Man.

Gyroman: I like. His projectile as a concept SUCKS (average speed, not great hit box, no piercing), so making it powerful is, I think, a necessary evil. Great fun.

Napalmman: Did his damage get nerfed after all? Its hard to tell.

Crystalman: nice HUD change, and he seems very solid with the changes to his weapon recharge and fire rate.

Yamatoman: Will eat everyone. Theres usually little reason to use his melee. His yamato spears will eat everything. EAT. Quite obviously broken.

Plantman: I don't see the point. Is there something to plant barrier I'm missing? Its almost impossible to hit with, and the buster is awful.

Knightman: Hes like cutman with a shield. Cutman's fast, but...

Blizzardman: Already people are calling for nerfs. I'm sad, becaue Blizzard is pure fun. I have been hit by the BlizBowl several times and taken 50% damage or so, but I've also been killed outright. I think he's fun, like a linear topman that has huge trouble stopping. I hope he's not nerfed too bad :/
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SmashTheEchidna on March 20, 2011, 05:02:16 AM
Now I haven't played as all the classes yet, but I didn't need to to experience Yamato Man. I couldn't even get close to ANYONE because at every corner, he was there. And every time I ran into him, I died. There Was No Escape. I'm shocked that I didn't get a "Your Skills are Not Enough".
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 20, 2011, 05:05:36 AM
The plant barrier drains the life of those around it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Celebi on March 20, 2011, 05:23:46 AM
Quote from: "Kittah4"
Plantman: I don't see the point. Is there something to plant barrier I'm missing? Its almost impossible to hit with, and the buster is awful.

Plantman also heals his health very...and I mean very slowly while standing still.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 20, 2011, 05:57:48 AM
I think the no grav thing for bass "might" be caused by the SetPlayerProperty(0,0,3) tag on the select thread in the bassbuster wep

maby remove that and treblebooster as that nolonger has any funtion, also add take trebleboost then the item runs out as when it runs out, it permenantly stays in trebleboost state
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 06:01:35 AM
The things in MM6 classes that will be changed:

Blizzard Bowl being  2KO
Yamatoman not being SUPREMELY OP (Which was hard to tell on the testing phase, mind you.)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Chimera Man on March 20, 2011, 06:04:18 AM
(http://i53.tinypic.com/mmriah.png)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 20, 2011, 06:14:47 AM
Not sure if this has been brought up yet, but Wind Man needs some changes.

Right now the primary fire and flight bar are on the same ammo. Holding primary while firing causes the flight time to extend.
I did a timing test.

Wind had ~8 seconds of flight time.
With holding primary fire while flying, this was ~14-15 seconds. He almost doubled the flight time.

My best suggestion is to give Wind two different ammo's, one for primary fire, one for flight time.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 20, 2011, 06:24:42 AM
Seems Wily's gun only charges when he isn't firing or moving.  Mystery solved there.
Mega Man and Proto Man's sliding frames don't often display when they do that move.  Seems random.

And I noticed that also about Wind Man, but don't see much of a problem with it.  Just means you have to be shooting to get max flight time...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 20, 2011, 10:34:26 AM
Hooooly that's a lot of pages

also I didn't even want the gear but everyone was bugging me 'cause Metalman didn't have an altfire
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: sipfried on March 20, 2011, 11:24:54 AM
somethings what i say

bassbusterupdate AND protobusterupdate has been changes intro rushpower and rushjet apdator (mm6)

if you get eddie wich playing bass you got tribble item

and last if you het rush coil wich bass you got a weapon you can fly and schoot (mm10)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: LlamaHombre on March 20, 2011, 12:29:14 PM
Look, just...

4a is just a no.
Please fix it or I believe this mod will be finally going down the toilet.
I really don't want to main roboenza again, so...

But my opinions on the classes.

...Well, I really only have one.

FLAME MAN IS THE BEST THING EVER.
As obnoxious and biased as it sounds, Flame Man is a frikking murderer on the battlefield and I love playing as him.
Please keep him the same, Those on the MM6 team.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 20, 2011, 12:39:33 PM
I heard a report it might be Heatman's fire pillars causing the lag. If possible, could someone host a server and everyone play as one class, then switch, and so on. So everyone's Gravity, then everyone's Flash, so we can work out what the lag is.

I also really want to cut the gear.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: LlamaHombre on March 20, 2011, 12:41:09 PM
Go ahead. Slice that gear out of the game, I suppose you could come up with a better altfire eventually.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 20, 2011, 12:51:40 PM
Quote from: "Asd967"
The things in MM6 classes that will be changed:

Blizzard Bowl being  2KO
Yamatoman not being SUPREMELY OP (Which was hard to tell on the testing phase, mind you.)

I'd implore you to make Blizzard Bowl do a little more than half damage to a normal player (maybe even enough to OHKO a fragile) if you feel you must nerf the damage. If not, it will be utterly worthless. Blizzard bowl is lightning fast, yes, but it can be blocked by teammates, usually only hits one person at a time, and leaves you way open if you get stuck spinning in a wall. Not to mention you have to wait between bowls and only get one shot. Even in the chaos of 4A, Shagg has managed to kill me DURING a blizzard bowl.

By contrast, Top Spin is lightning quick, can kill three people at once (just ask Pink), and has very little downtime.

But yes, Yamato Man does need a severe damage nerf. His projectiles are rippers, so maybe they should do damage comparable to Needleman, who shoots faster but does not have rippers.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Zero Fang on March 20, 2011, 01:07:42 PM
woot megaman 2 and 6 :D ive tried this but it is a bit glitchy as bass i was flying without any adapters
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: sipfried on March 20, 2011, 01:25:56 PM
hey yellow devil i got 2 youtubemovies here bij class 4a
look here
(click to show/hide)
and
(click to show/hide)

+some secrets (part 2)
have fun
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 02:46:13 PM
Quote from: "Zero Fang"
woot megaman 2 and 6 :D ive tried this but it is a bit glitchy as bass i was flying without any adapters

Gravity man... He can make you weightless.

also I will try and host YD's suggested debug server in case anyone is interested
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Balrog on March 20, 2011, 02:48:45 PM
Quote from: "CopShowGuy"
Mega Man and Proto Man's sliding frames don't often display when they do that move.  Seems random.

I told you dawg, I told you about extra frames!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SmashTheEchidna on March 20, 2011, 02:57:09 PM
Quote from: "CopShowGuy"
Mega Man and Proto Man's sliding frames don't often display when they do that move.  Seems random.

Ah, speaking of which I was thinking about the sliding. I dunno if it'll work or not, but what if you had them automatically crouch for the time that they're sliding?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 04:34:34 PM
Debug server results.
*Bass will fly up whenever harmed by a buster type attack.
*heatman's fire towers glitch in the same way flameman's do
*flameman has a sprite on the side of the screen when dead.
*Protoman, and possibly Bass, and Megaman, are all immune to time stopper.
*Bass doesn't get anything from power adapter, but he can use jet adaptor.
(power adapter is underpowered BTW)
*Jet Megaman can use other weapons.
*jet Megaman has unlimited flight if used correctly. fix by draining some of the flight bar during fire state.
*Airman's fan needs to be client side only. it lags like heck. worse than magnet even. Reaction time would also be good.
*windman's obituaries don't fit. not a major bug but still

I think that is everything right now. testing is still going on
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: chuggaafan1 on March 20, 2011, 05:05:37 PM
Dont Forget When Crash Man Used His Remote Bomb and died, it stayed there
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Chimera Man on March 20, 2011, 05:10:24 PM
Quote from: "chuggaafan1"
Dont Forget When Crash Man Used His Remote Bomb and died, it stayed there

But when you respawn as Crash Man, you can use the alternate attack one more time, then clicking again to explode all of them at once.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 20, 2011, 05:11:56 PM
Air man's and magnet man's alt fires appear to be the cause of the most lag. Heat man's flame towers also appear to cause lag a bit. And so does treble boost. Then there's the gravity hold glitch where if hit by the negative / low gravity one, it says forever and you rise up to the ceiling. And sometimes flash man's time stopper makes you frozen forever, not all of the time but some of the time.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 20, 2011, 06:34:51 PM
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 06:46:38 PM
All of those glitches could be fixed easily, though, it's not up to me anymore other than MM6 classes.

Said that, I'll arrange with Yellow Devil their fixing.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 06:51:10 PM
found the bug in bass

Code: [Select]
Pain.FireSpin:
Pain.Quick:
Pain.Buster:
Pain.Gravity2:
PLAY H 0 A_Jump(256,"LowGrav","HighGrav","NegaGrav")
Goto pain+1

those pain states should be after gravity2.
Since this is a major bug, can I upload a quick patch?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 20, 2011, 06:59:01 PM
I'll likely be rounding up all the bugs and uploading V4B verrrry soon. Maybe not today, trying to make the gravity hold cancel out after a while. The biggest laggers were Metal and Air, right? Both fixed. Feel free to give suggestions for the close future!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 20, 2011, 07:02:50 PM
Full stop.

I said you could change Gravity Man's alt fire, but I WOULD HAVE TO RECEIVE IT AND APPROVE IT.  WHAT PART OF THAT DID YOU NOT UNDERSTAND?

God, I leave for a week for Spring Break, and immediately come back and find something that royally pisses me off.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 20, 2011, 07:03:11 PM
Quote from: "Yellow Devil"
I'll likely be rounding up all the bugs and uploading V4B verrrry soon. Maybe not today, trying to make the gravity hold cancel out after a while. The biggest laggers were Metal and Air, right? Both fixed. Feel free to give suggestions for the close future!

Magnet man and heat man are also big laggers
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 07:06:21 PM
Edit: double ninja. Heat man doesn;t lag

give clashman his double shot

make it so that bass can get his upgrade from more than just rcoil. also all robot masters can use the adapters if they are very fast.

ditch the remove script for item 1 plz

Buff the power adaptor, and make it a ripper when fully charged.

i personally don't like flameman's altfire.

airman can move while blowing, that can be broken
fix windman's obituary to be more like gyros. he doesn't even have a wind attack.
host more.
nerf the bounceback on bliz man so that it can't be over abused.

make an eddie replacement that only drops RM freindly powerups. Make it green, like the one from the cartoon.

and is anyone working on mm4?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 20, 2011, 07:17:53 PM
Quote from: "arkman"
and is anyone working on mm4?

Yeah, Korby's team is. Not too much is done for it except I already have Ring Man done and Drill Man almost done.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Blaze Yeager on March 20, 2011, 07:18:52 PM
How does Ring and Drill work ivory?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 07:24:07 PM
Suggestion to fix the whole flight and gravity issue:
Item. For Gravity, have the pain state give an item that autoactivates to set the properties for negative gravity, then have a blank frame that will last 35*X seconds, before having an action to reset to former properties. Max Ammount: 1
Same for Flight, but instead that will need the bar to be drawn FROM INVENTORY (invisible inventory, that is), that will show how long you have of flight left. How the bar will be drawn is what I wonder.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 20, 2011, 07:28:24 PM
Quote from: "Blaze"
How does Ring and Drill work ivory?

Ring Man has a slightly higher jump, and he throws pre-1vc ring boomerangs. For his alt fire, he throws the ring boomerang behind him.
Ring Man is also limited to two rings. He gets ammo back when one returns.

Drill Man moves and jumps like megaman. Drill Man has a stock of 6 Drill Bombs that recharge ONLY when he's out of ammo, which then leaves him defenseless for 3 seconds. It's the pay off for having spammy slow moving explosives. Though to make up for them being spammy, the Drill Bombs have less radius then regular ones.

His alt fire is still up in the air. I really want to get him to dig into the ground and pop back up in some method, but nothing has been done so far that hasn't had large amount of bugs, exploits or other issues.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: BiscuitSlash on March 20, 2011, 07:46:32 PM
My only real issue with V4A is the fact that quickman has normal jumps. I was hoping for 2-3x jumping height like what quickman actually has.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Bikdark on March 20, 2011, 07:55:05 PM
Quote from: "Michael712"
My only real issue with V4A is the fact that quickman has normal jumps. I was hoping for 2-3x jumping height like what quickman actually has.
Eh, I dunno about that, he's already twice the speed of Megaman, (0.8 I believe) and if he had that kind of jump, he'd be near impossible to hit. I think he's fine as of now.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 07:56:19 PM
I am shure someone will complain about this, but it was bugging me too much.

BassV4-A patch.wad (http://www.4shared.com/file/tF6OWuce/BassV4-A_patch.html)

this little patch will fix Bass so that he doesn't fly away from anything but gravityhold.

I only made this because the bass glitch makes him totally unplayable, and I like Bass.

Edit: woot 3 downloads, people actually care!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: T-man on March 20, 2011, 08:16:37 PM
aside from the already mentioned glitches and bugs, here's what i noticed and some questions:

Why did you merge the Mega Man and Mega Man-C classes into one? it seems like a weird decision, especially since you can still pick any sprite you want, but when you slide you use the Mega Man skin. it makes for some weird moments, like when you're fighting someone using the Guts Man skin and they slide towards you and turn into Mega Man for a split-second.
and when you equip the jet/power adapter, the adapters skin always rapidly flickers between itself and the skin you're using (this looks really weird with characters like Punk  :shock: ). This could easily be fixed by always forcing the Mega Man skin, or making Mega Man and Mega Man-C different classes and forcing the Mega Man skin on the Mega Man-C class.

also, is woodman's shield supposed to be usable when he has no ammo? cause I've accidentally done that 4 times now.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 20, 2011, 08:34:24 PM
Quote from: "arkman"
airman can move while blowing, that can be broken

Those two abilities don't suit him very well otherwise given how close he needs to be to hit with his weapon.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SaviorSword on March 20, 2011, 09:35:49 PM
I'm quite sure that most (if not all) of MM6 robot masters are not affected by G Hold or react weirdly in some way.
In short, they do not react correctly to G Hold.

Also, there are so many balancin'/correctin' (not bugs) issues that I would like to say that I care to mention. If Yellow Devil did start listening to everyone, then there must be 15 blue moons in the sky then. Until then, that's when I'll start sayin' ideas so they won't be said in vain.

(Waits for 9001 quadrillion centuries till the day happens.)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 20, 2011, 09:42:06 PM
I have no idea what's actually happening with Gravity now...

And I don't know why Savior's being such an ass
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 20, 2011, 10:09:19 PM
Quote from: "Yellow Devil"
I have no idea what's actually happening with Gravity now...

And I don't know why Savior's being such an ass
He's right on some points, but mistaken on pointing you out. As much as a gourp effort this project is, a lot here put their own thoughts above the project, just so doing mistakes, adding their own ideas, etc.

For the project to be successfull, EVERYONE involved should follow the same track, us the same backbone.
Ivory, for example, wants it to be all traditional, discarding secondaries and all. Some other prefer to add classes traits that connects to the class' "job" (Shadowman = Ninja). What is prone to happen? a HUGE screw up.

IF someone cared, I'd start a concept of class mod that could possibly overthrow this one because of only one thing: following a pattern.

In other words, you are as guilty as someone that witness a murder and is deemed as the murderer.
Yes, that means you are not guilty, unless it is of not confessing what you witness.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ashley on March 20, 2011, 10:15:47 PM
Quote from: "Ivory"
His alt fire is still up in the air. I really want to get him to dig into the ground and pop back up in some method, but nothing has been done so far that hasn't had large amount of bugs, exploits or other issues.

removedalotofwords

Or...

Code: [Select]
AltHold:
AltFire:
//some checks for if the player has enough ammo to do DIG...
Dig:
---- ~ 0 A_ChangeFlag("NOINTERACTION",1)
---- ~ 0 A_ChangeFlag("NOGRAVITY",1) //Prevents players from possibly falling down under the map.
---- ~ 0 ACS_Execute(222,0) //If-Else check for DugFlag; if it's 0, restrict players movement.
---- ~ 0 ThrustThingZ(0, 40, 1, 0)
---- ~ 0 A_GiveInventory("DugFlag",1)
---- ~ 15 A_SpawnItemEx("DrillShadow",0, 0, 0) //This should have a specific spawn state that causes it to die after a tested time
---- ~ 0 ThrustThingZ(0, 60, 0, 0)
---- ~ 0 ACS_Execute(222,0) //If-Else check for DugFlag; if it's 1, let players move now.
---- ~ 0 A_ChangeFlag("NOINTERACTION",0)
---- ~ 0 A_ChangeFlag("NOGRAVITY",0)
---- ~ 0 A_TakeInventory("DugFlag",1)
---- ~ 3 A_Explode(25,40,0)
---- ~ 2 A_Explode(5,50,0)

Untested, but in theory it should work. Of course, this wouldn't work out so well if the player was in midair! Use DECORATE to check if the player is on the floor or not to allow this happening...

Code: [Select]
A_JumpIf(z-floorz<5, "Dig")
A_JumpIf(z-floorz>5, "--Some Other Thing--")

I believe you guys can make it work. :3
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 10:30:29 PM
Others/Mains

Megaman - ice, Yellow Devil, and Megaman
Protoman - Yellow Devil
Bass - ice and Yellow Devil

MegaMan 1

Cutman - Yellow Devil
Gutsman - Yellow Devil
Iceman - Yellow Devil
Bombman - ice
Fireman - arkman
Elecman - Yellow Devil

MegaMan 2

Metalman - Yellow Devil
Heatman - Yellow Devil
Bubbleman - Yellow Devil
Airman - Yellow Devil
Quickman - arkman
Woodman - Yellow Devil
Crashman - arkman and Yellow Devil
Flashman - Yellow Devil
Wily/Alien - Yellow Devil

MegaMan 3

Hardman - Yellow Devil
Sparkman - Yellow Devil
Snakeman - arkman
Needleman - Yellow Devil
Topman - Yellow Devil
Shadowman - Yellow Devil
Magnetman - arkman
Geminiman - Yellow Devil and ice (clone)

MegaMan 5 - organized mainly by Korby

Gyroman - Korby
Napalman - Korby
Gravityman - Mr. X
Stoneman - Mr. X
Crystalman - Ivory
Starman - Ivory
Chargeman - Yellow Devil
Waveman - Yellow Devil

Megaman 6 - Chimera Man and his bro King Yamato

Not sure on these! However, I'm sure Yamato and Arkman made all the classes.

SPECIAL THANKS

ice - sprites for huds, Megaman C, and others.
Chimera Man - hudsprites among other general sprites.
Myroc - testing
Megaman - changes to Megaman C!
Metallix - Heatman dashing sprites
Yellow Devil - idea :)

Copy pasted from the Credits section of the mod. The MM6 Section is Wrong and has already been discussed.
But YD didn't do anything with MM6.

I have to take partiall blame for airman as it is probably based on magnetman, who is also a major lag switch.

I am posting this so that people know who to actually complain about.

Yes YD did do a lot. however with the exception of airman and his edits to Gravityman, none of his classes really have problems.

come to think of it. out of the 42+ classes in this game, only a few have any problems.

Bass- I already released a quick patch for this as the error was a typo.

Airman- Lagtastic, my fault as it is probably based on magnetman.

gravityman- also partially my fault as I was the first to utilize a custom painstate.

Metalman- Rushed altfire, the old searchsnake was dumped for a reason and this proves it.

any other major game crashing errors?
if no, this isn't half bad for an alpha release.
V4A...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 20, 2011, 10:34:10 PM
I'm still not sure who did what for MM6!

Hoo boy, just seeing all those "Yellow Devil"s up there...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 10:35:52 PM
For the record, I did Knightman, and Blizzardman. though I think Blizzardman was edited slightly by Chimera/Yamato.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 20, 2011, 10:49:04 PM
MM6

Blizzardman and Knightman - Arkman
Flameman, Yamatoman, Knightman, Plantman, Windman, Centaurman, edits on Blizzardman and Knightman - King Yamato

Sprites - Chimera Man
Fixed Blizzard, Centaur and Windman sprites - The_Broker

There you go for credits
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 20, 2011, 11:09:48 PM
Quote from: "Ashley"
Code

Hmm. I'll give it a try. Thank you for pointing me in the right direction.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: FCx on March 20, 2011, 11:18:59 PM
GOOD JOB GUYS!!


I have a question.. (In actually 2)

1- I don't unserstand Airman altfire. How it works?? (I think it dont work against a bot)
2- I'm thinking in making a video showing MM1-6 classes (of course when MM4 class is done and aslo I gonna use arkman credits).
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 20, 2011, 11:20:56 PM
Airman's altfire pushes enemies. it is useless against bots because they are incapable of falling off edges.

and they aren't my Credits, YD made them, nobody seems to actually look into the pk3.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CHAOS_FANTAZY on March 20, 2011, 11:24:44 PM
Anyone up for other supporting characters?

Quote from: "Me, in the Enemy Expansion Topic (Modified to fit in this context)"
I have an idea for a class.  It's not a Robot Master or anything, but it's still something I think would be pretty cool.

I think a Beat class would be neat--if Wily's Alien isn't broken, then this wouldn't be, either.  Naturally, Beat would be entirely airborne, able to fly through the air like Gyroman and the Alien.
Beat's only real canonical attack is diving into people to hurt them--which is something that could be done.  It would have to be a one-time-hurt thing to work though, like Charge Kick, not a ripper like Star Crash.  By "firing" with Beat, one could simply make him move forward faster.
Another thing Beat's been able to do is pick up our robotic heroes, and save them from falling down bottomless pits.  A possible--yet broken--secondary attack would be the ability to pick up other players for a limited amount of time before dropping them, causing a bit of damage.  This is broken because it would allow Beat to drop other players into pits--hilariously, the exact opposite of its original function.

I wouldn't mind Beat being simple and only having the first weapon.  It's an idea I've had for a while, and it'd be really cool to have it implemented.


On a completely unrelated note, how does Bass' Treble Boost work?  I can't figure it out.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 20, 2011, 11:42:57 PM
Quote from: "CHAOS_FANTAZY"
On a completely unrelated note, how does Bass' Treble Boost work?  I can't figure it out.
basicly once you shoot it acivates and once its activated, you can fly

as for beat, he sould most likely be in the enemy topic for the same reason as reggae
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 21, 2011, 12:08:28 AM
Some things I noticed about Knightman:

His knight crush comes back to him once he dies. Cutman's doesn't.
Correct me if I'm wrong, but it should be "Knight Crush" not "Knight Crusher"
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 12:22:41 AM
its knight crusher to avoid clashing with night crush
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 21, 2011, 12:36:56 AM
Quote from: "ice"
its knight crusher to avoid clashing with night crush

I meant in the obituary.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 04:00:42 AM
I found a glitch with the jet adaptor, fly then hold down fire and you'll have unlimited flight time, not only that, you can suddenly switch and keep the flight status. Also, centaurman's altfire is getting anoying, not only it freezes you (very spammy btw) it sometimes deflects shots, and bombs

also as some people complained, wily gun is OP, its very easy to spam strog shots in a burst, go alien and then spam that buster

Also as everyone else said, blizzardman is OP maby lengthen the charge time for bowl cause *NU* was spamming that the whole match

(PS, can I send you a PK3 of fixes "megaman bass and protoman's alt sprites, trebleboost, rushjet glitch, protoman and bass palat issues and some others)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Awbawlisk on March 21, 2011, 04:14:00 AM
Speaking of Treble. How do you get the treblebooster or (mostly) the Treble (eddie clone)?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 04:16:33 AM
trebleboost appears in you inventory when you pick up any rush items (coil and jet) and treble item is from eddie
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Bikdark on March 21, 2011, 05:35:24 AM
I can't believe how OP bomb is, he can fire out huge bombs so quickly with his ammo capsule thing. Also, Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage. But the worst of it, is that an invisible wall appears in front of you until all 3 go away. This gets annoying in big stages like Mr. X. Do whatever you want with his alt, but just dont make it OP -.-
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Muzaru on March 21, 2011, 05:55:11 AM
Umm...... A suggestion for gravmang...
Why not have it do damage and throw them according to where the are?
 If in the air... Have it slam them to the ground and prevent them from jumping, and slow them down for a few seconds, and make the damage around what it used to be.
 If on the ground, just have it throw them away doing around half of what it does now, but can throw them into pits.
Oh... and reduce its radius to around that of flashman's time stopper.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Awbawlisk on March 21, 2011, 10:47:25 AM
Quote from: "Muzaru"
and reduce its radius to around that of the flash stopper.

Time Stopper? (If so I no blame you.)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 21, 2011, 12:39:53 PM
Quote from: "Bikdark"
I can't believe how OP bomb is, he can fire out huge bombs so quickly with his ammo capsule thing. Also, Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage. But the worst of it, is that an invisible wall appears in front of you until all 3 go away. This gets annoying in big stages like Mr. X. Do whatever you want with his alt, but just dont make it OP -.-
Bombman is more like Spamman. Specially in a DM, where they simply goes around spamming giga bombs and fragging easy.
Topman could use the current system of BliZBowl instead of his Top Spin. Both are OP and the later is even harder to avoid (and a bit harder to hit. A BIT)
Quickman's need to have TWO projectiles for his alt. The firs is fired, then after some frames execute A_Stop (to stop midair) then after some more frames (In which they could have A_ClearTarget to forget the position of their shooter) they execute A_CustomMissile to fire a projectile into a nearby target. That projectile being another boomerang.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 21, 2011, 02:11:59 PM
Having robot masters who regenerate ONLY through ammo packs make them almost completely useless in LMS.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 03:22:33 PM
I already know how to fix everything! If I needed help I would've asked, no?

Quote from: "Bikdark"
I can't believe how OP bomb is, he can fire out huge bombs so quickly with his ammo capsule thing. Also, Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage. But the worst of it, is that an invisible wall appears in front of you until all 3 go away. This gets annoying in big stages like Mr. X. Do whatever you want with his alt, but just dont make it OP -.-

1st point, I was considering upping the ammo used but... he'd suck all around in LMS or such. Not sure if I should really care about that...


Quote from: "Muzaru"
Umm...... A suggestion for gravmang...
Why not have it do damage and throw them according to where the are?
If in the air... Have it slam them to the ground and prevent them from jumping, and slow them down for a few seconds, and make the damage around what it used to be.
If on the ground, just have it throw them away doing around half of what it does now, but can throw them into pits.
Oh... and reduce its radius to around that of the flash stopper.

I'm waiting for X's thoughts on the Gman

Quote from: "tsukiyomaru0"
Bombman is more like Spamman. Specially in a DM, where they simply goes around spamming giga bombs and fragging easy.
Topman could use the current system of BliZBowl instead of his Top Spin. Both are OP and the later is even harder to avoid (and a bit harder to hit. A BIT)
Quickman's need to have TWO projectiles for his alt. The firs is fired, then after some frames execute A_Stop (to stop midair) then after some more frames (In which they could have A_ClearTarget to forget the position of their shooter) they execute A_CustomMissile to fire a projectile into a nearby target. That projectile being another boomerang.

Or I could just fix it my way
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CutmanMike on March 21, 2011, 03:32:20 PM
I finally gave this a go. I didn't want to try it at first just cause I thought I'd be like "GRR I would have done it LIKE THIS" or "x man should do THIS not THIS arararar", but surprisingly I enjoyed the classes that I got used to. I haven't played the latest version because of a certain gravity wielding maniac.

Here's a couple of pointers for you, I won't nag you for changes though so no worries.

Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 03:38:39 PM
I thought we figured out the lag was caused by the dynamic lighting or something? Since the game is all lagged up at the moment, I'll probably change it to V1C-style.

I'll do all the other things... probably not the second one (the quote on that picture was just begging for a Starfox reference) because I don't have any sound effects! Maybe I'll go look for some, heh.

I think ice's version (original!) of the Gigabomb had it bouncing about for maybe... 6 seconds? I thought it was kinda useless so I lowered it. I'll put it back up if everyone agrees!

The greatest thing for me was finding out you liked it, though! I saw you on that server the other day and was just thinking "oh man I bet he's hating this..." the whole time! What a relief  :mrgreen:
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CutmanMike on March 21, 2011, 03:49:22 PM
Haha, I would only hate it if I was making it. The stress of class balance and keeping everyone happy is heavy.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 04:05:13 PM
Before v4b is released, can you host a debug server? Also I know you said you dont need any help, but I got bored last night (before you posted) And fixed almost all of the megaman, protoman, and bass glitches in a separate pk3 (mostly cosmetic) ^_^; Anywho, I think I still have the old bombman folder if you need it
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 04:17:29 PM
I'm curious about the aformentioned bugfixes, I know I got Bass and Proto (Adaptor bugs), but what else did you fix?

I will make sure to bugtest this one thoroughly before release
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 04:32:33 PM
A list of my fixes

Fixed the jet adaptor so you'll fall if you diselect it.

fixed trebleboost so it removes the boost state when it runs out, and changed the remove thing scince it can be reloaded (or if you want it to vanish, make sure everything else is removed before the weapon)

fixed bass's altfire so it changes back when you fire, same with the rest

fixed it so protoman and bass will start with there original colors and go back to them when you switch back.

unfortunately I couldn't fix the power and jet adaptor's spawn sprites

Also for bombman, if you toss a bomb in a room with a low ceiling, it explodes on contact turning into a self destruct move
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 04:35:03 PM
Heh, most of them I can fix but yaaay laziness!

Gimmegimmegimme
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 21, 2011, 05:11:42 PM
Quote from: "Bikdark"
Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage.

The first version had it tracking TOO well.  They were very fast and it was really annoying.  I once died because of that attack because Quick Man was on the Magnet Missile roof on Mr. X's stage spamming them and I just happened to spawn by a window somewhere else.  Died as soon as I respawned.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 05:17:14 PM
should crashman be that fast? keep in mind its already hard enough to escape from a crashbomb spamming crashman, who can recharge with weapon energy btw, but on top of that he can jump high and move alot faster than megaman
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Messatsu on March 21, 2011, 05:38:51 PM
Quote from: "CutmanMike"
...[*] I noticed Snake Man's snakes use the old snake code. I cannot stress enough (like, soooo many people ignore this) that these snakes lag like crazy. I was shooting them across a long corridor in a DM and everyone's ping quickly rose above 500. I.e it was noticeable.[/list]

Yea, I noticed a HUGE spike in my outgoing bandwidth.  My outbound limit is around 5mb yet when the game was going I saw it trying to send out 7mb of data.  A normal full game will usually top out around 1mb.  Strange thing though, I don't recall this problem in earlier versions which still used the old search snake code.  /shrug.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Blaze Yeager on March 21, 2011, 05:54:32 PM
I even noticed it when i was testing Plug Ball with my friend...it was a bit laggy so i removed the old code (By the Way HOW IN THE HELL DOES CEILINGHUGGER WORK?)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 21, 2011, 05:56:04 PM
Quote from: "Messatsu"
Quote from: "CutmanMike"
...[*] I noticed Snake Man's snakes use the old snake code. I cannot stress enough (like, soooo many people ignore this) that these snakes lag like crazy. I was shooting them across a long corridor in a DM and everyone's ping quickly rose above 500. I.e it was noticeable.[/list]

Yea, I noticed a HUGE spike in my outgoing bandwidth.  My outbound limit is around 5mb yet when the game was going I saw it trying to send out 7mb of data.  A normal full game will usually top out around 1mb.  Strange thing though, I don't recall this problem in earlier versions which still used the old search snake code.  /shrug.
I doubt it was Snakeman. the gamebreakers are Airman (Wind Push), Magnetman (Magnet Pull) and Gravityman (Glitchy reverse gravity)

Quote from: "Blaze"
I even noticed it when i was testing Plug Ball with my friend...it was a bit laggy so i removed the old code (By the Way HOW IN THE HELL DOES CEILINGHUGGER WORK?)
It will spawn and move along the ceiling.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 21, 2011, 07:03:40 PM
Quote from: "ice"
should crashman be that fast? keep in mind its already hard enough to escape from a crashbomb spamming crashman, who can recharge with weapon energy btw, but on top of that he can jump high and move alot faster than megaman

Crash Man is fast and annoying, but he FEELS fragile. I'm not sure if he was programmed that way or not. The way crash bombs work as well, unless they hit you dead on they're only going to glance you and do very little damage. The mine CAN OHKO someone, if they happen to be not moving and standing directly on it. These are circumstances that will probably never happen.

I think of Crashman like an annoying mosquito. Swatted easily, doesn't hurt too much, but in just the right circumstance it could kill you.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 21, 2011, 07:08:39 PM
Crashman was programmed to fight!
I dunno, I kinda like Crashman. He can stop you in your tracks with his crashbombs, then when you run out of ammo, use the remote bomb that takes none!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 21, 2011, 08:24:27 PM
Debugging of V4B:
During Offline testing:
*Chargeman's puff stays in the air for some reason in random situations.
*Noticed that Magnetpull's range is HUGE
*Sparkman still lacks his ammo bar

During Online Testing:
*Magnet Pull and Air Push causes loads of lag, but same doesn't happen with Search Snake.
*Randomly, a hud sprite popped up. I think it was with Bass, but I'm not sure.
*Treble Boost is very strong. And is a weapon right away, instead of an item that gives Treble Boost.
*Chargeman can still dash forever (can be quite funny. Charge race, anyone?)
*Apparently, Yamatoman's Spear Spin (Leekspin!) seems to be... Too wide and tall? I don't know for sure. But needs a LITTLE range nerf.
*Flashman's buster... should behave like Bass Buster but with a much wider spread (random(-15,15) for both pitch and angle). As it is, it is a weaker Wave Burner. Hm... The current buster code for him can be used on Burnerman~
*Elecman is really fast... Dunno if this is good or bad.

Other suggestions:
*Bubbleman: His bubble lead should bounce and his fire state should spawn a projectile with, let's say, X Speed 10, Y Speed 0, Z Speed 20. Then, when that one hits the ground (Crash state) it should spawn one that will have MOMX and MOMY for speeds, but Z Speed goes to 40 and it will have Absolute Momentum Spawn Flag. Upon crash state, this one will spawn one that does the same as the one before, but with Z speed of 60. No crash state for the third. That way, it will always have a set bouncing height increase, regardless of the height from which the first was shot.
*Metalman: When I suggested, it was to be a floor hugging projectile that doesn't climb steps and bounces off until his time is up (will use Reaction Time and A_Countdown). That idea I took from Megaman Battle Network, but with a little personal twist (bouncing until its time is up)
*Starman and Knightman: I think those two are the only without altfire, am I right? For Starman, I thought of a simple buster with only small visual enhancement, nothing else. Knightman... Well, that one I had the thought of holding the shield in the exact center or calling back the crusher. The later I was inspired by Tron's Disc Primitive (Fire=toss disc. AltFire=calls disc back or, if holding disc, uses it as a shield).
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 21, 2011, 08:46:27 PM
On other notes, try this for Airman's Wep
Code: [Select]
actor AirShooterBoss : MegaBuster 20036
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was blown away by %k's Air Shooter."
weapon.ammotype "Can'tDefeatAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEAP G 1
loop
Ready:
AIRA A 0 ACS_ExecuteAlways(998,0,102)
AIRA A 10 A_WeaponReady
AIRA A 0 A_GiveInventory("Can'tDefeatAmmo",1)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
AIRA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
AIRA A 1 A_Raise
Loop
Fire:
AIRA A 0 A_JumpIfNoAmmo("NoAmmo")
AIRA A 0 A_PlaySoundEx("weapon/airshooter","Weapon")
AIRA A 0 A_FireCustomMissile("AirShot2",-15,0,8,0)
AIRA A 0 A_FireCustomMissile("AirShot2",15,0,8,0)
AIRA A 0 A_FireCustomMissile("AirShot2",0,1,8,0)
AIRA BC 6
AIRA A 7
AIRA A 0 A_Refire
Goto Ready+1
AltFire:
AIRA A 0 A_JumpIfNoAmmo("NoAmmo")
AIRA A 0 A_PlaySoundEx("Weapon/gyroattack","Weapon")
AIRA A 0 A_FireCustomMissile("AirWind",0,1,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",6,0,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",-6,0,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",12,0,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",-12,0,8,0)
AIRA A 3
Goto Ready+1
NoAmmo:
AIRA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}

actor Can'tDefeatAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}

actor AirWind
{
PROJECTILE
Radius 15
Height 15
scale 2.5
speed 40
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 AAAAAA 1 A_RadiusThrust (30000, 1, 0)
stop
}
}

actor AirShot12 : actor replaces AirShot1
{
PROJECTILE
Radius 6
Height 7
scale 2.5
damage (25)
damagetype "Air"
speed 18
States
{
Spawn:
AIRS AABBCC 1 ThrustThingZ(0, 1, 0, 1)
loop
}
}

actor AirShot22 : Airshot12
{
Speed 22
}

actor AirShot32 : Airshot22
{
Speed 26
}

Magnet Pull is... Strange. I'll take longer to understand it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: MagnetMan497 on March 21, 2011, 09:06:16 PM
It's highly likely that the gears are the source of lag.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 21, 2011, 09:11:57 PM
Ivory said this over 9000 times "STARMAN WILL NOT HAVE A ALTFIRE AND THAT IS FINAL!!!"
and originaly I had it so trebleboost could only be obtained with a item, but YD scraped that idea, although yeah, I guess trebleboost could use either a damage nerf or a fire rate nerf
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 21, 2011, 09:15:53 PM
Star Man doesn't really need an alt fire because of how well his one attack is.  On a similar note, I think Wood Man's thrown shield range needs to be increased.  It only seems to hurt an opponent if you hit them with the very center of the leaf shield.  I've glanced opponents with the edges of the shield and got no hit from it.

And I still think Metal Man should at least have a better jump for mobility.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 09:18:33 PM
Things waiting on for V4B

Gravity Man. I've sent X numerous PMs but heard nothing on the future of this guy
Airman's alt... debating giving this guy a sprite to go with it.
Magnetman's alt, should be in progress by Tsuki
A few bugfixes
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 21, 2011, 09:21:03 PM
It's called "having a life".  You should try it some time.

Do whatever, I really don't give a crap about these classes any more.  Since additional games besides MM3 were added, it just made things so over complicated I stopped playing.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 21, 2011, 09:22:28 PM
:(
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 21, 2011, 09:26:01 PM
Quote from: "Mr. X"
It's called "having a life".  You should try it some time.

Do whatever, I really don't give a crap about these classes any more.  Since additional games besides MM3 were added, it just made things so over complicated I stopped playing.

Doesn't need to be over pissed with this. A "I don't want to take part on this anymore" was enough, you know.
You don't need to go raging on everyone that says a thing that matters or not to you.


That being said, I'd suggest Gravityman's hold shoving people up and letting them crash down on the ground.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 09:27:22 PM
Yeah. I'm open to suggestions right now, probably going for the V3A Ghold with the horizontal movement removed.

Quote from: "Mr. X"
It's called "having a life". You should try it some time.

Lul
Sorry for trying not to piss you off again since it evidently didn't work
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 21, 2011, 09:27:38 PM
I'm sorry, I've just been in a very very bad mood for the past few days.  I've had a very long string of bad luck recently and it's making my already short temper even shorter.
Do whatever with Gravity Man, I just wanted some heads up first.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Alucard on March 21, 2011, 09:28:59 PM
I agree with King Yamato, you can't really do anything if you get Gravity Held...


As for Airman's alt...what is it?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 21, 2011, 09:39:59 PM
Basically Pyro's airblast from TF2

It's just short ranged wind, really. More powerful, slower ROF.

Not sure if anyone would be willing to make sprites for it
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: TheBladeRoden on March 21, 2011, 11:53:23 PM
I liked the random gravity effects for GM, just as long as they wear off.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 21, 2011, 11:55:47 PM
Random idea came to mind. Gravity Man temporary gains the ability to knock anyone away that he runs into while Gravity Hold is activated.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 22, 2011, 12:17:14 AM
That sounds like great fun.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 22, 2011, 12:22:21 AM
Quote from: "Ivory"
Random idea came to mind. Gravity Man temporary gains the ability to knock anyone away that he runs into while Gravity Hold is activated.
Nah, that would be too OP. Unless  it had only "ThrustThingZ" for their pain state and didn't take damage from it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 22, 2011, 01:26:37 AM
I don't think so, Gravityman isn't exactly fast. and from playing as chargeman alot I know attak like that are really quite hard to hit with.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Muzaru on March 22, 2011, 03:54:54 AM
Quote from: "Obelisk"
Quote from: "Muzaru"
and reduce its radius to around that of the flash stopper.

Time Stopper? (If so I no blame you.)

Ooh.... I sawwy...
I meant Flashman's current Time stopper.

Quote from: "Yellow Devil"
Quote from: "Muzaru"
Umm...... A suggestion for gravmang...
Why not have it do damage and throw them according to where the are?
If in the air... Have it slam them to the ground and prevent them from jumping, and slow them down for a few seconds, and make the damage around what it used to be.
If on the ground, just have it throw them away doing around half of what it does now, but can throw them into pits.
Oh... and reduce its radius to around that of the flash stopper.

I'm waiting for X's thoughts on the Gman

Oh.... Okays.....
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Duora Super Gyro on March 22, 2011, 11:57:06 AM
I just thought of something epic.
Classes CTF
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: MagnetMan497 on March 22, 2011, 01:37:25 PM
The lag for this mode is so bad, the game crashed when I was playing Offline Skirmish. What is the cause of this?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 22, 2011, 03:30:47 PM
Quote from: "Duora Super Gyro"
I just thought of something epic.
Classes CTF
Already thoght of that the day of V1a, Ther'd be nothing but shadowman, topman, quickman, and gravityman running around
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Duora Super Gyro on March 22, 2011, 04:44:10 PM
around after i thought of it. i realized how cheap that would be.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 22, 2011, 05:54:39 PM
Quote from: "MagnetMan497"
The lag for this mode is so bad, the game crashed when I was playing Offline Skirmish. What is the cause of this?

there could be tons of causes. a couple of pages back there is a list of all the issues with V1A.

It would be more helpful if you said what classes you were using what map you played on, ect.

oh and the Crash was probably just skulltag being skulltag.  :|
It crashes all the time
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 22, 2011, 06:00:30 PM
Quote from: "arkman"
Quote from: "MagnetMan497"
The lag for this mode is so bad, the game crashed when I was playing Offline Skirmish. What is the cause of this?

there could be tons of causes. a couple of pages back there is a list of all the issues with V1A.

It would be more helpful if you said what classes you were using what map you played on, ect.

oh and the Crash was probably just skulltag being skulltag.  :|
It crashes all the time

His is most likely Skulltag showing hatred for Software Renderers or the faulty levels (levels that executes an script to check if you defeated a secret boss. That script often crashes the game here).
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 22, 2011, 07:05:47 PM
For Airman's attack... can anyone do some rotations of the little tornado in the farrr farrr bottom right of this sheet?

(click to show/hide)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 22, 2011, 07:09:08 PM
...Why rotations when it could be like all the other wind weapons, just put it as something like DERVA0 DERVB0 and so on
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 22, 2011, 07:09:50 PM
I mean the horizontal ones
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CopShowGuy on March 22, 2011, 10:33:05 PM
Can't you just use the ones he uses in MM2?  Or is this for some other attack?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 22, 2011, 10:43:42 PM
His altfire. Using the main fire for an alt would make people think he was attacking you when he was blowing you away and everyone would be very confused :(
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ashley on March 22, 2011, 10:52:45 PM
I'll give it a shot tomorrow, YD.

Any word on that Drillman alt, Ivory? Somewhat curious to how it turned out.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 22, 2011, 11:12:38 PM
Horrible. It works almost perfectly, except for one major fault. +NOINTERACTION renders Drill Man invulnerable to damage, even after the flag is removed. I've been trying all sorts of flags to try and make Drill Man vulnerable again, but nothing works. Seems to be some sort of bug with +NOINTERACTION itself. Otherwise, Drill Man interacts with everything again.

Edit: Oh right, the most interesting thing is, if I use the alt fire with freeze enabled, I DON'T become invulnerable. If I use it under normal circumstances, I become invulnerable. I have no idea why that happens.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 23, 2011, 12:00:26 AM
Quote from: "Ivory"
Horrible. It works almost perfectly, except for one major fault. +NOINTERACTION renders Drill Man invulnerable to damage, even after the flag is removed. I've been trying all sorts of flags to try and make Drill Man vulnerable again, but nothing works. Seems to be some sort of bug with +NOINTERACTION itself. Otherwise, Drill Man interacts with everything again.

Edit: Oh right, the most interesting thing is, if I use the alt fire with freeze enabled, I DON'T become invulnerable. If I use it under normal circumstances, I become invulnerable. I have no idea why that happens.
Instead, disable the "solid" flags (SOLID, map blocking, shootable, etc) and have it enable itself again when called to. But be carefull to not make it allow drillman to slip in small places.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Atayin on March 23, 2011, 12:07:48 AM
Does Air Man really need to push people away? I love his alt-fire, but with such an effective close-range primary weapon... all I really want to do is close distance.

But, I guess it does fit his M.O. according to his MM2 attacks.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 23, 2011, 12:16:19 AM
I tried that. Those flags, similar problems. Despite the flag changes, Drill kept staying invulnerable. Also, no interaction is the only flag that would even allow me to have Drill Man actually "dig" underground.

I may have to go with a less effective looking method of making Drill "vanish" and letting a projectile do the "digging" and "emerging". Just a shame because actually having the field of view go down was awesome.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 23, 2011, 12:17:02 AM
IMO, Airman should do his Wall of Air attack that does not go up.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 23, 2011, 12:37:57 AM
Quote from: "Ivory"
I tried that. Those flags, similar problems. Despite the flag changes, Drill kept staying invulnerable. Also, no interaction is the only flag that would even allow me to have Drill Man actually "dig" underground.

I may have to go with a less effective looking method of making Drill "vanish" and letting a projectile do the "digging" and "emerging". Just a shame because actually having the field of view go down was awesome.
Perhaps, if you had him morph into a class that had the properties and then morph back?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: JaxOf7 on March 23, 2011, 05:24:10 AM
Sorry Ashley, but spriting something like this has actually been on this random person's mind for a while now.
(http://i683.photobucket.com/albums/vv191/JaxOf7/gonnablowyourightoutoftheskygoodbye.png)
I actually originally intended to do this with those sprites from the power fighters for neo geo, but the style clashed too much. YD's suggestion was much better.
(click to show/hide)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Chimera Man on March 23, 2011, 02:25:39 PM
Quote from: "JaxOf7"
(click to show/hide)

Actually... King Yamato done that yesterday and PM'd to Yellow Devil. Not pushing you aside, though.  ;)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 23, 2011, 03:09:16 PM
Not promising to use it though
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: TheBladeRoden on March 23, 2011, 04:39:05 PM
maybe
main fire: shoots tornadoes that only go a small distance before freezing in place. He can set up a wall of tornadoes this way.
alt fire: fan pushes all the deployed tornadoes in the direction he's facing.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 23, 2011, 05:49:44 PM
Quote from: "TheBladeRoden"
maybe
main fire: shoots tornadoes that only go a small distance before freezing in place. He can set up a wall of tornadoes this way.
alt fire: fan pushes all the deployed tornadoes in the direction he's facing.

This was my original idea for airman, but it didn't work. Dug up my work, still can't fix it. Basically it always flies forward in the direction you shot it from, even though the wind is coming from another direction.

Not really sure if that kind of thing is doable in skulltag, but regardless I'll wait for someone like Tsuki or ice to come in and prove me wrong  :ugeek:
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ashley on March 23, 2011, 09:22:06 PM
Quote from: "Ivory"
I tried that. Those flags, similar problems. Despite the flag changes, Drill kept staying invulnerable. Also, no interaction is the only flag that would even allow me to have Drill Man actually "dig" underground.

I may have to go with a less effective looking method of making Drill "vanish" and letting a projectile do the "digging" and "emerging". Just a shame because actually having the field of view go down was awesome.

I can write this code myself, if you'd like. I'm not sure how classes do it, but I can make a weapon edit to DrillBombs for this to work out. If you're turning NOINTERACTION on, everything passes through him, and he passes through everything. Turning it off makes him unlike that. This is how I did astro crush; specifically timed instances so that it would pass through low ceilings and only be explosive on your z-height (timing was perfect for it), so nothing would stop it from working.

Reply with a yes/no to me doing it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 24, 2011, 03:23:31 PM
Just a question: Will the newly released version of 8BDM necessitate re-balancing of 4B even before its out? x.x;
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Myroc on March 24, 2011, 07:38:06 PM
Quote from: "Atayin"
Does Air Man really need to push people away? I love his alt-fire, but with such an effective close-range primary weapon... all I really want to do is close distance.

But, I guess it does fit his M.O. according to his MM2 attacks.
Push enemies into corners, then close up while they can't run away from you!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ~Sheena~ on March 24, 2011, 10:24:33 PM
Well im still not a Fan of Geminiman.
You can kill your own Clone, as well as your Allies can kill him (Btw. They WILL kill him, because they can't know they're on their Side. Geminiman needs Help, S.O.S!!!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Atticus on March 24, 2011, 10:31:30 PM
I discovered a glitch (unless it's been reported already) that lets you fly infinitely. If you use the Jet Adaptor and fly torwards a ceiling or a skybox, hold down primary and altfire, then let go of altfire and hold primary fire, you'll be flying infinitely. No ammo useage or anything. It's like typing "fly" in the console. You can grab weapons and items as well. If you press altfire again, then you stop. Same if you die. Granted, it is kinda fun infi-flying, but it's cheap.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ~Sheena~ on March 24, 2011, 10:35:10 PM
Tsukiyomaro already wrote this. Probably The Adaptors aren't fine as they are, I tried Power Adaptopr Offline, i could hit 2/10 Targets. I couldn't even Hit Near Ranged Enemy's, walking in Front of me.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 24, 2011, 10:40:04 PM
Also, consider doing spin-offs' classes, such as MMV GB, MM PB&F, remake classes (Oilman & Timeman). I'd love to play as Mercury, Pluto, Terra, PF Shadowman, PF Pharaohman PF Diveman
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Atticus on March 24, 2011, 10:40:47 PM
Quote
I tried Power Adaptopr Offline, i could hit 2/10 Targets. I couldn't even Hit Near Ranged Enemy's, walking in Front of me.

I agree, it's really hard to hit anything with the Power Adaptor. And another personal peeve, I feel Crystal Man is very underwhelming. Maybe it's just me, but I feel that Crystal Man is maybe underpowered or something. I dunno, maybe it's just me.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Alucard on March 24, 2011, 10:42:40 PM
Quote from: "tsukiyomaru0"
PF Shadowman, PF Pharaohman PF Diveman

PF...? Hmm...? Wuzzat mean?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 24, 2011, 10:49:35 PM
Power Fighters
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 24, 2011, 10:59:33 PM
Quote from: "Asd967"
Power Fighters
Yup, Yup. And I have good reasons to like them.
Shadowman: He can throw three shurikens in a row, throw three in a spread pattern, uses substitution skill to block and summons a frog while in critical health (dunno if in PB or PF, though)
DiveMan: Dive Missile behaves more like Revenant's Tracer, slowly turning instead of making sudden turns. In PF, it just tries to adjust to player's Y position.
Pharaohman: Pharaoh Wave, Floats instead of walking/dashing, his Pharaoh Shot behaves a bit like Air Shooter to an extent.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 24, 2011, 11:34:10 PM
If you want them made so badly, stop posting them in here and do them yourself.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Alucard on March 24, 2011, 11:52:07 PM
I gotta agree with Korby on that one, tsuki.

Besides, with all the mods you're making, I believe Classes wouldn't be TOO dreadful.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 25, 2011, 12:45:47 AM
Quote from: "Korby"
If you want them made so badly, stop posting them in here and do them yourself.


Quote from: "Alucard"
I gotta agree with Korby on that one, tsuki.

Besides, with all the mods you're making, I believe Classes wouldn't be TOO dreadful.

I TRIED making classes before and they FAILED horribly. No matter what I do, they always crash.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Duora Super Gyro on March 25, 2011, 11:04:30 AM
So now all we need is mm4 and were done with the classes until the mm7 expansion is done right.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 25, 2011, 02:47:18 PM
well first we gotta fix V4A, with V4B. then we can add megaman 4 guys, then we can fix the megaman 4 guys. and finaly be done.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 25, 2011, 03:36:59 PM
Just so you know you have to fix stoneman in 4b most likely. The powerstones fire straight ahead now. It's the same thing as the regular powerstones, so it might be fixed if mike can make a hotfix for it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 25, 2011, 04:29:53 PM
CutmanMike must have accidentally deleted the line in the ACS script that causes the turning (The script for the game, not the weapon).  I don't have a way to fix this.  Mike must fix the official one.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 25, 2011, 04:58:16 PM
Can I stress that you don't host V4A? I've seen a few servers over the days hosting it. It lags, bad. Can do stuff to your internet (I actually had to reset my router after hosting the testing sessions because I was getting a crappy speed).

Anyway V4B should be released on the weekend sometime (no promises!)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CutmanMike on March 25, 2011, 05:47:55 PM
Quote from: "Mr. X"
CutmanMike must have accidentally deleted the line in the ACS script that causes the turning (The script for the game, not the weapon).  I don't have a way to fix this.  Mike must fix the official one.

YD could fix whatever the problem is (I still haven't looked into it yet) and replace the Power Stone projectile fairly easily, if he wants.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 25, 2011, 05:51:39 PM
The problem is to do with the comments you put on the ACS scripts methinks

NOPE

Cutman removed script 989 for some reason!
And now it's broken
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 25, 2011, 05:58:14 PM
Quote from: "Yellow Devil"
The problem is to do with the comments you put on the ACS scripts methinks

NOPE

Cutman removed script 989 for some reason!
And now it's broken

The whole Global ACS from V1C is in the spoiler:
(click to show/hide)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: CutmanMike on March 25, 2011, 06:04:09 PM
Ok I see what I've done. In the (new) powerstone projectile replace all the instances of

Code: [Select]
ACS_ExecuteAlways(988,0)
with

Code: [Select]
ACS_ExecuteAlways(990,0,1)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 25, 2011, 06:33:41 PM
any progress on changing treble boost? Atm it's very exploitable. You grab it get a bunch of WTanks and spam all day, I still have the original if you need it. (my original gave you a item when you got a rush item that gave you trebleboost, it had a slightly longer flight time, but it couldent be reloaded and it removes itself from the inventory when used up forcing you to use it sparingly) Also someone sugested a damage nerf to the treble buster
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 25, 2011, 06:36:19 PM
I have no plans to change it's function, but have already halved the damage on the buster.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 25, 2011, 07:21:05 PM
Quote from: "CutmanMike"
Ok I see what I've done. In the (new) powerstone projectile replace all the instances of

Code: [Select]
ACS_ExecuteAlways(988,0)
with

Code: [Select]
ACS_ExecuteAlways(990,0,1)

Got it.  I figured that you accidentally changed that script.  Yellow Devil, go ahead and change the script.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 25, 2011, 07:22:45 PM
Way ahead of you
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 25, 2011, 07:26:29 PM
I figured so.  Looks like my job here is done.  :cool:
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Muzaru on March 25, 2011, 10:59:08 PM
Quote from: "Mr. X"
I figured so.  Looks like my job here is done.  :cool:
No help to stoneman?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 25, 2011, 11:01:41 PM
Considering that's exactly what Yellow Devil just said he fixed, I stand by my statement.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 25, 2011, 11:13:58 PM
Stoneman still screams for shooting his face.
He's slow and he only has Close Range attacks...

Most can easily play keep out by running backwards and shooting.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 25, 2011, 11:25:35 PM
Which is exactly the point.  He's for close range and jumping into groups.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 25, 2011, 11:41:47 PM
...
Unless you ambush or straferun to hell, you're never gonna catch someone like that.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 25, 2011, 11:49:25 PM
Well, to be honest, I was not the one to lower his speed.  I thought about it, but never did it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Muzaru on March 26, 2011, 12:59:31 AM
Quote from: "Asd967"
...
Unless you ambush or straferun to hell, you're never gonna catch someone like that.

Even with straferun, a mega and anything faster will outrun you.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 26, 2011, 01:32:11 AM
Again, Yellow Devil changed his speed(Without our permission), so that's why he's that slow.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 26, 2011, 01:33:13 AM
Well, to be fair, I was thinking about doing it but not because I thought it was necessary.  I was going to do it because I thought somebody that big and heavy shouldn't be flying around the map.  However, during my time creating him, I was using full speed and never tested the slower speed YD used.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 26, 2011, 01:33:35 AM
Tsk...
YD and self made decisions...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Jc494 on March 26, 2011, 08:35:26 AM
Is Bass supposed to be able to break out of Flashman's time stopper by dashing?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: arkman on March 26, 2011, 03:47:43 PM
actually, I think bass megaman and a few other classes are not properly affected by timestopper.

 :(
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 26, 2011, 05:01:47 PM
When a player is frozen Recoil doesn't change. Dashing, sliding etc. use negative recoil so they can move whilst frozen.

On the Stoneman debate : he has more health too. If he was faster you should feel sorry for everyone as Stoneman could just catch up to them and destroy them with his Power Stone and stomp.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 26, 2011, 05:02:47 PM
Well, maybe turn him back to the old Mega Man style just to see if the people like it.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 26, 2011, 10:05:03 PM
Problems encountered in the "New" V4B:
*There's a long delay between his Time Stopper and his Flash Buster. That barely allows you to shoot the enemy, making Flashman a "coward" class. Also, his Flash Buster is still like a weak Wave Burner. The Time Stopper's range could be extended JUUUUUUST a little. Also, use "random(-5,5)" in the angle for Flash Buster's firecustommissile and increase the distance the projectile travels.
*Blizzard Attack hud issue still happens. Might be in the PROJECTILE's state.
*Bass can STILL dash his way out of paralysis, and maybe can some other. A "JumpIfInventory" before the recoil could be used to check if the player has at least ONE of the paralyzing items and then jump to a state that disallows the use of dash.
*Wily recharges his UberBuster too fast after some point.
*Metalman still missing his AltFire and his main fire could at least drain some of his ammo. (as suggested, his AltFire should do exactly as it used to, but "bounce" off walls instead of climbing them. 10 bounces would suffice.)
*Bubbleman's weapon doesn't make him much usefull and doesn't follow the "bouncing" concept.
*Give the "homing" Quick Boomerangs a ripping, maybe?
*Suggestion that MAY fix Crash Mine: add the "trigger" script to the Select/Deselect states. if that STILL doesn't prevent them from staying forever, add a timer or make them explode with XDeath.
*Somehow, i did have Leaf Shield up EVEN after it ran out of ammo.
*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.
*Sparkman STILL lacks his ammo bar.
*GravityMan's attack could have two different behaviors: If the enemy is on ground, it could send him off the ground through ONLY ThrustThingZ, if he's on the sky it could only send him down.
*Starman can only create a shield and fire when his bar is full. Why?
*Chargeman's "puff" stays there forever in a looping animation given a condition (probably spectating after using one of his attacks).
*Blizzardman's Blizzard Attack can and will home into players!
*Windman's propellers takes too much ammo and aren't really easy to hit with.
*Tomahawkman's feather shot should fire only three feathers in a narrower spread.
*Is it me or Yamatoman uses A_Explode for his melee now? Felt like it.
*Centaur Flash is a bit useless now, as it doesn't cause much damage.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 26, 2011, 10:54:47 PM
hardman's alt no longer works

also, note for mike, g-hold dose major damage on bridges
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 26, 2011, 11:07:36 PM
Finished debugging. check the previous page.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 26, 2011, 11:11:36 PM
Quote from: "tsukiyomaru0"
Problems encountered in the "New" V4B:
*Starman can only create a shield and fire when his bar is full. Why?

...Uh, Tsuki. That isn't new. I intended that from the very beginning. If you want to know why, it's to keep you from being able to spam the slow moving death projectiles.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 26, 2011, 11:14:38 PM
Quote from: "tsukiyomaru0"
*Blizzardman's Blizzard Attack can and will home into players!
*Windman's propellers takes too much ammo and aren't really easy to hit with.
*Tomahawkman's feather shot should fire only three feathers in a narrower spread.
*Is it me or Yamatoman uses A_Explode for his melee now? Felt like it.
*Centaur Flash is a bit useless now, as it doesn't cause much damage.

Blizzard Dance homed in. Arkman decided to keep that aspect. (Always was like this)
Windman's ammo recharges fast, too. (Changed after initial release)
Tomahawkman's feathers are only used when far away, so no close range multi hitting low angle. (Always was like this)
Yamatoman always used A_Explode. (Always was like this)
Centaur Flash was made for stunning. (Always was like this)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Balrog on March 26, 2011, 11:43:36 PM
Quote from: "tsukiyomaru0"
*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.

Gemini Clone is a monster. Nothing we can do about that. Unless we add ACS to set the skill to 4....
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Disco on March 26, 2011, 11:52:20 PM
Speaking of Gemini Man, what's the deal with his altfire? Is it just a slow-moving mega buster? For some reason I always thought it made the clone fire a shot, I don't know why I thought this...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 26, 2011, 11:53:48 PM
Quote from: "Balrog"
Quote from: "tsukiyomaru0"
*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.

Gemini Clone is a monster. Nothing we can do about that. Unless we add ACS to set the skill to 4....
Instead of using "Monster" combo, just use the flags the combo gives except for ISMONSTER. Then fine tune from there.
Without the "ismonster", even projectiles can behave as monsters.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 27, 2011, 10:07:40 AM
oooooooooooh lawdy

Quote from: "tsukiyomaru0"
Problems encountered in the "New" V4B:
*There's a long delay between his Time Stopper and his Flash Buster. That barely allows you to shoot the enemy, making Flashman a "coward" class. Also, his Flash Buster is still like a weak Wave Burner. The Time Stopper's range could be extended JUUUUUUST a little. Also, use "random(-5,5)" in the angle for Flash Buster's firecustommissile and increase the distance the projectile travels.
*Bass can STILL dash his way out of paralysis, and maybe can some other. A "JumpIfInventory" before the recoil could be used to check if the player has at least ONE of the paralyzing items and then jump to a state that disallows the use of dash.
*Wily recharges his UberBuster too fast after some point.
*Metalman still missing his AltFire and his main fire could at least drain some of his ammo. (as suggested, his AltFire should do exactly as it used to, but "bounce" off walls instead of climbing them. 10 bounces would suffice.)
*Bubbleman's weapon doesn't make him much usefull and doesn't follow the "bouncing" concept.
*Give the "homing" Quick Boomerangs a ripping, maybe?
*Suggestion that MAY fix Crash Mine: add the "trigger" script to the Select/Deselect states. if that STILL doesn't prevent them from staying forever, add a timer or make them explode with XDeath.
*Somehow, i did have Leaf Shield up EVEN after it ran out of ammo.
*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.
*Sparkman STILL lacks his ammo bar.

All of these are suggestions except the dashing thing, even if I do what you said he'd be able to dash out of time stops and yeah...
Oh and I don't know what caused the Leaf Shield to bug, so if you can redo it tell me
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ashley on March 27, 2011, 02:15:59 PM
To fix Bass' dashing issue:

When time stop/stun occurs, use A_GiveTargetInventory to supply the players with some kind of inventory item. After some time it should be taken away (for effectiveness and less bug due to death, use ACS to take it away).

In the Dash altfire, check for if any of those inventory items exist on the player. If so, disallow dashing. It's simple and can't fail unless you're not giving the fake item properly.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 27, 2011, 05:34:09 PM
btw, is there a way to remove the wave bikes from flying characters when they take off? (megaman, bass, gyroman, wily) because once a wily gets to the land on a bike, he can move around all he wants and recharge in the process

and if your not sure what I mean, I mean something like, gyroman can ride on a wave bike all he wants, but once he uses his altfire, a script will take the bike
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 27, 2011, 07:37:02 PM
Now, now... Not wanting to be annoying, but how are the MM4 classes coming?! :3 I'm crazy for some time as Skullman or Pharaohman
Those two bosses were the first bosses I defeated in the Megaman games
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 27, 2011, 07:39:58 PM
They are slowly being completed. Toad Man's pretty much finished, and so is Ring.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 27, 2011, 08:02:57 PM
Ive tested the latest one, ive found no bugs, everything is in order (not sure about magnet man though) btw, would you still consider the wave bike thing with flying characters?

basicly with reggae I added
TNT1 A 0 A_TakeInventory("InBoat",1)
after you use the altfire causing you to be launched safely upwards by the explosion as you fly around
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 27, 2011, 08:03:29 PM
Testing of the newest V4B:
*You can still slide/dash your way out of the shocked state. To fix, just add an "A_JumpIfInventory("Shocked",1,"Ready")" in the altfire state (in Chargeman and Charge Kick, should be in the fire state)
*BlizzardAttackWep STILL has the animation problem for the PROJECTILE.
*Airman's AltFire... Heheh, Guess it'll piss some people off, but stick with this one FOR SURE. <- Couldn't resist this.
*Crash remote mines still sits there if you change classes.
*Magnet Pull's damage is too low (took a long while to kill a cornered bot) and is damaging every 0.5 seconds? Nevermind, it works better in the open.
*GeminiClone are still idiotic... -_-; Gotta have it tested without the IsMonster flag
*Chargeman's puff stays there forever if you use his Charge Attack and spectate right away.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 27, 2011, 08:05:15 PM
Quote from: "ice"
Ive tested the latest one, ive found no bugs, everything is in order (not sure about magnet man though) btw, would you still consider the wave bike thing with flying characters?

basicly with reggae I added
TNT1 A 0 A_TakeInventory("InBoat",1)
after you use the altfire causing you to be launched safely upwards by the explosion as you fly around

Ya

Quote from: "tsukiyomaru0"
Testing of the newest V4B:
*You can still slide/dash your way out of the shocked state. To fix, just add an "A_JumpIfInventory("Shocked",1,"Ready")" in the altfire state (in Chargeman and Charge Kick, should be in the fire state)

ongoing test

I started working on that, but gave up because bah ACS for timestop.
I'mma just go ahead and say these guys are cool, so they break yo shock foo'.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 27, 2011, 08:31:59 PM
I don't care if you like the old one better, you need to change the Ballade Cracker palette to the new one.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Muzaru on March 27, 2011, 08:34:24 PM
Should there be revisits to the older classes to get them up to date?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 27, 2011, 08:44:41 PM
Quote from: "Korby"
I don't care if you like the old one better, you need to change the Ballade Cracker palette to the new one.

Cyan isn't killing anybody

Quote from: "Muzaru"
Should there be revisits to the older classes to get them up to date?

Eh? Who aren't "Up to date"?

Quote from: "tsukiyomaru0"
*BlizzardAttackWep STILL has the animation problem for the PROJECTILE.
*Wily is still OP. His main shot kills in two hits. I'd say it should kill in four instead.
*MetalMan is still without his altfire.
*Airman's AltFire... Heheh, Guess it'll piss some people off, but stick with this one FOR SURE.
*Crash remote mines still sits there if you change classes.
*Magnet Pull's damage is too low (took a long while to kill a cornered bot) and is damaging every 0.5 seconds? Nevermind, it works better in the open.
*GeminiClone are still idiotic... -_-; Gotta have it tested without the IsMonster flag

I've never seen this before, there's nothing wrong with the projectile
Upped the Charge Time, Wily's meant to be OP at full charge, but loses strength whilst fighting.
No
K
Fixing Fixed
You did it
no
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 27, 2011, 09:13:59 PM
Finished the checkup.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 27, 2011, 09:18:33 PM
Blizzard Attack's problem:
Quote
actor BlizzardAttackFix : BlizzardAttack replaces BlizzardAttack
{
PROJECTILE
Damage (12)
Scale 2.5
Height 12
damagetype "Blizzard"
Radius 12
Speed 32
States
{
Spawn:
BLIZ ABC 5
BLIZ ABCD 5
BLIZ C 0
BLIZ C 1
Goto Spawn+4
}
}

Fix:
Code: [Select]
actor BlizzardAttackFix : BlizzardAttack replaces BlizzardAttack
{
PROJECTILE
Damage (12)
Scale 2.5
Height 12
damagetype "Blizzard"
Radius 12
Speed 32
States
{
Spawn:
BLIZ ABC 5
BLIZ ABC 5
BLIZ C 0
BLIZ C 1
Goto Spawn+4
}
}

*going to edit more fixes in if no one posts.*

Bass, Protoman, and MegamanC's weapon needs this replacing the altfire:
Code: [Select]
Altfire:
MKIC C 0 A_JumpIfInventory("Shocked",1,"FailSlide")
MKIC C 0 A_JumpIf(momz==0, "SlideSlide")
Goto Ready+1
FailSlide:
Goto Ready+1
Or this (If Skulltag acknowledges how it MUST work):
Code: [Select]
Altfire:
MKIC C 0 A_JumpIfInventory("Shocked",1,1)
MKIC C 0 A_JumpIf(momz==0, "SlideSlide")
Goto Ready+1

Likewise in Chargeman's Hold replacement:
Code: [Select]
Hold:
CHAA A 0 A_JumpIfInventory("Shocked",1,"FailTrain")
CHAA A 0 A_JumpIf(momz==0, "Train")
Goto Ready+1
FailTrain:
Goto Ready+1
or
Code: [Select]
Hold:
CHAA A 0 A_JumpIfInventory("Shocked",1,1)
CHAA A 0 A_JumpIf(momz==0, "Train")
Goto Ready+1
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Hallan Parva on March 28, 2011, 10:43:59 AM
How does Bass get/use Treble Boost? I've tried picking up everything I can think of, but to no avail.

I like how Eddie gives Bass a "Treble Item" replacement, though. lol
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 28, 2011, 04:52:01 PM
basicly, when ever bass picks up rushcoil or jet, treble boost will appear in your invintory as another weapon next to the bass buster, just scroll around and you'll see it
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 28, 2011, 05:34:01 PM
We need this class:

I'm not serious, though.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 28, 2011, 06:07:00 PM
Quote from: "tsukiyomaru0"
We need this class:
I'm not serious, though.
the video dosent work
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Jc494 on March 28, 2011, 06:12:38 PM
Quote from: "tsukiyomaru0"
We need this class:

I'm not serious, though.

I'd rather have a Buster Rod G. class.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 28, 2011, 06:14:09 PM
According to the video(which you can still watch by pressing the "Watch on YouTube" button.) I think Tsuki is suggesting a Roll Class that has a melee broom and charges up to swing the broom and fire some sort of limited range energy slash thing.

It sounds interesting none the less.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 28, 2011, 06:27:14 PM
Quote from: "Ivory"
According to the video(which you can still watch by pressing the "Watch on YouTube" button.) I think Tsuki is suggesting a Roll Class that has a melee broom and charges up to swing the broom and fire some sort of limited range energy slash thing.

It sounds interesting none the less.
You said... it sounds interesting?!
*sparkling*

In fact... A purely Melee class would be interesting to play as. And, perhaps, I could code something that allows Roll to have a different melee weapon depending on the weapon she picks up and uses, example: Guts Arm could give her an attack that causes rocks to "jump" off the ground, Ice Slasher could give her a faster swing with a short range projectile, etc.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 06:28:07 PM
So many people have asked me for Roll.

I say no.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 28, 2011, 06:31:24 PM
Quote from: "Yellow Devil"
So many people have asked me for Roll.

I say no.
I was looking for you! Got the fix codes I posted?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 06:33:27 PM
Ya

I had a life today (lolwut?)

Anyway probably V4B today after I tickle the coding a bit more
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 28, 2011, 06:35:12 PM
Why "no" on Roll?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 06:37:49 PM
Because in pretty much every game I can remember Roll being playable in she's just for the fans or a joke.

Plus fighting robots... with brooms. Sexism at it's finest.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kapus on March 28, 2011, 06:38:33 PM
If Roll was playable, I'd be playing Classes a lot more often.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 28, 2011, 06:39:14 PM
A melee class is very interesting. Just because it's roll is no reason to say no.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 06:41:38 PM


Wait for Slashman/Swordman/Whoeverusesmelee

You already have Chargeman
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 28, 2011, 06:46:07 PM
Even if one of the other class devs did Roll. Would you say no to her inclusion?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 06:48:13 PM
Probably.

Have a shot if you're willing to waste time!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 28, 2011, 06:50:38 PM
...I can understand if you don't want to do her yourself, but even if I were to make her(like I was planning on doing so). She wouldn't have made it into the class pack anyways. First I keep getting left out of the loop of all recent class developments, despite the fact I made Crystal and Star, and working on Ring and Drill. Now even if I did the class, you would still not add her? Thank you YD, you are doing a wonderful job at alienating your devs.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 06:53:36 PM
I thought you were "Korby's"? You certainly tried to portray that image last time.

Anyway I already explained my reasons for not including Roll, what I meant by "probably" is that I would most likely say no unless the work was pretty damn good.

You're welcome.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 28, 2011, 06:59:53 PM
My boss is Korby, yes. MM5 is, and MM4 will be ending up in this pack anyways. So you are the boss of my boss by extension. Korby said I could include Roll into MM4 if I want, however it still gets left up to you ultimately since you are the manager of everything in this project. She's a main supporting character of the series and I don't see why she shouldn't be included.

None the less, my stance hasn't changed. I'm not doing a class that "may" not be included.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 28, 2011, 07:03:12 PM
Quote from: "Yellow Devil"
I thought you were "Korby's"? You certainly tried to portray that image last time.

Anyway I already explained my reasons for not including Roll, what I meant by "probably" is that I would most likely say no unless the work was pretty damn good.

You're welcome.

In the end your reasons for disincluding her based off of reasons of sexism and "joke character" are subjective and/or arbitrary. I too, understand if you don't want to make her if you dislike her, but if someone else does good work on her, then still refusing to include her is a pretty jerk move.

I understand there are challenges portraying her as appreciably different from other melee classes, but heck, everyone and their dog is getting to be a class in this project it seems. Eddie is even planned? You can't tell me that's not a joke character.

Basically, not wanting to use her because she has a broom is as arbitrary as not wanting to use Auto because he has a firework bazooka. It really doesn't matter what the robots are fighting with, it's how they're implemented that counts.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: ice on March 28, 2011, 07:10:08 PM
instant answer to everything, add it to my optional enemy and others class pack, I was planing on releaseing it after about 8 or 10 classes were done so you could add it to that if you want

also with eddie, He's pretty much more or less a medic character for team games
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 28, 2011, 08:09:26 PM
What I think YD is trying to say, is that this pack is for them SRS fighting robots (But I don't know why Wily is going around without the Skull Suit), so yeah, Auto and Roll could get on the opitional pack, not that I'd not like more classes. It's just more of getting balance done.

If Roll was getting in, she'd be a close range character, then she'd have to be 2 or 3 hit killing and fast moving and stuff to balance, adding to a headache. Really.

Also, it's not like I'm defending him or something. I don't like his attitude on what stuff goes in and what not, either.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 28, 2011, 08:15:19 PM
Quote from: "Asd967"
What I think YD is trying to say, is that this pack is for them SRS fighting robots (But I don't know why Wily is going around without the Skull Suit), so yeah, Auto and Roll could get on the opitional pack, not that I'd not like more classes. It's just more of getting balance done.

If Roll was getting in, she'd be a close range character, then she'd have to be 2 or 3 hit killing and fast moving and stuff to balance, adding to a headache. Really.

Also, it's not like I'm defending him or something. I don't like his attitude on what stuff goes in and what not, either.
Not exactly what i had in mind.
Say Mega buster's damage, from normal to LV2 charge, are:
20, 30, 40
So, Roll's attack would be:
Broom Swing - 25, 30, 40
Energy wave unleashed by the broom: 0 (doesn't unleash), 10, 20

The plans I had for her getting a "modded weapon pickup" were simple: Roll would be given an item that remains in the inventory all the time, constantly checking through weapons. So, if she stepped on a, let's say, Ice Slasher, it would remove IceSlasherWep from her inventory and give her the replacement.

I don't see Roll as "Joke character", but more like an "expert's character", because you must have skill to rely only on melee. Or do you think that weapons like Doom's Chainsaw are only joke weapons?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SickSadWorld on March 28, 2011, 08:20:19 PM
The only thing I don't like about this is how some players "ban" specific characters. Namely, Dr. Wily.

I mean c'mon... yeah Dr. Wily is like the best character. He should be the best character though since he's like the central antagonist of the whole series.

You should add some type of Wily Machine class as well as Darkman lol.

---

One thing you should have a look at from a development perspective is the spammy message log of standing on a specific item. Tsukiyomaru also mentions a solution like this in the post above, and that's not a good solution. It should not be checking every tic if something's being picked up or not.

Look at global script 984 for an example and use ACS_ExecuteWithResult in the DECORATE so as to avoid spamming pickups on classes that can't use them. You may even alter and overwrite script 984 itself to account for robot masters not being able to pickup weapon energy... this may make it more fair for Mega/ Proto/ Bass classes. Hell, you may even want to inherit and replace the existing weapon pickup classes to make this easier.

We've seen in the latest version that inefficiencies in the implementation can be costly in terms of performance. Steps should be taken to streamline the internals so more people will host this without crashing and "lag". Checking for things every tic adds to the problem. You may also think about rendering certain things like flames etc clientside by using 2 actors similar to how Dive missiles and Magnet missiles work. Separating the visual from the actual effect may help performance in some way.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 28, 2011, 08:30:56 PM
Quote from: "tsukiyomaru0"
Roll Stuff

Tsk. Don't argue with me on that. First of all: Complexity =/= Better.
Second of all: Do it yourself and see if it's any good and/or balanced.
Third of all: Tell who's in charge about this, not me.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 08:36:57 PM
Quote from: "The Community"
Roll!

Quote from: "Yellow Devil"
NO!!!

Anyways I have never ever ever touched ACS because I always seem to get it wrong, so if you would like to do whatever you just said (I am a dumbass at any sort of coding) that'd be cool.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 28, 2011, 08:41:01 PM
Quote from: "Asd967"
Quote from: "tsukiyomaru0"
Roll Stuff

Tsk. Don't argue with me on that. First of all: Complexity =/= Better.
Second of all: Do it yourself and see if it's any good and/or balanced.
Third of all: Tell who's in charge about this, not me.
1) "Simple <> Better" as well.
2) I could do the weapons, but not the class. For that matter, I'd need the class to be able to calculate distance for the spawning objects.
3) Yeah, that's a problem. It's all in the hands of Ivory and YD for now. If Ivory succeeds and YD approves, then I'll talk with Ivory about weapon development for Roll. If Ivory fails (unlikely, I guess) or YD disapproves, then I'll forget that and get back to my course.

Quote from: "Yellow Devil"
Anyways I have never ever ever touched ACS because I always seem to get it wrong, so if you would like to do whatever you just said (I am a dumbass at any sort of coding) that'd be cool.
ACS is the devil. I know by small experiences I had with it. Why did you mention ACS, anyways?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 28, 2011, 08:42:41 PM
Quote from: "SickSadWorld"
Look at global script 984 for an example and use ACS_ExecuteWithResult in the DECORATE so as to avoid spamming pickups on classes that can't use them. You may even alter and overwrite script 984 itself to account for robot masters not being able to pickup weapon energy... this may make it more fair for Mega/ Proto/ Bass classes. Hell, you may even want to inherit and replace the existing weapon pickup classes to make this easier.

ACS

It hurts

Anyway delaying V4B because that's how I roll

No roll isn't getting a class
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Ivory on March 28, 2011, 08:50:10 PM
Er, I'm not actually doing it anymore.

First: YD is rather stern on what gets in and what doesn't.
Second: King Yamato has a valid point. To add to his point. More classes = more balancing complexity. Between Mega, Proto, Bass, Dr Wily, ~46 Robot Masters(MM1-6). There is already going to be enough to balance out. If you look at the current state of V4, it is currently a mess.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: TheBladeRoden on March 28, 2011, 08:53:15 PM
Quote from: "Yellow Devil"


Wait for Slashman/Swordman/Whoeverusesmelee

You already have Chargeman

Straight from the suggested videos
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SickSadWorld on March 28, 2011, 10:56:46 PM
Quote from: "Ivory"
If you look at the current state of V4, it is currently a mess.

I think it's worth pointing out though, that while what you say is true there's definitely a lot of potential with what's there right now.

I'm a bit baffled by YD's stance on ACS because using some simple ACS to interact with the DECORATE code that's there now can really improve and polish things up a good bit. Although I'm strapped for time right now, I and many others also don't like to feel like we're spinning our wheels for no reason.

I may look into the powerup ignoring issue casually and submit my findings for your consideration. No promises, though.

Also, nice work everyone involved. Classes is great and it is already sort of solidified itself as one of the staple game modes. It needs a lot more polish and a bit of restructuring between what's handled on the client and server but what's there is great fun.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Disco on March 28, 2011, 11:21:34 PM
People are really intensely exaggerating what a "catastrophe" 4A was.

The only incredibly huge issue was the ceiling parties
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 29, 2011, 01:13:49 AM
Quote from: "Disco"
People are really intensely exaggerating what a "catastrophe" 4A was.

The only incredibly huge issue was the ceiling parties

That and, if you so wished, you could almost single-handedly crash a server with Metal Man or Air Man's alt and no one could stop you.

Basically, the only way to play 4A well is if everyone knows its limitations and then doesn't prey upon them. They you have someone playing as Gravity Man and it all goes pear shaped.

But yeah, 4B has gone through so much fine tuning, but with its RELATIVE lack of exploits, it'll probably be the best thing to happen to classes yet.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Hallan Parva on March 29, 2011, 01:56:19 AM
Quote from: "Kittah4"
Not wanting to use her because she has a broom is as arbitrary as not wanting to use Auto because he has a firework bazooka.

Quote of the day right here.

AUTO CLASS :cool:
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SaviorSword on March 29, 2011, 03:04:22 AM
Quote from: "Disco"
People are really intensely exaggerating what a "catastrophe" 4A was.

The only incredibly huge issue was the ceiling parties

It actually is quite a catastrophe. A project this big is too much much for a few people to handle EVERY aspect evenly. Balance needs balancers to fix things. Art needs to be drawn/edited by good artists. Coding needs to be done by good coders. Throw a coder into a non-coding job spells for a catastrophe just like with any other jobs.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 29, 2011, 03:07:12 AM
Hey, I'll have you know the coding behind my classes was pretty much flawless and I don't know much about coding weapons.  It was the balance that screwed me up!  However, we don't really need balancers, or at least, anybody with that title.  By simply having people play it and submit criticism, then that basically already is what you're calling a balancer.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SaviorSword on March 29, 2011, 03:25:41 AM
Quote from: "Mr. X"
Hey, I'll have you know the coding behind my classes was pretty much flawless and I don't know much about coding weapons.  It was the balance that screwed me up!  However, we don't really need balancers, or at least, anybody with that title.  By simply having people play it and submit criticism, then that basically already is what you're calling a balancer.

This project has been really shut down tight on what goes in (like criticism) since YD is the head of all this. Up until now (I hope) this project will be more open to suggestions to thoughts and ideas.
Although I REALLYdon't want to say this though, but some people just do NOT have good ideas and/or suggestions for the sake of balancing. It's just like ya can't trust ANYONE to draw for ya or ANYONE to code for ya. I really do believe there can be spots for "professional" blanacers.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Mr. X on March 29, 2011, 03:28:59 AM
Oh, I'm well aware there are terrible balancers.  A general rule of thumb is to just ignore what they say.  The problem with balancing is you can have a plan for it, you can test it with a small group of people all you want, but there will always be that one person who blows the balance out of the water once you release the thing.

However, I agree with being a bit more open to suggestions Roll but I'm not in charge.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Muzaru on March 29, 2011, 03:34:00 AM
Umm.........
If I could, I'd like to help with the testin, and the talkin, and the uguguguasdfa you know what I mean. (ala Bill Cosby)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 29, 2011, 03:43:46 AM
Quote from: "Kittah4"
Quote from: "Disco"
People are really intensely exaggerating what a "catastrophe" 4A was.

The only incredibly huge issue was the ceiling parties

That and, if you so wished, you could almost single-handedly crash a server with Metal Man or Air Man's alt and no one could stop you.

Basically, the only way to play 4A well is if everyone knows its limitations and then doesn't prey upon them. They you have someone playing as Gravity Man and it all goes pear shaped.

But yeah, 4B has gone through so much fine tuning, but with its RELATIVE lack of exploits, it'll probably be the best thing to happen to classes yet.
It wasn't Metalman's problem, but was Magnetman. I managed to fix almost everything in Magnetman, but he doesn't works well in small spaces now, kekeke.

Metalman's issue was actually VERY small. It would never lag the server unless someone used his alt fire like 50 or more times.

Magnetman and Airman crashing the server... Is uncertain. As I once told, I spent 3 rounds in a TDM with Magnetman or Airman (the server didn't ban those), using their AltFire a lot. In no moment, lag happened. Only in the map after the lag started, but I'm suspicious that someone was using Gravityman. A negative gravityfied player is enough to crash the whole thing.

*On balance subject, it should be done this way:
*if someone is weak to something, they should receive simply 2X the damage.
*if someone is strong to something, they should receive simply 0.5X the damage.
*immunity to weapons should be disregarded or considered as "strong to" (line above)
*main characters (Megaman, Bass, Protoman, Duo, Roll, Wily, ETC. those who aren't robot masters) should have attributes defending their performance in another game. (Example: Megaman was balanced, Protoman had more speed but less damage tolerance making the use of his shield a must, Bass had slightly less defense and speed than Megaman but had slightly more power, etc.)
*Nothing of RapeNinja, Giga Bomb and other GOP moves or tactic. While some can be countered, it is nowhere easy.

If I were in the lead of this project, I'd try to stay from the mainstream strategy and try to think like Capcom did with the spin off arcade. Why? It is easier to balance, you don't have to worry about "OMGWTFOP!" and whatanot.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 29, 2011, 02:33:44 PM
Cleaned up the frontpage a bundle!

I PROMISE I will release V4B tonight
This is small text, so that you read it in hopes that I contradict myself.
Smaller text
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SmashTheEchidna on March 29, 2011, 02:48:23 PM
I honestly hope that it's better than the current one we've got.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 29, 2011, 03:19:15 PM
Don't you fret. It will be.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 04:13:16 PM
Quote from: "Kittah4"
Don't you fret. It will be.

Reluctancy appears...
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 29, 2011, 04:21:51 PM
I think I've said this before, but the more Asd hates the less I listen, just because of how often he does it.

Can't please everyone!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 29, 2011, 04:30:27 PM
Quote from: "Asd967"
Quote from: "Kittah4"
Don't you fret. It will be.

Reluctancy appears...
We worked HARD in bug crushing, so keep your head up like a sunflower!

...

...

DAMN ZOKU BOKURA NO TAIYOOO! >.<
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 04:40:58 PM
Quote from: "Yellow Devil"
I think I've said this before, but the more Asd hates the less I listen, just because of how often he does it.

Can't please everyone!

It's not like I care for your opinions or likings.

You're not the main attention here, and I am really reluctant with the new version just because I know what's in there.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 29, 2011, 05:56:43 PM
As long as you didn't nerf Flashman, I'm fine with this new update.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 06:02:28 PM
Flashman actually needs buffing.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: SmashTheEchidna on March 29, 2011, 06:20:33 PM
I believe Flashman's fine the way he is.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 29, 2011, 06:24:00 PM
Quote from: "Asd967"
Flashman actually needs buffing.

Flashman got a range and damage buff from 4A, and his Time Stopper will still charge while firing. It's true that it takes forever for the thing to charge, but such is the price of such a tactically important weapon, especially if you're working together with something.

Anthony Flashman: This thing takes forever to charge!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 06:38:51 PM
Tactically important...
Sure, it may have it's uses, but don't forget it only gives you ONE hit of his buster.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 29, 2011, 06:41:28 PM
It's a guaranteed kill.
On one guy.
That takes forever to charge.

Meanwhile, everyone else on your team is racking up kills by the handful.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 29, 2011, 06:44:16 PM
You have a buster!

Also I added something special to Wily's death, V4B is verrrry soon. Any last minute changes I need to make?
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 06:46:37 PM
@Korby
Insta Frag isn't anywhere fun, and don't go using ammo as a reason because Flashman isn't and wasn't made to Instagib, and he shouldn't be Time Stop only guy.

@ YD
There are actually, many and many issues for you to fix.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Korby on March 29, 2011, 06:57:56 PM
I was saying how much I dislike that fact. By the time you can kill someone easily with your timestopper, your buddies have already gotten thirty billion frags.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 29, 2011, 07:09:35 PM
Last time I checked, there was a ling delay between Time Stopper and Flash Buster, long enough to only grant less than five buster shots to hit.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 29, 2011, 07:22:20 PM
Halved windup/down time  ;)
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 29, 2011, 07:46:13 PM
Quote from: "Asd967"
@Korby
Insta Frag isn't anywhere fun, and don't go using ammo as a reason because Flashman isn't and wasn't made to Instagib, and he shouldn't be Time Stop only guy.

@ YD
There are actually, many and many issues for you to fix.

Without enumerating them, saying that is pointless. I realize there are some issues that perhaps won't get fixed before 4B is out, but on a whole from what I've seen and played, it's much, MUCH more stable and fun than 4A, and it can only help if it comes out sooner.

And on the Flashman issue, he is clearly a support class. You have a buster that's like a medium range flamethrower that does decent damage and has NO penalty for spamming, and the powerful if limited time stopper.

Flashman is practically made to be a teammate to someone. You have a powerful friend to follow around like Hardman or stone man? Help finish off those they target if they underkill them. Hanging out with a top man? Once your stopper is ready, tell them (skype or teamchat), then pounce the enemies and let them get free kills while your enemies much watch helplessly as they are literally screwed.

Not every class can be a gold mine of self-sufficient, well-rounded playableness. It just doesn't work that way.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 07:52:48 PM
@ Kittah

Team gaming on this game is just nonsense. You can't and won't stop for 5 sems to team chat, since on this time many things happen, mainly because of the pace this game has.
And every class should have the most of independence from teammates, since not all classes game is with teams.

And there are MANY issues that I hope to be fixed on this version.
Even if this is better than V4A, Doesn't mean you shouldn't fix issues that are already known.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Gummywormz on March 29, 2011, 07:57:06 PM
I personally think flashman needs a damage buff or a health buff.

Sure, you can kill 1 person almost instantly, but you're practically sitting around helpless until it recharges again.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 29, 2011, 07:58:09 PM
There is always skype then, to help communicate.

Flashman is better with a partner, but he CAN be independant. It's just, if he had a better buster or faster time stopper, he would be overpowered. People would choose him to revenge kill and/or troll. He'd be another gravityman.

All I hope for 4B is to be stable. There are, after all, other letters of the alphabet to release versions on. Depending on how many issues need to be resolved, how much balancing needs to be done after an open test, and how long the MM4 classes take, a version 4C shouldn't be out of the realm of possibility.

And if the MM4 classes are further along, then they could wait till 5A. As long as 4B is stable.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 08:01:58 PM
Yeah, but most of those issues are easy fixes and I'm sure this version could have been released 3 or 4 weeks ago.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Max on March 29, 2011, 08:27:52 PM
V4B? Released before V4A?

Loll.

Well speaking of V4B!

RELEASE!
[*]Pulled out all the stops for lag reduction!
[*]Replaced Airman's altfire
[*]Scrapped Metalman's altfire
[*]Changed the mechanics of Woodman's altfire, so that he can only use it when he doesn't have a shield. This fixes Trollman!
[*]Buff on Flashman's buster, and made him start with half a bar of ammo. His timestop stops when the effected players are hit.
[*]Flashman's buster is ready faster.
[*]Tiny buff on Iceman's altfire
[*]Crashman's bombs explode on death.
[*]Blizzardman's bowl can no longer OHKO.
[*]A few changes to some MM6 classes, mostly minor.
[*]Forced NOSKIN on Megaman.
[*]Fixed a few V1D related bugs
[*]Changed up Gravityman for the second time. Updated to V1D version.
[*]Probably more things I forgot... as usual!
Hooray for attempted balance!
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: tsukiyomaru0 on March 29, 2011, 09:00:58 PM
Quote from: "Yellow Devil"
[*]Replaced Airman's altfire
[*]Buff on Flashman's buster, and made him start with half a bar of ammo. His timestop stops when the effected players are hit.
[*]Flashman's buster is ready faster.
[*]Crashman's bombs explode on death.
[*]Forced NOSKIN on Megaman.
Yes...
Yes!
YEEEEEEEEES!
*epic win music*
THIS IS DELICIOUS!

The only thing I frowned is the Metalman lack of alt... Hm... Maybe I can come with a more interesting alt for him.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on March 29, 2011, 09:03:58 PM
Not everyone needs an alt. Metal Blades are really powerful.
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Asd967 on March 29, 2011, 09:05:50 PM
Quote from: "Yellow Devil"
V4B? Released before V4A?


That could be completely possible considering the rate of development on this pack.
Great "work" making v4b, I see A LOT OF ISSUES, including Game Breaking ones...

Not that you'd hear me, right?


@ Korby

Not everyone needs an alt. True that. Opening the way to a boring game since 20XX
Title: Re: Class based modification (V4A - MM2/6 RELEASE!)
Post by: Kittah4 on March 29, 2011, 09:28:27 PM
Quote from: "Asd967"
Quote from: "Yellow Devil"
V4B? Released before V4A?


That could be completely possible considering the rate of development on this pack.
Great "work" making v4b, I see A LOT OF ISSUES, including Game Breaking ones...

Not that you'd hear me, right?


@ Korby

Not everyone needs an alt. True that. Opening the way to a boring game since 20XX

Sigh. You seem to all the world like a spoiled child. He gave you the buffs to Flashman you were asking for. You were saying "lots of issues" before this thing was even out and instantly have said "lots of issues" now, despite me not able to see a busy server running this yet.

All you've been doing is using illogical statements to try to drum up hatred against YD, who has been eerily patient with this type of bs. It doesn't make it seem like you'd be a better leader of the project. if anything, to the contrary.

And no, not everyone needs an alt fire. It's against the games nature if we just try to make up weapons out of whole cloth for a robot master to have. Metal Man is plain, yes, but he was in the game too. Don't like him? Be another class.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 10:07:59 PM
Hm, right, so I'm a spoiled child and what I say is a big lie made up to make someone looks like he doesn't care for balancing, eh...

Fine then.

Lots of issues ARE lots of issues, and it DOES NOT MATTER if a server is with it or not since I have offline playing ;)

Jump on ANY low ceiling and lob Gigabomb for easy kills. Real, real easy kills.
Talking about Gigabomb, it's explosion =/= size.
Bombman's normal fire is ridiculously strong, and can be fired down leaving nowhere to hide or block it.
Lots of issues on MM2, like Bubbleman's unbouncing bubbles and Alien's metagame.
Most of MM5 is fine, except Gravityman having instant 1/3 health loss and strong area attacks, Crystalman overshadowing Geminiman...
Talking about Geminiman, his clone NEEDS good coding (No insult to anyone who tried making him)
Chargeman is STILL underpowered, despite MANY and MANY people trying to warn about it.

and these are only SOME issues of what I'm talking about gameplay.

Hmmm... Prove me wrong on these issues at least, since all of them are lingering from V4A and should be fixed on V4B.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on March 29, 2011, 10:22:01 PM
Quote from: "Asd967"
Hm, right, so I'm a spoiled child and what I say is a big lie made up to make someone looks like he doesn't care for balancing, eh...

Fine then.

Lots of issues ARE lots of issues, and it DOES NOT MATTER if a server is with it or not since I have offline playing ;)

Jump on ANY low ceiling and lob Gigabomb for easy kills. Real, real easy kills.
Talking about Gigabomb, it's explosion =/= size.
Bombman's normal fire is ridiculously strong, and can be fired down leaving nowhere to hide or block it.
Lots of issues on MM2, like Bubbleman's unbouncing bubbles and Alien's metagame.
Most of MM5 is fine, except Gravityman having instant 1/3 health loss and strong area attacks, Crystalman overshadowing Geminiman...
Talking about Geminiman, his clone NEEDS good coding (No insult to anyone who tried making him)
Chargeman is STILL underpowered, despite MANY and MANY people trying to warn about it.

and these are only SOME issues of what I'm talking about gameplay.

Hmmm... Prove me wrong on these issues at least, since all of them are lingering from V4A and should be fixed on V4B.

All old issues, except fot Gravymang.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 10:27:10 PM
And they still weren't fixed.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on March 29, 2011, 10:31:58 PM
As much as I hate to say this.... Asd's got a point about Crystal Man. He renders Gemini practically useless.

I say give Gemini a faster-shooting Alt Buster, and make the clone shoot lazorz (a la v1/v2). That should just about fix things up.

This way, Crystal will still be obviously better in halls with his Plus Crystal, but Gemini can get a drop on foes from a distance with his Alt Buster, and leave a Clone trap for unwary players.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kittah4 on March 29, 2011, 10:43:31 PM
Quote from: "Asd967"
Hm, right, so I'm a spoiled child and what I say is a big lie made up to make someone looks like he doesn't care for balancing, eh...

Fine then.

Lots of issues ARE lots of issues, and it DOES NOT MATTER if a server is with it or not since I have offline playing ;)

Jump on ANY low ceiling and lob Gigabomb for easy kills. Real, real easy kills.
Talking about Gigabomb, it's explosion =/= size.
Bombman's normal fire is ridiculously strong, and can be fired down leaving nowhere to hide or block it.
Lots of issues on MM2, like Bubbleman's unbouncing bubbles and Alien's metagame.
Most of MM5 is fine, except Gravityman having instant 1/3 health loss and strong area attacks, Crystalman overshadowing Geminiman...
Talking about Geminiman, his clone NEEDS good coding (No insult to anyone who tried making him)
Chargeman is STILL underpowered, despite MANY and MANY people trying to warn about it.

and these are only SOME issues of what I'm talking about gameplay.

Hmmm... Prove me wrong on these issues at least, since all of them are lingering from V4A and should be fixed on V4B.

There now. I appreciate you being constructive there instead of whining about how you think 4B is extremely broken.
4A was extremely broken, and none of these issues are ANYWHERE as severe as gravity man ceiling parties, which outright INVALIDATE most strategies, or server crashing weapons. Nevertheless, I will address your points.

-I was not aware the Gigabomb glitch still worked. I myself have trouble reliably getting it to go off. I agree that this is an issue that should be worked on, and I agree that the explosion should be more representative of the blast. However, I do not agree that he should lose the ability to aim his bombs, or else you have someone that napalm man would completely overshadow.

-Yes, I am with you that Bubble Man should have bouncing bubble lead and I have rallied for such. He is barely different than Wave Man, as it is. However, this is opinion and it is not game breaking.

-Wily is an unusual class, yes, but YD has responded to concerns about his brokenness by increasing his charge time. Wily used as a hit and run class, similar to Gyro Man, but Gyro Man is consistently strong , whereas Wily MUST retreat.

-I am not sure what you think Gravity Man's problem is. Is he too strong now? Your phrasing is a bit strange. Gravity Man's charge time, from the 4B version I played, was almost painfully slow, so he is again another hit and run style of class.

-It is definitely apparent that Gemini Man needs some work to bring himself away from Crystal Man, and that most of the necessary work lies in his clone, that is agreeable.

-Charge Man, underpowered? He is a DIFFICULT class, to be sure, but Shagg was able to be the frag leader more than a couple times with his current state. I'm glad for his increased defense and coal meteo size, though that thing is still really hard to hit with, but it can bring a quick death if used properly. Shag once drove right into me, hopped over me, coal shot, and I died almost instantly. Very pro looking.

And I analyzed all of that and still didn't see anything about 4B that is super obnoxiously broken, like say, Invincible Woodman, Ceiling Party or Pit Party Gravityman, or Server Crashing Snakes & Gears, etc.

I still feel that you are upscaling things to further your own impatient agenda, and I will not forget that the first time I played a class from you, it was Yamato Man, your "totem" robot master, and he was quite hilariously broken; better than Needle Man by leaps and bounds.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: SickSadWorld on March 29, 2011, 10:54:14 PM
They all should have altfires. Consistency, you know? I didn't think Metal Man was plain in the games, he was one of the craziest with his scrolling floor

Just make Metal Man's a close up buzz cut similar to Cut Man's alt or something, lol
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 10:58:20 PM
@ Kittah

First of all, let me take Yamato man off this discussion as he definitely wasn't playtested on V4A, and was fixed 3 or 4 days after v4a release.

At your comparison to Needleman, I'd ask you why you picked Needleman off to compare, not only because of the weapon similarities.

Moving on, I'm not making an impatient agenda. People were playing a broken version until now, which wasn't broken before.
I said to YD Gravityman would be WAY broken on v4a, no one even SEEMED to care, so if you're gonna say that they are fixed now, it's not by lack of warning on my part. All of those problems, as I said and Tsuki confirmed, aren't new and they aren't FIXED yet.

The last part is really important, since all this time waiting for a FIXED version could be easily avoided by not making errors at first and quickly fixing them. V4B is a version to fix V4A, yet OLD errors still HAPPEN, and they are widely KNOWN, so on this time of bugfixing you are over with, there are still OLD BUGS to deal with.


Is bugfixing things this time consuming? No it isn't, because I fixed them in my OWN version of it, and it didn't took away more than 1 day.


This whole Wall of text is to prove my point.

Tell me if I'm wrong in ANY of this.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Ivory on March 29, 2011, 11:03:21 PM
About Crystal vs Gemini. I have to say, I agree with what kittah, smashbro,etc

It's less about Crystal outclassing Gemini, it's more about Gemini not being fulfilled yet. I could go nerfing Crystal's damage, or giving slow projectiles, or some other minor changes but that isn't the problem. All it would accomplish is making Crystal underpowered for Gemini's satisfaction. Gemini is still clearly in need for help. The clone needs work, some tweaks to the buster. Maybe even tweak Gemini laser a bit.

They are both alike due to the fact Capcom made them both robot masters that have projectiles that bounces of walls. Of course they will be in similar areas in the class project.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 11:04:43 PM
And of course, the Gemini Clone is a issue since V1A
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on March 29, 2011, 11:05:35 PM
Thanks for the vote of confidence Ivory!

Quote from: "SmashBroPlusB"
I say give Gemini a faster-shooting Alt Buster, and make the clone shoot lazorz (a la v1/v2). That should just about fix things up.
Hey YD, I can help tidy up the wiki page if it helps.

I Finn-ished up descriptions of Jet and Power Megaman abilities.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kittah4 on March 29, 2011, 11:14:36 PM
Quote from: "Asd967"
@ Kittah

First of all, let me take Yamato man off this discussion as he definitely wasn't playtested on V4A, and was fixed 3 or 4 days after v4a release.

At your comparison to Needleman, I'd ask you why you picked Needleman off to compare, not only because of the weapon similarities.

Moving on, I'm not making an impatient agenda. People were playing a broken version until now, which wasn't broken before.
I said to YD Gravityman would be WAY broken on v4a, no one even SEEMED to care, so if you're gonna say that they are fixed now, it's not by lack of warning on my part. All of those problems, as I said and Tsuki confirmed, aren't new and they aren't FIXED yet.

The last part is really important, since all this time waiting for a FIXED version could be easily avoided by not making errors at first and quickly fixing them. V4B is a version to fix V4A, yet OLD errors still HAPPEN, and they are widely KNOWN, so on this time of bugfixing you are over with, there are still OLD BUGS to deal with.


Is bugfixing things this time consuming? No it isn't, because I fixed them in my OWN version of it, and it didn't took away more than 1 day.


This whole Wall of text is to prove my point.

Tell me if I'm wrong in ANY of this.

Please don't excuse yourself if you've not lived up to the same standards as you're doggedly trying to hold YD up to. He has made numerous concessions to your and other players demands, not the least of which is Air Man's altfire.

Yamato Man was broken in 4A. Period. Him not being playtested is not an excuse, the fact remains. I compared him to Needle Man because he, Needle Man, and Quick Man are similar in philosophy. They are all rapid fire robot masters, but with different execution. Needle Man is the average joe, Quick Man is fast and fragile, and Yamato Man is slower and has piercing projectiles.

And you have gone on to say you aren't impatient, when your words next directly contradict that. The whole class project has been contained in 1C to 1D, which is about what, three months? Less? By comparison, it has been fairly quick. The time from 4A to 4B was two weeks and a bit of change.

I will agree though that 4A should have been crisis patched sooner, but them's the breaks. It HAS been crisis patched, and now other things can and should be addressed. I still feel you're making more of an issue about this than it is.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 29, 2011, 11:16:16 PM
Quote from: "Asd967"
Is bugfixing things this time consuming? No it isn't, because I fixed them in my OWN version of it, and it didn't took away more than 1 day.

Correction:  You THINK you fixed them.  Until you hand it out to pretty much everybody, you won't know.  You could think it's fine, but somebody is bound to find a problem with it.  Case and point:  Yellow Devil THOUGHT he fixed Gravity Man.  He hands it out and BOOM:  Broken.

Also, number two, people do have lives, you know (as I pointed out earlier in the topic in my rage, although this is in different context).  Maybe Yellow Devil had school/work/anything that takes him away from his computer quite a lot.  Don't just assume he's just picking his nose at the computer because he isn't working on classes.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Chimera Man on March 29, 2011, 11:20:02 PM
Everything YD did in more than a month, King Yamato did in a couple of days. Even balancing issues. I'm eyewitness of that.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 29, 2011, 11:20:50 PM
Quote from: "Mr. X"
Maybe Yellow Devil had school/work/anything that takes him away from his computer quite a lot.  Don't just assume he's just picking his nose at the computer because he isn't working on classes.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 11:21:52 PM
Quote from: "Mr. X"
Quote from: "Mr. X"
Maybe Yellow Devil had school/work/anything that takes him away from his computer quite a lot.  Don't just assume he's just picking his nose at the computer because he isn't working on classes.

And you think I don't have my own life to take care of? Really?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 29, 2011, 11:22:19 PM
I'm not saying you didn't have a life.  I'm saying maybe he's busier than you think he is.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Alucard on March 29, 2011, 11:23:25 PM
I hope this doesn't end up like tsuki vs Mr. X like on the "stupid reason for kick" topic...
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 29, 2011, 11:24:33 PM
Hey.  When somebody calls other people trolls for no good reason and calls me stupid, I go off.  Simple as that.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 11:24:56 PM
Then, if he IS busy and can't develop it, the OTHER developers, (which are me, Korby, you, Ivory, arkman, Ice) should be in charge of doing the work for him.

That's why on most game companies it's always a team, not one single person taking care of everything and ruling out or in.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 29, 2011, 11:26:27 PM
Yes, but it is his project.  If he doesn't ask, we don't do (although likewise, he should ask before touching our stuff out of respect).
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 11:30:32 PM
That's why I am arguing.
This project has grown large and the team for it is basically only one person, when it should be everyone that contributed.
I don't like how there are issues left from the older versions, I could fix them myself and spare the work and time for everyone, yet, I find myself without doing anything for this becasue I'm not in charge.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 29, 2011, 11:37:09 PM
Well, maybe if you didn't have an attitude of "everything sucks, I'm better than you, let me fix it", he would ask you to fix it.  If YD is anything like me, the more you say that, the less likely he'd let you do it.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 11:38:45 PM
That being he never asked anyone. Also, I don't care on who fix that, as long as it gets fixed.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Chimera Man on March 29, 2011, 11:49:49 PM
Indeed. Fixes are very possible to do - not easy, but possible. YD is who created this, granted, but if he needs help there's a team to do so.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Disco on March 29, 2011, 11:52:51 PM
I've only been skimming this topic, so forgive me if this has been beaten to death, but

what exactly was the problem with metalman's alt?

It was essentially just one big search snake, right? besides using the 'old search snake code' I didn't really follow what was broken with it

I dunno, it was kinda fun is all, that's why I ask
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on March 29, 2011, 11:53:47 PM
It looped forever on the map, causing lag indefinitely.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kittah4 on March 30, 2011, 01:07:06 AM
Quote from: "Mr. X"
Well, maybe if you didn't have an attitude of "everything sucks, I'm better than you, let me fix it", he would ask you to fix it.  If YD is anything like me, the more you say that, the less likely he'd let you do it.

And here's the crux of the matter. Whenever I've seen King Yamato in the same room as YD, he was basically constantly badgering him about every little balance issue and demanding that he take over the project from him.

I also personally, if I had this project (which I don't since I don't know how to code), would be reluctant to accept such help. There are bugs and balance issues that have existed since day one, it is true, however their priority in the scheme of things is lower than say, super broken Gravity Man. Someone had made an "emergency" patch to fix Bass' anti-gravity, when really the whole 4A could have benefited from such a ban of anti-gravity. An example of misplaced priorities.

Since Gravity Man has existed, up until 4B, you were never safe from him. All it took is one troll to single-handedly turn any given game upside down (oh ho ho), and inject the game with frustration, making it impossible to play the game properly. This is way more severe than "Oh Ice Man's alt is still not great".

But people like Yamato make such a big deal out of the littlest balance issues, it's as if he's chomping at the bit because he feels its an affront to him that this little thing should be fixed right NOW and geez you're so SLOW and I could do a much BETTER job at this project than you! Chill, seriously.

There is still much work to be done in the classes, it's true, but it is YD's responsibility until he abdicates it to someone else. He's been fairly easy-going about it, but people make him out to be a slothful tyrant, which is undeserved. It aggravates me to see that most of his detractors are ones that have done classes that have been super-broken at one time or another. Seriously, really. Chill.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on March 30, 2011, 01:15:27 AM
YD should go through all modified classes from V3A to now, because I just noticed that the script of Gravityman seems to have something of an unexistant actor(s)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on March 30, 2011, 01:17:57 AM
While I haven't checked, he probably just left my old Gravity Hold code in there and made a new one that the rest of the script calls.  If he hasn't, he should comment the old one out.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on March 30, 2011, 06:49:42 AM
I can't even remember what I did.

Also V4B took so long because I work from 8 until 2, and am frequently away from my computer even when I am home, I have people living with me (okay... a person) and I don't wanna seem like some sort of coding-obsessed alien. Plus I spent a lot of time with my new 3DS, and just plain playing MM8BDM. Not to mention all the testing I had to do!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: SickSadWorld on March 30, 2011, 04:48:37 PM
It's good to reconnect with what makes you enjoy games like MM8BDM and such.

Maybe what would help the most is for YD to tell us as the community what the best way to supply feedback to classes is. Specific code examples? Abstract descriptions of what should be changed? Non-specific subjective feedback like "this sucks" or "i love it"? Each of these has a place, albeit some probably more useful for development than others. Perhaps the key here is for YD to help us help him.

I've no problem if YD wants to hold full control of the reins. It's easy for me and others just to keep hands off this project. There's already a team involved and I'm sure it's a lot of effort just coordinating submissions from all the different people.

What of the average joe-schmoe that has input though? What's the preferred method for them to either get involved or submit specific thoughts on changes/ tweaks/ balances/ misc/ etc etc on the project? An answer to that might help put some members of the community at ease.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on March 30, 2011, 05:00:20 PM
I like it when people say what the problem is clearly, then state a suggestion of how to fix it.

And compliment me too because I don't get enough of that
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Ivory on March 30, 2011, 05:26:47 PM
That would be nice, but I rarely see anyone in the community actually taking time to address such problems in that matter. I've always asked for C&C. The latter never tends to get fulfilled.

Personally I see all this YD rage as going over the top. Sure there are some problems, who doesn't have a few? As I see things, we aren't being paid for this. We aren't a 8am-5pm crew that sits around all day making mods for a job and being paid for it. We all have an interest in the project, and contribute on our own time. I really don't think anyone should be held liable for working x number of hours a day for a project we're just doing because we enjoy it.

I also realize that balance and quality control is also important. This is however, going way over the top. Not saying YD makes the best project manager, however he has done a lot for this project. I was never meaning to make a huge batch of classes. I just wanted to help out, grab some of my favorite robot masters from 4 and 5 and bring them to life in the classes project.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kittah4 on April 01, 2011, 03:57:31 AM
So, since 4B came out there seems to be few to no servers hosting it.

Kinda strange given 4A was so broken and yet there always seemed to be somewhere to play it.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 01, 2011, 06:43:53 AM
Messatsu seemed to have scrapped his classes server, I PM'd him and he said "he hadn't got around to it yet"
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Galaxy Sisbro on April 01, 2011, 02:28:57 PM
Messatsu is an april joker
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 01, 2011, 02:40:28 PM
Nah, it's been down for a few weeks now. He has the time to host "Rage Roboenza" servers with no trouble, what's takin' ya so long Messy? Well at least I haven't had any balance issues yet...
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 01, 2011, 04:54:51 PM
Geez, no one's paying him for hosting, so let him do that any time he wants or feels like so.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Nuy on April 01, 2011, 09:00:46 PM
Yeah for some reason no one can join the server for V4B I hosted..
I myself can join but no one else can.
Also Blizzard is still glitchy.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 01, 2011, 09:29:05 PM
Glitchy? How so?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: SaviorSword on April 01, 2011, 11:36:51 PM
After the V4A fiasco, my best guess is that now everyone is scared of classes in some way.

Also, I am still not done with my balancing list and in case ya forgot....

(http://img27.imageshack.us/img27/8633/shotr.png)

I still have my shot for ya.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Muzaru on April 02, 2011, 03:11:52 AM
I wish there were alot more classes to play servers on.
I've been wanting play servers for a while...
olo
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Jc494 on April 02, 2011, 07:20:34 PM
HEEEEEEEEEEEEEEEEEEEEEEEELP (luigi style)

On Nu's server, we start a new game of TLMS classes and THIS happens to quite a few of us:
(click to show/hide)

I have no clue how this happened, and could you imagine how annoying it was to play in this condition!?!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kapus on April 02, 2011, 07:32:12 PM
That has nothing to do with Classes. It has to do with the map itself.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Jc494 on April 02, 2011, 07:37:37 PM
It happened when we were playing classes. It never happened before.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Alucard on April 02, 2011, 07:37:45 PM
OH GOD...

..MissingNo. has gone too far...
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 02, 2011, 07:39:11 PM
Trust me, it is a map problem and the chance of occurring is low.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on April 02, 2011, 08:28:52 PM
Yeah, I'm 99.9% sure it has to do with the upper/lower sectors thing-a-ma-gig.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Galaxy Sisbro on April 02, 2011, 10:45:12 PM
It's true. that happens in toad man stage too, and both have upper and lower sections.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: arkman on April 03, 2011, 02:37:40 AM
I contribute to the subject at hand!

EXPLOITS:
Hyper Bomb ceiling glitch. fire a Large hyper bomb into the cieling and it will immediatly detonate. killing quite easily.

BALANCE:
Crashman seems slightly OP, It might just be my suckage.
SUGGESTION:
Woodman should get his old leaf rain back, and it should fire automatically while he uses the shield. then it would stop when he fired the sheild. the sheild projectile itself could be stronger.
GLITCH:
most classes can still sneak a jet upgrade. the jet weapon should be added to the appropriate remove scripts. oddly there is no problem with power.
Item 1 is taken away one unit at a time. while you DO have the ability to fire a Item 1 quickly, it doesn't really affect anything. still it is kinda weird, just raise the take script from 1 to 3.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Shagg on April 03, 2011, 05:36:34 AM
A small contribution:

From what I've played, 4B's balance seems to be pretty dang good! Certainly a lot better than 4A.
One thing though: It seems to me that Bubble Man should have an ammo bar maybe, because his bubbles are pretty dang strong. Or maybe their slight awkwardness is the drawback and he's fine. I'm just saying I tend to kill a lot with bubble lead.

I can't think of anything incredibly powerful or weak, though, so good job! We'll just have to wait for MM4 classes and beyond for more inevitable balance issues.  :)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 03, 2011, 09:40:51 AM
I've been twiddling my thumbs with nothing to fix so here!

(http://i270.photobucket.com/albums/jj107/MaxPower7137/questionmarks.png)
Ready for a rematch?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Shade Guy on April 03, 2011, 10:17:09 AM
So that's what you went onto Sprites Inc for... I've got a couple ideas for these guys, so I might post them later.
Title: Re: Class based modification (V2A - MM1 RELEASE!)
Post by: Hallan Parva on April 03, 2011, 10:54:39 AM
I'd like to call this bit "I told you so". New text in red.

Quote from: "SmashBroPlusB"
My semi-useless wall of text that I somehow get away with calling it "suggestions" that Yellow Devil probably won't use anyway. Spoilered to save room and such.

I really want people to notice the things in bold. I thought these were my best ideas of the bunch.

(click to show/hide)

What do you think? Respond/critique/ragequit/ask questions/look back in nostalgia.


SLIGHT EDIT: There should be a class that starts out with infinite Sakugarne. :cool:
F*CK YEAH THIS NEEDS TO HAPPEN
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 03, 2011, 10:56:35 AM
When robot masters only have two attacks, you can expect those ideas to turn up somewhere...

Yes, infinite Sakugarne! I couldn't live without it for much longer, so I just had to make a Quint class. Couldn't leave out the other three!

Added sprites to frontpage  ;)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Myroc on April 03, 2011, 11:00:37 AM
So how is Quint going to work? Just infinite Sakugarne can be a bit iffy, so I assume he's going to have some sort of backup attack.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 03, 2011, 11:01:41 AM
Ballade should get "Ballade Mines" like in his secret boss form, where he leaves behind a stationary Ballade Cracker to trap enemies (or to make a hasty retreat).

Enker should suffer only half-damage while he's MBing.

One of Punk's weapon slots should be Mega Man's Screw Crush, because it bounces and it hurs a lot ;)

The toughest thing would be to give Quint a cool alt, otherwise he'd just be the joke character :lol: (I'd still use him though :mrgreen:)

EDIT: Damn, ninja'd. I guess I didn't post on TIME :ugeek: OHHHHHHHHHHHH THE PUN-ISHMENT
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 03, 2011, 11:06:17 AM
Sakugarne and rocks

Well he's got two "forms", one on his Sakugarne and one... not on his Sakugarne. He gets Mega Man (C!)'s buster (no sliding though... too fat? dunno, but he has to have at least one downside!) when he's not on his Saku. Maybe I'll make him take the same damage as Protoman to compensate.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 03, 2011, 11:09:19 AM
Your idea basically gives us a lower-HP Mega Man with no slide who starts with Sakugarne... unless rocks fly freakin' EVERYWHERE

EDIT: Suggestion ~ Make Mega Man Jet and Mega Man Power selectable classes. As of now you can't remove the armor once equipped anyway. Plus, most Classes servers run LMS/TLMS till they're blue in the face, I wanna fly around DANG IT
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 03, 2011, 11:11:21 AM
Well Quint is Megaman!

EDIT: No
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 03, 2011, 11:13:03 AM
Why not? If you're not going to do it, then could you at least give another class "Jetpack-style" flight, please?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Jc494 on April 03, 2011, 11:16:23 AM
Quote from: "Yellow Devil"
I've been twiddling my thumbs with nothing to fix so here!

(http://i270.photobucket.com/albums/jj107/MaxPower7137/questionmarks.png)
Ready for a rematch?

Want something to fix? Fine. Fix Quickman's alt, as I once badly damaged my team mate, and I killed myself twice using it. For some reason the alt boomerangs do damage to everything, allies, yourself, you name it once they lock onto something.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Myroc on April 03, 2011, 11:43:28 AM
Guts Man still has that white pixel on his HUD arghlebarghlebarghle.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Shagg on April 03, 2011, 11:45:56 AM
I am immediately worried of Enker with his less limited mirror buster being too good.
Infinite sakugarne, though, sounds pretty amazing. Possibly broken, but if it is it will at least be hilarious for a while before it gets fixed.

(Also yeah, the quick boomerang can kill allies and the user sometimes.)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: CutmanMike on April 03, 2011, 11:50:27 AM
Quote from: "Yellow Devil"
I've been twiddling my thumbs with nothing to fix so here!

(http://i270.photobucket.com/albums/jj107/MaxPower7137/questionmarks.png)
Ready for a rematch?


That image gives me the impression sakugarne is a separate class which would be amazing strange!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 03, 2011, 12:14:52 PM
Scrapped the charging on Quint's buster. However, I had a better idea. Combine his two weapons, and make the Sakugarne bounce automatically, but let Quint fire his buster ON the Sakugarne. Plus rocks for altfire.

Thoughts before I do this?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Myroc on April 03, 2011, 12:19:32 PM
I'd say make a normal buster his mainfire, and make sakugarne work like the vanilla one as his alt. That and add rocks on impact on the latter.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Balrog on April 03, 2011, 12:49:00 PM
Eh, as a pro Sakugarne user I would make it so Quint has two weapons: his fail-buster(possibly with a Sakugarne for his altfire) and a Sakugarne with an altfire that has him jump up and down spraying rocks everywhere.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: arkman on April 03, 2011, 03:50:34 PM
Who here would like to have centaur man's veiwheight raised so that it actually looks like your shooting out of your buster?

Oh, and if your making quint YD can you also make
This Guy? (http://megaman.wikia.com/wiki/R-Shadow)

also if someone makes the sprites I will do Compass Man.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 03, 2011, 04:22:53 PM
Ideas for Quint...


Primary Fire (walking): Mega Buster (minus the Charge). When walking, the Buster would auto-fire. When on Sakugarne, rapidly clicking fires the Buster, while holding Fire stores energy for the Super Bounce.

Alt-Fire: Sakugarne Toggle. This turns Quint's Sakugarne on and off.

HOLD Primary Fire: Super Bounce. While the Fire button is held, Quint can spring on Sakugarne with twice the height, at a cost of extra ammo per bounce.

Quint's Sakugarne would automatically spray rocks around on every bounce, but the total ammo would be less than Mega Man's Sakugarne. In exchange, Sakugarne would auto-refill whenever Quint was not using it and was running around on foot.

My proposed Fire/AltFire layout allows Quint to use Sakugarne or turn it off at a moment's notice (without having to switch weps), while also giving the user all-the-time access to their Buster.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Jc494 on April 03, 2011, 06:35:52 PM
Enough about Quint, how will Punk work? I'm eager to know how he will.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 03, 2011, 06:45:17 PM
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Jc494 on April 03, 2011, 06:52:04 PM
Quote from: "Yellow Devil"
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!

Oh, that would be fun. Add in an energy bar (or something) for his dash attack and I'd kick ass with him.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 03, 2011, 08:58:59 PM
To anyone interested, I made a version of classes that has all Megaman Killers and most classes with bugs fixed, including Quickman and Bombman one.
In case anyone is interested, PM me.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Tesseractal on April 04, 2011, 12:25:51 AM
Quote from: "SmashBroPlusB"
Your idea basically gives us a lower-HP Mega Man with no slide who starts with Sakugarne... unless rocks fly freakin' EVERYWHERE

EDIT: Suggestion ~ Make Mega Man Jet and Mega Man Power selectable classes. As of now you can't remove the armor once equipped anyway. Plus, most Classes servers run LMS/TLMS till they're blue in the face, I wanna fly around DANG IT

FLYING SAKUGARNE RETURNS

Personally, I envision Quint as being able to shoot Saku from the floor (think like Needleman's Altfire). It's not really his ability, but there are some liberties already taken with the RMs. Plus it'd be funny. =P
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: SickSadWorld on April 04, 2011, 12:44:42 AM
Quote from: "Asd967"
To anyone interested, I made a version of classes that has all Megaman Killers and most classes with bugs fixed, including Quickman and Bombman one.
In case anyone is interested, PM me.

Wow, these are really great. Hopefully YD uses some of these techniques to improve on the classes
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Muzaru on April 04, 2011, 03:33:51 AM
Quote from: "Yellow Devil"
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!
Why not both?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: -FiniteZero- on April 04, 2011, 04:07:17 AM
Quote from: "Muzaru"
Quote from: "Yellow Devil"
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!
Why not both?

Because Punk's alt attack will probably be that spinning-forward-manuver he does.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 04, 2011, 04:09:06 AM
Quote from: "FiniteZero"
Quote from: "Muzaru"
Quote from: "Yellow Devil"
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!
Why not both?

Because Punk's alt attack will probably be that spinning-forward-manuver he does.
Screw Attack.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Shade Guy on April 04, 2011, 08:13:00 AM
Blarg, people have been discussing this, so I might as well say it now.

Enker, in my opinion, should be able to store energy gained from other people's attacks (with an energy bar) and use primary fire to shoot it all at once. He'd take some damage when he stores energy. Problem is, using the mirror buster itself would require another energy bar, since you don't want Enker being able to run around with it up all the time.

Punk...Should be like everyone else has said. Screw crushers and a chargeamawhatzit as alt.

Ballade should have nerfed Ballade Crackers as his primary and the ability to drop cracker-mines-things that explode on contact or after a bit (like Crash Bombs, but downwards). He should also have a large jump, so he could jump over people and drop bombs on them. They would also have tactical purposes, with being able to drop them on the ground and whatnot.

Quint...Should be like what Smashbro said. However, I don't like the idea of holding down the fire button to do a super jump. The buster should be sorta weak, otherwise he'll own everything, long and close range.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: JaxOf7 on April 04, 2011, 09:28:51 AM
Pardon me for interupting this new class discussion, but something overlooked needs to get fixed.
Top man is only frail to the mm3 weapons. A lot of the classes actually have pretty incomple armor/frailty.
So I give you: work. Yeah, I haven't actually worked with Skulltag before

First of all, let's modify all the weapons that need damagefactors in one place instead of scattered throughout the boss weapon code. It's more organized:
(click to show/hide)

Now for the doozy, the complete list of damage factors incorporating V1d types, class types, and the ones I just defined up there:
(click to show/hide)
And there you go, armor with a simple find+replace (or for those strange mm6 classes, all the damagefactors are lined up for them). Though do keep in mind: some of the class weapons lack damage types, I didn't bother with triple blade, and I haven't tested this at all.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: CHAOS_FANTAZY on April 04, 2011, 11:57:50 AM
NEED SOMETHING TO FIX?!

-Have this mod put back Energy Capsules in LMS, so that Bomb-Man and Wily aren't horribly screwed over.
-The "Drop Weapons" problem--fun as it is--still stands, and in some cases, it could be really broken.  Imagine Alien picking up, say, Magnet-Man, and switching to it.  The result:  FLYING MAGNET-MAN!
-Speaking of Magnet-Man, he's still causing a lot of lag--I think it might have something to do with the actual missiles, not his Magnet Pull attack.
-Finally, this probably has to do with Skulltag itself, but the Random class wasn't very random the other day.  It kept giving me classes in a certain pattern; every time the server changed, the order reset.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 04, 2011, 01:59:19 PM
Quote
A_CustomMissile("BubbleLead",0,0,0,2,0)
NEVER do this! Skulltag lacks the fix that Zdoom has and, without flag 4/SXF_TRACKOWNER, it won't count the kill for the shooter and will even kill the shooter! Learned this the hard way while coding Aurora Cannon.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 04, 2011, 02:16:20 PM
Yeah damagefactors n' stuff is just laziness on my end, so I'll get everything up to date for V4C.

Speaking of which, the RKN may not be in C because I'm going on holiday soon, I'll be making a topic about that in anything goes closer to the time though (explaining the "fate" of the classes mod for a few weeks.)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Celebi on April 04, 2011, 03:04:46 PM
Quote from: "CHAOS_FANTAZY"
-Have this mod put back Energy Capsules in LMS, so that Bomb-Man and Wily aren't horribly screwed over.

Adding something on Bombman...in his early version he was able to restore his weapon energy by either holding or not holding a bomb.  But now he restores energy only WHILE holding a bomb.  This is trouble for Bombman if he throws a bomb, using the last of his energy, especially in LMS or if he can't find any weapon energy to pick up.  Also I don't know about anyone else, but sometimes when using Knightman, his weapon doesn't fire when I click, only after I click two to three times.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Nuy on April 04, 2011, 03:30:37 PM
Roll class~
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 04, 2011, 05:27:37 PM
Already been discussed. Definite no, unfortunately.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Nuy on April 04, 2011, 05:35:40 PM
Any reason as to why not? All I can gather is that YD is a sexist.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 04, 2011, 05:42:56 PM
Use the search function.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 04, 2011, 05:52:55 PM
Balance issues can be disregarded. Roll would follow the same damage factor as megaman, would be slightly faster and would have different weapon schemes. As I said, I can easily make something for Roll to constantly change the weapon she picks into a melee version of it.

My guess is that YD looks down upon possible melee classes and disregards them even when someone has a concept ready.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 04, 2011, 06:04:05 PM
It would be cool if RMs could resist/beat types that were SIMILAR to their original weakness. For example, Ice Man would be weak to Elec Man AND Spark Man; Crash Man would be weak to Air Man and Wind Man; Gyro Man would be weak to Gravity Man, Centaur Man, and Flash Man (they're all spacetime); Bomb Man would be weak to Fire, Heat, and Flame (or use MMPU weakness order and he's weak to Cut and Metal *shot*).

However, I think the weaknesses should be "slanted" towards their original weakness. So in the earlier example, Ice Man would take added damage from Spark and Elec, but Elec would hurt noticeably harder. Another example being that Bomb Man takes slightly more damage from Heat and Flame (or Metal *PLEEEEASEEEEE*), but takes the previously used "super effective" damage scalar from Fire (or Cut). This prevents some imbalance issues like Quick Man getting OHKO'd from 4 Robot Masters! (Flash/Bright/Grav/Centy)

EDIT: It'd also prevent everyone from using fucking Gyro/Flash/Air ALL THE TIME
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 04, 2011, 06:06:04 PM
Roll is a joke character in series.
If she was a class, she'd be UP.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Myroc on April 04, 2011, 06:32:26 PM
Quote from: "SmashBroPlusB"
It would be cool if RMs could resist/beat types that were SIMILAR to their original weakness. For example, Ice Man would be weak to Elec Man AND Spark Man; Crash Man would be weak to Air Man and Wind Man; Gyro Man would be weak to Gravity Man, Centaur Man, and Flash Man (they're all spacetime); Bomb Man would be weak to Fire, Heat, and Flame (or use MMPU weakness order and he's weak to Cut and Metal *shot*).

However, I think the weaknesses should be "slanted" towards their original weakness. So in the earlier example, Ice Man would take added damage from Spark and Elec, but Elec would hurt noticeably harder. Another example being that Bomb Man takes slightly more damage from Heat and Flame (or Metal *PLEEEEASEEEEE*), but takes the previously used "super effective" damage scalar from Fire (or Cut). This prevents some imbalance issues like Quick Man getting OHKO'd from 4 Robot Masters! (Flash/Bright/Grav/Centy)

EDIT: It'd also prevent everyone from using fucking Gyro/Flash/Air ALL THE TIME
First of all, while interesting, this'd probably be more trouble then it's worth, and is more likely going to confuse people.

Second of all, Gyro Man is weak to Gravity Hold since it's a flying robot master versus something that toys with the laws of gravity itself. Spacetime is kind of irrelevant. :geek:
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 04, 2011, 06:33:36 PM
Quote from: "Asd967"
Roll is a joke character in series.
If she was a class, she'd be UP.
Zero is melee and is stronger than X.
And some classes are already UP, like Bubbleman, while others are way OP, like Bombman..
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 04, 2011, 06:38:55 PM
Bubbleman is in no way underpowered, some even think he's OP.
Bombman is OP, yes. I took care of that on my version.
Also, Roll isn't meant to be a melee class, she's meant for a joke class, like Auto.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 04, 2011, 06:43:53 PM
OPness is OPinion hack cough cough

Also fixed ceiling bombs, and was thinking of another way to nerf bomb. What about his immunity to his explosions being bombed? Would force you to take risks.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 04, 2011, 07:19:51 PM
Quote from: "Yellow Devil"
OPness is OPinion hack cough cough

Also fixed ceiling bombs, and was thinking of another way to nerf bomb. What about his immunity to his explosions being bombed? Would force you to take risks.
Yes! That way he'd constantly need to hide from his own BOOOM!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 04, 2011, 07:45:13 PM
Yes, but then BombMan couldn't fight up close by bombing his feet. Like the old GutsMan problem. He'd need a melee.... oh wait, he has GigaBomb, which now sucks anyway since his ammo regen is broken (a problem in LMS like Celebi mentioned), and even if it didn't break, it still takes WAY too long to charge for an attack that can easily be seen (and dodged) by any class with Mega Man speed or higher. And YD, even if you try to say "lol it's meant for trapping or hitting slow classes", then sniping with bombs is faster AND more effective since it uses much less ammo.

In other words, BombMan has enough nerfs. If anything, I'd say give him a boost (assuming ammo regen and GigaExploder Ceiling have been fixed)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 04, 2011, 07:48:47 PM
He's not meant to be able to regenerate, at all. Him regenerating is a bug in itself. I don't want him to be able to just bomb the ground, close range is supposed to be his weakness which is why I suggested the self harm.

/me emphasises the front page. no RKN without sprites!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 04, 2011, 08:24:23 PM
You may not know this but Yamato's got first-person sprites. He also has the Killer classes DONE, and is rebalancing them. Especially Quint, he's just plain bad.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 04, 2011, 08:25:25 PM
He refused to send it to me so I'll just wait  :ugeek:
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 04, 2011, 08:29:27 PM
Yeah I heard. Honestly it's better to wait because they're not finished yet, but from what I played/tested they're pretty cool.

Punk doesn't have his bouncy Screw Crusher (yet) :( and Quint only uses Sakugarne to fight (no buster) BUT he has a Digger Drill move that constantly mines rocks from the ground. Yamato said he wants Quint "to play like StoneMan" :|

Enker's a beast though, with an auto-filling Mirror Buster :D
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 04, 2011, 08:30:39 PM
I'm sticking with my ideas I suppose, but those hudsprites would be nice... scrap that necessary.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 04, 2011, 08:38:49 PM
What ideas did you have that are different/better than Yamato's? Besides a Buster Quint (which would be a good alternative), most of what you discussed Yamato already did AND IT'S WORKING WITH NO BUGS.

w/e, you can lead a devil to classes but you can't make him like them
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 04, 2011, 08:43:26 PM
Well, actual Mirror Busters, Mega Screws, plus an idea I had for Ballade's alt that I'm not sure will work. Plus my Rocks are different to Yamato's from what I hear. Can't test them myself (they might be great and I might use them), so again I'll just have to wait.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 04, 2011, 08:55:00 PM
By "actual" MBs do you mean the shieldy part like Mike did?
Yamato's adding Mega Screws :D (most likely)
Ballade Mines are cool bro. Though I'm excited to hear what your idea was.
Quint really ROCKS, and his alt-fire ROCKS HARDER.

He's RockMan from the future, so don't get drilled, or you might get..... ROCKMANBLOCKED
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Muzaru on April 05, 2011, 03:15:58 AM
Quote from: "FiniteZero"
Quote from: "Muzaru"
Quote from: "Yellow Devil"
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!
Why not both?

Because Punk's alt attack will probably be that spinning-forward-manuver he does.
What I meant was...
What if they flew forward then bounced off a wall(more like lazerz than boomerangs or ), lost most of their momentum and rolled around for a second...
As for the melee attack thing... It should be a multi hit attack that does a large amount of damage, if you hit them with the pause part, otherwise... low to medium damage...
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Emmanuelf06 on April 05, 2011, 05:53:50 AM
I wanted know, if i use Fireman, Am i weak against Iceman's Ice slasher?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 05, 2011, 06:11:06 AM
Yep. One of the first things he implemented.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 05, 2011, 02:15:30 PM
Y'know Smash, even if I was super-ultra convinced by your arguments, I still don't have the file.

Finishing up Enker and Ballade. Still need those sprites  :|
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Jc494 on April 05, 2011, 02:23:39 PM
I could try and make Punk's Hud. But it will probaly be rather bad.. I'll try my best.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: CopShowGuy on April 06, 2011, 05:02:16 AM
Boss weaknesses are in this mod?  I never noticed apart from Metal Man vs Metal Man.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: sipfried on April 06, 2011, 07:23:00 AM
Quote from: "CopShowGuy"
Boss weaknesses are in this mod?  I never noticed apart from Metal Man vs Metal Man.
ehm i see metal vs metal online

its hard but i win (iam a n00b)
but its fun to see it
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 06:49:10 PM
May I direct your attention to the front page, where the last sprite needed for V4C is?

I will release it later, and then I will go on holiday yaaaaaay!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 07:17:02 PM
And you'll also include Yamato's version RIIIIIIIIIGHT?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 07:22:24 PM
Not exactly, Enker and Quint are changed, Punk and Ballade rebalanced sorta
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Disco on April 06, 2011, 07:36:57 PM
Rapeninja really needs to be fixed (I love beating dead horses)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 07:47:07 PM
You better not have nerfed Punk. If anything, I was asking for a buff to his Piledriver.

Also, Doc robot better fucking make it in the update :cool:


EDIT: oh that's right, I posted here to tell you stuff from the 4TeamsClasses server.

I think Alien should have a limit to flight so he won't become the stall king. I'm thinking that as he flies, ammo sloooooowly refills BUT when ammo's full, you can't fly at all. This will help Wily become more offensive instead of a "hit and run" class while also nerfing Alien's hax flight. I mean, even GYRO MAN has a flight limit, and he's a fucking helicopter with legs.

Also Wily needs his skull suit :p
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 07:52:23 PM
Quote from: "SmashBroPlusB"
You better not have nerfed Punk. If anything, I was asking for a buff to his Piledriver.
Nope

Also, Doc robot better fucking make it in the update :cool:
Nope!

EDIT: oh that's right, I posted here to tell you stuff from the 4TeamsClasses server.

I think Alien should have a limit to flight so he won't become the stall king. I'm thinking that as he flies, ammo sloooooowly refills BUT when ammo's full, you can't fly at all. This will help Wily become more offensive instead of a "hit and run" class while also nerfing Alien's hax flight. I mean, even GYRO MAN has a flight limit, and he's a fucking helicopter with legs.

I will limit him, but not in the way you said.

Also Wily needs his skull suit :p
If someone makes huds...
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 07:53:52 PM
Nope to nerf or nope to buff?

WHY NO DOCROBOT!?!?!?!? :cry:
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 08:04:31 PM
Both

Also no Doc Robot because he was just shooting random crap all over the place. That's cool, y'know, totally what he did in game. We only need robot masters anyways!
Title: FFUUUUUUUUU
Post by: Bikdark on April 06, 2011, 08:09:58 PM
SONOFABITCHWHYDIDYOUCHANGEENKER.
Really, why? I thought he was perfectly fine! I see nothing wrong with him.
Quote from: "Disco"
Rapeninja really needs to be fixed (I love beating dead horses)
How so? Do you mean being removed entirely? Well, YD removed the handicap removal on Shadowman for a reason.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Gummywormz on April 06, 2011, 08:12:25 PM
Here's an idea for doc robot if someone wants to attempt him:

He'd start off with a regular buster. When he defeats a class, he gets that class weapon. You can make it so that he can only carry 1 weapon at a time, but can choose to remove his current weapon and go back to his buster.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 08:13:46 PM
Elec Man's new altfire. That's cool, but not canon.
Metal Man's alt. That's cool, but not canon.
Wood Man's alt. That's cool, but not canon because they don't rain down.
WILY. Biggest violator here.

The point is, it's fun, so what if it's not canon? You know, Punk didn't exactly rain bouncing screws all over the place, but you like it, I like it, practically everyone ELSE likes it, so it goes in.

It won't kill you to have ONE class that you don't like in the pack.

And last time I checked Wily isn't a Robot Master. You put him in because you liked the Alien. Don't be selfish!

Only YOU can prevent forest fires everyone from raging against your leadership skills ;)


EDIT: Gummy, shut up, don't ruin my chance of getting Doc in. Trust me, if YD actually puts him in you'll love the already-made version MUCH better. :)

OTHER EDIT: Even Smokey approves of Doc Robot! He even asked nicely!
(http://firebell.net/images/smokey%20300px.jpg)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 08:17:08 PM
Oooohhh... Elec Man's alt...

Uhm... dead.

I'm not putting Doc in! I'm not making any more misc classes! (I'll eat those words... ONE DAY!) Go bother the enemy classes pack!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 08:20:09 PM
Quote from: "Yellow Devil"
Oooohhh... Elec Man's alt...

Uhm... dead.
WHY? His old alt didn't aim properly (sometimes refusing to aim/shoot AT ALL), and the new one was SO COOL.

Everytime you get something nifty you always have to turn it down :?

Quote from: "Yellow Devil"
I'm not putting Doc in! I'm not making any more misc classes! (I'll eat those words... ONE DAY!) Go bother the enemy classes pack!
You're already eating them. Hello? Extraterrestial ring any bells? Or do you say "not making any MORE" just so you can turn down Roll/Auto as well?

If the Alien class wasn't random and unexpected, I don't know what is.

And Doc Robot was a boss who used Master Weapons, he wasn't anything like an enemy!
Most of the enemy classes are imbalanced and pretty lame anyway *shot*
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 08:23:15 PM
I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.

I put Mega, Proto, and Bass in because they were MM10, and I put Wily in because he's in every single game in the series. (before you say Roll, he actually had pretty good workable abilities.) Anyway, I've limited his flight (works on Plasma Power, so those people who complain about 3hit kill Wily should be shut up too)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 08:31:20 PM
Quote from: "Yellow Devil"
I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.

I put Mega, Proto, and Bass in because they were MM10, and I put Wily in because he's in every single game in the series. (before you say Roll, he actually had pretty good workable abilities.) Anyway, I've limited his flight (works on Plasma Power, so those people who complain about 3hit kill Wily should be shut up too)

.....

There it is again. If it's not "approved" by you, it doesn't go in. What happened to the rest of the team? Did you ask of THEIR opinions? And you modded most of the MM5/MM6 classes without THEIR "approval", I remember X and Ivory complaining about it!

Seriously. Yamato should just publish the "final" version he made. It had a lot of cool stuff in it.

Learn to listen to the community and not just what you think is best.


And here to help demostrate this lession, it's Ivory from the Cutstuff Community Map Pack thread.
Quote from: "Ivory"
Alright. Let's tone down, shall we?

Flandre Yellow Devil, as a fellow map classes maker, I understand what it's like to do something you really like, yet is unpopular with other players. What you do is not just blow them off like this. Take consideration, listen carefully. If 30 people say something is a problem, and you still think there is no problem because it's the way you like it. There IS a problem. Obviously, no one can force you to make a change, however there are ways to improve on a concept without destroying it. It's what I do with my I-Pack and the official CTF maps. I loved the old design of edge of the dam. It however had problems with layout, cramped bridges specifically. I still kept everything true to my original design, I just expanded it to be superior.

There is however a difference from being justified, and defending your choice tooth and nail. A good map maker leader should be able to separate themselves from his or her work and look at it objectively. Also try spectating a match on your own map with classes enabled. Follow people, go see how they keep running into problems and see how to fix them.

My best advice is to separate yourself from your work and learn to look at it objectively and to accept listen to what the players have to say. You obviously can't please everyone, but if you are getting this many complaints for similar reasons, it's worth looking into.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Disco on April 06, 2011, 08:31:35 PM
Quote from: "Yellow Devil"
I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.
What was it?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 08:32:48 PM
Quote from: "Disco"
Quote from: "Yellow Devil"
I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.
What was it?

It was a storm-type deal that summoned multiple Thunder Strikes around ElecMan one after another in a radius fashion. Like IceMan's alt, except it drained your entire ammo bar, and ElecMan could move around after he fired it.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 06, 2011, 08:36:59 PM
It was Dynamoman's weapon from Megaman and Bass
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 08:42:08 PM
It was even harder to use than the current altfire!

I just need that sprite on the frontpage before v4c... somebody?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Ivory on April 06, 2011, 08:43:14 PM
Quote from: "SmashBroPlusB"
[quoting me]

I forgot one important part in that speech when writing it up at first.

The biggest challenge for any mapmaker/coder/class maker/etc is this: "Getting past your own pride"
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Bikdark on April 06, 2011, 08:44:50 PM
God, with all these changes and disagreements and cannibalism and theft, V4C'll never be released!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 08:59:27 PM
Don't be silly, V4C will be released as soon as I get that ONE SPRITE.

Come on, guyyys
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 09:10:52 PM
Yes but it'll be released without Elec's cooler alt (that's DIFFERENT from Ice's) and Doc Robot (who was fun as HELL, and unlike Roll/Auto, actually finished and not OP).
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 06, 2011, 09:22:06 PM
Quote from: "SmashBroPlusB"
Yes but it'll be released without Elec's cooler alt (that's DIFFERENT from Ice's)
Just to be clear, I had NO part in the elec class at all, I only made sprites and that's it
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 09:23:53 PM
lol no. I meant IceMAN.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Max on April 06, 2011, 09:28:16 PM
I cut about four things. Don't explode.

Anyway I'm uploading 4C now. From this point on, Korby is in charge for a few weeks. (Explanation (http://cutstuff.net/forum/viewtopic.php?f=9&t=2381))

I'm not doing a changelog, but basically everything was streamlined for the best possible balance by me and King Yamato. I'm tired, I will see you guys the next time I get to use a computer!

RKN were also added.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 06, 2011, 09:34:05 PM
I just read a few pages back, what do you mean my classes are imbalanced smash? I havent even released a test Pk3 yet and as a matter of fact, its not even done yet
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 06, 2011, 09:58:57 PM
Minor request but whatever.

Do you think someone could make some bots who use classes, for the sake of livening up servers/playing offline skirmishes? Shouldn't bee TOO hard. And as for the names, you could just call them things like "ElecMan C" (C is for Classes) or "ElecMan v2" (Battle Network/Star Force name gimmick) or "ElecMan+". (Everyone likes pluses!)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Gummywormz on April 06, 2011, 10:06:05 PM
Quote from: "SmashBroPlusB"
Minor request but whatever.

Do you think someone could make some bots who use classes, for the sake of livening up servers/playing offline skirmishes? Shouldn't bee TOO hard. And as for the names, you could just call them things like "ElecMan C" (C is for Classes) or "ElecMan v2" (Battle Network/Star Force name gimmick) or "ElecMan+". (Everyone likes pluses!)

I can make that if you want. Should be easy but whatever.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Awbawlisk on April 07, 2011, 12:54:47 AM
I have a few questions about the ballade class.

1.Is it nerfed?
2.Can all classes have a jump animation
3.Is there anything else different from the regular ballade cracker (except alt fire)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 03:51:19 AM
I think the balance has gone down the drain.
Punk is OP, Quint's Sakugarne is never working here, Ballade's Crackers eat too much ammo for small damage, etc.
Also, some classes recharges while idling, others recharges while spamming, bombman STILL is OP to the point of easily getting frags and having two giga bombs per full bar. and Top Man really need to let go of speed or using top spin on others, specially because he can use it every freaking time. Yamatoman still does chainsaw, but I really don't mind much. Gemini Clone should not be an item, specially because it seems to still "timeout"

Seriously? This mode has been disappointing update after update. :S
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on April 07, 2011, 03:55:28 AM
1)  Balancing is a Hell of a lot harder than people make it out to be.
2)  When you have this many classes, I doubt it's even possible to make it completely balanced.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Emmanuelf06 on April 07, 2011, 04:09:53 AM
Quote from: "Mr. X"
1)  Balancing is a Hell of a lot harder than people make it out to be.
2)  When you have this many classes, I doubt it's even possible to make it completely balanced.

Exactly!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 04:17:14 AM
Quote from: "Mr. X"
1)  Balancing is a Hell of a lot harder than people make it out to be.
2)  When you have this many classes, I doubt it's even possible to make it completely balanced.
It is perfectly possible if you take it to base status. For example:
take the two classes  in consideration: Fighter and Thief.
Fighter must be a well-rounded class
Thief must be more toward hit-'n-run

So, for Fighter we would have:
STR 10
DEX 10
INT 10
CON 10

And, for Thief:
STR 5
DEX 15
INT 15
CON 5

In the end, thief has less health and lands softer blows, right? Right. In compensation, he'd hit faster and move faster, and his skills would be stronger too.

Now, in this mod, the balanced class is Megaman. He takes the role of Fighter. And who would be the Thief? Most likely, Quickman and Topman, because they are fast and hit fast. But are they weaker than Megaman, strength and constitution wise? Hell no! Topman is stronger, and so is Quickman!

Now, now, another "balancing trick": They always make the balance using the melee sword as a base. Blunt weapons are often weaker (exception usually being maces, hammers, clubs.), usually 75% of the sword damage level. Short melee weapons (daggers) and casting weapons (staves and wands) are often 50%. Lastly, ranged attacks are 25%.

In other way, don't balance from "Class X to Class Y, then Class Z to Class Y" and so on. Balance from "Class X to Y, Class Z to Y". Having ONE base is easier than having MANY, which seems to be what this mod follows: Many bases.

Balance has gone down the drain? Head back! Stop, breathe, go back to the start and slowly work it up to where it is now. Letting it go on will only end into more headache then.

Want a truly hard balance to do? Intervals. That. Is. A. HELL. I tell you this, I spend hours figuring intervals for my weapons and I still frown upon that.

If you think I'm too much talk and little action, then try having to deal with many ideas sprouting in your brain at once. It is as if my brain is gonna explode into projects.

Also, yeah, the class balance concept I had is what I would apply, should I have enough graphical resource for this project I have.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 07, 2011, 04:22:52 AM
Well personally this is my idea for bombman, mainfire takes ammo like it dose now but speed up recharge on hold, make the altfire take all but enough to hold 1 bomb, and give it a slower recharge on idle (as it is now, use all ammo and your screwed with no recharge), and remove weapon energy recharge. How this works in theory, if you spam too much and run out, you have to wait for a slow idle charge, or if you're low, forces you to hold a while then toss like in megaman, and if your waiting for another gigabomb, you'll be vulnerable. what dose everyone think about this? Also, maby do like I did in original stage mode and make weapons with damage types to replace ones that dont (hyper bomb and atomic fire 2) so there wont be issues with megaman
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 07, 2011, 04:24:41 AM
Quote from: "Tsuki"
Wall of text
Alright. That's two classes. Good job!
NOW TRY FIFTY.
Balancing on this takes forever, trust me.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on April 07, 2011, 04:25:04 AM
Your example has two classes.  This has over 40.  Sure, you can make two people seem different than each other, but making 40 different enough that there are no repeats and each has advantages and disadvantages over each other?  It's hard.  You say have multiple bases, but then people go "character x is too much like character y".  You can't please everybody.  Could Yellow Devil have done a better job?  Yes.  Does that mean he was slacking on the job?  Probably not.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Ivory on April 07, 2011, 04:41:17 AM
Once again Tsuki. I'll say this again.

We aren't being paid for this, we are doing this as a hobby and as a tribute for the community. You, and many other YD haters seem to be under the impression that we're a full development team. We aren't working 8am - 5 pm every week day on development. We aren't seeing any money for this, so as far as I'm concerned, if something doesn't get fixed right away, or balanced right away and so forth, then it shouldn't be a top priority.

You get what you paid for. Did you get pay for MM8BDM? Did you pay for the classes project? No, you didn't. So stop expecting service like you did pay for it.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 07, 2011, 04:49:17 AM
Is there anything you guys need help with, I can also help with balancing and spriting  (making a new hud sprite for enker, yamatoman, and blizzardman)

(btw is ballade supposed to climb jump when againsed a wall? also I could fix the off colored bombman and white pixel in gutsman's arm)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Emmanuelf06 on April 07, 2011, 05:02:56 AM
I wanted know, when i use quickman and the quickboomrang who go on a ennemy (the 3 who do a cross), they dont go on the ennemy but return on me, it's a bug in duel ?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Shagg on April 07, 2011, 05:22:36 AM
I disagree with most of Tsuki's complaints there. Punk seems fine; his screws are a little awkward to hit with sometimes, and though I did better with him than other classes people didn't seem to flock to him or complain about him. Quint seems to work fine too on a lot of stages. I was certainly getting crushed a lot. Enker and Ballade might be a little bit underpowered though.
Bombman isn't OP. According to Pink he seems weaker now, and the only way to get things done with him is to spam giga bombs, which isn't possible in every mode.
As for Top Man...
I have no idea what could be done with Top Man. He's apparently hard to use but if you can use him you win 90% of the time, or maybe that's just because Pink wins 90% of the time with Top Man on any map. So nerfing Top Man would be more like nerfing Pink at this point since she's the only one GOOD with Top Man. XD

(Anyways I like the patch, and I say keep it up and boo to the naysayers)

P.S. Wily's shots do tons of damage. It may need to be investigated further.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: SickSadWorld on April 07, 2011, 06:04:45 AM
Quote from: "Shagg"

P.S. Wily's shots do tons of damage. It may need to be investigated further.

If anything his flight should use less weapon energy or he should regain weapon energy in his alien form as long as he's standing still and touching the ground.

The thing that makes Wily hard to use, is that you have to almost always have a full charged shot. It's hard in deathmatch on a lot of levels to find a place to escape to for recharging. It's part of playing the class. I think you can't use the top level abilities to base balancing on. You have to assume it's an average player.

So many times as Wily I would run out of weapon energy and have to escape. Most of the time it was quicker to give someone else a frag than wait to recharge. The class isn't for everyone and like I said before Wily should be one of the strongest since he is the central antagonist in the series.

Wily's damage output is fine and his health is fine.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Bikdark on April 07, 2011, 06:05:48 AM
:l
You nerfed Murumasa.
Why the hell.
Nobody really uses Shadowman to begin with, let alone Rapeninja, so nerfing muru is like destroying the class.
I also can't slide with muru anymore, but that's not too big of an issue for me.
Edit: Saying Wily is the main antagonist in the series, that's why he should be strong is like me saying: Hey, Chargeman is a train! He should be OP! Its just silly.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Emmanuelf06 on April 07, 2011, 06:24:16 AM
Lol, i hope for the tournament, the quickboomrang is not a bug but a nerfed (the boomrang dont follow the ennemy...) maybe quickman was too good (for me, so FUN!!)....I hope the quickness of quickman wont be slower in a future version....
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 07, 2011, 07:42:30 AM
Quote from: "Bikdark"
:l
You nerfed Murumasa.
Why the hell.
nerfing muru is like destroying the class.
Not really, heck, shadowman didnt ever use it in mm3, maby give him a slight hp buff to compensate?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Emmanuelf06 on April 07, 2011, 08:24:47 AM
Ohhhhh i tested Geminiman, and the geminiman Item...
Yellow Devil, you are the BEST!  :mrgreen:

 a real Power schizophrenic GUY! I like 2 guys and a little e-tank (1/4) Very original YD!

I love this mode <3
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Bikdark on April 07, 2011, 08:27:58 AM
NOOO, don't give him an HP boost! That'll ruin Muru even more >.<
But really, who's lame idea was it to nerf muru?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Myroc on April 07, 2011, 08:40:44 AM
I was actually vouching for a complete removal of murumasa and instead give his Shadow Blade a buff to compensate. Shadow Man is supposed to be defined by his stealth ability, not murumasa. The weapon itself just screams "tack-on", and I don't see anyone who plays Shadow Man seriously.

Murumasa was basically the sole reason to why people chose to use Shadow Man willingly instead of being given the class to them at random.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 07, 2011, 09:30:23 AM
New stuff in red

Quote from: "Shagg"
I disagree with most of Tsuki's complaints there. Punk seems fine; his screws are a little awkward to hit with sometimes, and though I did better with him than other classes people didn't seem to flock to him or complain about him. Quint seems to work fine too on a lot of stages. I was certainly getting crushed a lot. Enker and Ballade might be a little bit underpowered though.

Enker's a bit hard to get used to, but he's a total beast if used RIGHT. I'd say a slight HP buff and we're good.

As for Ballade... well, he has a radius weapon like Crash, but his are weaker and use less ammo. Maybe a tiiiiiiiny HP buff and I'd say we're good here as well.


Bombman isn't OP. According to Pink he seems weaker now, and the only way to get things done with him is to spam giga bombs, which isn't possible in every mode.

This is true, it's a bit more challenging to use BombMan.

As for Top Man...
I have no idea what could be done with Top Man. He's apparently hard to use but if you can use him you win 90% of the time, or maybe that's just because Pink wins 90% of the time with Top Man on any map. So nerfing Top Man would be more like nerfing Pink at this point since she's the only one GOOD with Top Man. XD

This is also true. Unless you're a Top Spinning pro, you'll get Wombo Combo'd to death by practically anyone before you can even get a single hit out. I got three kills once... then ran face-first into a Crash Bomb. I played Random, so I lost Top. :shock:

(Anyways I like the patch, and I say keep it up and boo to the naysayers)

P.S. Wily's shots do tons of damage. It may need to be investigated further.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 04:43:26 PM
Korby didn't understand what I meant. Even with >9000 classes, what you have to do is take your time. Start balancing them little by little. Start with Megaman 1 bosses, then with 2, 3 and so on, not with ALL AT ONCE or anything along the lines.

And It is not that I hate YD, Ivory. Heck, I did even TEST for him, I HELPED fix Magnetomang! What I hate is what some people take for balance! That's it!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 07, 2011, 04:50:30 PM
I feel like I am responsible for all this recent commotion and should explain myself.

I nerfed Muramasa for reasons, and some of those are:
Shadowman didn't have it on the game.
He shouldn't have 2 weapons, and his slide should do damage instead.
He has hiding ability.
Fragging 5 people by camping, then getting dead on a 5:1 basis isn't the main idea for balance.

On the Megaman Killers issues:

Enker's balanced, he's faster and can charge shots without holding anything, his Mirror Buster kills on 2 hits if done right.
Punk is balanced too. Don't get on his super spin way or you'll regret the HP you lost. (Also, he has 2 types of crushers, by popular demand)
Ballade SEEMS weak, but that's because of HOW people use Ballade Cracker. They use it to hit with the RADIUS of the attack, and on this game, hitting is a key point (I made research on this point), so Ballade will only do MAX damage when hit Spot-on. If you use radius for attacking, I'm sorry, but you should aim at the opponent, not the ground.


Quint was modified by YD, so...

Bombman was changed on this last version for, I think, a better way.


Any further complaints about the recent changes or questions overall on this classes mod, ask me by PM.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kittah4 on April 07, 2011, 05:06:57 PM
Quote from: "Asd967"
I nerfed Muramasa for reasons, and some of those are

Enker's balanced, he's faster and can charge shots without holding anything, his Mirror Buster kills on 2 hits if done right.

Ballade SEEMS weak, but that's because of HOW people use Ballade Cracker. They use it to hit with the RADIUS of the attack, and on this game, hitting is a key point (I made research on this point), so Ballade will only do MAX damage when hit Spot-on. If you use radius for attacking, I'm sorry, but you should aim at the opponent, not the ground.

1) If you nerfed Muramasa so bad, you should have just removed it. Sliding into people isn't exactly stealthy, since it makes a charge kick sound. And if he's going to actually attack from the shadows with that horribly screeching shadow blade, it should be fairly damaging. An alternate idea would be to make muramasa actually a melee attack as it is in Battle Network, so it would necessitate a weak Shadow Man creeping up on someone rather than him being able to invisibly sit in a corner and murder people from a distance.

2) Enker can charge his mirror buster without holding anything? How? I thought he only absorbed energy while holding his alt fire. Enker is ridiculously impractical, as classes tend to be so powerful that Enker will be mostly or all dead by the time he gets enough energy for his shot. Even if he seems mathematically doable, he is not in a live fire scenario. Since he has to get hit before doing anything useful, he needs more HP.

3) I don't try to splash damage from the Ballade Cracker, but it seems like a 4HKO if you hit with the cracker itself, which is underpowered compared to a lot of other classes. Giving it splash damage doesn't help "balance" that. "Max damage when spot on" is pretty much Crash Man's thing anyway, so Ballade lacks the multi-hit stopping power and doing anything but hilariously flying around with mines no one is going to step on.

PS: I likes the bouncing bubble lead, yes I do.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Asd967 on April 07, 2011, 05:12:52 PM
Quote from: "Kittah4"
1) If you nerfed Muramasa so bad
80 damage is so bad you can't hit with anything else, right?
2) Enker can charge his mirror buster without holding anything?
That's a weak charge as a compensation of sorts. Use altfire to get the real charging effect.
3) I don't try to splash damage from the Ballade Cracker, but it seems like a 4HKO
45 Damage Spot-on. 2 Crackers will leave the opponent reeling.
PS: I likes the bouncing bubble lead, yes I do.
Good, thank Blaze and Megaman for that one.


Opinions on bold.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 07, 2011, 05:18:44 PM
I feel left out.

Just thought I'd let you guys know that Toad Man is pretty much finished. I'll probably upload a video later for those who care.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Hallan Parva on April 07, 2011, 05:22:19 PM
Quote from: "Kittah4"
Sliding into people isn't exactly stealthy, since it makes a charge kick sound. I concur :ugeek:

An alternate idea would be to make muramasa actually a melee attack as it is in Battle Network, so it would necessitate a weak Shadow Man creeping up on someone rather than him being able to invisibly sit in a corner and murder people from a distance.

A good idea that nerfs Muramasa while still allowing it to be powerful/useful.

Enker is ridiculously impractical, as classes tend to be so powerful that Enker will be mostly or all dead by the time he gets enough energy for his shot. Even if he seems mathematically doable, he is not in a live fire scenario. Since he has to get hit before doing anything useful, he needs more HP.

Exactly my point, good sir.

"Max damage when spot on" is pretty much Crash Man's thing anyway, so Ballade lacks the multi-hit stopping power and doing anything but hilariously flying around with mines no one is going to step on.
Quote from: "Asd967"
45 Damage Spot-on. 2 Crackers will leave the opponent reeling.
Two Crash Bombs will leave the opponent DEAD. Buff splash damage while also sliiiiightly nerfing hit damage.

EDIT: Ninja'd :shock:

Make that video Korby! I'm excited to see what he does besides jump-jump-rain-rain. :lol:
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Kittah4 on April 07, 2011, 05:44:43 PM
Quote from: "Korby"
I feel left out.

Just thought I'd let you guys know that Toad Man is pretty much finished. I'll probably upload a video later for those who care.

I'm interested in Toad Man and yea, all the MM4 classes, so yeah I'll be looking for that when I get home from work.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 07, 2011, 07:39:02 PM
Quote from: "SmashBroPlusB"
Make that video Korby! I'm excited to see what he does besides jump-jump-rain-rain. :lol:
Hehe. Yeah, about that. I'm not planning either Toad or Pharaoh to have altfires.

Toad won't have one for two reasons: One, no possibilities for one(inb4tsuki), and two, his primary is plenty powerful(You'll see when I upload the video what I mean.).
Pharaoh won't have one because Pharaoh Shot is amazing on its own.

Before I upload the videos, gotta go make Toad's resistances. So much to do.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 07, 2011, 07:49:29 PM
Quote from: "Korby"
Quote from: "SmashBroPlusB"
Make that video Korby! I'm excited to see what he does besides jump-jump-rain-rain. :lol:
Hehe. Yeah, about that. I'm not planning either Toad or Pharaoh to have altfires.

Toad won't have one for two reasons: One, no possibilities for one(inb4tsuki), and two, his primary is plenty powerful(You'll see when I upload the video what I mean.).
Pharaoh won't have one because Pharaoh Shot is amazing on its own.

Before I upload the videos, gotta go make Toad's resistances. So much to do.
is it going to work like mm4? he could fire fireballs and charging created a pharoahwave. also, will he freeze whan flashed?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 07, 2011, 08:16:35 PM
I could probably do that, yes.
Also, I'm uploading the Toad Man video to youtube now.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Bikdark on April 07, 2011, 08:23:45 PM
Actually, Shadowman had Murumasa in Battle network 2.
But that's asside the point.
Enker IS hard to use, he can't handle much stuff going at him even with the charging effect, and easily dies against 2 or more opponents...hell, he easily dies against one! Possibly reduce the lag after charging? Maybe take less damage while charging? Let him move (but not full speed, maybe mega speed) while charging? Hell, even an HP buff would work!
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 08:47:07 PM
Quote from: "Bikdark"
Actually, Shadowman had Murumasa in Battle network 2.
But that's asside the point.
Enker IS hard to use, he can't handle much stuff going at him even with the charging effect, and easily dies against 2 or more opponents...hell, he easily dies against one! Possibly reduce the lag after charging? Maybe take less damage while charging? Let him move (but not full speed, maybe mega speed) while charging? Hell, even an HP buff would work!
But that was a LngSwrd type chip, not a toss.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 07, 2011, 09:07:07 PM

There we go
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 09:56:32 PM
Quote from: "Korby"

There we go

I smell OPness...
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 07, 2011, 10:00:17 PM
It takes longer to kill someone with it than Giga Bomb. PLUS you can't move, and are therefore open to be attacked.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 10:49:01 PM
Quote from: "Korby"
It takes longer to kill someone with it than Giga Bomb. PLUS you can't move, and are therefore open to be attacked.
So this, that isn't too strong, forces the user to stand still while Giga Bomb kills in one hit easily but doesn't force Bombman itno any kind of vulnerability?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on April 07, 2011, 10:50:13 PM
So do you WANT every robot master to be overpowered?  Keep in mind Yellow Devil isn't letting anybody but himself touch his classes.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 07, 2011, 11:03:12 PM
Quote from: "Mr. X"
So do you WANT every robot master to be overpowered?  Keep in mind Yellow Devil isn't letting anybody but himself touch his classes.
Still slow, I see.

What I meant is: a weapon that causes less damage than the other is forced into a drawback. then why can't BOTH have a drawback?

Anyways, gave an amusing suggestion to Korby's Toadman. I hope it is worth.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on April 07, 2011, 11:31:30 PM
Again with the personal insults.

You didn't read the second sentence.  Korby can't touch Bomb Man, so Bomb Man is going to be over powered no matter what.  Either Korby simply try to make a class that would be balanced with the rest like he has done or if you want him balanced with Bomb Man, he would have to make Toad Man over powered.  Of course Toad Man is weaker, but that's not Korby's fault.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 07, 2011, 11:35:15 PM
Actually I was the one that made the bombman class (not like it is now, but alot different)
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Mr. X on April 07, 2011, 11:36:50 PM
Oh, I could have sworn Yellow Devil did MM1.  Sorry about that.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 07, 2011, 11:39:52 PM
Its ok, btw crazy idea, make a addon test pk3 to add to the classes mod with different types of bombman weapons and see which is the most balanced
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: CopShowGuy on April 08, 2011, 01:43:49 AM
But the difference between Rain Flush and Giga Bomb is that Bomb Man doesn't get to use them constantly.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: arkman on April 08, 2011, 01:59:03 AM
also don't forget that the only warning for rainflush is a tiny little rocket.

HyperHyper Bomb takes some time to detonate. only really threatening around corners and when no one is paying attention.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 08, 2011, 02:55:04 AM
Actually, the little rain pod isn't even there. Toad Man summons the rain with his amazing belly jiggling.

Yes, Toad Man jiggles his stomach for the entire time.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: ice on April 08, 2011, 03:09:41 AM
Dose drillbomb force him to stop in mid shake?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 08, 2011, 03:10:27 AM
Nope. I don't think I could make it do that.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: tsukiyomaru0 on April 08, 2011, 03:13:48 AM
Quote from: "Korby"
Actually, the little rain pod isn't even there. Toad Man summons the rain with his amazing belly jiggling.

Yes, Toad Man jiggles his stomach for the entire time.
Shake Shake Shake
Shake Shake Shake
Shake Your Botty!
Shake Your Botty!~

Oh, I remembered why I poked in this thread again. Is it possible to add a temporary chasecam effect for when you use Punk Tackle or Blizzard Bowl? Would be awesome.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Awbawlisk on April 08, 2011, 03:48:06 AM
And this makes me ask? Whats the progress on the MM4 classes?
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Korby on April 08, 2011, 03:55:00 AM
If I remember correctly, Ring, Toad, and Drill(?) are all finished.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Ivory on April 08, 2011, 04:04:26 AM
Drill went no where. The alt fire is a nightmare to figure out. Ring is however, pretty well done.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: SickSadWorld on April 08, 2011, 04:19:41 AM
Version v4c retains the problem of having players not show which team they are on correctly during a match. This is a very big issue and should be resolved as soon as possible.

Here is my suggested fix. Append to the 'BUGFIX' ACS text lump and recompile to use.

(click to show/hide)



Hopefully this fix or something like it will make its way into the official releases. Not being able to accurately detect who is on which team (especially in TLMS) is a huge flaw in this mod at present time. Fortunately, it may be easy to fix depending on how YD feels about this.
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: Awbawlisk on April 08, 2011, 10:07:20 PM
Oh and btw... Is the title of this topic ever gonna change... I mean.. It still says v4b shouldnt it say v4c to not trick others?
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 08, 2011, 10:26:06 PM
Quote from: "Obelisk"
Oh and btw... Is the title of this topic ever gonna change... I mean.. It still says v4b shouldnt it say v4c to not trick others?
Done.
Quote from: "SickSadWorld"
Useful codes.
I'll talk to YD about implementing this next update. It certainly looks like it'll work.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: SickSadWorld on April 09, 2011, 06:56:00 AM
Quote from: "Korby"
Quote from: "SickSadWorld"
Useful codes.
I'll talk to YD about implementing this next update. It certainly looks like it'll work.

I did test the code above in scenarios with 32 bots and 4 real clients on a locally hosted machine. All it basically does is detects all team game modes and sets the translation manually.

Skulltag seems to reload the world between every match. It correctly shows red teams are red in the "pre-game" but when the match starts it doesn't show properly. The above script addresses that. If YD decides against it for whatever reason then just post here or PM me so I can release this as its own PWAD compatible with classes (and any other game mode) to address this issue regardless. I will leave it up to you guys though, by giving you the option of including this in classes itself before going ahead with an independent release. The reason for this is that I'm not sure at this time how prevalent the team color issue is outside of the classes mod.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Emmanuelf06 on April 09, 2011, 07:46:30 AM
The handicap thing is not on the game?

I mean, if Iceman hit Fireman, it's not x2 or 1,5?

I tested geminiman on needle/gemini, with laser/buster, it's the same damage..

I think i understood bad something xD

EDIT: Ah ok, it's for the weapons with Megaman...
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: ice on April 09, 2011, 05:51:54 PM
I'm sure I said this already, but I never gotten a response, maby do like I did in original stage mode and make copy weapons with damage types to replace ones that dont (hyper bomb, blizzard attack, bubble lead, crashbomb, fire storm, flame blast, gemini laser, gyro, atomic fire 2, and ALOT more) so there wont be issues with megaman, cause there are ALOT of weapons megaman can use that dont have any special damage to each boss making it imposable to use weaknesses
Title: Re: Class based modification (V4B - MM2/6 BUGFIX!)
Post by: arkman on April 09, 2011, 06:04:10 PM
Quote from: "JaxOf7"
Pardon me for interupting this new class discussion, but something overlooked needs to get fixed.
Top man is only frail to the mm3 weapons. A lot of the classes actually have pretty incomple armor/frailty.
So I give you: work. Yeah, I haven't actually worked with Skulltag before

First of all, let's modify all the weapons that need damagefactors in one place instead of scattered throughout the boss weapon code. It's more organized:
(click to show/hide)

Now for the doozy, the complete list of damage factors incorporating V1d types, class types, and the ones I just defined up there:
(click to show/hide)
And there you go, armor with a simple find+replace (or for those strange mm6 classes, all the damagefactors are lined up for them). Though do keep in mind: some of the class weapons lack damage types, I didn't bother with triple blade, and I haven't tested this at all.

BIIIG quote, but it says everything that needs to be done... and does it! :mrgreen:
it got buried under many posts. :geek:
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Asd967 on April 09, 2011, 06:40:05 PM
Already done it.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Kittah4 on April 09, 2011, 07:52:50 PM
Toad Man looks pretty ok. I was wondering if it was possible to allow him to do some (not a lot) of damage upon jumping on someone. Perhaps impossible without giving him an altfire? It might be fun anyway.

As for Ring Man, I liked the idea you guys had to be able to throw a ring behind him. Is there any way he can be alerted via his hud if someone is behind him? If so, he might make a neat deterrent to speedy top men who shave your back of (Cough, Pink).
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: squidgy617 on April 09, 2011, 11:21:53 PM
Hey guys, I'm curious...
Alright, is there a reason why when using the class-based mod, you can't change your skin as the "Megaman" class? Or is that not so? I tried to change my skin as said class, but I couldn't. Whats up with that? I was testing on offline, so that MIGHT have something to do with it...

Also, is there a way to make a skin cover multiple classes? I kinda wanted to make Ballade second form work with the Ballade class AND the Megaman class.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Asd967 on April 09, 2011, 11:32:23 PM
Megaman can't change skins because:

Oh hey, I'm hardman! *Top Spinned*

Also, I had Breakman as Protoman's alt skin, but YD took it off.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: squidgy617 on April 09, 2011, 11:35:55 PM
D:

Breakman makes sense as an alt skin. Why? Why did you do it, YD? WHY? I thought I could trust you...

But anywho, I see what you mean for the Megaman thing. Now, I'm just wondering, how would I go about making an alt skin for classes? I really want to make Ballade work both ways.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Asd967 on April 09, 2011, 11:38:01 PM
You'd need to alter the pk3, which means, no playing.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: squidgy617 on April 09, 2011, 11:39:16 PM
Oh. Well, that stinks. That would mean the only other way would be to release a totally seperate skin... which is honestly a little pointless. Ah well. Nothing too important.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Asd967 on April 09, 2011, 11:40:37 PM
I could implement him on my version, though.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: squidgy617 on April 09, 2011, 11:43:09 PM
That would be pretty epic. Along with Helmetless Megaman and maybe even Protoman. And, of course, Breakman.

But yeah. Thanks for the help.
Title: o hai
Post by: Kenkoru on April 10, 2011, 07:49:28 AM
Erm, I heard King Yamato is gonna take over this project. Is this gonna happen? And if so, when?
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Balrog on April 10, 2011, 04:21:43 PM
Quote from: "Asd967"
Megaman can't change skins because:

Oh hey, I'm hardman! *Top Spinned*

Really? I thought it was because of the sliding frames. That makes sense too, though.
Title: Re: o hai
Post by: MagnetMan497 on April 10, 2011, 05:17:37 PM
Quote from: "Kenkoru"
Erm, I heard King Yamato is gonna take over this project. Is this gonna happen? And if so, when?
Lolno. That was a rumor that was going around. YD went on vacation and is still in charge.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 10, 2011, 05:25:03 PM
Technically, me and Ivory are in charge at the moment.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Balrog on April 10, 2011, 06:51:15 PM
Quint's Sakugarne needs to be bound to slot 1; it contributed about 10% of my being utterly raped by Mike just now.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 10, 2011, 07:59:21 PM
I don't see how it would change anything. He'd just bounce even sooner, and still be able to switch to his buster.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Muzaru on April 10, 2011, 10:48:13 PM
I could suggest a storm!
But.......Would any soul dare to listen, to the wordification that is about to be throw upon thy soul?
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Max on April 10, 2011, 11:58:45 PM
Hi you guys! I have been reading this topic and there seems to be a lot of butthurt and confusment. I'll be in this free wifi hotel until Tuesday when I drive to Vegas, so leave me a post sometime if you feel something's wrong! I can't do anything from this netbook (my thumbs are fat and typing is hard!) but I can confirm things for Korby to edit. Speaking of Korby, I haven't got any PMs from him yet! Don't feel that you can't touch any of my classes, just PM me with what you want to fix!

I'll be listening to the community a lot more when I get back, you guys seemed pretty mad before V4C!
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Hallan Parva on April 11, 2011, 02:35:45 AM
Quote from: "Yellow Devil"
I'll be listening to the community a lot more when I get back, you guys seemed pretty mad before V4C!

THANK YOU!! :mrgreen: I hope you take a nice loooooooong vacation, you seemed to need it my friend!
And tell your family/friends/whoever-is-on-holiday-with-you that the Cutstuff dudes said "hello".
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: CutmanMike on April 11, 2011, 02:58:56 AM
Needleman's altfire has infinite range and is essentially a sniper weapon at the moment
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Max on April 11, 2011, 03:02:17 AM
Calm down, I haven't even been gone a week yet! I will be back on the 25th!

Before V4C you were complaining about Elec Man and Doc Robot, right? You have to remember why I didn't do it! I wouldn't mind seeing Doc in the mod, but in a different form, Asd's was just random. Maybe he gets like, a Copy Buster (ala Kirby Super Star) that he can use to copy other robot masters? To keep this different from Megaman he could actually copy their abilites, like becoming faster when he copies Quickman or being able to fly when copying Gyroman. Just throwing ideas out! Asd's was wierd.

Ninja'd by Mike! Can't test that so I give Korby permission to fix it... must have been Asd 'cause it certainly worked before.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: CutmanMike on April 11, 2011, 03:04:32 AM
I'm pretty sure Korby is convinced the problem exists and needs fixing  ;)
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 11, 2011, 03:16:13 AM
Very very convinced.
Lonewolf has a new trick...
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 11, 2011, 03:45:39 AM
Found out what caused it. In the damager's states, there was no "spawn" or "death."
It only had
Code: [Select]
TNT1 AA 1
stop

This is bad. I've fixed it, of course. Next update will have it included.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Max on April 11, 2011, 03:49:20 AM
V4D, or MM4? Speaking of, how is it going? I think only four of the eight masters are covered, so maybe a V4D would be the best choice to fix some of the biggest bugs.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 11, 2011, 03:51:25 AM
4d, most likely.

The only changes I have in so far are implementing SSW's code and fixing Mr. Impale Sniper.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Ivory on April 11, 2011, 04:03:49 AM
New Change from me as well: Star Man is currently stuck in Plant Man's shadow.  To (theoretically) fix that, Star Crash gained a minor damage buff. The more larger change is that when Star Crash is active, Star Man takes less damage from everything, except for Water Wave. This should allow for more effective hugging.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Muzaru on April 11, 2011, 04:12:29 AM
Kohbee?
Should I post that idea for needlemang?
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Korby on April 11, 2011, 04:17:01 AM
Go ahead, I won't stop you.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: tsukiyomaru0 on April 11, 2011, 04:49:40 AM
I had a stupid idea: MMBN weapons for the classes. As in: another set of classes, but with a MMBN-like weapon.

How this relates with this mod? Simple: would use some of the current systems and weapons in this class mod, and even the robot masters.

But I have this feeling that no one is interested...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Alucard on April 17, 2011, 05:51:34 PM
I'm pretty good with Tomohawk, mainly the feather move...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Emmanuelf06 on April 17, 2011, 06:48:52 PM
Quote from: "Muzaru"
Tommahawk is good the way he is now... 2-3 shotting most classes.
Heat....... Feels weird.... Could someone tell me the damage on his attacks?

10% = 1 flame i think. I tested with long range....
The rushing thing attack: 35 when it hits but need to be really stuck on the opponent...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Tails on April 18, 2011, 07:53:42 PM
..Why are we fighting about how much damage Gyro should dish out?
I swear megaman's uncharged shot did 21 and Gyro did 30. That's it, lets not make this into a big ordeal.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 24, 2011, 04:32:53 PM
Quote from: "~Sheena~"
but you can't votekick Shadowmen because they don't play like Kamikaze Topmen.
I...

How...

Are you even reading the same things that I'm writing? I'm not votekicking Shadowmen just because I dislike the class or think that it is "unfair". In fact, Shadow Man is rather underpowered and could use a buff. I am annoyed at one horribly broken part of an otherwise rather meek class that instantly induces rage in mostly anyone. Using Shadow Man won't guarantee an instant votekick on my part. I votekick people who uses Shadow Man and abuses the infinite invisibility.

You are perfectly allowed to hate Needle Man, but things like Needle Cannon don't break games. Wily infinite flight and Shadow Man infinite invisibility does.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 24, 2011, 05:13:38 PM
Haha Classes should get it's own subforum, it's hard to find things in all these posts!

Shadow will be changed, until then play Centaurman! (or just deal w/ it... or votekick... I could care less)

Humm I will change Needleman but rather than damage nerfs or bars or whatever I'll add a special ammo type thingy. Shh, it's secret!

I think Gyroman is fine. Sure, he can stall his ass off but he's fragile and will die the second he stops running. Magnetman, Gravityman, Centaurman or any fast shooter just destroys him.

Woodman can't attack whilst invincible, nor hold the shield for long. It's no biggy.

Waveman's strong point over bubble is that his waves drop and don't bounce, making downhill battle much easier. If something is still needed I'll do... something.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 24, 2011, 05:34:41 PM
Quote from: "Yellow Devil"
Humm I will change Needleman but rather than damage nerfs or bars or whatever I'll add a special ammo type thingy. Shh, it's secret!

Woah woah, wait. What's wrong with Needle Man in his current state?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 24, 2011, 05:35:46 PM
Everyone is somebody was complaining!

SHOW ME YOUR NEEDLEMAN LOVE
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 24, 2011, 05:37:59 PM
The only person I've seen complaining so far is Sheena, and I don't find any validity in his arguments. He has a strong and decent main attack, but beyond his needle minigun he's pretty much like a normal megaman in regards to health and speed.

Actually, there's one thing about Needle Man I can agree to remove. The SGC needle "stun" effect. That's pretty much redundant at this point.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on April 24, 2011, 08:19:01 PM
Quote from: "Myroc"
I...

How...

Are you even reading the same things that I'm writing? I'm not votekicking Shadowmen just because I dislike the class or think that it is "unfair". In fact, Shadow Man is rather underpowered and could use a buff. I am annoyed at one horribly broken part of an otherwise rather meek class that instantly induces rage in mostly anyone. Using Shadow Man won't guarantee an instant votekick on my part. I votekick people who uses Shadow Man and abuses the infinite invisibility.

You are perfectly allowed to hate Needle Man, but things like Needle Cannon don't break games. Wily infinite flight and Shadow Man infinite invisibility does.
La Di Da Layla, oh ya thanks for Report:
I Know you dont Votekick them because of dislike or unfairness, but it also dont change my opinion about it. He isn't that Strong, and his Invisiblity was ever, seriously ever no Problem when i was in the Server with Jack and you. You 2 also votekicked Shadowmen because of 30 Second Stalling, because of chatting, i never saw a Super Dooper Camper, stalling a whole Match, any Time i was with you 2 in dat Bacon Server. As example, someone called an ARC Votekick because he was Shadowman and 5 Seconds camping because he was chatting. Dont you think you lose control over that whole Shadowman Kick thing? You Guys Votekick as good as anything, and the worst Problem is, the Most People also Vote "yes". Even Koal voted yes, when he got Votekicked.
Be Good and find your Limit in that Case, votekicking an endless Shadowman Camper is fine, i accept, but Votekicking because of Hiding and Attacking, Bzw. 2 Minute Stalling to wait for Enemies and surprise killing them, isn't a Reason to kick someone. In that case you can take away Shadowman's Invisibility, this would change the whole Class, or it's so weak no one play it. Well to Gyro, i have no Problems with his 3 Hit K.O.
I Dont think it's the Strenght of the Weapon, it's the Big Projectile, with a Big Hitbox. :/
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 24, 2011, 08:25:38 PM
Quote from: "~Sheena~"
2 Minute Stalling to wait for Enemies and surprise killing them, isn't a Reason to kick someone.
Actually, this is a perfect reason to votekick someone. I've seen several occasions when they just plain hid the entire match, and then just killed the wounder survivor and hailed it as "skill". And I won't have that.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on April 24, 2011, 08:34:42 PM
Well that's a Ninja, appearing and disappearing. But you also mustn't complain about Skill in Classes TLMS/LMS, it's just Herpa Derpa Bloodslaughter with 18 Peoples in 4 Teams TLMS, without much Skill because you also start in Enemy Camp with Topman, Needleman and Hardman in it. I'd call it Skill in TDM, if People wouldn't ever stall the Time Stopper or worse.
Well what shall Shadow do then? He can't be a Offenser with that HP and Defense, he got his Murumasa for the case he loses much HP, which also got ?6? Shots with an Awful Hitbox, and his Shadow Blade's... aren't made for Offensive, i'd rather say they are made for Ranged Attacks, to prevent becoming the Target.

Well, after what i heard of the People, anything is OP, only Windman is so balanced, no one likes to use him. Which isn't that right, Windman needs an Altfix, he should get a Chance to cancel his Fly, as Well as he maybe needs another Weapon, or another Usement. idk, but in Small Rooms the Projectile also Disappears in a Short Time.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on April 24, 2011, 09:08:30 PM
I guess I'm one of the few who use shadow only for rushing...

I wanna post more ideas...... but the overshadowing hurts my soul... :cry:
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 24, 2011, 09:10:05 PM
Look, I never said Shadowman was overpowered. I wholeheartedly agree that he does need a buff. It's that one single ability that makes everything so, so much worse. He's a broken class. He completely sucks, yet he can be used to instantly make matches atleast twice as long as they should be. What Shadow Man needs is pretty much a complete rehaul.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on April 24, 2011, 09:14:09 PM
Shadow Man DID get a overhaul. He got his boomerang shadow blade back and his alt fire now makes him 100% invisible for a temporary time(until the bar dies or he throws a shadow blade). He plays more like the spy from TF2 in that regard and with the boomerang shadow blade, it's actually threatening again.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on April 24, 2011, 09:56:41 PM
i was thinking about TF2 Spy Skills as well, but i thought about Shadowman Enemy Copy Skill, so he can fool around like he is the Enemies Ally and if they dont Attack the Copier, he can also kill them in the Enemy Team's Corner. But i also think this would bring more Bugs, Btw. less Use, because Skulltag wouldn't be capable of making it work.
But by The Way Shadowman's normal Attack isnt Shadow Boomerang, it's a 3 Vertical Giant Shadow Blades :/
Well if his Boomerag gets a Buff, maybe it works :/
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: MagnetMan497 on April 24, 2011, 10:36:58 PM
One of the few things I hate about this community, is how impatient they are. You complain a minute of stealth waiting, a three minute duel, ten minutes in CTF. Really guys, get some patience and shut up complaining. Shadow is being fixed, be patient for V5.


On the other hand, as proven in yesterday's match, Guts needs a nerf. BAD. His arm has unlimited aim in OpenGL, and is a OHKO on 75% percent of the classes, 2HKO on the others. His punch is a 3HKO and it's range is enourmous. You can be five feet away and hit spot on.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CopShowGuy on April 25, 2011, 05:00:06 AM
It's not exactly Shadow Men being stealthy that bothers me.  It's when I spec them, they aren't doing ANYTHING.  They aren't creeping up on anyone.  They aren't trying to fight.  They aren't waiting in a place where they could actually ambush anyone either.  They're hiding in some remote corner waiting for everyone to die first.  And then they continue to wait even while there is one person left.  And when they finally get found, they flail around shooting shadow blades until they can hit a teleporter and hide some more.  That or they die trying to run.  

It's boring and could easily be fixed.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 25, 2011, 09:07:04 AM
Something I noticed just now. Plant Barrier reaches way farther than the size of it's visual shield. I don't mind it reaching that far, but it suffers from the same problem as the Giant Hyper Bomb used to have, namely it's hard to tell where you are safe and where you aren't. Is there any possibility you could update this so it's a bit more accurate?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Tails on April 25, 2011, 10:38:34 AM
I've noticed also that as Plant Man in TLMS, you can use your teamates to heal. Was that added on purpose or something? I found that really cool.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Emmanuelf06 on April 25, 2011, 10:47:37 AM
We have noticed something with Shade guy, one bubble of bubbleman can kill Metalman.....
It was on bubblehaxftw server....

I don't know but on mm2, there isnt this.....in japanese version too. :/
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Shade Guy on April 25, 2011, 01:07:01 PM
Yeah, Metal definitely dies in 1 hit from Bubble's bubbles.

It's kind of ironic, since Bubble Man should be weak to Metal Man, not the other way around.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on April 25, 2011, 03:29:44 PM
It's because of the strength of the the bubbles and Meta's resistance to them is 1.5 or something, meaning he takes more damage from it.

Metal has 1.5 resistance(weakness) to every weapon but what he's weak to, and that's a number that I have forgotten.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 25, 2011, 06:38:06 PM
GRR THE EVIL TYRANT YELLOW DEVIL IS BACK TO RUIN CLASSES FOREVER!

Hai.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Magnet Dood on April 25, 2011, 06:55:59 PM
Hey there Yellow Devil.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on April 25, 2011, 09:20:10 PM
Gosh. There goes our 2 and a half weeks of clearly perfectly balanced classes  :cool:
Glad to have you back.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on April 26, 2011, 02:10:51 AM
No one seems to have said anything about Centaur Man. I really think his AOE attack needs a nerf either in ammo consumption or its ability to stun. Right now, in any team matches, a lone Centaur can run through the middle of the stage and with his moderately good speed, spam Centaur Flash so basically no one on the other team can move. This gets even worse with more than 1 and then it just becomes unfun as moving is impossible and you're a sitting duck for any spamable/strong weapon.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Awbawlisk on April 26, 2011, 02:16:37 AM
Yamatoman class needs to go back to the way it was back in (v4a or v3a/b/c or d...?)NAOW!!!!!!!  :mad: Well Muz does make Plantman and Centaurman look really op compared to other classes..... (Btw I was jk)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on April 26, 2011, 03:31:25 AM
Quote from: "Obelisk"
Yamatoman class needs to go back to the way it was back in (v4a or v3a/b/c or d...?)NAOW!!!!!!!  :mad: Well Muz does make Plantman and Centaurman look really op compared to other classes..... (Btw I was jk)
Thank ya, Obbie!
I try my best... Or close...
Though I agree..... the current Yamato feels as if hes all power...

Plant doesn't need any sort of nerf... at all*, and neither does Centaur... I also think Centaur will be more balanced when they decide to adjust everyone's hit boxes...

*How often do you see plant win in any mode besides Lms or buckshot?*
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on April 26, 2011, 03:37:09 AM
Oh god.. PLEASE do not change Yamato!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Awbawlisk on April 26, 2011, 03:58:39 AM
I said I was just kidding.. but yea I should really stop that (otherwise I will get a warning..) Hes fine as it is... Its just the whole recharge time thing pisses me off when it becomes a problem in tight situations... (like vs jack corvus)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 26, 2011, 05:46:00 AM
Centaur Man can be a bitch in Team Games and it's true that he is annoying but he's not really much of a threat...

Quote from: "Ivory"
Gosh. There goes our 2 and a half weeks of clearly perfectly balanced classes :cool:
Glad to have you back.

Ehh don't feel you guys are being pushed out, I'm just stealing Korby's manpowers

EDIT: Just nerfed Knightman. Whoever made him decided 25 damage + ripping would be a good balanced attack. Plus his shield was huge compared to the proto shield... and he took 0.5 damage... just OP all round, really.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Shade Guy on April 26, 2011, 09:35:54 AM
Thank goodness. I think it would also be pretty neat if someone made a skin of Knight Man and Proto Man without their shields, so:

1) Proto Man won't have 2 shields when he uses his buster.

2) Knight Man can be given a shield that works like Proto's currently does (with the shield edited to look like knight man's of course), which would show how big the shield is and where you can shoot at and it won't get deflected.

The visuals of Knight's shield is currently a problem because the shield on the skin is much smaller than it actually is. Also, the shield itself is somewhat bugged, which better have happened with the fix.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 26, 2011, 02:15:18 PM
Bugged? The radius was huge so it reached behind you, I've fixed this if this is the bug you were talking about.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Koal on April 26, 2011, 03:16:11 PM
Don't nerf knightman too hard. If he's nerfed too hard, he's gonna suck. The sheild WAS too huge to begin with, but that resistance was nice to have because he becomes such a bullet magnet and he has such slow speed. I do agree that the damage is a bit much, but it shouldn't be nerfed to the point where you have to hit average health classes multiple times with knight crusher, which is ALREADY hard to hit with.
Perhaps we can take this opertunity to maybe give knightman an alt attack too? I think I suggested one a few pages back, but I'll suggest it again:
Knightman swings his knight crusher around him to clear out enemies getting close to him. It'd have about the same radius as starcrash does and uses half the ammo bar to prevent spamming the attack over and over.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 26, 2011, 03:40:45 PM
You mean like this?

(click to show/hide)

I'm nerfing Knight so he doesn't overshadow Cutman. Currently the Cut-Knight relationship is as follows:
Knightman is the slower robot. His knight crusher is faster and deals slightly more damage.
Cutman is much faster with a higher jump. His rolling cutter is slower than Knightman's crusher, but can be used more easily for trick shots as the projectile lasts longer and bounces off walls for more hits.

Cutman = Hit and run
Knightman = Offence
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: BiscuitSlash on April 26, 2011, 04:28:33 PM
I've had the idea of changing Protomans skin so that him holding the shield is actually implented in the skin so that it doesn't have weird rotations and wrong colour (for team games). I'm use we could get around have 2 different attack frames for with and with out the sheild when attacking....can we?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Guardian Knight on April 26, 2011, 04:29:22 PM
Knightman nerf? How about some debugging? His Mace disappears as Good as ever you attack
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Koal on April 26, 2011, 04:54:32 PM
Quote from: "Yellow Devil"
You mean like this?

(click to show/hide)

Yeah, like that.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 26, 2011, 04:58:21 PM
On the topic of Knight Man, is it possible for you to lower the shield on the HUD a bit so it doesn't cover half the screen?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 26, 2011, 06:01:16 PM
Wish granted!

Also moved sparkman's needles to the side
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Hallan Parva on April 26, 2011, 06:19:20 PM
Which wish? This one
Quote from: "Koal"
Quote from: "Yellow Devil"
You mean like this?

(click to show/hide)

Yeah, like that.

Or this one
Quote from: "Myroc"
On the topic of Knight Man, is it possible for you to lower the shield on the HUD a bit so it doesn't cover half the screen?

MAYBE BOTH :lol:
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CutmanMike on April 27, 2011, 02:22:55 PM
I would like to push forward a request that I handle the Shade Man class when the time comes. In return I'll happily help with any of the MM4 classes if you're having any technical trouble with them. (I've been playing classes so much I forgot they existed!)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 27, 2011, 02:29:41 PM
Haha sure!

Perhaps we could work on MM7 now and release it alongside the expansion HMHMHM?

Okay maybe not  :mrgreen:

Ivory was having drouble with Drill Man drilling so perhaps you should drop him a PM!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CopShowGuy on April 27, 2011, 09:30:27 PM
Oh boy!  The main man is offering assistance with the classes mod! :)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Koal on April 27, 2011, 11:33:33 PM
For love of god, please fix cutman's alt. As it stands, its a 3 hit kill weapon with ridiculous range and an EXTREMELY high rate of fire that doesn't use ammo.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Zytix on April 28, 2011, 12:34:33 AM
Wood Man has a glitch when you respawn as him, if you immediately shoot leaves off before activating the shield, you gain permanent invincibility until you use the shield again.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on April 28, 2011, 01:51:15 AM
making a feildcheck, eddie is still going in right?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on April 30, 2011, 06:19:13 AM
Just a nice little check!
How much progress has been made on the mm4 RMs?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on April 30, 2011, 06:23:04 AM
Ring and Bright are done. Drill is still being a pain, but I know that people are expecting digging so I'll keep trying to find a practical working method.
Toad is done.

Not sure of the other statuses.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on April 30, 2011, 08:40:28 AM
I'm working on Dive. He's pretty terrible at the moment.
Dust is mostly finished, Skull hasn't been started.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 30, 2011, 11:09:53 AM
I DON'T KNOW WHAT TO DO FOR SKULL!

Buster and Shield are boring!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Emmanuelf06 on April 30, 2011, 11:24:48 AM
Its true, it doesnt have really fun weapons...Maybe a shield who give him a faster or stronger buster?but he cant move or idk...

it's complicate xD
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: LlamaHombre on April 30, 2011, 12:18:20 PM
Hell Wheel?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on April 30, 2011, 12:35:40 PM
Quote from: "LlamaHombre"
Hell Wheel?
Oh fuck yes! Then again that would be Opx1000 so I highly don't recommend it.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on April 30, 2011, 02:13:58 PM
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.

Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.

Inb4 this post is ignored.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Emmanuelf06 on April 30, 2011, 02:17:21 PM
The solution is: Kill the others guy who are not a hardman  :lol:

And the flametower fire2 of Fireman dont hit Hardman too....

Hardman is a easy solution in Big deathmatch (20 people by exemple) because you can kill easily without be killed.

Quickman in DM can be killed quickly...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on April 30, 2011, 02:29:53 PM
Quote from: "Jack Corvus"
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.

Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.

Inb4 this post is ignored.

These are good points. In addition, for any given Hardman the benefit from even a single small health item is substantial.

King Yamato tried making the damagefactors for Hardman 0.5 (as I had suggested YD do) but after playtesting he almost feels too weak. Perhaps either try damagefactors of 0.4 or just scrap the damagefactor all together and give him like 750 health or something. Right now it's the combination of overall health and the damagefactor scaling that makes him so powerful.

Moving forward to MM4, the Rain Flush (acid rain?) should deal extra damage to Hardman as well since it has been established that hard is weak to corrosive.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Tesseractal on April 30, 2011, 02:37:44 PM
Quote from: "Jack Corvus"
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.

Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.

Inb4 this post is ignored.
I agree with all of this, and SSW. (Quoting it again so it isn't ignored) Still going to push for an ammo recharge buff for Wave. (I don't really consider him usable as he is now)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on April 30, 2011, 03:25:50 PM
-disregard if you saw what was here-

need any sprites?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Bikdark on April 30, 2011, 05:41:14 PM
Funny how people are complaining about Hardman, but not Wily.
But really, all he needs is a slight damage nerf, no more, no less.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Smunch on April 30, 2011, 05:52:56 PM
Quote from: "Bikdark"
Funny how people are complaining about Hardman, but not Wily.
But really, all he needs is a slight damage nerf, no more, no less.
And possibly fixing the ammo consumption glitchiness of transforming. I've had a few odd things happen, such as Human Wily having a full ammo bar and not being able to shoot any projectiles  (this involved being alien at some point, I know that).  Only until I died could I shoot again.  Don't know how it happened, so it's kinda useless to point it out.. but still.

Edit: Forgot to agree with Hard Man nerfs, and Enker buffs.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Hallan Parva on April 30, 2011, 06:01:27 PM
Enker seriously needs a buff.

Also this
Quote from: "Yellow Devil"
I DON'T KNOW WHAT TO DO FOR SKULL!

Buster and Shield are boring!

Give Skull two weapons then! One could be a Skull Buster that shoots like Mega's but hurts a wee bit more! The other could be a custom "Skull Bomb" weapon that you throw and explodes like a grenade!

Or, you could make the second weapon be the Skull Fire weapon from MMBN since that's what SkullMan.exe did! It shoots slow-moving blue flames that only move horizontally or "flat" (like Power Stone) but they can "curve" towards enemies to home into them. Of course they fade a little while after being created just like in MMBN so you're not constantly chased by them.

For both weapons' alt-fires, an Armor Lock style shield could be implemented that makes you invincible when used (like current Skull Barrier) but doesn't let you move while it's on. When it's turned off it pushes players away from you (like getting Berserk in Rage Roboenza) so you don't get boned! ahahaha puns

Also don't say "rawr no fucking halo ideas" like you usually do :lol:
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on April 30, 2011, 06:02:57 PM
Smunch, I believe Bikdark was talking about Hard Man.

Wily needs a complete overhaul. I'll write up something longer when I have the time, but the basic gist of it is "Remove flight, nerf ground damage." With some slight variation.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 30, 2011, 06:05:42 PM
Rawr no fuc--

hmm I like the shield idea but the rest is meh
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on April 30, 2011, 06:22:37 PM
Actually, now that I think about it, you could probably pull of a Rockman 4 MI Skull Man and it be balanced...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Hallan Parva on April 30, 2011, 07:08:59 PM
QuickMan has a natural Sprint
Jet MegaMan flies with his Jetpack
SkullMan probably gets Armor Lock
ShadowMan has (currently cheap) Active Camo
Speedy classes can strafe to Evade
GeminiMan has a fighing Hologram
PlantMan's shield heals and he can drop it so... DROP SHIELD.


Also CutMan's melee is faster than GutsMan's so I think the Guts Punch should have a longer range than cutting somebody into paper dolls. Either longer range, or it hurts more.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on April 30, 2011, 07:14:12 PM
Quote from: "Bikdark"
Funny how people are complaining about Hardman, but not Wily.
But really, all he needs is a slight damage nerf, no more, no less.

Funny how Hardman is faster than Yamatoman. I mean, Hardman is much bigger and has more armor so how is Hardman faster than Yamatoman?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on April 30, 2011, 07:42:20 PM
Quote from: "Jack Corvus"
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox(Hitboxes weren't changed.), he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill.
Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make?
This is ASD's fault. He made Yamato incredibly slow for some reason.
What's more annoying is that he is resistant to everything.
He's a tank, what do you expect. Also, "resistance" in this game is health, so it's simply mirroring how we was before. It's not up to me, but yes, a slight resistance nerf would be nice.
He kills Topman in 1 hit,
Top Man is weak to Hard Man. Deal with it.
he is immune to Flashman's Time Stopper,
Maybe he doesn't have the Pain.Blahblah state.
magnets are not attracted to him and most of the time he just won't die.
I really don't see how magnets wouldn't be attracted to him, really.
I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.
Here's a tip from a laggy man. Circle Strafe!

Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.
Hard Knuckle does the same amount of damage as Mega Man's. Should we just nerf that too?
Inb4 this post is ignored.
I love how no one complains about anything until we're nearly finished.


EDIT: SSW, we can't modify HP. It's how we originally did it, and it broke a lot of stuff.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on April 30, 2011, 07:45:25 PM
(click to show/hide)
Spoilered for space.

Well, you got me there  :? And if it does the same damage, still nerf is as people use Hardman for the Hard Knuckle and the ton of hp. Also the stun.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on April 30, 2011, 07:47:19 PM
...You do realize you just said "People use Hard Man because he's Hard Man," right?

That's like me saying that people only use Cut Man for his high jump, fast speed, rolling cutter, and melee attack!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on April 30, 2011, 07:49:20 PM
Quote from: "Korby"
...You do realize you just said "People use Hard Man because he's Hard Man," right?

My mistake for typing so quickly and without really reading what I wrote. Sorry.  :|
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 30, 2011, 07:59:43 PM
This is a perfect example of the differences in big and small games.

Classes like Snakeman are best in big games. Classes like Hardman are best in small games. If I nerfed him, he would just be unusable in anything over 4 men matches. Keep your distance! Attack him from his blind spots! And if all else fails, just circle him!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on April 30, 2011, 08:02:12 PM
Quote from: "Yellow Devil"
This is a perfect example of the differences in big and small games.

Classes like Snakeman are best in big games. Classes like Hardman are best in small games. If I nerfed him, he would just be unusable in anything over 4 men matches. Keep your distance! Attack him from his blind spots! And if all else fails, just circle him!

Sure. Then he stuns you and you get a punch in the face. Nice Strategy.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 30, 2011, 08:02:45 PM
Jump  ;)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on April 30, 2011, 08:08:43 PM
I'm with Yellow Devil. If anything, I'd say a bit less armor, but past that, Hard Man has a ton of weakness, mobility being the biggest. Any person with a long range weapon should be alright.

I will say I'm still in favor of a Centaur Alt nerf. The only mode he's bad in is regular Death Match. And anything with the word "Team" in it he makes ridiculous.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 30, 2011, 08:14:03 PM
Yes... his range is a bit excessive!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on April 30, 2011, 08:15:52 PM
It isn't his range so much that gets me. Well... it still is, but it has a really fast recharge rate and it stuns, making it so I can only take a few steps before getting hit by it again. I'm basically a sitting duck for any strong hitting weapon. =<
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Bikdark on April 30, 2011, 08:19:46 PM
I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on April 30, 2011, 08:31:28 PM
Quote from: "Bikdark"
I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard

So wait Hardman is ok but Wily needs a damage nerf?

Hardman has damagefactor 0.3 to buster. This means for Wily attacking Hardman

Red shot = 15.0 damage
Yellow shot = 12.0 damage
Small shot = 4.5 damage
Smallest shot = 1.80 damage

This means it realistically takes more than 20 shots to kill a Hardman as Wily. I bet you guys think every class should be this resistant to Wily though. If you nerf Wily's damage then he should have more health and resistance for balance.

One thing that should be looked at with Hardman is how he does the stomp. He should have to get some minimum amount of height off the ground before being able to initiate a stomp. Otherwise people just bunny-stomp around the stage. This leads to people stomping non-stop then firing occasional knuckles to rack up kills.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on April 30, 2011, 08:36:59 PM
I think Wily's main problem is damage + projectile speed. I mean, if you catch someone off guard, there is no fighting back for them.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on April 30, 2011, 08:39:46 PM
Quote from: "SoniaNature"
I think Wily's main problem is damage + projectile speed. I mean, if you catch someone off guard, there is no fighting back for them.

That's probably true. That's what you get for letting your guard down!

But if you miss, then the other person has the advantage because you'd have to retreat to recharge for an attack of equal effectiveness. If the other person knows enough to keep offensive pressure on then it's an uphill struggle.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on April 30, 2011, 08:44:10 PM
It's hard to keep up an offensive when your opponent can fly.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on April 30, 2011, 08:45:54 PM
Quote from: "SoniaNature"
It's hard to keep up an offensive when your opponent can fly.

You did pretty well at it!  :geek:
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on April 30, 2011, 08:49:31 PM
That's because Crash Bombs had a pretty good stun on his weapon.

Oh, and Wily is faster than a lot of robot masters. That also kind of adds in on the whole "hard to keep up offensively" strategy.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on April 30, 2011, 08:56:51 PM
I still don't get why a human is faster than a ton of robots, who would have superior physical strength.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on April 30, 2011, 09:08:17 PM
It was an accident and I forgot about it
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on April 30, 2011, 09:12:07 PM
Quote from: "SoniaNature"
That's because Crash Bombs had a pretty good stun on his weapon.

Oh, and Wily is faster than a lot of robot masters. That also kind of adds in on the whole "hard to keep up offensively" strategy.

But Crashman is the same speed or faster. He is faster than a lot of the robot masters, but he needs the speed using a similar rationale to Top man's speed.


Quote from: "Korby"
I still don't get why a human is faster than a ton of robots, who would have superior physical strength.

Quote from: "Yellow Devil"
Oooh to go with the Wily discussion, the ingame Wily is a fake, that's why he begs when dying and then EXPLODES. Also explains how he keeps coming back and how you can have more than one.

Yeah invisibility needs to be changed, I don't think Gyro or Wily are OP as they stand...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Bikdark on April 30, 2011, 09:28:40 PM
Quote from: "SickSadWorld"
Quote from: "Bikdark"
I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard

So wait Hardman is ok but Wily needs a damage nerf?

Hardman has damagefactor 0.3 to buster. This means for Wily attacking Hardman

Red shot = 15.0 damage
Yellow shot = 12.0 damage
Small shot = 4.5 damage
Smallest shot = 1.80 damage

This means it realistically takes more than 20 shots to kill a Hardman as Wily. I bet you guys think every class should be this resistant to Wily though. If you nerf Wily's damage then he should have more health and resistance for balance.


One thing that should be looked at with Hardman is how he does the stomp. He should have to get some minimum amount of height off the ground before being able to initiate a stomp. Otherwise people just bunny-stomp around the stage. This leads to people stomping non-stop then firing occasional knuckles to rack up kills.
He's Hardman. He's supposed to take very little damage. Fight from afar using Alien, then you're safe. Also, have you seen Centaurman? Do you see how much he has on his stun? He can fire them off almost as fast as Hardman, but much larger scale.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Atticus on April 30, 2011, 09:33:13 PM
I noticed with Knightman if you fire the Knight Crush into certain boundaries (like cliffs), the projectile disappears. Then you have to wait for a bit until eventually it just switches back to normal. It isn't major, but it's annoying.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on April 30, 2011, 09:41:51 PM
Quote from: "coolguy773"
I noticed with Knightman if you fire the Knight Crush into certain boundaries (like cliffs), the projectile disappears. Then you have to wait for a bit until eventually it just switches back to normal. It isn't major, but it's annoying.

This is true for regular knight crush as well. It's on purpose, it's a failsafe to ensure you get knight crush back if you do lose it.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Atticus on April 30, 2011, 09:49:26 PM
And I also noticed, either someone missed it or someone got lazy, but one of the first-person attacking frames for Metal man is one of the Shadow Blade frames. Just keep attacking as Metal Man and watch his hand. It turns purple for a split second. I paused it at the right time, and I found it was a Shadow Blade frame.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Bikdark on April 30, 2011, 10:08:20 PM
Quote from: "coolguy773"
And I also noticed, either someone missed it or someone got lazy, but one of the first-person attacking frames for Metal man is one of the Shadow Blade frames. Just keep attacking as Metal Man and watch his hand. It turns purple for a split second. I paused it at the right time, and I found it was a Shadow Blade frame.
Kinda same thing with Napalm Man's bombs, on the very last frame it exist before exploding, it shows the normal Nap bomb sprite
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on May 01, 2011, 02:51:47 PM
I just discovered something immensely flawed and may require an emergency patch now that it's been discovered. Some MM6 classes are able to use weapons. They way they use them is sort of limited, but it's highly gamebreaking when they can do it. Basically, on any MM6 class that has ammo*, all you need to do is empty your energy gauge, and then move over a weapon pickup, while holding the fire button and turning the scroll wheel to hell and back. This allows them to essentially rapid fire weapons with infinite ammo, as long as they can continue to move over the weapon in question. Even worse, sometimes they can get stuck in a state in which they have no weapon selected (although they are able to switch back to their boss weapon if they please) which causes them to automatically select the next weapon they pickup, which eliminates the need to use the scroll wheel.

*I did not try every single MM6 class, but the issue seems to be limited to them, since all non-MM6 classes with ammo I tried out was incapable of replicating this. The classes I tried were:

Plantman - Able
Centaurman - Able
Yamatoman - Somewhat Able
Tomahawkman - Somewhat Able
Waveman - Not Able
Needleman - Not Able
Elecman - Not Able
Iceman - Not Able
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 01, 2011, 03:04:31 PM
I fixed it (I THINK) on every class but Punk because he needs to be able to switch weapons
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on May 01, 2011, 03:11:00 PM
I just tried replicating it with Punk, and it seems that Punk's second weapon is exactly the thing that's preventing him from being capable of this, fortunately enough.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 01, 2011, 03:43:54 PM
Oh hey it didn't work

If I replaced all the weapons with Doomed-less weapons, they wouldn't appear on the maps but no glitches. That way you have to work for your weapons as Mega/Proto/Bass! Any objections? Does this even work?

Actually this would cause a bunch of "unknown type" spam. OH WELL BACK TO SQUARE ONE.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on May 01, 2011, 04:06:24 PM
Like I said, this is something unique to the MM6 classes. No other class set is capable of this. I suspect there has to be something about the weapon-removal script for the MM6 classes that's different from the rest.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on May 01, 2011, 04:12:39 PM
Quote from: "Myroc"
Like I said, this is something unique to the MM6 classes. No other class set is capable of this. I suspect there has to be something about the weapon-removal script for the MM6 classes that's different from the rest.

Adding on to what Myroc said, If you manage to activate Skull Barrier, you would be invincible.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 01, 2011, 04:15:09 PM
I can increase their noammo state but the rest is beyond me
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on May 01, 2011, 08:06:21 PM
Didn't CutmanMike already suggest a fix that gets at this issue?

Also it's not only Megaman 6 robot masters but classes like Quickman as well.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Asd967 on May 01, 2011, 08:16:21 PM
Basically, any weapon that can be fired quickly can do it better.
For those that understand a bit of coding:
(click to show/hide)

Spoilered for space.
One easy fix for this would be not removing weapons you get when you shoot, making the machinegun effect worthless.
I'm sure there are other fixes, but this is all I'll say for now.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: tsukiyomaru0 on May 01, 2011, 09:52:22 PM
Another choice is having the Select/Deselect goto ready (did this here in a certain weapon. Could not change without using "USE (WeapoName)"

See if it works.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Shade Guy on May 02, 2011, 06:37:39 AM
What CMM suggested seems like it will work.

You know, the whole 'give each class all weapons but deny them acess to them or something' idea.

It would also stop the fact that when you stand on a weapon as a class other than Mega/Proto/Bass, it comes up on the message box with 'Weapon Get! Weapon that you can't use' a billion times.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on May 02, 2011, 07:35:06 AM
I like how everyone complains about being stunned by hard. 8D
Its like they think the only way to fight him is to get in his face.

And on the mm6 fast wep things.... Some people are just now finding that........?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 02, 2011, 04:52:21 PM
hardman slow speed + short stun range + long delay fiering a rather slow projectile = weak to ranged

Also yeah, there are alot of people that cant seem to do anything but straferun up to people, circle strafe/hug spam the whole match
thats also why I tend to use bombman alot, in your face players tend to get too greedy for frags to notice a HUGE FRIGGEN BOMB next to me before strafe running at me (I also use him alot scince I made him ^^ and no, I NEVER use exploits nor will I ever intend to use any...except in roboenza where its mandatory)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: BiscuitSlash on May 02, 2011, 06:09:35 PM
You've heard me say this already Yellow Devil but....Don't nerf Hardman!

Think about it people, yes he has high health and attack power, but what else? He has slow speed and an attack that is hard to hit with (ok that pun was an accident), along with the fact that he is wide open to attack most of the time.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: JaxOf7 on May 02, 2011, 10:01:56 PM
Quote from: "ice"
players tend to get too greedy for frags to notice a HUGE FRIGGEN BOMB next to me before strafe running at me (I also use him alot scince I made him ^^ and no, I NEVER use exploits nor will I ever intend to use any...except in roboenza where its mandatory)
They're not greedy, they legitimately do not see the bomb.
Because someone bugged it up the ass at some point, it gets thrown off in different directions in the client from where it actually is in the server.
No exploits needed, it just dosn't sync right, ever.

Now how do you feel about those "greedy" players you killed?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 02, 2011, 11:04:04 PM
easy, I hate them more than anything and I wish there was a button to eradicate them all off the face of the earth what do you mean by can't see them, I can see them just fine when someone else is tossing them around and I know exactly how far to run or what to hide behind, its pretty easy to dodge when theres things to hide behind or if its a open space, and I have never seen it bug up once based on the way you described it. Anywho, I was just describing people who only frag by strafe-hugging getting fragged by hardman, a easy character to defeat, and judging from your post, it seems like you tend to be a victim of hardman too XD
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: MLDKF on May 03, 2011, 12:47:18 AM
I'm interested to see the MM4 and MM7 Robot Classes.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on May 03, 2011, 03:10:53 AM
Quote from: "SickSadWorld"
Quote from: "Bikdark"
I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard

So wait Hardman is ok but Wily needs a damage nerf?

Hardman has damagefactor 0.3 to buster. This means for Wily attacking Hardman

Red shot = 15.0 damage
Yellow shot = 12.0 damage
Small shot = 4.5 damage
Smallest shot = 1.80 damage

This means it realistically takes more than 20 shots to kill a Hardman as Wily. I bet you guys think every class should be this resistant to Wily though. If you nerf Wily's damage then he should have more health and resistance for balance.

One thing that should be looked at with Hardman is how he does the stomp. He should have to get some minimum amount of height off the ground before being able to initiate a stomp. Otherwise people just bunny-stomp around the stage. This leads to people stomping non-stop then firing occasional knuckles to rack up kills.

You dont have to sit there and let hardman hit you..... If you catch him from a distance, its unlikely he will even get to you before you are fully charged again, even then you can just out run him.

Also the bunny hop stomp, shouldn't be removed.
If a bunny hopping hardman catches you off guard, you possibly deserved it.

You have to take his speed into consideration, as if you hit him with any thing that has stun, even from a long distance, you can "combo" him as its not like hes gonna suddenly sprint to dodge all of it.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: tsukiyomaru0 on May 03, 2011, 04:19:29 AM
Quote from: "Muzaru"
bunny hopping hardman
I will pretend I didn't read this! XD
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on May 03, 2011, 02:20:12 PM
umm... to that "you dont have to sit there", maybe you get caught by a Hardman you didnt saw coming from behind???
However, Hardman dont need a great Stomp Nerf, i think he need a Knuckle Nerf. he 1hko much Classes and he manage to survive because of his much amount of Health, so he can take on the Enemies himself, and thats probably not for what a Tank was made for. They were made for beeing a Front Attacker, assisted from the others behind him.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on May 03, 2011, 03:37:52 PM
Quote from: "~Sheena~"
umm... to that "you dont have to sit there", maybe you get caught by a Hardman you didnt saw coming from behind???
However, Hardman dont need a great Stomp Nerf, i think he need a Knuckle Nerf. he 1hko much Classes and he manage to survive because of his much amount of Health, so he can take on the Enemies himself, and thats probably not for what a Tank was made for. They were made for beeing a Front Attacker, assisted from the others behind him.

Thats what I said but people just answered my questions and the answer is no.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on May 03, 2011, 04:41:32 PM
Quote from: "Muzaru"
Also the bunny hop stomp, shouldn't be removed.
If a bunny hopping hardman catches you off guard, you possibly deserved it.

I don't think anyone is caught off guard by bunny hopping Hard Man. Because one he has you, it's really hard to escape once you get caught by just one of them. Sure you can jump, but it doesn't help much when the Hard Knuckle deals so much damage already. if anything catches you off guard, it's Hard Knuckle, not the bunny hop.

And most Hard Men I see stick to enclosed areas where it's either impossibly hard to dodge a Hard Knuckle or no room so get un stuck from the bunny hops.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 03, 2011, 05:09:28 PM
or behind a corner where its impossable to hit him without an explosive that seems to do very little damage

Quote from: "ice"
what do you mean by can't see them, I can see them just fine when someone else is tossing them around and I know exactly how far to run or what to hide behind, its pretty easy to dodge when theres things to hide behind or if its a open space, and I have never seen it bug up once based on the way you described it. Anywho, I was just describing people who only frag by strafe-hugging getting fragged by hardman, a easy character to defeat, and judging from your post, it seems like you tend to be a victim of hardman too XD
disregard what I said, i was playing on a luximberg server (I live in the U.S.) and it did fire in random directions (I was also kicked from the server ALOT due to packet loss and lagged alot) I think it might have something to with the server ping
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on May 04, 2011, 03:38:48 AM
Quote from: "SoniaNature"
Quote from: "Muzaru"
Also the bunny hop stomp, shouldn't be removed.
If a bunny hopping hardman catches you off guard, you possibly deserved it.

I don't think anyone is caught off guard by bunny hopping Hard Man. Because one he has you, it's really hard to escape once you get caught by just one of them. Sure you can jump, but it doesn't help much when the Hard Knuckle deals so much damage already. if anything catches you off guard, it's Hard Knuckle, not the bunny hop.

And most Hard Men I see stick to enclosed areas where it's either impossibly hard to dodge a Hard Knuckle or no room so get un stuck from the bunny hops.

Why are you so close to him anyway?
Why would you keep attacking from the same angle?

Chip damage is still damage.
Most hardmen are easy to read anyway, if they are hiding they are most likely vulnerable, if they arent they need to be chipped at.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 04, 2011, 03:44:43 AM
fighting hardman is easy, but its nearly impossable when someone uses hardman because everyone imediatly uses topman and when your dueling a hardman, a random topman gibs you from behind then a second one gibs you as soon as you spawn, then afterwards your gibbed from behind a few more times then ragequit is created, in other words, I hate topman -_-;
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: tsukiyomaru0 on May 04, 2011, 04:29:43 AM
Quote from: "ice"
in other words, I hate topman -_-;
Welcome to the club.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Tesseractal on May 04, 2011, 05:25:35 AM
Quote from: "Muzaru"
Chip damage is still damage.
Most hardmen are easy to read anyway, if they are hiding they are most likely vulnerable, if they arent they need to be chipped at.
What was mentioned was - HP pickups are not fixed (they're proportional to Hard Man's HP) so an energy pickup by a Hard Man is a HUGE gain, more than it normally is. This is a problem with HP pickups though and not Hard so much.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on May 04, 2011, 09:28:52 AM
Quote from: "Ice-IX"
Quote from: "Muzaru"
Chip damage is still damage.
Most hardmen are easy to read anyway, if they are hiding they are most likely vulnerable, if they arent they need to be chipped at.
What was mentioned was - HP pickups are not fixed (they're proportional to Hard Man's HP) so an energy pickup by a Hard Man is a HUGE gain, more than it normally is. This is a problem with HP pickups though and not Hard so much.

Oh... Yea, that... I don't like to fight a hard while those are there either.
OLO
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on May 04, 2011, 09:36:35 AM
Quote from: "tsukiyomaru0"
Quote from: "ice"
in other words, I hate topman -_-;
Welcome to the club.
I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's, Hardman Kills are really herpderp with 1hko, but all others are totally Legit.
The only one who should get need of Nerfs and some Corrections is Gutsman. His Weapon Graphic shows a white Pixxel, which actually dont belong there, right? Btw. The Attack of his Superarm is OP, belive it or not. 150 HP, 1hko with Superarm and the Gutsarm maybe got a long Range? Have no Problems with his Gutsarm, but others were complaining about.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Tails on May 04, 2011, 10:41:43 AM
Not to be mean, but i didn't understand a sentance you wrote .-.
The alt's o ly powerfyl because the range isn't that fantastic. At the moment, I can say I hate Gyroman and how he can spam his weapon easily, same with Needle. The only other one I can complain on is Shadowman, but the lack of Classes LMS make him better. I just hate Shadowcampers who hide during most of the match and the pick off the remaining players.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 04, 2011, 02:01:18 PM
Quote from: "~Sheena~"
I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's.
(^^^clearly a topman user ^^^)

I choked on my drink from laughing when I read that, the only character is easy to dodge with are gyroman, elecman, or quickman, damn near impossable when using a slower character like bombman or megaman, the best I can possibly do is parry with megaman's top spin (not too often though scince when I play online, top spin is usually grabbed by someone else and not many stages has it), but it's even worse cause 90% of topmen are stalkers and will chase you down the whole match, its even worse on servers when chase cam is disabled, I mean, sure you can turn around alot but and soon as you turn around to see where youre going again, your killed by topman isnstantly from behind, its even worse when one hits you from the front when you turn around, and topmen usually rely on cheap tactics such as targeting players who are fired on or spawn fragging
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: tsukiyomaru0 on May 04, 2011, 02:46:00 PM
Quote from: "ice"
Quote from: "~Sheena~"
I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's.
(^^^clearly a topman user ^^^)

I choked on my drink from laughing when I read that, the only character is easy to dodge with are gyroman, elecman, or quickman, damn near impossable when using a slower character like bombman or megaman, the best I can possibly do is parry with megaman's top spin (not too often though scince when I play online, top spin is usually grabbed by someone else and not many stages has it), but it's even worse cause 90% of topmen are stalkers and will chase you down the whole match, its even worse on servers when chase cam is disabled, I mean, sure you can turn around alot but and soon as you turn around to see where youre going again, your killed by topman isnstantly from behind, its even worse when one hits you from the front when you turn around, and topmen usually rely on cheap tactics such as targeting players who are fired on or spawn fragging

But what if his bar recharged only if he stood still and, while recharging, he would be unable to run at full speed?
Hm...
Gotta pass this suggestion on.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 04, 2011, 02:48:30 PM
He has no bar
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on May 04, 2011, 03:11:47 PM
Are you pepole really complaining about Top? Why. There is NOTHING wrong with him!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 04, 2011, 03:36:08 PM
oh I'm not saying theres anything wrong with him, I'm just saying he souly relys on cheap tactics to get frags
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on May 04, 2011, 03:42:45 PM
Well first off that's not true. Secondly, I wasn't really referring to you, more so Sheena. Sorry for the misunderstanding!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Awbawlisk on May 04, 2011, 05:04:43 PM
Quote from: "ice"
oh I'm not saying theres anything wrong with him, I'm just saying he souly relys on cheap tactics to get frags

Hint Hint... Team Deathmatch... -.-

From what I see about u guys complainin about hardman... I guess its time for me to calm down..... The only actual thing I wanted nerfed about hardman  was his vitality level... Its probaly just me who hates his vitality since I have no patience in fighting him whatsoever...... But If it will stop this then dont nerf him..... Mainly what Im keeping my eye on this thread for is seeing how messed up the Pharoahman class was gonna be....
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on May 04, 2011, 10:34:49 PM
Quote from: "ice"
Quote from: "~Sheena~"
I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's.
(^^^clearly a topman user ^^^)

I choked on my drink from laughing when I read that, the only character is easy to dodge with are gyroman, elecman, or quickman, damn near impossable when using a slower character like bombman or megaman, the best I can possibly do is parry with megaman's top spin (not too often though scince when I play online, top spin is usually grabbed by someone else and not many stages has it), but it's even worse cause 90% of topmen are stalkers and will chase you down the whole match, its even worse on servers when chase cam is disabled, I mean, sure you can turn around alot but and soon as you turn around to see where youre going again, your killed by topman isnstantly from behind, its even worse when one hits you from the front when you turn around, and topmen usually rely on cheap tactics such as targeting players who are fired on or spawn fragging
You know, i talk about "Avoiding and Dodging", not about throwing the Weapon, crying and running away from him. And maybe you call it Cheap, but what shall Topman Players do? spamming Spinning Tops? Topman uses Topspin, you gotta deal with that, it's Topman's Main Weapon, and nerfing him means he actually is underpowered, with weak Defense and unpowerful Spinning Tops. (Are they strong anyway?)
EDIT: There wasnt a discussion about Nerfing him, but just to prevent that, i wrote this.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SoniaNature on May 04, 2011, 11:31:31 PM
Hard Man's health seems fine to me. Maybe a little less? But it doesn't seem that bad. I just think his bunny hop is ridiculous, combined with a hard hitting projectile.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: MagnetMan497 on May 05, 2011, 12:03:49 AM
Nerf guts
like now
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on May 05, 2011, 12:05:50 AM
Quote from: "MagnetMan497"
Nerf guts
like now

Give reasons. You can say nerf x class as much as you want, but if you aren't going to say what's the problem, then how will anyone know what the problem is? I'm getting a bit tired of vague "change it" posts.
Title: Re: Class based modification (V4C - Bugfixes, also MM Killer
Post by: Hallan Parva on May 05, 2011, 09:10:13 AM
Well I've been giving examples AND suggesting new fixes but I guess nobody sees them
Quote from: "SmashBroPlusB"
haters be hatin'

THE NEW AND IMPROVED SHADOWMANG ~ IDEAS BY SMASHBROPLUSB

Shadow would only be *partly* invis from now on. It helps him blend in at a distance, but he's noticeable at close range. His primary weapon would be Shadow Blade and his alt would be Active Camouflage (hint hint HALO REACH hint hint).

When you press alt-fire Active Camo turns on and you become invisible completely (EVEN WHILE MOVING!!), but it runs on an ammo bar so you can't be invisible forever. Like in Halo the Active Camo would use more ammo while moving than if you stood still. While invis, Shadow Blades don't make that SHREEEEEEEN sound and are thrown quietly, but every attack will chip off a portion of the ammo bar. When the ammo bar is empty Active Camo turns off, though you can end it early by pressing alt-fire. The invis ammo will slowly regen over time as long as you're not throwing Shadow Blades.

Because Shadow Man doesn't have a slide or a low HP desperation move anymore, I suggest a small HP buff to compensate.
And just in case...
Quote from: "SmashBroPlusB"
Quote from: "Yellow Devil"
Everything is about halo with you!
I just suggested it as a means of "balancing" power with invisibility. And it just so happens that Halo balanced it pretty well. I mean, there's no invisibility in classic Mega Man games, BN and SF invisibility makes you immune to attacks, there's no invisibility in Call of Duty or Battlefield, TF2's invisibility can be potentially broken....

Get the point?

And now for something completely different sort-of new:

I'm gonna say it again... ENKER. NEEDS. AN. HP. BUFF. OR. BETTER. ALT. SHIELDING. I mean he plays like a Lucario in SSBB... with the game settings at 10x knockback. He relies on recieving hits in order to power up, but most of the time you'll just DIE before you can build up any feasible amount of power. The rare times you DO manage to survive, you're so beat up that you have to retreat to restore health, and if you don't then you die ANYWAY.

EDIT: Actually no, Enker manages to play WORSE than Lucario at 10x knockback. I just played SSBB recently and realized that Lucario had a whole slew of moves that don't rely on Aura Power and can be used very effectively at 0% damage. Enker, on the other hand, can't do jack shit. Oh wait. He can shoot tiny MB shots that do what, 10 damage? If I wanted a weak slow weapon I would've picked Mega Man, at least he can charge and use Master Weapons.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on May 05, 2011, 09:15:58 AM
I talked to YD about it and he should now get total invulnerability when absorbing. Not during the small cooldown state directly after, though, which feels like a moot point, but it's something.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Duora Super Gyro on May 05, 2011, 11:05:56 AM
umm has anyone said anything about the quickman, ballade, plantman, tomahawkman bug yet
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on May 05, 2011, 11:26:27 AM
Quote from: "Ivory"
Quote from: "MagnetMan497"
Nerf guts
like now

Give reasons. You can say nerf x class as much as you want, but if you aren't going to say what's the problem, then how will anyone know what the problem is? I'm getting a bit tired of vague "change it" posts.
1HKO with Super Arm, more HP than normal Classes + Gutsarm Mistakes. This isn't a Strong Offensive, this is the Sparta Rock. He also need less Rock Power, or Peoples will complain and whine about him Ingame.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on May 05, 2011, 11:28:34 AM
Quote from: "Duora Super Gyro"
umm has anyone said anything about the quickman, ballade, plantman, tomahawkman bug yet
This is no Bug, it is just a Mistake from the Auto Weapon Change. Quickman's for example are able to shot a mass of Crystal Eyes in Crystalmans Stage, because of the Weapon Change while he stand on the Crystal Weapon. This also isn't really a bug, i dont even know if this can be changed. taking the Weapons from the Maps in that Mode isnt well too because of Bass, Mega and Proto.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on May 05, 2011, 12:22:46 PM
Guts is only a 1HKO when you make contact with the actual bolder. Guts does NOT need a nerf considering how hard it is to hit anything with it. You pepole are crazy.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Duora Super Gyro on May 05, 2011, 01:10:14 PM
most of the characters can use the the bug but its harder for most.
Quickman can just use it when he wants.
Ballade can use it but its hard unless u run out of ammo.
Plantman can use it when out of ammo in a very crazy way.
I dont know about the other characters but i tried out some random classes and it was hard to use it.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on May 05, 2011, 02:32:12 PM
Duora, that problem has been reported ages ago. I should know, I was the one who did it first*. Rest assured that this is nothing new and will hopefully be fixed in the next patch.

*Although I made a small error in just who was capable of this.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on May 05, 2011, 07:48:26 PM
Strange bug with Wily alien

(click to show/hide)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 05, 2011, 08:49:17 PM
Actually, Myroc, Mr. X was the first one to discover the glitch, back when it was only MM3 classes.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Myroc on May 05, 2011, 09:14:41 PM
Quote from: "Korby"
Actually, Myroc, Mr. X was the first one to discover the glitch, back when it was only MM3 classes.
I know that it's a problem that's been a problem ever since the MM3 classes but it was presumed fixed since then, I seemed to be the first one to actually mention anything about it's current form, being the rapid-fire weapon pickup, which also seems to only work for the most recent classes, that is MM2, MM6, and RMK, (unlike just the MM6 classes I suspected earlier). All the classes I tested (rapid-fire or not) from before that was quite literally incapable of doing the current rapid-fire weapon pickup thing. The rate of fire that the vanilla robot master only seems to be a factor in how effective it is, not if the class is capable of doing it or not. Even taking into the fact that Needleman fires in bursts of 3, he's still faster than Tomahawkman, which can still use it. Somewhat.

Sure, there are classes which can fire an occasional projectile from every class set, but I'm talking specifically about the rapid-fire of them (like, say, Plantman/Crystal Eye). Otherwise it's mostly only a single projectile, which isn't going to be worth the effort required to actually pull it off. Even if they get their hands on Skull Barrier or Time Stopper, such weapons disappear for a while after picking them up, which makes actually using such weapons impossible.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CutmanMike on May 05, 2011, 10:22:45 PM
YD if you still can't figure out a cool Skullman drop me a PM whenever and I'll sort him something out (we briefly mentioned in game but I need it officially yo!)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: LlamaHombre on May 06, 2011, 12:44:15 AM
Hell Wheel.


As for Guts Man, leave him alone.
He's great the way he is.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CutmanMike on May 06, 2011, 01:09:31 AM
I think hell wheel is dumb.







There I said it  :ugeek:. I'd make him more like a combat robot like he's supposed to be.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Alucard on May 06, 2011, 01:14:36 AM
How would Skullman be a combat robot if he just stands there?

Hell Wheel would be unfitting because SKullman is famous for standing there, whilst Hell Wheel made you faster.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on May 06, 2011, 01:27:34 AM
The Skull Man from Rockman 4 MI is actually a pretty damn good idea given it be pulled off correctly.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CutmanMike on May 06, 2011, 01:29:29 AM
So he just races around into you? That's chargeman's job
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on May 06, 2011, 01:39:03 AM
Charge Man gets Coal Shot and Skull Man gets Skull Tag cause that thing he drops when you kill him with dust. Its just like Gravity and Wave. They both get nearly the same buster type move but different alts, Water and Gravity.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Someguy on May 06, 2011, 02:00:58 AM
hmm, maybe Skullman could bounce weapons back at people with his shield, seeing as Woodman doesn't.

It could be buster + Skull Barrier which makes him impervious and reflects back weapons for a few seconds.

idk, just throwing some idea.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: tsukiyomaru0 on May 06, 2011, 02:17:44 AM
Quote from: "*Nu*"
Charge Man gets Coal Shot and Skull Man gets Skull Tag cause (...)
Once you realize this...
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Nuy on May 06, 2011, 02:19:35 AM
No it was not intentional >.<
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Alucard on May 06, 2011, 02:20:03 AM
Quote from: "tsukiyomaru0"
Quote from: "*Nu*"
Charge Man gets Coal Shot and Skull Man gets Skull Tag cause (...)
Once you realize this...
...You will shit bricks.


There, sentence finished.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Muzaru on May 06, 2011, 03:55:57 AM
I had an idea for his alt, which would be the barrier....

Allow him to use it to block any ONE attack, also give it immediate startup as well as 25%ammo consumption.... When its active it wont take any ammo, but he wont regain any either. He would also need a slow charge rate.

He could be the heavy class counter if we just tweak off of this.

Quote from: "Myroc"
Quote from: "Korby"
Actually, Myroc, Mr. X was the first one to discover the glitch, back when it was only MM3 classes.
I know that it's a problem that's been a problem ever since the MM3 classes but it was presumed fixed since then, I seemed to be the first one to actually mention anything about it's current form, being the rapid-fire weapon pickup, which also seems to only work for the most recent classes, that is MM2, MM6, and RMK, (unlike just the MM6 classes I suspected earlier). All the classes I tested (rapid-fire or not) from before that was quite literally incapable of doing the current rapid-fire weapon pickup thing. The rate of fire that the vanilla robot master only seems to be a factor in how effective it is, not if the class is capable of doing it or not. Even taking into the fact that Needleman fires in bursts of 3, he's still faster than Tomahawkman, which can still use it. Somewhat.

Sure, there are classes which can fire an occasional projectile from every class set, but I'm talking specifically about the rapid-fire of them (like, say, Plantman/Crystal Eye). Otherwise it's mostly only a single projectile, which isn't going to be worth the effort required to actually pull it off. Even if they get their hands on Skull Barrier or Time Stopper, such weapons disappear for a while after picking them up, which makes actually using such weapons impossible.

I assumed more people would have known about this, otherwise I would have posted this a few weeks ago. You can use items as a class too, its just with timing, as you have a small window, I would guess that you could use something like the skull barrier too if you just time it right.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 09, 2011, 06:36:17 PM
Now the forum's back up I've added more sprites to the front page!

MM7 might not be finished yet but whatever we can do to speed things up!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 09, 2011, 10:16:14 PM
I could do freezeman's HUD along with redoing crystalman's so its a open hand facing forewds then fireing
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Blaze Yeager on May 09, 2011, 10:18:11 PM
Can't wait for MM4
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 09, 2011, 10:51:18 PM
I may not be doing Pharaoh Man. At the moment, I'm going to finish Dive, and if I don't finish fast enough, I'll give pharaoh to someone else so that time will not be a problem.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on May 09, 2011, 10:55:18 PM
I'll take a stab at Pharaoh then. I have some interesting ideas for him.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 09, 2011, 11:34:21 PM
Progress on freezeman

(http://i573.photobucket.com/albums/ss180/iceblade10/freezeman.png)

it looks good so far, I just have to fix the shading and make other minor edits
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 10, 2011, 12:06:27 AM
Keep in mind he also threw freeze crackers, so having sprites of that would help as well.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 10, 2011, 12:13:46 AM
the only ones that were thrown were the one that went strait down, but his foreward and up shots were shot from his palms, but the thrown one's shouldent be hard to manage
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 10, 2011, 02:20:00 PM
Cutman already made open hand sprites (for skull!)

(http://i270.photobucket.com/albums/jj107/MaxPower7137/thesehandsarecool.png)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Hallan Parva on May 10, 2011, 04:41:45 PM
Skull's a leftie with blue hands like Mega Man? *runs off to check*
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 10, 2011, 04:44:41 PM
It's called a "base"

(click to show/hide)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 10, 2011, 04:57:57 PM
1up'd again :(I guess I could use that, also happy to see mike's actively contributing to this project, also, beta metal blade 3rd bar? 0.0
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 10, 2011, 05:39:08 PM
In the version I have, that third bar is actually blue, maybe YD changed it, but yeah.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 10, 2011, 05:39:42 PM
It flashes while active!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 10, 2011, 06:49:59 PM
(click to show/hide)

here it is, although one of the middle ones do seem to translate well into mike's, I just have to chop off one of the fingers

Edit: quick question, do deflected projectiles do damage? I had an idea for quickman, give him his arm sheild move like in mm2 that deflects attacks like bubble lead (just an idea, what do you think?)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: CopShowGuy on May 10, 2011, 08:23:34 PM
Problem is that the open hand has only 4 fingers.  The curled hand has 5.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 10, 2011, 10:01:55 PM
Quote from: "ice"
here it is, although one of the middle ones do seem to translate well into mike's, I just have to chop off one of the fingers
Im aware, although I could edit it into a capcom hand to make it work  _ll/
but for now I'll just remove the finger

Im PMing the finished product to YD in a .wad
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: JaxOf7 on May 10, 2011, 10:12:25 PM
Three bars?! Shit just got real!
Quote from: "Ivory"
I'll take a stab at Pharaoh then. I have some interesting ideas for him.
I've had an idea myself.
Basically, it has to do with overanalyzing the purely cosmetic aura he has had in power fighters and official artwork.
When he has full ammo, he has an aura. It makes his defense normal. His pharaoh shot, identical to megaman's, is his primary fire and consumes no ammo.
His secondary, "Pharaoh rave" or "THE WIND" consumes all his ammo and sends waves in 8 directions. Not having full ammo means he dosn't have his aura and it leaves him very vulnerable defense-wise.

Or he could just have a cool looking phaoronic aura, I don't know.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Ivory on May 10, 2011, 10:18:54 PM
Thank you for the suggestion, but Pharaoh is virtually done already. Just a few tiny tweaks here and there to go.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Tails on May 10, 2011, 10:51:09 PM
How come everyone's starting tournaments when Megaman 4 classes are in the works/almost done? It seems odd.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: KillerChair on May 10, 2011, 11:29:19 PM
Cause people love to compete in tournaments.
And when the new classes are out while a tourney is in progress... You'll just have to follow the tourney's rules.

Also... Could we get a first page update on what the progress is on the upcoming patch?
Im getting curious here ;)

(click to show/hide)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 11, 2011, 01:08:24 AM
All the classes are virtually finished, we just need some more tweaking. Also, I need to put in overhauled Shadow Man, who is no longer bugged.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on May 11, 2011, 06:46:12 AM
The open hand art should be reconsidered. It should look like the classic "Megaman Finger Phenomenon (http://www.themmnetwork.com/2010/03/18/the-great-mega-man-finger-phenomenon/)".

You got the idea correct that it should look like 4 fingers, but actually a very important artistic distinction with Megaman is "this finger phenomenon (http://www.themmnetwork.com/2010/03/18/the-great-mega-man-finger-phenomenon/)".

You should make the 3rd and 4th finger group thicker to reflect this. What you have there looks alien and odd.

More like this:
http://www.themmnetwork.com/2010/03/18/ ... henomenon/ (http://www.themmnetwork.com/2010/03/18/the-great-mega-man-finger-phenomenon/)

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 11, 2011, 07:39:09 AM
how do these look, one 4 fingered and the other 5 with capcom hand

(click to show/hide)
and if your wondering why the middle finger(s) is/are longer is because of perspective, skullman's I'm assuming the fingers are tilted forward, while freezeman has his flat.

I'm awaiting confirmation on what his altfire is before I do any further poses, who's doing the others?

(btw your spoilers arent working, also I think 1 link to the page is enough)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 11, 2011, 01:03:30 PM
That looks pretty sweet. Nice Job, Ice.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Kackebango on May 11, 2011, 01:40:58 PM
Merry Christmas.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 11, 2011, 02:11:39 PM
Capcom hand looks silly
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Korby on May 11, 2011, 03:12:21 PM
But not only is it canon, it has five fingers, and it looks pretty neat(to me anyway).
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ~Sheena~ on May 11, 2011, 03:20:13 PM
Am im wrong or are there as good as no Classes Server? now, when i learned to fight with Enker this happens... xD
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 11, 2011, 04:45:24 PM
scince it appears noone else volunteering atm im going to try my hand at cloudman and springman, do you want springs fired forward or down?

also, may I be a prerelease debug tester before it comes out?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: TheBladeRoden on May 11, 2011, 05:02:33 PM
pinky finger should be slightly less bent
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Guardian Knight on May 11, 2011, 05:11:11 PM
I see Ivory, Cutmanmike and Yellow Devil, testing the V5A. so when will you release it?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Jc494 on May 11, 2011, 05:31:42 PM
Quote from: "Guardian Knight"
I see Ivory, Cutmanmike and Yellow Devil, testing the V5A. so when will you release it?

Whenever they finalize the mod and test it for any bugs and glitches.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: SickSadWorld on May 11, 2011, 06:43:26 PM
Hey ice,

5 finger version looks great! Way to make it consistent with the Capcom universe.

On the other hand, 4 finger version looks strange and alien. It doesn't fit well with MM8BDM at all. Look at Top Spin or Charge Kick. These will have 5 fingers but now suddenly opening the hand removes 1 finger? Using this art direction seems strange and inconsistent.

Nice work, ice. Hope to see this hand in official versions of classes and many mods.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 11, 2011, 08:15:34 PM
here are cloud and spring (could do better with spring fist)
(http://i573.photobucket.com/albums/ss180/iceblade10/cloudspring.png)

btw Mike, are you still considering adding reggae into mm8bdm? (seeing as the skeleton of his code and his sprites have been in the .pk3 from the begining)
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: MagnetMan497 on May 11, 2011, 10:18:14 PM
Cloud looks too human.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 11, 2011, 10:20:03 PM
how so? I went by official artwork
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: MagnetMan497 on May 11, 2011, 10:30:27 PM
He looks like a man wearing a jacket.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Bikdark on May 11, 2011, 10:59:47 PM
Quote from: "MagnetMan497"
He looks like a man wearing a jacket.
You can say that about almost every other RM. They're pretty much all guys in jackets.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: MagnetMan497 on May 12, 2011, 01:46:17 AM
But the skin!
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 12, 2011, 03:22:41 AM
WHAT SKIN!?!?!? he's has pale orange/yellow hands, similar to shadowman's wrist deelies, even the sprite is like that, I did this from official artwork, if it will get you to stop complaining, look up cloudman on google images, yeeesh its like people are trying to find a reason to complain (then again I did put this up for critique) yet noone has ever said anything about springman


also YD, who else is working on huds? I asked before but I have yet to get a answer
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: JaxOf7 on May 12, 2011, 03:53:56 AM
I actually thought Spring Man never used his buster at first, but looking at the sprites he clearly uses it to shoot wild coils straight at the ground.
Convenient it should fire below a first person view, eh? :cool:
Seeing as his punch is probably going to be an actor and not part of the first-person HUD, I suggest just making some "spinnng his arms" sprites.

Edit: Wait a second, what if he gets his throw? Pfft, there's no way they would put that in!
...would they?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 12, 2011, 02:22:16 PM
Quote from: "ice"
also YD, who else is working on huds? I asked before but I have yet to get a answer

Nobody
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: ice on May 12, 2011, 04:17:23 PM
I guess I have to make them all then (braces self for junk and burstman) btw what attacks will shademan have? theres noise crush, petrefy and swoop down, also leads me to another question, will he fly?
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 12, 2011, 04:39:23 PM
Feel free to make Shademan as a base, but Mike will be expanding on it when the time comes.

Or don't, your choice.

Quote from: "ice"
(click to show/hide)

These are good. Spring WILL have his punch, so spinning frames please! Also a frame where his hand is stretched out, BUT IT CUTS OFF AFTER THE FIRST OR SECOND COIL since the punch will be a projectile! No ideas yet for Cloud, may contact you later.
Title: Re: Class based modification (V4E - EMERGENCY PATCH!)
Post by: Max on May 12, 2011, 08:17:19 PM
Released. No changelog because I forgot most of what i did, but it was MM4 obviously, and a lot of nerfing / buffing in MM6 and a few other departments.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: ice on May 12, 2011, 08:28:37 PM
I'll add those, atm I have the shade buster's 1st sprite done and the swooping one (both feet in front of you) and I started on burstman, any ideas of junkman's fireing animation?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Ivory on May 12, 2011, 08:28:51 PM
Luckily, I remember most of it.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 12, 2011, 08:35:08 PM
BUGS HORRAY! Skull Man's ammo bar doesn't work right in the hud where health is on the bottom (the one I use)
I dont know how it happened but Dust Man just got a normal buster after some ammount of time. No alt or anything, just a buster.
Edit: The Dust thing is just his Ammo bar not being on the hud I use at ALL. Yeah, dat hud. Speaking of which how DO you refill it?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Bikdark on May 12, 2011, 08:41:17 PM
Quote from: "*Nu*"
BUGS HORRAY! Skull Man's ammo bar doesn't work right in the hud where health is on the bottom (the one I use)
I dont know how it happened but Dust Man just got a normal buster after some ammount of time. No alt or anything, just a buster.
Edit: The Dust thing is just his Ammo bar not being on the hud I use at ALL. Yeah, dat hud. Speaking of which how DO you refill it?
Y'know those little things people drop when they get fragged? Those are Dustmang's ammo things.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Turbodude on May 12, 2011, 08:56:22 PM
Quote from: "Ivory"
    Drill man by Ivory
    Ring Man by Ivory
     Cut and Guts Melee range fixed
This sounds wonderful already. Will download now and test for any bugs.

EDIT: Found one already....
Drillman can fire a few drills in succession if the mouse button is held, but not if you press it multiple times.
When you press the mouse button after shooting any amount of drills, Drillman's weapon will freeze into a shooting animation until his ammo bar recharges. Is this intentional?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: SickSadWorld on May 12, 2011, 09:00:47 PM
Congratulations on a new release!

Sad that my MegamanC bot fix didn't make it in though...

(This is it btw, diff with existing MegamanC.txt to see what's different)
http://pastebin.com/zY89M62t (http://pastebin.com/zY89M62t)

I may just end up releasing a PWAD with a fixed BOTINFO lump and custom coding for bot altfires (unique for each class)
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: CutmanMike on May 12, 2011, 09:06:50 PM
Drill man has to have full ammo before firing
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 12, 2011, 09:24:35 PM
Quote from: "*Nu*"
I dont know how it happened but Dust Man just got a normal buster after some ammount of time. No alt or anything, just a buster.
Edit: The Dust thing is just his Ammo bar not being on the hud I use at ALL. Yeah, dat hud. Speaking of which how DO you refill it?

That is how dust man works. He goes back to a normal buster after a while of shooting. You refill it by picking up the nails / scrap metal that pop up when you kill people.

The only thing is why does pharoah man have normal pharoah shot and not have his final charge be pharoah wave?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: King Dumb on May 12, 2011, 09:30:16 PM
I have been getting kills from Dive Mines as other RMs. Meaning, I may be playing as Ringman, I suddenly get a kill, and the message appears that "Soandso was [whatever the word is] by King Dumb's Dive Mine". I think this may have something to do with Dive Mine spamming, as there were huge amunts of Dive Mines floating around when this happened (it has happened twice, when I was Drillman and later as Ringman).

It should be noted that I am actually awarded a frag for these messages, which leads me to assume that the person who actually laid the mines does not.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Turbodude on May 12, 2011, 09:47:44 PM
Quote from: "King_Dumb"
It should be noted that I am actually awarded a frag for these messages, which leads me to assume that the person who actually laid the mines does not.
I'm going to guess that it summons monsters (Think Gemini clones), which is why they are given the same obituary no matter which weapon you use.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: King Dumb on May 12, 2011, 09:58:07 PM
Erm... maybe i wasn't clear. It's not that I am getting frags by destroying the mines. I get frags awarded to me when someone is killed by a Dive Mine that was not placed by me. Unless that is what you are talking about, then I'm just lost.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Asd967 on May 12, 2011, 10:33:04 PM
Well, it's just like those exploding barrels on the other Doom games.
You shoot a barrel, you get the kill.
I think it's fairly similar as them both explode.
+NOTARGETSWITCH or something like this should fix it.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: ice on May 12, 2011, 10:37:28 PM
A HUGE bug with quickman now, when he dies, instead of dropping quick boomerang, he now drops quickman clones, and the thing is, the clones are immortal and not only that, you can make the clone shoot while taking no damage by holding fire as you die or you can altfire when ever you want (THIS IS THE PURPOSE OF DEBUG SERVERS!!!)

also I thought dustman was weak to ringman not the other way around
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Smunch on May 12, 2011, 10:49:09 PM
Ah so a few things.

-Pharaoh Man's alt is laggier than Charge Man's dash.. ick.  
-Dive Mine kill has the names in the wrong spots.  If I'm not crazy, that is.  ('Killed' killed 'killer' with dive mines)
-Did you happen to change star man again? As I had a bug where I had 3 bars of weapon energy left, and it would not recharge no matter what I did. *Nevermind next post answers this one, and I agree too*
-As Punk, I was stuck in time stopper.  I was allowed to switch my weapons, including the metal blade I was standing on.  It allowed me to fire, but the projectiles were not to be seen.  I got a kill once the time stopper ended this way.  Funky stuff.

inb4 nerf toadman
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: RollGravityHolds on May 12, 2011, 10:53:32 PM
Sorry english not being my first language.
I have a complain about Starman, he doesn't need an altfire, his method of killing (hugging and trapping) was really nice, that's why he is my main class when playing, but now.. he is no more that, now he is turned in a time to time killer, he must be stand to recharge, his projectile is faster, meaning that he can no more trap with the flying projectile and his altfire isn't that useful for trapping because the stars spread and they can't deal damage unless you're in corridors where the stars will disappear because the walls. Giving more defense while the Star Crash is active is a good idea, but the altfire and the ammo bar charge really makes Starman weaker than it was before. In my opinion, Star Man should return to his old way, with hugging and trapping as his primary methods of killing.
Also when you use Gravity Hold as Gravity Man (didn't try as Megaman) against Dust Man he's thrown aside like the old Gravity Hold, don't know if this is intended but it shouldn't happen.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: CutmanMike on May 12, 2011, 10:56:44 PM
Quote from: "ice"
(THIS IS THE PURPOSE OF DEBUG SERVERS!!!)

With this many classes, losing track of what's been changed and forgetting to try it out can easily happen.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Korby on May 12, 2011, 11:09:40 PM
Toad Men...everywhere...so...much...rain...
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 12, 2011, 11:11:04 PM
You didn't fix the Wily bug? Aww... well either way, TOADS
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Emmanuelf06 on May 12, 2011, 11:12:54 PM
Yes, everybody must take toadman to kill the game.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: OZX on May 12, 2011, 11:27:42 PM
so true.toad man is rapeing soo much. and needle moves faster and spams more.wat else is new?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: TeirusuNuigurumi on May 12, 2011, 11:39:18 PM
i spotted a glitch with drillman: he tends to get stuck after trying to kill with his alt. both people cant move but can attack.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Ivory on May 12, 2011, 11:51:19 PM
Quote from: "RollGravityHolds"
[Star Stuff]

Okay, I'll make this clear. If you trying to use Star Flurry as an assault weapon, it's going to fail. It's main use comes from strategical placement. Place it around corners, have your targets chase you and run into it. Set it up so you can make them back up into it. And so forth. The alt fire was a SUPPLEMENT to hugging, it was never meant to replace it in any way.

As for the new recharge method, it's faster then the told, and backs up the fact Star wasn't meant for direct combat. His forte was intended to be for ambushes. Star can also activate star crash at any time so long as he has more then 7 bars left. In order to balance that, the Star Crash Shield is now faster so you can't spam slow moving death projectiles. You also have to have 7+ bars to activate star crash so you can't recharge a bar, fire, recharge a bar, fire.

Pharaoh: There isn't much I can do about the alt fire. It all depends on the server lag.
Title: Y U DO DIS
Post by: Bikdark on May 13, 2011, 12:02:30 AM
Quote from: "Ivory"
Starmayng stuff
Another issue with star is that his ammo regaining is buggy. I know it needs to take a second to register you not moving, but it can take a while.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 12:12:56 AM
Toad man is the best thing ever.

That is all.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: OZX on May 13, 2011, 12:33:50 AM
personally. new epic battle.toadman vs needleman
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Turbodude on May 13, 2011, 12:50:57 AM
Quote from: "Gummywormz"
Toad man is the best thing ever.

That is all.


Anywho, In case nobody has mentioned this. Ringman's rings can sometimes stray away infinitely
if the user is holding on to them *holding mouse button makes them stay in the air* when dying.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 01:01:58 AM
This is why you need more than 5 beta testers.

I knew toadman was broken the minute I touched him.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: CopShowGuy on May 13, 2011, 01:06:58 AM
Pharaoh Man's f/r sprites are reversed.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Sora on May 13, 2011, 01:20:24 AM
I love what you did for Shadowman!  :D   He now feels much more like a bot someone would play for fighting, not just camping  :p   But, I think he may just be a tad too powerful...other than that, he's great!  :mrgreen:
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: tsukiyomaru0 on May 13, 2011, 02:00:10 AM
Quote from: "Gummywormz"
This is why you need more than 5 beta testers.

I knew toadman was broken the minute I touched him.
That is true. Or someone stricter about bugs and whatanot.

One thing I liked here is that Pharaohman floats!

The rest... Mostly unpleased. (also, why does Brightman throws a lightbulb?!)
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 02:27:05 AM
No one's mentioned how OP dustman is?

His dust buster thing seems really fast and does a TON of damage. Maybe nerf the speed a little?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Korby on May 13, 2011, 02:32:04 AM
Quote from: "Sora"
I love what you did for Shadowman!  :D   He now feels much more like a bot someone would play for fighting, not just camping  :p   But, I think he may just be a tad too powerful...other than that, he's great!  :mrgreen:

Thanks, Sora. Of course, I can't take all the credit because Mike, you know, made it work on online  :p

He uses (mostly) the same shadow blades as Mega Man, though.
Quote from: "Gummywormz"
This is why you need more than 5 beta testers.

I knew toadman was broken the minute I touched him.
I originally had him, as seen in the video, only able to fire one high damaging rain flush once in awhile. Then this happened.

Yeah, Toad's broken, and he desperately needs to be fixed.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: tsukiyomaru0 on May 13, 2011, 02:51:10 AM
Quote from: "Korby"
Quote from: "Sora"
I love what you did for Shadowman!  :D   He now feels much more like a bot someone would play for fighting, not just camping  :p   But, I think he may just be a tad too powerful...other than that, he's great!  :mrgreen:

Thanks, Sora. Of course, I can't take all the credit because Mike, you know, made it work on online  :p

He uses (mostly) the same shadow blades as Mega Man, though.
Quote from: "Gummywormz"
This is why you need more than 5 beta testers.

I knew toadman was broken the minute I touched him.
I originally had him, as seen in the video, only able to fire one high damaging rain flush once in awhile. Then this happened.

Yeah, Toad's broken, and he desperately needs to be fixed.
I didn't like the Shadowman nerf... And better you test if it is possible to track the invisible shadowman by the target name (when you point the crosshair to them), since it will play a huge role and i couldn't test it here (Pepsi crashed on me). Maybe give him a three-way shadowblade (as if he had spreadrune but with the "non-boomerang" shadow blade) or the triple shadow blade (fires three shadow blades in a row with a short delay between them).

As for Toadman... yeah, borked. But, on funny ones...
SHAKE SHAKE SHAKE
SHAKE SHAKE SHAKE
SHAKE YOUR BOTTY
SHAKE YOUR BOTTY

(Yes, I reacted this way. Disco Toad and Saturday Night Fever Pharaoh FTW)
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Korby on May 13, 2011, 03:12:29 AM
You uh, have those backwards.
It's Disco Tut, my boy. Disco Tut.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 03:41:58 AM
Then you definitely need a solid team of at least ten testers if THIS got through.

And yeah, some ammo bars don't appear on the horizontal HUD. Should be an easy fix.

EDIT: you know the more I think about it, toadman doesn't need too much of a nerf. How many other players have you seen who can spam and win as toad? He's also only really good with large amounts of people. Maybe all he really needs is a lesser rate of fire.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Mr. X on May 13, 2011, 04:19:49 AM
And this is why I dropped out of MM4.  Everybody on this site is completely ungrateful for what they've got.  Classes is the number one mode for MM8BDM.  Yes, with updates come problems...some more game breaking than the rest.  The more game breaking problems get fixed and all anybody does is bitch about other problems.  There's never a "thank God for classes" moment.  The way you people talk, you expect these people to bend over and kiss your asses because you're playing the mode these people took the time out of their lives to make.  It's a totally thankless job.  God knows these people DO have more important things in their lives, but NO, Toad Man getting fixed is the number one thing they should work on because you can't play some random guy you've never even seen without Rain Flush hitting you.  

As for the "there should be more testers", if I've said it once, I've said it a thousand times:  it still won't work.  Even if you've got a 1000 testers, player number 1001 will find the glitch the other 1000 people missed.  Plus, if you've got tons of testers, the release is almost pointless as everybody already has it.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Tesseractal on May 13, 2011, 04:36:50 AM
Quote from: "Mr. X"
As for the "there should be more testers", if I've said it once, I've said it a thousand times:  it still won't work.  Even if you've got a 1000 testers, player number 1001 will find the glitch the other 1000 people missed.  Plus, if you've got tons of testers, the release is almost pointless as everybody already has it.

I agree. Better solution: Get Celebi to test it. I felt like everyone and their dog had tested say... RageRoboenza, and so the release was just a "Oh hey, everyone not in my friend list can have it now!". You want someone who looks beyond the surface and TRIES to break everything and find all the inconsistencies.

Although to me the popularity of classes should speak for itself; an endless amount of criticism seems inevitable. My impression with Ivory's MM5 classes is that he was too afraid of making them powerful and as a result, they become seldom used(I have yet to try V5, but: people don't want to use situational classes, they want to kill everything with autotargets like Toad and Bomb Man). The first thing I'm going to do is see if Enker was rescued from the scrap heap. (if not, oh well. Enker returns to the "only used by accident/random" status he had before) But X, I'd say people NEED to complain about things like Toad Man if he's broken - the more people comment on an issue, it becomes more obvious "Oh, this thing really bothers most people, and not just one guy." If let's say... Tsuki was the only one complaining about Toad Man, it wouldn't matter because no one listens to him. When 20 people do, you have two consequences: You get an annoying, repetitive complaint that SEEMS grating and redundant, but at the same time you have a problem that's been clearly defined as a problem to the community, and you should have no fear in fixing it. See what I mean? If you want to please everybody, you need all the everybodys and their opinions you got. But yeah, some complimentary stuff can probably be thrown in their too. What I like about your maps, X, is they're not filtered by some de facto project leader who knows what's best - you make 'em like it is.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Mr. X on May 13, 2011, 04:53:46 AM
Oh, I'm not saying criticism is a bad thing.  However, this isn't just criticism.  It always seems like the world is coming to an end, and everybody paints the makers of the mod as villains out to destroy everybody's happiness despite being the ones making the mode everybody likes in the first place.  I mean, what's the point of working on improving something if you're only going to get "how did you morons **** this up?  FIX IT NOW!"  After a while, you finally say "You know what?  No.  I'm not going to.  There's no benefit to me."
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: tsukiyomaru0 on May 13, 2011, 05:27:51 AM
What happens is not only conflict of opnions in the developing part, but also on the user side. You see the usual "I think it needs buff" or "needs moar nerf", but I'm not sure if those suggesting that are thinking of how decorate will read that. Some of us (all developing part+some users) are able to understand how it works and all.

One thing I'd like to ask the developing half: Do you plan ahead or just goes coding and testing? Just asking.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Myroc on May 13, 2011, 05:57:24 AM
New classes being released with horrible horrible bugs? Why break a good tradition? :V

In all seriousness, though, I'm gonna have to agree with what Mr. X said. People will find bugs. Hell, we've tested the Powered Up stuff to hell and back and we're still 100% sure we're going to have to fix stuff we haven't even contemplated once we actually release the damn thing.

Do be courteous and report such bugs, but don't whine about it like it's the end of the word, and ye gods don't scream to the one who made it that he's done a shitty job. Who wants to make content for people who won't appreciate it?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: JaxOf7 on May 13, 2011, 06:27:53 AM
I, for one, am quite grateful that we finally do not have huge gap in class selection and can finally say: "this mod has all the nes robot masters."
Thank you modders. We love you. It is too bad our love hurts.

So yeah, "NERF TOADMAN ARGAHJHAYH!"
No. You guys were playing high population free-for-all deathmatch in cramped maps, who the hell did you think was going to win? Before it was Top man; now its the guy with the high damage aoe. He is much less powerful in games where there is some actual order and coherence.

Fucking Skulltag man, how does he work?

Dive man is my favorite of the new classes, he is just so unique in his area denial role and it really beats the "derp, gonna charge into you" he did in the game.

Excellent shadow man. Turning invisible at will is actually a really powerful tool in the right hands. You can fool people down false paths and shit.

Giga bomb is still buggy. Sorry but I really thought this would be one of the first things fixed given its severity.

Ah my Enker and Punk rotations weren't implemented... :(
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 06:42:07 AM
Quote from: "JaxOf7"
So yeah, "NERF TOADMAN ARGAHJHAYH!"
No. You guys were playing high population free-for-all deathmatch in cramped maps, who the hell did you think was going to win? Before it was Top man; now its the guy with the high damage aoe. He is much less powerful in games where there is some actual order and coherence.

Exactly.

Funny thing is, some other people were toadman in those matches as well. Not one of them won once. I even lost some matches too. When I did win, it was usually by like 3 frags. There were SOME matches were I lead by 10 or even 20 frags but there were just so many people in cramped areas. Please, don't give toadman TOO much of a nerf. Maybe a rate of fire or slight damage nerf. He does perform normally in smaller matches. There were just so many people trying it out at that time.

EDIT: forgot, drillman can still get stuck in people, and can drill in the sky apparently.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Muzaru on May 13, 2011, 10:02:27 AM
/gives all the devs some delicious cookies and milk.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Shade Guy on May 13, 2011, 10:04:09 AM
Yeah, if it's possible, I think Drill Man's alt shouldn't work in bottomless pits. For example, you can cross the large pits in Gyro Man's level with it and nothing happens. Also, when I was using Skull Man and someone drilled me when I was invincible, we were stuck. I couldn't move and neither could the Drill Man.

Also, I have some gripes with Skull Man. His buster has a fire rate similar to Bubble Man's except much faster shots. However, it takes Skull a few more hits to kill anything. Relying on a 10 hit kill buster and a shield that lasts for 3 seconds isn't that great. Speaking of the shield, I think it either needs to last a bit longer or take less time to recharge. Don't take any of this as a 'fix Skull Man nao esjubdnfkasbndbkjasbn' thing. Heck, I'm not even sure if these things would improve him. And Skull's buster obituary is just silly. "Player was boneddefeated by Skull Man's Skull Buster" could be changed to something better. Just a minor issue, though.

And yes, Toad Man is that type of class that benefits from jumping into large groups and spamming the primary. He is hell to use in one on one combat. I think some tweaks could be made to make him less rapey in crowds and easier to use in a duel. Maybe make it so that he can move while using it, but nerf the Rain Flush? Not sure.

I will say that I do like a lot of these new classes and I commend you guys for your work. While they have some issues (everything does), they are mainly great.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Turbodude on May 13, 2011, 10:43:26 AM
I forgot to mention that I really enjoy Shadowman now.
The temporary invisibility and focus on offensive gameplay makes him very fun to use.

That and Starman, with the slightly enhanced strength to make star-hugging a bit easier.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: MagnetMan497 on May 13, 2011, 11:54:21 AM
For the hundreth time...

All UP classes are better than all OP ones. I ask you all await King Yamato's classes version as it is much more balanced and fun than this. I have not yet played V5, hpwever, so I cannot comment on Toad.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: KillerChair on May 13, 2011, 12:19:25 PM
I like the MM4 Classes ^^
Brightman and Drillman are my fav's of this update.

And the problems to Toadman's "OP'ness"?
Just stay away from him and rape him from afar. He cant use the rain and walk at the same time.
A single class with a long range good damage weapon breaks the toad.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Someguy on May 13, 2011, 12:31:17 PM
Agreed with Toadman's issue.  I was spectating and there were like 5 toads jumping and raining as if they were blindfolded, neither of them won once, yet Gummy did.

Topman could use a bit of more damage on tops, considering he dies so easily.  Otherwise he's fine.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Jc494 on May 13, 2011, 12:47:26 PM
Here is my opinion on the MM4 Classes:

Toadman:
(click to show/hide)

Diveman:
(click to show/hide)

Drillman:
(click to show/hide)

Ringman:
(click to show/hide)

Skullman:
(click to show/hide)

Brightman:
(click to show/hide)

Pharaohman:
(click to show/hide)

Dustman:
(click to show/hide)

Also, I like Shadowman's new alt.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 13, 2011, 02:28:55 PM
I don't really want to make Toadman even more useless in smaller games. Use a different robot, one who doesn't just rush the enemy I s'pose

Don't take this as "I DON'T WANT TO FIX HIM HE'S A COOL GUY" it's just that until i witness toadspam first-hand...

Quote from: "MagnetMan497"
For the hundreth time...

All UP classes are better than all OP ones. I ask you all await King Yamato's classes version as it is much more balanced and fun than this. I have not yet played V5, hpwever, so I cannot comment on Toad.

Kissin' dat ass
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Guardian Knight on May 13, 2011, 02:55:37 PM
Wait wait, Jack. You complain negative in the Server about the MM4 Classes and in the Forums they're great? /me is confused.
@Topic
I am not very much interested in Skullman. His Buster and his very Short Invisibility aren't that well.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 13, 2011, 03:14:43 PM
If you think Skullman is UP you haven't figured him out yet!

PROTIP : KONGOSHIN

Probably an emergency patch later, fun.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 03:19:33 PM
Quote from: "Someguy"
Agreed with Toadman's issue.  I was spectating and there were like 5 toads jumping and raining as if they were blindfolded, neither of them won once, yet Gummy did.

So? I'm just good with toadman. Doesn't mean you have to nerf him.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 03:19:48 PM
The Dust Scraps seem really glitchy to pick up, like, more than half the time they can't be picked up. Either way you still get a lot of Dust so I'm happy.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Anonymous on May 13, 2011, 03:41:03 PM
Hello cutstuff community.
First I would like to personally thank Cutmanmike and his team for putting their time and talents to work in this incredible Doom 2 mod, and the same to Yellow Devil and his team for this mod of a mod.

So far most all of the classes are really diverse and asymmetrical, and none seem terribly overpowered due to both gameplay weaknesses and the actual robot master weakness system. Another plus is that from what I can tell they all emulate as close as they can their original designs in the games, and for those with limited abilities or balancing, an interesting mechanic has been added (Pharoahman, Iceman, Shadowman, Starman etc.). Though I haven't had more than a few hours to try them against human opponents, they feel very solid, and skill definitely plays a huge part in utilizing their unique advantages. As with any game with asymmetrical characters, there will always be balancing issues, so I'm all for nerfing and buffing as it is needed.

Now for the questions/comments.

I don't really understand Magnetman's altfire. I can tell that it hurts at close range, but does it do something else?
Ringman's altfire is kind of odd too, it's like it doesn't fire where I aim; is this intentional?
I don't know if it's just my screen, but there is a stray white pixel on Gutsman's hand that has been there since pre-MM4.

Once again great job on this mod of a mod, myself and a couple others are having a total blast with it. Keep up the good work!
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Guardian Knight on May 13, 2011, 03:41:36 PM
Quote from: "Gummywormz"
Quote from: "Someguy"
Agreed with Toadman's issue.  I was spectating and there were like 5 toads jumping and raining as if they were blindfolded, neither of them won once, yet Gummy did.

So? I'm just good with toadman. Doesn't mean you have to nerf him.
OBJECTION:
How can you call yourself good with Toadman? there is no Skill in Staying, Shooting and Jumping. The Class is Good, but you cant call yourself good this way.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Guardian Knight on May 13, 2011, 03:43:38 PM
Quote from: "Yellow Devil"
If you think Skullman is UP you haven't figured him out yet!

PROTIP : KONGOSHIN

Probably an emergency patch later, fun.
Not saying he is UP, just hard to play with, so i just ignore the class.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Korby on May 13, 2011, 03:52:55 PM
Quote from: "Guardian Knight"
OBJECTION:
How can you call yourself good with Toadman? there is no Skill in Staying, Shooting and Jumping. The Class is Good, but you cant call yourself good this way.

First. Don't double post.
Second, there is definitely skill involved. People ALWAYS shoot at you when you're toad. You need to learn when to jump at the right time and when to stop shooting and fly away.
Quote from: "Genstov"
I don't really understand Magnetman's altfire. I can tell that it hurts at close range, but does it do something else?
Magnet Pull flings people around! Or at least, it used to. I don't know if it still does.
Ringman's altfire is kind of odd too, it's like it doesn't fire where I aim; is this intentional?
Ring's Altfire shoots backwards.
I don't know if it's just my screen, but there is a stray white pixel on Gutsman's hand that has been there since pre-MM4.
Yeah, that's been there since MM1's been released. No one's fixed it yet, though.
Once again great job on this mod of a mod, myself and a couple others are having a total blast with it. Keep up the good work!
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Sora on May 13, 2011, 03:53:42 PM
I love the new feature Shadowman has where he can actually survive a blow from Hardman!  :lol:  Also, I think that Toadman isn't OP, he's just really really really good in tight areas.  If he's out in the open, then he's just a sitting duck (or should I say toad  :mrgreen: ) and he's just waiting for someone to hit him by weaving in and out of his Acid Rains.

I think if he gets nerfed, he'd be too UP to play...  :shock:
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Guardian Knight on May 13, 2011, 04:07:57 PM
Quote from: "Korby"
First. Don't double post.
Second, there is definitely skill involved. People ALWAYS shoot at you when you're toad. You need to learn when to jump at the right time and when to stop shooting and fly away.
Umm... you know, we're talking about Gummy? and Gummy is just Holding the Fire and Jump Button? And yeah, Peoples shoot Toadman, because it's the most intelligent thing they can do with an Field Effecting Enemy.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 04:13:35 PM
Skull Reflects shots doesn't he? That's incredibly useful. Also if you're going to make an emergency patch (please don't) FIX THE HUDS. Having to switch huds just to play as some class is VERY annoying. I also feel that toad SHOULD be changed in some sort of way because of small maps like MM4DRI that are around half of the map selections IIRC.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Myroc on May 13, 2011, 04:19:09 PM
Quote from: "Korby"
Second, there is definitely skill involved. People ALWAYS shoot at you when you're toad. You need to learn when to jump at the right time and when to stop shooting and fly away.
Because jumping at the right time is so difficult.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: CutmanMike on May 13, 2011, 04:30:21 PM
Seems people still haven't figured Skull Barrier out. Try activating it JUST before you get hit  :geek:

(click to show/hide)
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: LikeLakers2 on May 13, 2011, 04:37:11 PM
For the people that are too stupid to look for this thread on the forums, (and I'm not naming anyone) I've uploaded version v5a to wadhost. (http://wadhost.fathax.com/files/Classes-v5a.zip)
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: ice on May 13, 2011, 04:54:53 PM
I have some good news  :mrgreen: I figured out how to make the gemini clones jump when they hit a low wall

this was just a test with the quickman monster I made

Code: [Select]
See:
    QUIM BBBCCCDDDEEE 2 A_Chase
    TNT1 A 0 A_JumpIf(floorz-z==0,"GiveJump")
    loop
GiveJump:
QUIM A 10 ThrustThingZ(0,60,0,0)
QUIM F 2 A_Recoil(-10)
goto See
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: CutmanMike on May 13, 2011, 04:56:40 PM
won't that make him jump every few seconds regardless?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: ice on May 13, 2011, 05:09:05 PM
hmm, I guess your right, I couldent really test it completely as I was testing a quickman who always has you in his sights, do you know of any good solutions (Ive been racking my brain for days to try to solve this problem) I looked at the botfix folder when I got this idea, I also looked at the folder for the dompan a long time ago but that didnt help at all
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: CutmanMike on May 13, 2011, 05:45:06 PM
Try having the enemy execute script 983 when it is spawned. This will make it use the same scripts the bots use for checking floors.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 07:39:19 PM
When underground with Drill you can pick up items and use them. Just thought I should report that.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 13, 2011, 07:43:30 PM
COMMUNITY POLL! What do you desperatly want fixed in V5B? Please provide reasons or I will probably ignore you har. This means

"I think you should buff/nerf x. He's a bit strong/weak in this area..." is good.

"X is fucking OP" is not wanted.

Cheeers!
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 07:47:26 PM
WELL THEN MORE COMPLAINING FOR ME :D
Huds need fixing. >.> Like I said, its annoying to switch the hud just to play as some class not to mention I use the hud I do for a reason, I notice it more than when its on the side. I'm probably the only one who doesn't use the standard hud but come on.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 13, 2011, 07:49:00 PM
I already did thaaaat.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Bikdark on May 13, 2011, 07:51:40 PM
One thing I'd like fixed is the Quickman clone bug. I'm not entire sure how it works, but if you die as Quick while firing, and dont respawn, you can fire 'rangs. Or that's at least how I saw it. Plantman's shield still is buggy. At times it fires normally, doesnt work at all, or uses ammo but doesnt sap health.
Also, nice job on the Enker buff :D
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 07:51:57 PM
No you diiiiiiiiiiiiiiiiiiiiiidn't :<
/me cries
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Sora on May 13, 2011, 08:05:31 PM
I think it'd be good to nerf Drillman's underground drill power juuuuuuust a hare... I think it's a bit too strong in that it can 1-hit KO some classes... :shock:  But that's just my opinion...
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 13, 2011, 08:19:43 PM
Quote from: "Bikdark"
One thing I'd like fixed is the Quickman clone bug. I'm not entire sure how it works, but if you die as Quick while firing, and dont respawn, you can fire 'rangs. Or that's at least how I saw it. Plantman's shield still is buggy. At times it fires normally, doesnt work at all, or uses ammo but doesnt sap health.
Also, nice job on the Enker buff :D

I have done this

Quote from: "*Nu*"
No you diiiiiiiiiiiiiiiiiiiiiidn't :<
/me cries

For B

Quote from: "Sora"
I think it'd be good to nerf Drillman's underground drill power juuuuuuust a hare... I think it's a bit too strong in that it can 1-hit KO some classes... :shock: But that's just my opinion...

I've done this too and buffed his main fire a tad to emphasize hit and run, not just drilling
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: tsukiyomaru0 on May 13, 2011, 08:23:36 PM
Well, as I said:
Shadowman needs a modification on his Shadow Blade. Instead of being a boomerang, either you could make him fire once in rapid succession (like a Needle Cannon, but with a much higher ammo drain, to the point that after five blades to ten the bar is emptied) or give him a blade spread. Playing as him now feels less motivating.

Toadman has that problem, but... I find it amusing if you add music.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Hallan Parva on May 13, 2011, 08:33:20 PM
Quote from: "Yellow Devil"
COMMUNITY POLL! What do you desperatly want fixed in V5B? Please provide reasons or I will probably ignore you har. This means

"I think you should buff/nerf x. He's a bit strong/weak in this area..." is good.

"X is fucking OP" is not wanted.

Cheeers!

Okay, you asked for it... :lol:

I want to be able to start off as MegaMan Jet or MegaMan Power. Not being able to remove the armors and get charge buster back is annoying already... and you can't even use the kickass "hold mouse to fly like a NORMAL PERSON" flying that MegaMan Jet has when the game's on LMS (which 99% of Classes servers seemingly HAVE to use). You have classes that can fly anytime they want anyway, and even more classes have super-pimp jumps, so I don't think it's going to "BREAK THE GAME OMG" if you add Jet MegaMan and Power MegaMan. Please and thank you.
I just don't like the "OMG I HAVE TO LOOK WHERE I FLY" that Gyro/Alien use. Blecch.

Make it so that I can early-cancel Shadow's active camo by pressing Alt-Fire a second time. I have to either let it all drain (which is lame since you can't use it unless full ammo) or throw a Shadow Blade (which is even lamer since it makes that damn SHREEEEEEN sound and attracts players towards me). Also, a slight buff on the range of Shadow Blade would be appreciated, to differentiate between MegaMan's. I thought melee'ing someone to death was Top's job (and Star's on the weekends), making it from a close-range to a mid-range would be nice.

Also, this. FIX IT.
Quote from: "Shade Guy"
Yeah, if it's possible, I think Drill Man's alt shouldn't work in bottomless pits. For example, you can cross the large pits in Gyro Man's level with it and nothing happens.

I've only used 5 of the MM4 classes so don't be surprised if I have more bitching to do :p
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 08:33:29 PM
No seriously you haven't. We might not be talking about the same thing. Classes like Bright Man, Elec Man, and Dust Man dont have their ammo bar's visible. Drill and Skull don't have their third bars visible and Skull has his Skull Barrier bar drain from Top to Bottom, not right to left.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Guardian Knight on May 13, 2011, 08:34:34 PM
Here a Feedback:
Skullman: Sorry to interrupt with his Temp Double Power, etc., but his Invincibility is really Short.
Dustman: Perhaps Dustman gave this Mode new Drops, Dust, the Class was made for those, who like running around and refraining of camping. well Class i guess.
Pharaohman: I Dislike his Altfire, because it's not his normal Attack. This is just another Windman/Gyro Altfire with the Disadvantage you can fly Up or Down, but with the Advantage you can fly without an end.
Toadman: Difficuilt. i wouldn't call him that good, but it's not funny to fight against more than 6 Persons, with Toadman in the Enemies Team.
Diveman: I really like this Class, but only because he got the ultimate Altfire. This is the most Poweful Weapon for Campfire i guess.
Drillman: His Altfire is... a bit Strong. normal Fire is ok.
Brightman: Ah... His little Bright Grenade is... a bit Low Range'd i think. i got to aim up pretty much to reach Enemies in high Places.

@Nu
All Classes you were complaining about have an Energy Bar.

@V5B
It is Shadowman, i am complaining about. His Altfire is okay, but the normal Fire shows me: "Hey, this isn't Shadowman, as good as nothing is like it should be, only his Slide is right." He is shooting Big Ninja Stars Up, Down and in the Middle. This would also have a Spread Rune Effect in MM8BDM. It's okay if this would be too good, but Shadowman isn't really himself...
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 13, 2011, 08:47:30 PM
Quote from: "*Nu*"
No seriously you haven't. We might not be talking about the same thing. Classes like Bright Man, Elec Man, and Dust Man dont have their ammo bar's visible. Drill and Skull don't have their third bars visible and Skull has his Skull Barrier bar drain from Top to Bottom, not right to left.

I SAIIIID I had fixed it for V5B!

Quote from: "SmashBroPlusB"
Okay, you asked for it... :lol:

I want to be able to start off as MegaMan Jet or MegaMan Power. Not being able to remove the armors and get charge buster back is annoying already... and you can't even use the kickass "hold mouse to fly like a NORMAL PERSON" flying that MegaMan Jet has when the game's on LMS (which 99% of Classes servers seemingly HAVE to use). You have classes that can fly anytime they want anyway, and even more classes have super-pimp jumps, so I don't think it's going to "BREAK THE GAME OMG" if you add Jet MegaMan and Power MegaMan. Please and thank you.

I'll use acs to make Megaman start with both the adaptors!

Quote from: "Smash"
Make it so that I can early-cancel Shadow's active camo by pressing Alt-Fire a second time. I have to either let it all drain (which is lame since you can't use it unless full ammo) or throw a Shadow Blade (which is even lamer since it makes that damn SHREEEEEEN sound and attracts players towards me). Also, a slight buff on the range of Shadow Blade would be appreciated, to differentiate between MegaMan's. I thought melee'ing someone to death was Top's job (and Star's on the weekends), making it from a close-range to a mid-range would be nice.

Possible!

Quote from: "Shade Guy"
Yeah, if it's possible, I think Drill Man's alt shouldn't work in bottomless pits. For example, you can cross the large pits in Gyro Man's level with it and nothing happens.

I can't fix that.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: KillerChair on May 13, 2011, 08:56:37 PM
Dont know for sure, But does the rain flush have the standart damage stun?
If so you might want to remove (or lower) that. It would reduce alot of raging in crowded servers and it would'nt really give him a huge nerf.

I would also like it if the white pixel on gutsman's hand would be fixed :)

And i still think Snakeman should get something against flying or really high jumping opponents.
He seems redundant to use because people will start using gyroman/windman anyways.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Hallan Parva on May 13, 2011, 09:08:34 PM
Quote from: "KillerChair"
Dont know for sure, But does the rain flush have the standart damage stun?
If so you might want to remove (or lower) that. It would reduce alot of raging in crowded servers and it would'nt really give him a huge nerf.

I would also like it if the white pixel on gutsman's hand would be fixed :)

And i still think Snakeman should get something against flying or really high jumping opponents.
He seems redundant to use because people will start using gyroman/windman anyways.

SnakeMan gains a secondary weapon that throws snakes high maybe?

Removing rain stun would SUCK because then ToadMan's REALLY useless unless he's in a mosh pit. If you're going to ditch stun, there had better be a hugeass buff somewhere else to compensate (preferably range or damage BUT NOT BOTH)
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Tails on May 13, 2011, 09:27:36 PM
I've been wondering this for a long time, ever since V1A: Are there any secrets or easter eggs we should look for?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Gummywormz on May 13, 2011, 09:50:54 PM
Quote from: "Guardian Knight"
OBJECTION:
How can you call yourself good with Toadman? there is no Skill in Staying, Shooting and Jumping. The Class is Good, but you cant call yourself good this way.

Because no other toad men I've seen thus far have won a match. :p
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 13, 2011, 09:53:16 PM
Quote from: "Guardian Knight"
@Nu
All Classes you were complaining about have an Energy Bar.
You obviously didn't understand what I was saying.

YD, make yourself clearer next time D:
*cries in a corner*
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Emmanuelf06 on May 13, 2011, 10:28:25 PM
Toadman need to not use rainflush when he jumps, its just a troll who can spam in a big TDM/DM server without move/skill.
The others like hardman need a aim, stoneman need a aim for the circles, but toadman is the best joke.
He is usefull only on DM with 30 guys no?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Bikdark on May 13, 2011, 10:30:14 PM
Quote from: "Stonefunk"
Toadman need to not use rainflush when he jumps, its just a troll who can spam in a big TDM/DM server without move/skill.
The others like hardman need a aim, stoneman need a aim for the circles, but toadman is the best joke.
He is usefull only on DM with 30 guys no?
He just needs to not shoot it so fast. The Rain Flushes overlap eachother. Fix that and he won't be OP
Edit: Nevermind, Toad's fine. No nerf needed.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Rawk Hawk on May 13, 2011, 10:35:34 PM
Or, don't try to fight a Toad Man on a server of 30 people. Toad Man is only deemed "OP" in a fight with lots of people. Try fighting him in a duel or 2 on 2. He's incredibly weak then with no ranged attacks at all.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Bikdark on May 13, 2011, 10:36:55 PM
Quote from: "Rawk Hawk"
Or, don't try to fight a Toad Man on a server of 30 people. Toad Man is only deemed "OP" in a fight with lots of people. Try fighting him in a duel or 2 on 2. He's incredibly weak then with no ranged attacks at all.
Now that you mentioned that, I think toadman's fine.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Rawk Hawk on May 13, 2011, 10:44:22 PM
It was actually my initial impression of Toad Man that he was incredibly underpowered with only an AOE attack and the long hop. If any changes came to him, I'd say give him more power but less damage rate and give him ammo so a player can't just spam it forever.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Emmanuelf06 on May 13, 2011, 10:44:33 PM
Yes but classes mode is used on the server with a lot of people (for TDM right?)

"He just needs to not shoot it so fast. The Rain Flushes overlap eachother. Fix that and he won't be OP"

I agree.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Awbawlisk on May 14, 2011, 12:11:48 AM
yea... What rawk said... Fighting Toad Man 1 on 1 Toad Man sucks..... Unless his opponent does'nt knows what hes doing...

But overall (Except for the Pharaooh Man left and right fire sprites being reversed) Everythings nice! But.. I wonder who's idea it was to create this whole Dustman ammo system.... Not saying it sucks or anything... it cool.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Tesseractal on May 14, 2011, 01:15:30 AM
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
Okay, you asked for it... :lol:

I want to be able to start off as MegaMan Jet or MegaMan Power. Not being able to remove the armors and get charge buster back is annoying already... and you can't even use the kickass "hold mouse to fly like a NORMAL PERSON" flying that MegaMan Jet has when the game's on LMS (which 99% of Classes servers seemingly HAVE to use). You have classes that can fly anytime they want anyway, and even more classes have super-pimp jumps, so I don't think it's going to "BREAK THE GAME OMG" if you add Jet MegaMan and Power MegaMan. Please and thank you.

I'll use acs to make Megaman start with both the adaptors!

Absolutely not. Jet Mega Man and Treble Boost are INCREDIBLY annoying- and the flying ability should remain in stages that have those powerups. I mean they are so pivotal that while playing V4A, Lone would just camp the Jet Spawn spot in snakeman so that no one could get it. Adding Jet to the start would basically give MM three altfires, unbalance him a lot, and add flying to stages that totally don't need it. I oppose this more than anything else mentioned in the entire topic.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Nuy on May 14, 2011, 01:23:51 AM
Wouldn't starting with the adaptors give you LESS of a reason to play as proto man?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Hallan Parva on May 14, 2011, 01:25:35 AM
PharaohMan's alt isn't the greatest. I was expecting some awesome thing to happen, and what do I get? Shadow's air dash from Sonic Battle. (http://www.youtube.com/watch?v=5amqSwuhZKA) :cry: Please try to change it.

Anywhoo I finally tested ALL classes.
DiveMan's mines are super-weird. Please award the frags to the mine dropper!
DustMan is amazing. Love the new "scrap metal" system!
BrightMan reminds me of Halo. inb4yellowdevil Good buster, lobbing grenades.
Nice touch making the grenade blast blind instead of AOE blinding.
ToadMan is either OP or UP, depending on map size and number of players... :| THERE IS NO MIDDLE GROUND
RingMan is decent... I don't like having to mash the button to fire rings though, and the fire speed is lame...
SkullMan is just amazing... but I don't like how you're almost forced to abuse the "Super Saiyan Shield".
If you could make Skull's regular buster stronger but nerf the Saiyan boost, I'd consider him perfectly balanced.
Prolly forgetting someone but oh well.


EDIT: No.
Quote from: "Ice-IX"
Absolutely not. Jet Mega Man and Treble Boost are INCREDIBLY annoying- and the flying ability should remain in stages that have those powerups. I mean they are so pivotal that while playing V4A, Lone would just camp the Jet Spawn spot in snakeman so that no one could get it. Adding Jet to the start would basically give MM three altfires, unbalance him a lot, and add flying to stages that totally don't need it. I oppose this more than anything else mentioned in the entire topic.
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES. Yes Treble Boost is annoying. Powerful spread buster plus infinite flight as long as ammo's left? Aw hell no.

However, he said MEGAMAN and MEGAMAN ALONE would get the adaptors. MegaMan Jet's nowhere as bad as Treble Boost. He has a NORMAL BUSTER that does the default 10 damage and can't charge.

And how the hell do you get three alt-fires? Last time I checked you can only use armor once, and once it's on you can't take it off for standard MegaMan. So, if you abandon Charge Buster and Slide in favor of jets, you're forever without said Charge Buster and Slide.

Another thing: look at GyroMan. He gets nearly 20 seconds of full, uninterruptable flight PLUS a 3 or 4 hit KO and he's fine, yet Jet MegaMan with 2.5 seconds of THRUST (not even "real" flying) and a 10 hit KO buster is "cheap"? Flawed logic. Yet, Jet MegaMan will "unbalance the game" and add "unneccessary flight to levels", but GyroMan or the Alien won't add said unneccessary flight?

One final point: your argument with "hogging the adaptors" is flawed as well. If everyone starts with an adaptor, no one person can "deny" others from using it.

Think before you speak. Or else you just might regret opening your mouth. [/rant]
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Ivory on May 14, 2011, 01:36:52 AM
I'm not changing Pharaoh's Alt Fire. He wasn't even going to have an alt fire at first. Pharaoh Shot is more than enough. So I gave him hovering for faster travel and getting around high elevations easier. You can also hug with it though It's about the same as trying to poke someone to death with snakeman. Oh right, and unlike regular pharaoh shot, Pharaoh Man can easily spam small pharaoh balls due to it having a faster rate of fire. Get used to it, I'm not changing it.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Tesseractal on May 14, 2011, 01:48:52 AM
Quote from: "SmashBroPlusB"
Think before you speak. Or else you just might regret opening your mouth.

On the contrary, I actually have a better idea of what will happen if I failed to speak. I would regret a meaningless buff to Mega Man over perhaps taking fire from a fool who doesn't know balance if he was staring at a scale.

Quote from: "SmashBroPlusB"
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES. Yes Treble Boost is annoying. Powerful spread buster plus infinite flight as long as ammo's left? Aw hell no.

However, he said MEGAMAN and MEGAMAN ALONE would get the adaptors. MegaMan Jet's nowhere as bad as Treble Boost. He has a NORMAL BUSTER that does the default 10 damage and can't charge.

I'm mentioning it because if you think Mega Man should get the adaptors to start, there's no telling what will happen to Bass. He never explicitly stated "megaman alone"; that's your invention.

Quote from: "Yellow Devil"
I'll use acs to make Megaman start with both the adaptors!

I don't see anything about "Mega Man alone" in that statement, do you? I'm covering my bases, something you've failed to do entirely. I also make the comparison because the original Jet Mega Man adaptor did have infinite flight, and equally aggravating. I don't have any problem with the Jet or Treble adaptors; which is why I want them to stay the way they are.

Quote from: "SmashBroPlusB"
And how the hell do you get three alt-fires? Last time I checked you can only use armor once, and once it's on you can't take it off for standard MegaMan. So, if you abandon Charge Buster and Slide in favor of jets, you're forever without said Charge Buster and Slide.

I'm using "altfire" interchangably with "item": You have Charge Kick, Jet Adaptor, Power Adaptor. Technically yes, you only have two actual altfires. If you want to call me out on a technicality to claim a shred of intelligence, go for it. My point is that he has more items than any other class thus far and I'd call that a bit unbalanced, NOT the number of altfires he has.

Quote from: "SmashBroPlusB"
Another thing: look at GyroMan. He gets nearly 20 seconds of full, uninterruptable flight PLUS a 3 or 4 hit KO and he's fine, yet Jet MegaMan with 2.5 seconds of THRUST (not even "real" flying) and a 10 hit KO buster is "cheap"? Flawed logic. Yet, Jet MegaMan will "unbalance the game" and add "unneccessary flight to levels", but GyroMan or the Alien won't add said unneccessary flight?

To which I respond with your own words...

Quote from: "SmashBroPlusB"
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES.

I don't really want to discuss Gyro Man or Alien, but they get one attack and flight. Mega Man gets 64~ attacks and flight. See the difference? I also never stated anything to be "cheap"; that's another one of your inventions and you'll never see me use that word seriously. I'm no scrub.

Quote from: "SmashBroPlusB"
One final point: your argument with "hogging the adaptors" is flawed as well. If everyone starts with an adaptor, no one person can "deny" others from using it.
...You basically are summarizing my argument. If you start with it, you can't deny it from others. That's why I want it to stay as a spawn item. That's not really the point I was trying to make. It's that: Infinite Charge Kick on a whim makes Mega Man insanely useful as is, and giving him the Adaptors from the start is excessive. I don't see any benefit outweighing the fact that Mega Man becomes much more useful immediately than the other characters.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Bikdark on May 14, 2011, 01:58:27 AM
I must say, Skullman is most likely the most balanced class in the entire mod, along with Wind and Enker.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Alucard on May 14, 2011, 02:02:15 AM
Alright, I don't know if anyone pointed this out yet, but in OpenGL mode (maybe Software mode too, but idk) Power Megaman's idle sprite flickers. You may wanna see if this is fixable. Jet Megaman also flickers when walking or idling.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: SickSadWorld on May 14, 2011, 02:38:00 AM
Don't give Megaman the Adaptors but instead it might be appropriate to give him a BeatCall, Item1, Rush Coil, or similar things.

You should also think of a way to make Megaman more viable in LMS. I suggest using a system like the Skulltag mod All Out War 2: The Omega Project where you use the altfire or some special alias/ bind as a toggle between firing modes so that you can select between charged and regular style buster. This way it would prevent having to keep clicking or use a special bind in order to fire normally as in MM8BDM-v1d.

Hopefully you can implement behavior that allows Megaman to slide while charging and also slide regardless of what weapon is currently selected. I'm aware the latter is potentially a lot of work, but this is what Megaman was able to do in his actual games, so why not here?
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: RollGravityHolds on May 14, 2011, 06:10:18 AM
I noticed that when Plantman dies, he still can shoot and deal damage.. pretty wierd.
Also about the Gravity Hold (As Gravity Man, don't know about Megaman/Protoman/Bass) works differently in Dust Man AND Dive Man it made them fly like the old one. This can cause Dive Man being killed by his own mines and giving the point to the one who used Gravity Hold. Also Pharaoh Man and Skull Man (without shield) seems completely unaffected by Gravity Hold, they aren't forced down to the floor and the damage is like one Gravity Hold to Gravity Man himself.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: ice on May 14, 2011, 06:56:03 AM
I felt like I posted this before, if I did please delete this post

I'm miffed about how no classes other than megaman,bass,protoman can use beat, alot of classes are just plain suicide prone on stages like gyroman (so many highfives), I can understand non flying characters and wily made robots, but maby have only Light and cossack made robots able to use beat, bass (not sure why the heck he can use beat) can use treble rescue, and wily made robots get a reggae call instead? I already made flying rotations for reggae long ago for my enemy class mod.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 14, 2011, 08:43:13 AM
Quote from: "SickSadWorld"
Don't give Megaman the Adaptors but instead it might be appropriate to give him a BeatCall, Item1, Rush Coil, or similar things.

You should also think of a way to make Megaman more viable in LMS. I suggest using a system like the Skulltag mod All Out War 2: The Omega Project where you use the altfire or some special alias/ bind as a toggle between firing modes so that you can select between charged and regular style buster. This way it would prevent having to keep clicking or use a special bind in order to fire normally as in MM8BDM-v1d.

Hopefully you can implement behavior that allows Megaman to slide while charging and also slide regardless of what weapon is currently selected. I'm aware the latter is potentially a lot of work, but this is what Megaman was able to do in his actual games, so why not here?


If I make slide an inventory I can implement the other things you said.

Anyway on the whole adaptor discussion Jet Megaman can't shoot while he's flying but Treble Boost can, he's not really OP in the slightest. Power Megaman deals the most damage of any class in the game so I'll probably not make him start with one, just none s'pose.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: MagnetMan497 on May 14, 2011, 03:51:44 PM
My thoughts? I still haven't played V5 yet but I can emphasize some other thoughts.

Hardman should be given less jump to compensate for his "OP" attacks.
I cannot stress this enough, NERF GUTS. In large stges (and small) he is versatile and in openGL he is deadly. I say give his big rock 50 damage and the debris rocks 40.
WaveMan needs a faster ammo recharge buff, other than that he's perfect.
Spark and Bubble (especially Bubble) need ammo bars.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Myroc on May 14, 2011, 03:55:14 PM
Quote from: "MagnetMan497"
Spark and Bubble (especially Bubble) need ammo bars.
Why? They're perfectly fine without them. Giving a limit to them would only make them worse and more undesirable to play compared to other, more fun classes.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: MagnetMan497 on May 14, 2011, 03:57:48 PM
Because Bubble Lead is a quick firing 4 hit kill.
Title: Re: Class based modification (V5A - MM4 RELEASE!)
Post by: Max on May 14, 2011, 03:58:36 PM
Quote from: "MagnetMan497"
My thoughts? I still haven't played V5 yet but I can emphasize some other thoughts.

Hardman should be given less jump to compensate for his "OP" attacks.
I nerfed his attacks already
Quote
I cannot stress this enough, NERF GUTS. In large stges (and small) he is versatile and in openGL he is deadly. I say give his big rock 50 damage and the debris rocks 40.
(click to show/hide)
Quote
WaveMan needs a faster ammo recharge buff, other than that he's perfect.
Spark and Bubble (especially Bubble) need ammo bars.

First : Sure
Second : They both have downsides to their attacks, it's 5 hit btw
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 14, 2011, 05:19:01 PM
V5B release. I'll do a changelog next time, I promise! Just some MM4 balance... Nothing secret!*

*there is something secret
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Sora on May 14, 2011, 05:32:37 PM
Whaaaaaaaaaaaaaat is it, YD?  :p
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 14, 2011, 05:35:01 PM
TAUNTS! WHY!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 14, 2011, 05:45:30 PM
Some find them funny, some don't. You can turn them off by going to multiplayer.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 14, 2011, 05:48:49 PM
I've always wondered how to even do a taunt? [/noobquestion]
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Copy Robot on May 14, 2011, 06:00:59 PM
Not sure if this very minor glitch was reported but...
Quint starts off as Mega Buster colors until he switches to Sakugarne.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MLDKF on May 14, 2011, 06:11:18 PM
I like these changes. Shadow Man's change is definately better. However, some characters don't use taunts. Why not do what you did for Bass and add in some from other places that would associate with them? For example, Bubble Man could use one of BubbleMan.EXE's lines from Mega Man NT Warrior, Star Man's could be a short insert of the Starman theme from Super Mario Bros., and there are a few lines from the shows that could have been used, but weren't such as Crash Man and Quick Man
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 14, 2011, 06:13:36 PM
Quote from: "MagnetMan497"
I've always wondered how to even do a taunt? [/noobquestion]

MM497, here's how to use taunts:

-Go to Configure Controls
-Look for taunt, and put it to a key. (Default is the U key I think.)
-Press the key you used.
-Spam it
-???????????????????????
-PROFIT!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CutmanMike on May 14, 2011, 06:14:03 PM
Please don't take taunts seriously folks. I am not downloading extra versions just because some "cool/funny" taunt ideas were added  :?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CHAOS_FANTAZY on May 14, 2011, 06:14:43 PM
I only liked a few of the taunts.  You made me go through, class-by-class, to see who had them.  A couple seem unnecessarily long and rambly, like Wily's and Fire-Man's.

I was disappointed to find that many of my favorite classes didn't have one  :cry:

EDIT:  I totally didn't come here just to talk about taunts.
An old, yet unreported glitch still exists:  If one holds still and spectates as the Charge-Man class, the puff of smoke will still appear from the area at which you spectated.  Not a huge issue, but, y'know, complaining about lagging.

Also, I love the MM4 classes, especially Dive-Man.  Any more planned classes as of right now?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 14, 2011, 06:19:30 PM
Someone can PM me with taunt ideas and / or .wavs if they want, i'm always open to moar taunts
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Emmanuelf06 on May 14, 2011, 06:20:07 PM
I wanted know, Heatman is the same or the gauge is modified (can use more flames?) Idk...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 14, 2011, 06:53:33 PM
Quote from: "Yellow Devil"
Someone can PM me with taunt ideas and / or .wavs if they want, i'm always open to moar taunts

Well, for the MM2 classes that lack taunts, use some D&B lines or something.

As for Woodman, who has a taunt, I think you should make him have some "I feel INCREDIBLLLLLLEEEEEEEEE" lines.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Awbawlisk on May 14, 2011, 07:38:13 PM
OOOOOOOHHHH YES! HE CAN WIN! HE CAN DO THIS! *Woodman gets 1 hit killed by mega buster*

Idea for megaman taunt: NOW I GOT YOU'RE POWER!
Idea for quickman taunt: THINK FAST!
(Other taunt ideas for kutman): 1.Im goin to make paper dolls out of you! 2.Lets cut to the chase! HEY MEGAMAN! YOU'RE A LITTLE LOW ON AIR!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 14, 2011, 07:53:56 PM
As a Wood Man player, I must say, his shield really should activate a bit faster.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SickSadWorld on May 15, 2011, 01:39:40 AM
Take out the taunts.

(I haven't played this yet but I know from Skulltag this won't end up well)

Alternately, they need to be a lot shorter and contain less rambling.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 15, 2011, 02:06:05 AM
Quote from: "SickSadWorld"
Take out the taunts.

(I haven't played this yet but I know from Skulltag this won't end up well)

Alternately, they need to be a lot shorter and contain less rambling.

Agreed. Also, try to make Protoman's Whistle play when he spawns.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Turbodude on May 15, 2011, 03:20:40 AM
Quote from: "SickSadWorld"
Take out the taunts.
Alternately, they need to be a lot shorter and contain less rambling.
(http://i53.tinypic.com/2i14s0.png)
Problem solved, but I do agree that some are a bit too long (obviously Fire's).
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Tails on May 15, 2011, 03:43:14 AM
Because I have to wait until Tuesday to get a new tower (I dunno if the programs will transfer too.. I might have to get MM8BDM again), I have to wait to try the classes. Also, any other seecrets planned? Like secret classes? (Roll, auto and Bondman are ready to be secret classes and you know it! D:)
Before I forget, I'd like to say thanks for YD and the crew for classes. 'Been a follower since V1A and loved it!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SickSadWorld on May 15, 2011, 03:54:39 AM
Quote from: "sonicfan966"
Quote from: "SickSadWorld"
Take out the taunts.
Alternately, they need to be a lot shorter and contain less rambling.
(http://i53.tinypic.com/2i14s0.png)
Problem solved, but I do agree that some are a bit too long (obviously Fire's).

I understand how to disable taunts. That's not the point.

If you are interacting with people online you should be receiving all the communication directed at you. Disabling taunts is like burying your head in the sand WAAAH WAAAH THE MEAN INTERNET GUYS ARE BEING MEAN I WILL IGNORE THEM

A better solution is to make taunts more like they should be ie. like a short chuckle (or even better) remove them all together. The lack of taunts was one thing that made the gameplay experience "more mature" than typical Skulltag. Now that's out the window, but hey features. Maybe next someone will add cacodemon or imp sprites or something.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 15, 2011, 04:31:42 AM
Quote from: "SickSadWorld"
cacodemon
I think someone's never played Project Jitterskull  :p
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Turbodude on May 15, 2011, 05:22:11 AM
Quote from: "SickSadWorld"
The lack of taunts was one thing that made the gameplay experience "more mature" than typical Skulltag.
Personally, I agree with this (having to hear people spam Illucia's taunt on regular Skulltag was hell to my ears. :/), but in all honesty, 8BDM isn't the first thing I think of when I hear "Mature". There are mature people involved in the community, but it is a game based on something with an appeal to younger audiences.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SoniaNature on May 15, 2011, 06:21:55 AM
I don't get what you mean when you say you don't want to turn them off, yet you want them gone. They're both the exact same thing. Either way, you don't hear them, just another way anyone who wants to spam that on their own can. It's not you're being forced to hear them. I honestly can't find a single thing wrong with them at all.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Sora on May 15, 2011, 06:33:13 AM
I agree...plus, who doesn't want to hear "KUNG-FU CUUUUUTMAAAAAAAN!!!" about a million times in one battle?  :mrgreen:

But seriously, I think the taunts are genius and I hope they don't get taken out in later versions...  :(

You can call me Toppy  :lol:
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SickSadWorld on May 15, 2011, 06:48:10 AM
Quote from: "SoniaNature"
I don't get what you mean when you say you don't want to turn them off, yet you want them gone. They're both the exact same thing. Either way, you don't hear them, just another way anyone who wants to spam that on their own can. It's not you're being forced to hear them. I honestly can't find a single thing wrong with them at all.

Then I'll spell it out for you.

It doesn't fit the art style. Megaman 8-bit deathmatch? More like Megaman animated series tauntmatch. There's nothing of value added to the gameplay with the addition of taunts.

Another important side effect is that the addition of a lot of uncompressed audio adds significantly to the package file size.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Emmanuelf06 on May 15, 2011, 08:14:01 AM
I like a lot the sounds "KUNG FU CUTMAAAAAN!!!" hahaha XD
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 15, 2011, 08:43:41 AM
Not only is the taunts out of place, they haunt me even after turning them off, because the people keep spamming the bloody things in the fucking chat as well. : |
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 15, 2011, 11:54:57 AM
Quote from: "sonicfan966"
but it is a game based on something with an appeal to younger audiences.
What? These games were created 20-odd years ago. I swear the youngest active user on here is 12, and that's an odd one out. We're a pretty old community if you really take things into account. Are we all mature? Not at all. But we're cerntaintly not young.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CHAOS_FANTAZY on May 15, 2011, 02:38:45 PM
Guys, seriously, can we stop arguing about the taunts?  They were in the original Doom, and the original Doom has the option to turn them off.  I feel you have no room to complain.  File size barely means a thing; at the moment, it still only takes me about 9 seconds to grab the latest Classes.

Taunts add nothing?  Looks like an opinion to me.  Look at Super Smash Bros.!  Taunts are designed to infuriate the opponent--and looks like they have, albeit not in the way that was expected.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: sipfried on May 15, 2011, 02:39:19 PM
why got megaman the taunt of protoman?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 15, 2011, 03:39:50 PM
Quote from: "CHAOS_FANTAZY"
Guys, seriously, can we stop arguing about the taunts?  They were in the original Doom, and the original Doom has the option to turn them off.  I feel you have no room to complain.  File size barely means a thing; at the moment, it still only takes me about 9 seconds to grab the latest Classes.

Taunts add nothing?  Looks like an opinion to me.  Look at Super Smash Bros.!  Taunts are designed to infuriate the opponent--and looks like they have, albeit not in the way that was expected.

Some Taunts in Smash Bros (like Luigi's) were just weak attacks disguised as taunts.

And your mentioning Smash Bros brought me to think more on the "Smash Bros Mode" creation.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 15, 2011, 04:13:23 PM
So many pepole complaining about top. I swear to god if he's changed I'll.. eat a baby.. idunno >.> Still, he isn't op.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 15, 2011, 04:25:13 PM
noone said anything topman related for the last few pages, besides, skullman is a perfect top counter
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 15, 2011, 04:26:26 PM
Quote from: "ice"
noone said anything topman related for the last few pages, besides, skullman is a perfect top counter
On servers. I never said it was on here =/
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 15, 2011, 04:27:25 PM
Quote from: "*Nu*"
So many pepole complaining about top. I swear to god if he's changed I'll.. eat a baby.. idunno >.> Still, he isn't op.

OP and OP, I keep claiming that the ranged top toss doesn't belong on Top Man. It gives him a way to fight back against ranged and flying opponents, and as someone who has the capability to OHKO someone at close range and the speed to catch up to someone... it really makes him the king of close combat ambush tactics. So why should he then have something that deals damage at mid-range? Fighting at range should clearly be a disadvantage of the class, and the only way I see it happening is if the top throw is removed.

And here's the point where everyone keeps saying "but the top throw sucks!". In which case, why is it even on Top Man to begin with? If it is useful against opponents at ranged, then it really shouldn't be, and if it isn't useful, why have it there regardless?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 15, 2011, 04:34:31 PM
Its not that the spinning tops "suck" its just that they're very situational. If you're just using them by themselves then they're going to suck and you're using him wrong.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 15, 2011, 04:42:39 PM
Well, exactly. I don't want Top Man to be able to have the tops in situations where it would be an advantage to him. He already has the ability of OHKO ambush and speed to do it. It feels like he doesn't have enough penalties. Hell, even the pitiful amounts of health he has isn't depleted fast enough until he has caught up to you.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on May 15, 2011, 05:23:22 PM
Quote from: "CHAOS_FANTAZY"
They were in the original Doom, and the original Doom has the option to turn them off.

Doom does not have taunts. You are confusing what a source port added from what was actually in the vanilla game.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 15, 2011, 09:11:22 PM
Quote from: "Myroc"
I keep claiming that the ranged top toss doesn't belong on Top Man. It gives him a way to fight back against ranged and flying opponents, and as someone who has the capability to OHKO someone at close range and the speed to catch up to someone... it really makes him the king of close combat ambush tactics. So why should he then have something that deals damage at mid-range? Fighting at range should clearly be a disadvantage of the class, and the only way I see it happening is if the top throw is removed.

And here's the point where everyone keeps saying "but the top throw sucks!". In which case, why is it even on Top Man to begin with? If it is useful against opponents at ranged, then it really shouldn't be, and if it isn't useful, why have it there regardless?
I facedesked so hard when I read this. Myroc, you're the only one complaining about Topman. Top needs the Spinning top throw because it's another way to fight, if all he did was spin, he'd be way too predictable.
Also, I've seen you play as Top 2-3 times max, so why should you care if he gets nerfed or not? If the Spinning Top throw makes no difference in your mind, then why should it be changed?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 15, 2011, 09:19:53 PM
Anything extensive I write up is only going to be similar to what I wrote up originally. So I'll summarize this rather neatly. I don't want Top being able to fight back in area's where he shouldn't fight back in. He shouldn't be able to stand a chance at mid to long-range.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Kackebango on May 15, 2011, 09:38:54 PM
Can we make that all the flying character can fly up and down using well the "fly up/down commands" of Skulltag?
Like I have "fly up" on R and "fly down" on F and it would make things alot more handy. Also, Plantman's buster needs a new look.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 15, 2011, 10:07:36 PM
Oh look, we're almost on 200 pages. I totally needed to make a post pointing this out >.<
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 16, 2011, 01:41:12 AM
Quote from: "Kackebango"
Can we make that all the flying character can fly up and down using well the "fly up/down commands" of Skulltag?
Like I have "fly up" on R and "fly down" on F and it would make things alot more handy. Also, Plantman's buster needs a new look.
I agree with you on the Plantman Buster thing, but when I've asked Chimera, he just sort of said "Do it yourself."

Also, I'm pretty sure you can use Fly up and Fly down for the flying classes, at least you can with Wily/Gyro.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 16, 2011, 01:56:14 AM
Quote from: "Myroc"
I don't want Top being able to fight back in area's where he shouldn't fight back in. He shouldn't be able to stand a chance at mid to long-range.
What about Magnetman? He's a sniper, yet has a close range attack. According to your logic, he shouldn't have the magnet pull, because he's a sniper. And in your mind, if something's a sniper, he shouldn't be able to defend himself if he get's caught.
Nearly all the classes have 2 different range weapons:
Needleman
Topman
Magnetman
Tomahawkman
Hardman
Snakeman
Punk
Ballade
And so many others.
Quite frankly, I just think you've got something against the class >.>
Hopefully my post doesn't get removed because of the above sentence ;_;
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 16, 2011, 07:26:42 AM
Quote from: "Bikdark"
Quote from: "Myroc"
I don't want Top being able to fight back in area's where he shouldn't fight back in. He shouldn't be able to stand a chance at mid to long-range.
What about Magnetman? He's a sniper, yet has a close range attack. According to your logic, he shouldn't have the magnet pull, because he's a sniper. And in your mind, if something's a sniper, he shouldn't be able to defend himself if he get's caught.
I've been saying this as well, although it's a much more minor issue. He's a long-range class... with a short-range attack? Granted, he did have the magnet pull in MM3, but it's always struck me as out of place as well. : |
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Someguy on May 16, 2011, 11:15:05 AM
Topman's fine.  He had tops in the game, he had top spin in the game, he was weak in the game.

Yeah, Topman's fine, don't complain please, he needs tops against certain chars like Gyro and Toad.


Snakeman could use a better alt, like spitting poison to take on flyers, just saying.  Snake vs Gyro on LMS is just cruel.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 16, 2011, 11:22:06 AM
magnets pulling you closer? How is that out of place?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 16, 2011, 11:29:22 AM
Quote from: "*Nu*"
magnets pulling you closer? How is that out of place?
I mean out of place for the class' main purpose, which is long-range attacks.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 16, 2011, 12:22:49 PM
I understand what you're saying, but magnets aren't the best in terms of homing. Straifing lets you avoid them.

Something that's bothering me is I believe the Mega Man 4 RMs aren't in the group photo when you start the client.

Also, YD, Skull Mans bars still drain top to bottom, not right to left.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Kackebango on May 16, 2011, 02:04:35 PM
Quote from: "Korby"
Quote from: "Kackebango"
Can we make that all the flying character can fly up and down using well the "fly up/down commands" of Skulltag?
Like I have "fly up" on R and "fly down" on F and it would make things alot more handy. Also, Plantman's buster needs a new look.
I agree with you on the Plantman Buster thing, but when I've asked Chimera, he just sort of said "Do it yourself."

Also, I'm pretty sure you can use Fly up and Fly down for the flying classes, at least you can with Wily/Gyro.

Well, Windman sure can't. And it makes me sad.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 16, 2011, 02:23:20 PM
Quote from: "*Nu*"
I understand what you're saying, but magnets aren't the best in terms of homing. Straifing lets you avoid them.
Yeah uhh Myroc I don't want people being completely useless in some ranges...

Quote
Something that's bothering me is I believe the Mega Man 4 RMs aren't in the group photo when you start the client.
You're right, but nobody really cares about that anyway. I'll probably remove it.

Quote
Also, YD, Skull Mans bars still drain top to bottom, not right to left.
Haha wow, that shows you're the only person playing horizontal! Fixed
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 16, 2011, 03:13:09 PM
I care about it! It looks nifty and always reminds me the sheer quantity of Classes and thus reminds me how great of a job all of you did.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: LikeLakers2 on May 16, 2011, 06:14:47 PM
I really love the new classes version!

One thing that annoys me is Magnet Man's alt fire. I was told yesterday that it is a Magnet Attractor. I didn't know it was that until I was told so. Perhaps add some way to make it easier to tell that it is a magnet attractor?

Second, I see a lot of charactors got taunts now. ProtoMan, Bright Man, Pharoah Man, Bass, Wood Man, Gravity Man, and especially Cut Man are among the characters with taunts I really like.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: -RanRan on May 16, 2011, 07:17:14 PM
Quote from: "LikeLakers2"
I really love the new classes version!

One thing that annoys me is Magnet Man's alt fire. I was told yesterday that it is a Magnet Attractor. I didn't know it was that until I was told so. Perhaps add some way to make it easier to tell that it is a magnet attractor?

Second, I see a lot of charactors got taunts now. ProtoMan, Bright Man, Pharoah Man, Bass, Wood Man, Gravity Man, and especially Cut Man are among the characters with taunts I really like.

There is an Image for Magnetman's Sprites that show him getting into Magnet Attractor Stance. If we do the same for Needle's Crown of Thorns by adding the thrusting image for him, We can add the Magnet Attractor Image for Magnetman.

Also, upon LL's statement; Yes, many classes have taunts now.
Sadly, they are statements taken from the Megaman Cartoon Show.
Meaning for the Masters that did not have a previlant voice actor for it, we will either have to take the Weapon firing sounds from the Master's MM Series from which it is from, or someone will have to make Fangame Voice Acting Taunts.

If we take the latter option, I'll toss in my - to help with it. But, I don't have a mike to do my own voice, save for my Blackberry. If possible, we'll need to rally together people with voices that fit the personality of the Master. Auto-Tune will work wonders. :D
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 16, 2011, 08:36:25 PM
that shouldent be an issue, Brotoad's "Can't let you do that" is bass's taunt
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SaviorSword on May 17, 2011, 02:53:54 AM
Now why does my server always crash when I host classes possession?

(http://i53.tinypic.com/30hpwgg.png)

Please explain, this is the error message that I always get.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 17, 2011, 03:14:08 AM
Quote from: "SaviorSword"
Now why does my server always crash when I host classes possession?

(http://i53.tinypic.com/30hpwgg.png)

Please explain, this is the error message that I always get.

malloc is short for Memory Allocate, if I remember well. "Could not malloc 688 bytes" may mean that your RAM has reached its limit, I think.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SaviorSword on May 17, 2011, 04:07:53 AM
That doesn't make sense. I have 3.8 GB on my laptop, so it must be somethin' else that is causin' the crash.

Edit: 2000th post on this project mess :P
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 17, 2011, 04:14:12 AM
Quote from: "SaviorSword"
That doesn't make sense. I have 3.8 GB on my laptop, so it must be somethin' else that is causin' the crash.

Edit: 2000th post on this project mess :P

Also, I think it is not as rare as it seems:
http://www.skulltag.com/forum/viewtopic ... 4&p=256640 (http://www.skulltag.com/forum/viewtopic.php?f=33&t=20784&p=256640)

Edit: some extra info on what malloc means.
http://www.cplusplus.com/reference/clib ... ib/malloc/ (http://www.cplusplus.com/reference/clibrary/cstdlib/malloc/)

And a bit from Wikipedia:
Quote
Common errors

The improper use of malloc and related functions can frequently be a source of bugs.

Allocation failure

malloc is not guaranteed to succeed—if there is no memory available, or if the program has exceeded the amount of memory it is allowed to reference, malloc will return a null pointer, which should always be checked for after allocation. Many programs do not check for malloc failure. Such a program would attempt to use the null pointer returned by malloc as if it pointed to allocated memory, and the program would crash.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 17, 2011, 04:27:48 AM
Has the drillman item glitch been fixed yet?
The one where he can easily use items while underground?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SaviorSword on May 17, 2011, 11:12:30 AM
Well, BUGGER! (no pun intended) What I gathered, that's some more bugs for ya guys to squash, yay! Knowin' the history of the (not) many successful bug raids, I see that this problem will be resolved quickly!
/endsarcasm
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 17, 2011, 03:58:28 PM
Fixing bugs leads to more bugs. Class leads to nerf, pepole complain he's to weak, he gets buff, pepole say he's op, ect ect. I've already seen pepole say shadow is OP.

Back on the subject of Top Man, if he were slow, it'd be even harder to sneak up on pepole and impossible to go head on since spinning tops aren't a direct form of combat. Missing tops means he's highly predictable and easier to kill. That might be good for the oppenets but damn near useless to play as. Top is hard to play as, as is. You're saying nerf him because of how Rose and I play, I've said it before so I'll say it again, Skill does NOT mean op. Top Man is fine, if he worked like he did in game with spinning on the floor and homming tops, then he'd be op. However he doesn't so he isn't.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 17, 2011, 04:38:07 PM
Quote from: "*Nu*"
Top is hard to play as, as is.
AHAHAHAHAHAHAHAHA

Good one.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: LikeLakers2 on May 17, 2011, 04:44:41 PM
Quote from: "*Nu*"
Fixing bugs leads to more bugs.
Because people sometimes don't check to make sure it will still work properly, leaving us customers to have to complain to the creator to get it fixed.

(if I said something wrong there, please correct me)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on May 17, 2011, 06:19:47 PM
Actually they do indeed test it. you can see servers where YD, CutmanMike, and someone else test every version of this.  It's simply that not every problem makes itself visible at times, only for someone to speak about it later.  And most people do not necessarily complain, they merely point it out.  The only people who complain are the people who are sick of getting killed by the character over and over again.  For example, Topman, he is only powerful if he can manage to sneak up on someone. Apart from that, it doesn't take much to own topman, especially if you have someone who has rapid fire like needleman.  Classes are all a matter of who's using it and how they're using it.

Aside from all the current buffs/nerfs, I am curious about other classes.  I see the four megaman killers, the 3 three power absorbers, and every robot master from 1-6.  What I would like to know is aside from continuting down the path of all the robot masters, are there any plans for other classes? Just as a few examples, the darkman 1-4, roll (not that id be particularly thrilled, but I have a cousin who would), the stardroids, or even just some random one that might make the gameplay different?  Sorry if I'm being nosy, I'm simply curious about this project. It is one of my favorite mods for this game.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 17, 2011, 06:39:40 PM
I might, MIGHT, make some form of an extended classes pk3 with classes like Darkmen, Roll, Time and Oil men, Bondman, Auto & Eddie etc... that way it doesn't have to be played (might be a bit too silly for few!) but mostly every class will be covered.

If classes like those get good reception they might just make it into the main classes pk3.

Still unsure on this idea.

EDIT: Think of it like the TF2 beta, things will be unbalanced because it's a place for us to test new ideas/classes and see if they're worthy for main pk3 use.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on May 17, 2011, 06:51:11 PM
I actually like that idea. A testing bed for new ideas without it breaking the main game.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: -RanRan on May 17, 2011, 07:14:43 PM
If it'll be tested in the way gamers test in Closed Beta, we'll need a hoster to put up a Dependant Sevrer on which it'll take place.

Someone who will have in a pre-set maplist, and will have the standard wads needed to test the information/code at hand to be tested. This would ensure it is developed in a speedy manner, so that things keep on swimmin'.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 17, 2011, 07:18:11 PM
Quote from: "Myroc"
Quote from: "*Nu*"
Top is hard to play as, as is.
AHAHAHAHAHAHAHAHA

Good one.
Oh. No. He is.
Because of his high speed, using Topspin becomes difficult.
Myroc, YD already said he's not removing Top Throw, just drop it >.>
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 17, 2011, 07:48:09 PM
Well in that case I must be really really good at this game because Top Man is really easy to use for me.

EDIT: Also, in terms of the "Classes Beta," I suggest a new topic for it, 'cause this one's pretty bloated as is.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Smunch on May 17, 2011, 09:11:26 PM
*longest whiny post I've written in ages*

This post originally started off as just about the Top Man discussion, but then I decided to go on about all sorts of classes and possible balancing after mentioning Heat once.

On the subject of Top Man.. I was watching The Rush play as him in Team Possession, and he claimed to almost never use top throw.  In 4 rounds, he had 56 kills, about 2.5 times that of anyone else.  Top is definitely easy to kill with.  He's one of those classes that are absolutely ridiculous in some aspect, similar to Hard (resistancewise).  However, because of this, its kinda odd to nerf them, while still retaining their usefulness.  Go into a TDM, and Top men always often lead their team very easily, whereas classes like Heat never see the light of the lead.    These are the grounds for a nerf of some sort that I can somewhat argue.. but I'm clueless onto how said nerf should be applied.  

Whiiiich brings me to Heat Man.  Who really really.. sucks.  Mainly because I feel like ammo is too much of an issue with him.  It seems to run out too quickly, or not recharge quick enough.  After Heat's first few attacks, he can't really do much else.  

Also, will Bomb Man's Mega Bomb explosion ever be fixed? Since its explosion trajectory is reaaaally disjointed, and the explosion sprite is still nowhere near the bomb. I can imagine its a pain to fix, but its a pain to die to ridiculously far off bombs too.  Especially when he can use them so often.

Another person is Gyro.  He's good as he is.  I think a 4HKO would be more fitting than a 3HKO, due to the infinite ammo and useful trajectory (in comparison to Tomahawk).  Unless this got implemented and I didn't notice.  Haven't played too much 5b to be totally certain on this one.

Wily;  is he supposed to stay in Alien form even after you run out of ammo?  Because he does, and its kind of abusable in certain games, as well as retreats.  Otherwise, he's fine as is.

Drillman, Drillman, Drillman.  I feel like he's just a beefed version of Woodman, with more useful invincibility that does better damage after its release and a better, less ammo consuming attack.  Well, technically, since the ammo bars are two different ones, he can attack, then hide.  Poor woody has to choose to attack with pitiful projectiles or hide while being followed throughout the slow walking invincibility.  Poor woody, outdone in every way, except maybe resistance.

Magnetman's magnet pull really sucks.  Badly.  More range, or damage?  Just as long as it doesn't cause lag.  Speaking of lag, Airman's alt 'apparently' lags pretty hard when used enough, which is sad because I enjoy using him too.  I think Flameman's laggy alt got fixed, but not sure.  I'd mention Pharaoh Aura/Chargeman's Charge too, but that seems unavoidable.

Crystalman.. has his ammo been increased?  Since he can get really spammy very easily indoors.  Whichever version allowed 4 shots of alt fire I think had it best.

Gravityman;  since Gravity Hold is less useful than it was when it could fling people around, or send people onto the ceiling.. should it recharge a little faster now? Since it doesn't do much damage most of the time anyway.  

Waveman; his waves recharge preeeetty slow, sorta like Heatman.  The harpoons don't give much coverage after running out of the wave so quickly.  Minor recharge rate increase?

Needleman: the firing, its so spammable. I don't really know what to say on this class, except the combination of the spammy firing and powerful melee alt make him seem a bit overpowered.  But not too much.

Hardman; I don't wanna bother discussing him in detail (which everyone else did pages ago I believe), but I feel like he's too useful in bigger games.  Minor armor weakening to buster type weapons? A hair slower firing rate?  

Ok, now that I got that all down, possibly forgetting a class or two.. I'll let this sit here to be ignored/disproven.  Or at least spark a discussion on one of the classes that no one mentions. (heat, air, magnet, wave..)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 17, 2011, 10:21:42 PM
I can send you my roll class once i get her hud sprites

(buster and throwing)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 17, 2011, 10:39:19 PM
Quote from: "MagnetMan497"
I can send you my roll class once i get her hud sprites

(buster and throwing)
Well, you could always edit Mega's buster, and for throwing, edit Bomb or Guts' frames.
I can't HUD make, so I wouldn't be able to help you there.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 17, 2011, 11:02:07 PM
I can't sprite edit anymore

tl;dr Ms paint failed on me
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 18, 2011, 03:14:04 AM
Quote from: "Smunch"
*longest whiny post I've written in ages*

This post originally started off as just about the Top Man discussion, but then I decided to go on about all sorts of classes and possible balancing after mentioning Heat once.

On the subject of Top Man.. I was watching The Rush play as him in Team Possession, and he claimed to almost never use top throw.  In 4 rounds, he had 56 kills, about 2.5 times that of anyone else.  Top is definitely easy to kill with.  He's one of those classes that are absolutely ridiculous in some aspect, similar to Hard (resistancewise).  However, because of this, its kinda odd to nerf them, while still retaining their usefulness.  Go into a TDM, and Top men always often lead their team very easily, whereas classes like Heat never see the light of the lead.    These are the grounds for a nerf of some sort that I can somewhat argue.. but I'm clueless onto how said nerf should be applied.  From what I've seen... Top is one of those types of classes that get harder to kill with the more skill your opponents have. Try to play with stronger opponents as top, you start to feel weak balanced awfully fast.

Whiiiich brings me to Heat Man.  Who really really.. sucks.  Mainly because I feel like ammo is too much of an issue with him.  It seems to run out too quickly, or not recharge quick enough.  After Heat's first few attacks, he can't really do much else.  HEET is good, hes faster than quickman, kills most classes fast, and can lock down areas very quickly. That being said, hes only good at defense and absolutely terrible at offense. If we are going to talk about team games, hes okay with support.

Also, will Bomb Man's Mega Bomb explosion ever be fixed? Since its explosion trajectory is reaaaally disjointed, and the explosion sprite is still nowhere near the bomb. I can imagine its a pain to fix, but its a pain to die to ridiculously far off bombs too.  Especially when he can use them so often.To any Dev :Pretty please fix the bomb glitch.

Another person is Gyro.  He's good as he is.  I think a 4HKO would be more fitting than a 3HKO, due to the infinite ammo and useful trajectory (in comparison to Tomahawk).  Unless this got implemented and I didn't notice.  Haven't played too much 5b to be totally certain on this one.I think gyro needs to be slightly different than this he needs less power, and a slower projectile, since hes kinda the fastest in terms of overall mobility.

Wily;  is he supposed to stay in Alien form even after you run out of ammo?  Because he does, and its kind of abusable in certain games, as well as retreats.  Otherwise, he's fine as is.Many may not agree with this... But the infinite fly thing is in need of fixifications.

Drillman, Drillman, Drillman.  I feel like he's just a beefed version of Woodman, with more useful invincibility that does better damage after its release and a better, less ammo consuming attack.  Well, technically, since the ammo bars are two different ones, he can attack, then hide.  Poor woody has to choose to attack with pitiful projectiles or hide while being followed throughout the slow walking invincibility.  Poor woody, outdone in every way, except maybe resistance.Hes really strong. Can use E and M tanks, (as well as tango) I wouldnt say nerf but... Other people should be asked on this...

Magnetman's magnet pull really sucks.  Badly.  More range, or damage?  Just as long as it doesn't cause lag.  Speaking of lag, Airman's alt 'apparently' lags pretty hard when used enough, which is sad because I enjoy using him too.  I think Flameman's laggy alt got fixed, but not sure.  I'd mention Pharaoh Aura/Chargeman's Charge too, but that seems unavoidable.OLO I love Airman's laggy alt, but yea, Magman is pretty... umm... Well he can't counter hard too well, since hard can straferun past mags.... Yes hardman can. Mag needs some TLC...

Crystalman.. has his ammo been increased?  Since he can get really spammy very easily indoors.  Whichever version allowed 4 shots of alt fire I think had it best.Crystal, as well as star are now extremely strong, as crystal can control entire areas, where as star cant be outran if he hugs you, or he can just throw starcrash and run.

Gravityman;  since Gravity Hold is less useful than it was when it could fling people around, or send people onto the ceiling.. should it recharge a little faster now? Since it doesn't do much damage most of the time anyway.  I miss the previous gmang, before he had a buster noif. Other than that hes THE best anti air class, being if they are not smart enough to just sit back and Gyro you or shoot you from afar, or if its poor windmang... His ghold is pretty useful though, it just takes some getting used to.

Waveman; his waves recharge preeeetty slow, sorta like Heatman.  The harpoons don't give much coverage after running out of the wave so quickly.  Minor recharge rate increase?He can destroy if you chose to save your waves, as one shot of waves hold them in place so you can hit them with harpoons, then repeat.

Needleman: the firing, its so spammable. I don't really know what to say on this class, except the combination of the spammy firing and powerful melee alt make him seem a bit overpowered.  But not too much.I'd say hes the second strongest class, after crashman, both need some... I dont wanna say it...

Hardman; I don't wanna bother discussing him in detail (which everyone else did pages ago I believe), but I feel like he's too useful in bigger games.  Minor armor weakening to buster type weapons? A hair slower firing rate?Another class that gets harder to use the more skilled your opponent is...I still dont get why lotsa people say hes too strong. I've taken many hardmen down with out taking a single hit, as its not that hard to fight him... Anyway hes been nerfed. Hard. 45 damage per hardknuck. Hes more of a punching bag now.  

Ok, now that I got that all down, possibly forgetting a class or two.. I'll let this sit here to be ignored/disproven.  Or at least spark a discussion on one of the classes that no one mentions. (heat, air, magnet, wave..)8D
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on May 18, 2011, 02:23:16 PM
At this point, I have just tested all the classes in their respective stages. I do not mean to diss you, Smunch, but I find most of your claims...false. Here is my findings on the characters you said something about.  My testing procedure was simple: 10 frags against a bass, megaman, and protoman class (obviously, some trickery was required with protoman due to that blasted shield...)

Topman:  It's as I said earlier. Topman is made for sneaking up on people. He gets slowed, no one will play as him simply because his purpose is essentially nullified.

Heatman:  He does not suck.  The thing about him is that most of his fighting relies on trickery and placement.  And the occasional heat tackle...

Bombman:  I'll give you that the mega bomb can suck when it's used against you, but come on, can you truly deny that it's funny to watch something get fragged by an invisible bomb?

Gyroman:  He is fairly balanced as it is, considering the only real way to damage someone requires being at point blank range or a lot of anticipation of where your opponent is going to move.  Which brings the subject of his mobility. This is what ensures that gyroman doesn't get totally screwed. Being able to run away gives him the edge that most other classes dont have

Wily:  This is the only one where I fully agree with you. It is far too easy to just turn alien, fly up to a random hard-to-reach location, and pummel an unsuspecting victim who can't fight back to well.

Drillman:  First off, to Muzaru, complaining about him using Tango is touchy anyway, considering Tango's uses (with effective results anyway) are very limited.  Anyways, Drillman's weapon itself is very consuming, and like gyro requires a lot of anticipation or point-blank range.  This gives him only one other option for attacking: His drilling attack.  While difficult to pull of because people hear you coming and run, it is still very possible to surprise someone with it, and often has effective results.  There is, however, the rare occasion where you're playing against a bot and you get trapped in him, so to speak, and he completely owns poor Drillman.

Magnetman:  The key with Magnet pull is to corner someone, or even just back them into a wall. Then it works wonders. @Muzaru:  I find the best strategy for a hardman vs. magnetman is hit with magnets, retreat and recharge, seek hardman, repeat

Airman:  Not from what I've seen, but I have a really good computer, so I wouldn't know.

Crystalman: Again I must agree. It's too easy to stack up the number of crystals and just decimate everything.

Gravityman:  Maybe it's just the evil side of me talking, but I like using the new gravityman better. First off, if your opponent gets really high in the air, you can slam him down for a lot of damage.  Second, sometimes it's just damn funny to fling someone down a pit.

Waveman:  I agree with Muzaru, the wave stuns, so he really isnt that weak. I never had to use harpoons in the run.

Needleman: I like Needleman. It's fun poking things to death, plus he's a practical class against the speed demons such as elec, quick, gyro, and top (I've also found he works well against the huggers, providing they don't surprise hug you)

Hardman: This is another one where a good point is made. The bass buster can't even scratch him, meaning any Bass players have to rely on another weapon entirely.

This is simply my take, and what I observed. Maybe my observations need to be tested further, but as far as I know, the classes seem balanced enough.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 18, 2011, 02:41:51 PM
If I do go ahead with the extended thingy I'll probably be testing out a reform for Wily there.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 18, 2011, 05:24:02 PM
Quote from: "Hunter_orion"
Drillman:  First off, to Muzaru, complaining about him using Tango is touchy anyway, considering Tango's uses (with effective results anyway) are very limited.
Well the glitch is still new, I havent seen anyone else do it.

I wasn't complaining either.....

/looks down...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 18, 2011, 05:48:19 PM
Actually I already reported that and it works with any support item, not just tango
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on May 18, 2011, 06:00:26 PM
Quote
I wasn't complaining either....
Okay, maybe complain wasn't the best choice in words. I apologize for that. However, I do stand by my statement. Tango's usefulness is only limited to a few situations. Most of them are cramped hallways such as mm1dw2, Crashman, Geminiman, Pharaohman, Cutman, possibly Chargeman, and possibly Yamatoman. There maybe more that im forgetting about, but then again some of these places you don't even see tango (I don't think he's in gemini, cut, yamato, or wily 2).  So in all fairness, even if Drillman can get ahold of Tango, whether by finding him or by randomly getting him from the walking purse, it's not like it's a real big deal, since outside of cramped hallways, doing good damage with Tango just comes down to careful planning and luck.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 18, 2011, 06:48:32 PM
Turbo and slashman are going to be delayed, I sent CMM a PM for a base for there weapons but I think he's getting so many PMs and he's deleteing mine without ever reading them. anywho, shademan, freezeman, cloudman, and burstman are done, I'm still having trouble with springman's spinning and half done with junkman, when he fires, should he spin his claw or just open it

and mike if you ever read this, PLEASE send me those bases!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 18, 2011, 06:52:34 PM
Just opening is fine. If you could make punching sprites (other hand!) for Junkman that'd be cool too because I have a general idea for him.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 18, 2011, 07:14:01 PM
Wow, so MM7 classes are gonna be done before the expansion is released? o_o
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 18, 2011, 07:21:04 PM
Quote from: "Bikdark"
Wow, so MM7 classes are gonna be done before the expansion is released? o_o
Apparently: Yes.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CHAOS_FANTAZY on May 18, 2011, 08:35:26 PM
WHILE THE SUBJECT IS JUNKMAN, I HAD A MAYBE KIND OF COOL IDEA ABOUT HIM.

Since Junkman is practically made of scrap metal, could he drop more than what all the other Masters do when he dies, or--better yet--leave a trail of it wherever he walks?  I know that Dustman is crazy broken right now, but I think this would be a good polish to Junkman's character.  Just my $0.02  :ugeek:
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: KillerChair on May 18, 2011, 08:38:48 PM
I'd like to see junkman being able to pick up the scrap as ammo aswell... Also so that dustman isnt the only one that needs it.
And it would be fun to see dustmen and junkman fight over the scrap.

Also... Freezeman <3
(click to show/hide)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 18, 2011, 10:32:22 PM
Quote from: "KillerChair"
I'd like to see junkman being able to pick up the scrap as ammo aswell... Also so that dustman isnt the only one that needs it.
And it would be fun to see dustmen and junkman fight over the scrap.

Also... Freezeman <3
(click to show/hide)
No, give him an item where he does his taunt!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 19, 2011, 03:04:58 AM
Quote from: "*Nu*"
Actually I already reported that and it works with any support item, not just tango
Aww you got me..........

Whats the progress on v5c?

I wonder how things would be if all the class hitbox thingies were fixed.

Umm REPOSTAGE!
(click to show/hide)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 19, 2011, 06:56:04 AM
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 19, 2011, 07:01:48 AM
Quote from: "Myroc"
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|
Considering that the current RAPES everyone in their way?

Ah, what will be done of the Knight Shield?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 19, 2011, 08:20:09 AM
Quote from: "Myroc"
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|
I hate how you're going for no change on an OP class, but going for a nerf on a completely fine class like Top :l
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 19, 2011, 08:29:37 AM
Quote from: "Bikdark"
Quote from: "Myroc"
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|
I hate how you're going for no change on an OP class, but going for a nerf on a completely fine class like Top :l
Get rid of the SGC Needle Stun effect for sure, but otherwise he's relatively fine. It is not I who am the hypocrite in this case. You are. I can accept that Needle Man might be sliiiiightly overpowered class, but don't go crying foul on a completely justified nerf to what may be the most overpowered class in the game.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on May 19, 2011, 12:12:44 PM
Just throwing my thoughts out here. I have never really had that much problems with Neddle Man. I understand the stun is sometimes hard to deal with, but I've actually had much more trouble with players doing nothing but playing as Top Man. The Needle Cannon, if anything, just needs to lose its stun effect.

The only problem that Top Man has is how quickly in succession he can Top Spin. There is that bit of moment where if a Top Man player misses, he can't attack, but with his speed, that hardly matters. In my opinion, I think Top Man should get a slow recharging ammunition on Top Spin use. That way one Top Man can't just randomly show up and get two free frags in quick succession.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 19, 2011, 01:41:58 PM
Top get a SLOW recharge? Bahaha! No. I actually don't think Top should get an ammo bar at all, and if he does, it should only affect spinning tops, and if the bar is empty he can't top spin, but top spin not having a direct affect on the bar. With it for spinning tops I can accept a slow bar but have 10 or so uses. Although I still believe top is fine, I find this top be a somewhat good solution. Maaaaybe a little less health but add in some resistance to some classes so he doesnt get 2hko'd by every class. Maybe resistance to tomahawk and ring? Idunno, it's just my 2.22$
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 19, 2011, 04:46:20 PM
I think the spin nerf was suggested because of the original mm8bdm one, that one had 3 uses for a reason, and with that one you move more slowly, maby recharge with 3 spins each? needleman and starman uses about the same ammo as the originals
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 19, 2011, 04:53:36 PM
You get so few uses because it's not your only weapon. It's uses if you oppente gets close. Also it doesn't have 3, it has 5 or 6.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on May 19, 2011, 07:55:24 PM
He at least needs some form of longer recharge.

I'll take Blizzard Man for example. His Blizzard Bowl does a lot of damage, while his projectile takes up no ammunition at all. I think this same function should be put into Top Man, where his really strong move has an ammo bar while his projectile is not based off it at all.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 19, 2011, 08:04:10 PM
His blizzard attack does a lot more damage than spinning tops and they home in. Not to mention that blizzard bowl moves super fast and can be used from a long distance like that. Top Spin requires you to get in close and its harder to frag someone when they see you, not so much with Blizzard Bowl.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 19, 2011, 08:05:56 PM
Quote from: "Myroc"
Quote from: "Bikdark"
Quote from: "Myroc"
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|
I hate how you're going for no change on an OP class, but going for a nerf on a completely fine class like Top :l
Get rid of the SGC Needle Stun effect for sure, but otherwise he's relatively fine. It is not I who am the hypocrite in this case. You are. I can accept that Needle Man might be sliiiiightly overpowered class, but don't go crying foul on a completely justified nerf to what may be the most overpowered class in the game.
...I never said you were a hypocrite :l
And sliiiiightly? I've had frags twice as much as the 2nd highest member on my team many times since the huge needle buff.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 19, 2011, 08:07:41 PM
Needle has stayed the same since 3a! The buff is just a rumour...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 19, 2011, 08:31:59 PM
Quote from: "Yellow Devil"
Needle has stayed the same since 3a! The buff is just a rumour...
No, that's the buff I was talking about.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 20, 2011, 12:10:45 AM
Really funny bug we discovered just now. With an easy fix.

With drop weapons off, if you spin the mouse wheel just as you scroll over the dropped class weapon, you gain that class. Funny examples included Hardmen using Topspin and Shadowmen with Metalblades. To fix this, in the class itself, remove the section where it spawns the weapons after death. just my two cents
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on May 20, 2011, 12:20:29 AM
Actually you just gain the weapon. All the weaknesses/resistances still apply, along with some other things. For instance, Star Crash is useless without being the Star Man Class. Since the Ammo regain is in the class itself, not the weapon.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 20, 2011, 12:21:09 AM
But I could throw tops as Hardman!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 20, 2011, 12:37:07 AM
found a bug yetsreday in a teams server, I saw a ballade user using atomic fire, it can be replicated by useing all of your ammo then switching
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 20, 2011, 12:53:46 AM
Quote from: "ice"
found a bug yetsreday in a teams server, I saw a ballade user using atomic fire, it can be replicated by useing all of your ammo then switching
two things that may solve this:
Quote
Deselect:
goto ready
Select:
goto ready

Did this once by accident and it locked to that weapon, making it imposible to switch out of it

or, in theory, have the "JumpIfNoAmmo" jump to an state that isn't named "NoAmmo" and/or goes back to "Ready" or whatever causes the recharge.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Asd967 on May 20, 2011, 01:08:49 AM
Getting rid of Deselect will cause Quickman/Plantman bug.
That is not the way to solve it.
And the glitch happens because the weapon hits A_WeaponReady.
Think about it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 20, 2011, 04:37:06 AM
Quote from: "Myroc"
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|

The whole idea would allow us to both nerf needle and buff him... In a way...
He would be good on def at the start, then great on offense at the end.
It keeps him from being just run and shoot, run and shoot, as he would now be more versatile, yet more vulnerable at the same time.
I for one dont really mind, hes been my favorite since v1a, and I thought v1a needle was good.
Kinda like how we should revert the plant buster's damage, and fire rate, not the ammo consumption.

And I really dont think top needs a nerf, as he only gets good kills when your opponent Is busy.
I actually think its easier for elec to get kills than top.
Comparing bliz and top...... Bliz is alot stronger than top IMO.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on May 20, 2011, 12:16:32 PM
Well Muzaru, both Elec Man and Top Man have to get close to their oppenents to successfully use a potential OHKO move. However I have been successfully Top Spinned as Hard Man, yet on the same idea, as Hard Man, I don't recall being killed by lightning from Elec Man. Not to mention while Top Man has to jump, he doesn't have to be facing his oppenent. He just has to be nearby. Other than needing to jump, Top Spin is multitudes better than Lightning.

The main problem I find witht he current Top Man is that the second he appears, he can use Top Spin. So anyone nearby when he spawns in instantly dead. This basically guarentees Top Man a frag after every death. Not to mention what he can get normally from just plain getting the jump on people all the time.

All I'm saying is if classes like Blizzard and Elec Man MUST have ammunition bars, I think Top Man getting ammunition is just obvious. You all claim his Top Spin is to surprise people. An ammunition bar for Top Spin would do nothing to hinder that. That way if you mess up, you can't jump up almost right away and Top Spin again.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 20, 2011, 12:47:39 PM
Quote from: "Rawk Hawk"
Well Muzaru, both Elec Man and Top Man have to get close to their oppenents to successfully use a potential OHKO move. However I have been successfully Top Spinned as Hard Man, yet on the same idea, as Hard Man, I don't recall being killed by lightning from Elec Man. Not to mention while Top Man has to jump, he doesn't have to be facing his oppenent. He just has to be nearby. Other than needing to jump, Top Spin is multitudes better than Lightning.

The main problem I find witht he current Top Man is that the second he appears, he can use Top Spin. So anyone nearby when he spawns in instantly dead. This basically guarentees Top Man a frag after every death. Not to mention what he can get normally from just plain getting the jump on people all the time.

All I'm saying is if classes like Blizzard and Elec Man MUST have ammunition bars, I think Top Man getting ammunition is just obvious. You all claim his Top Spin is to surprise people. An ammunition bar for Top Spin would do nothing to hinder that. That way if you mess up, you can't jump up almost right away and Top Spin again.

Any class that has around neutral resistance to elec's alt will die in one point blank hit, and that encompasses most of the roster, also its aimable, meaning you don't have to hit up close, you can take a third to half off from across the map with it. Don't forget about elec's 3 hit kill primary, and being the second fastest now, all you need to do is keep your distance.

Where as top has slower flying 15 damage dealing tops, or his not a guranteed instakill alt.
From what I've heard elec has also gotten a speed buff. Being that him running to you should be a red flag of what hes trying to do, its only really strong in large to medium scale matches, but top in 1v1 is easier than 1v1'ing elec and waaaay easier than 1v1'ing most blizmen. Don't forget that bliz bowl also kills almost a fifth of the classes in one hit, and you're invincible while doing it, and if that fails you have your fast, homing 3-4 hit kill primary.
I still say top is okay, if any thing just force him to lose all momentum after using topspin, and by that I dont mean hold him there for 1-2 seconds.

And as for top v hard... Its not nearly as bad as Ice v fire, crash v air, or dust v skull.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 20, 2011, 06:26:35 PM
Quote from: "Rawk Hawk"
Well Muzaru, both Elec Man and Top Man have to get close to their oppenents to successfully use a potential OHKO move.
It's actually a little known fact that you actually aim Elec's altfire, it's not an area of effect.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 20, 2011, 07:58:49 PM
Quote from: "Muzaru"
Where as top has slower flying 15 damage dealing tops, or his not a guaranteed instakill alt.
Oh bullshit. Don't come telling me that getting an OHKO with Elec Man is easier than doing it with Top Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on May 20, 2011, 08:05:06 PM
The logic behind a Topman ammo bar actually makes sense, since most of the characters mentioned have one to prevent spamming

While Elecman is only partially threatening with the Elec beam, The lightning zap is what really gets used to death, and as a surprise move, no less (like anyone is going to try and run up to your face and Elec zap you. That'd be too big an oppotunity for countering) And if the player misses his zap, then he has no choice to retreat at least until he has more ammo to try and get another sneak shot off.

Blizzardman also has a weapon that's not all that threatening: 4 snowflakes that are way too easy to dodge.  So what's everyone who uses Blizzardman going to rely on? Blizzard bowl.  Another move used as a surprise, this one tends to be a lot easier to miss with, and Blizzardman's sluggish speed makes him easy to chase down and kill.

Topman is exactly like these two.  Hitting with the spinning tops is too much of an iffy process (not to mention its damage isn't all that great).  But Top spin is how Topmen get all their kills. And being allowed to spam it again and again just makes it harder for anyone else to get a hit in.  If Topmen had to run away to recharge, it'd be far different.  People wouldn't have to worry about being surprised by him.  The way it is now, to really get a frag on a Topman, you have to gang up on him, or sneak up on him, and hit him hard and fast (hence my statement about needleman). Besides, running away wouldn't be that hard because he's a pretty fast little cretin.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 20, 2011, 08:13:39 PM
Quote from: "Myroc"
Quote from: "Muzaru"
Where as top has slower flying 15 damage dealing tops, or his not a guaranteed instakill alt.
Oh bullshit. Don't come telling me that getting an OHKO with Elec Man is easier than doing it with Top Man.
I find it easier with Elec, since you can aim the attack at far foes, and they won't expect or see it coming.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 20, 2011, 08:17:14 PM
Quote from: "Bikdark"
Quote from: "Myroc"
Quote from: "Muzaru"
Where as top has slower flying 15 damage dealing tops, or his not a guaranteed instakill alt.
Oh bullshit. Don't come telling me that getting an OHKO with Elec Man is easier than doing it with Top Man.
I find it easier with Elec, since you can aim the attack at far foes, and they won't expect or see it coming.
But the altfire projectile pattern only makes it able to hit with a single lightning bolt at long range, which isn't enough to kill weak classes. It's going to take out a good chunk of their health, sure, but it isn't an instant kill like Top Spin. To OHKO with the alt you need to be right next to them.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on May 20, 2011, 08:59:40 PM
Quote from: "Muzaru"
And as for top v hard... Its not nearly as bad crash v air.

I've noticed this a few times, but are you really calling Crash Man overpowered, yet defending Top Man? That doesn't make much sense to me. Sure Crash Bombs are strong, but that doesn't make them any easier to hit with. You only get 4 shots before you have to refill again. Sure his jump height and speed are decent, but how are you calling Crash Man that bad?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: TaggerungZX on May 20, 2011, 11:46:56 PM
I was wondering if there was any way to make bots use their classes.
Is there?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 20, 2011, 11:55:44 PM
Oh damn, lotsa text.
(click to show/hide)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on May 21, 2011, 05:14:33 AM
Quote from: "Muzaru"
Remember that top has to get up to you to kill you, if there was an ammo bar it would just be the same as elec then.
I still get instakilled by elec's alt, but as with topspin, thats my fault, also elec is faster than top.
As for bliz's primary being up...you need to fight more Blizmen then.
,

Getting up on someone with Topman isn't overly hard though.  Most people who use him are either getting someone who's respawned, or someone who is distracted, whether it be fighting someone else, or just not paying attention.
Although, now reflecting on top spin usage, there is another factor I didn't look at: There is a slight hesitation between the initial jump and when he can use top spin. I haven't quite figured out the timing, but considering the player has to jump again (and both top spin and the landing sound are pretty easily heard), this does mean that the player about to be top spun does have a chance to react if he does miss, or even if Topman doesn't have enough momentum to run into the player.  So, I suppose that while in some ways, an ammunition bar would curb some people's Top usage, it's not totally necessary as long as the person is paying attention. I am merely trying to see this objectively, and both sides do have very good points.

As for your last statement, I'm not going to dispute that. I've only seen one Blizzardman, not counting myself from the random setting. And I think at the time I just used needle to poke him to death before he could try anything funny.  So apart from my personal experiences using Blizzardman, I don't know much about how he works.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 21, 2011, 08:57:32 AM
Possible fix for BlizzBoss projectile
Code: [Select]
actor BlizzardAttackAim : MageStaffFX2
{
PROJECTILE
+SEEKERMISSILE
-EXTREMEDEATH
Radius 5
Height 5
scale 2.5
damage (12)
damagetype "Blizzard"
speed 32
States
{
Spawn:
BLIZ A 1
BLIZ A 0 A_MStaffTrack
BLIZ ABC 10
stop
Death:
TNT1 A 0

As I told you, it is only supposed to "lock" on a nearby enemy in the early frame.

Why the action happens in a frame in the second line? If anyone read something in my weapons tutorial, they would know the answer right away. If not, here is the spoiler:
(click to show/hide)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MLDKF on May 21, 2011, 09:35:23 PM
Can someone tell me what a HUD is?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 21, 2011, 10:49:12 PM
HUD means

HEads
Up
Display.

It usually consists of stuff you see on your screen besides characters and bgs. (The crosshair and energy/weapon bars in MM8BDM are objects in a HUD.)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 22, 2011, 12:18:36 AM
Odd, MLDKF was already told what a HUD was.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 22, 2011, 01:49:02 AM
Hmm...Perhaps he forgot? Y'never know when you forget stuff until you remember you forgot it.

That...Was a little...contradicting.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MLDKF on May 23, 2011, 07:20:23 PM
Actually I had posted this question in a different server first. I had gotten the answer after I posted the question.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 23, 2011, 07:52:54 PM
No, you didn't. You asked the one in this topic on the 21st, but in the MMX1 classes, you asked on the 14th. Plus, Tsuki answered on the same day.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Gummywormz on May 24, 2011, 05:07:39 PM
You may want to change elec man's and skull man's first spawn sprites to PLAY. Because running classes on the latest version of skulltag causes an error. This might not be important now, but will later.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 26, 2011, 02:40:11 AM
Yay, first post on here in a while.
Okay, just a random bug I saw Celebi using in starman: With Napalmman, somehow he was flying around infinitly, without rush. He decided not to tell us, I guess because he didn't want it fixed or something.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on May 26, 2011, 08:00:51 AM
Someone may have posted this before, but Gravity Man's Gravity Hold has odd affect for some of the MM4 classes.

For example, Dust Man is launched around the room like one would be with the old Gravity Hold.

(click to show/hide)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 26, 2011, 05:35:16 PM
I guess I forgot to shove Gravity Pain into Dive Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 26, 2011, 08:46:27 PM
Quote from: "Bikdark"
Yay, first post on here in a while.
Okay, just a random bug I saw Celebi using in starman: With Napalmman, somehow he was flying around infinitly, without rush. He decided not to tell us, I guess because he didn't want it fixed or something.

It's Celebi, what do you expect? He breaks the game, and tells nobody else how. :geek: That's why Celebi will be the ultimate tester for this and balance and stuff. Don't get people to play fair, make them try everything possible to break the game.

Then throw HAAAAAAAAAAAAAX monitors at them.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SoniaNature on May 26, 2011, 09:24:49 PM
if it helps any, I recall seeing Celebi flying around in Mr. X's stage as Centaur Man. I dunno how though. He never really tells anyone anything.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Asd967 on May 26, 2011, 09:32:12 PM
Bind a button to use something that allows you to fly and end it prematurely.
Aka: Get Jet upgrade, use altfire and have it taken away by ACS.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 26, 2011, 11:42:56 PM
Quote from: "Asd967"
Bind a button to use something that allows you to fly and end it prematurely.
Aka: Get Jet upgrade, use altfire and have it taken away by ACS.
Actually, he was Gyroman earlier in the match, so he could've died, then with napalm, hit altfire at the exact moment he got it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Celebi on May 27, 2011, 01:40:27 AM
I don't tell anyone because I don't want to go into a game and see it everytime I play a classes game.  Testing and finding nicks and naks is what I like to do, telling about them depends.  I'll usually explain a problem if it is being severely abused.  Add that I randomly remember what possible glitches exist doesn't help when I try to report them.  I go to report it and forget completely what I was going to type right when the reply window pops up.  One final point is I don't flat out abuse glitches any chance I get, I usually do it to poke some fun here and there.  (Example, in Starman's stage when Bikdark mainly saw a flying Napalmman, I was just sitting there watching the fight below most of the time.)  I mean come on, you are fighting on Mr. X's stage when you see a flying horse go right by you, it just is plain silly.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 27, 2011, 01:54:41 AM
Still, there remains the issue OF the glitches, Celebi. If there's a glitch, you should report it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Celebi on May 27, 2011, 02:22:01 AM
All right then, I'll tell a glitch that should be fun fixing...Hardman is able to dodge a lot of things.  An example, a Time Stopper is used by some Bass/Proto/Megaman/Roll, Hardman is able to ignore it and walk around during the Time Stop and shoot a couple of fists into peoples faces.

Edit: A simple fix to anyone being able to pick up RushJet's and E tanks and possibly using them.  Make it so only Bass/Proto/Megaman/Roll can pick up those items just as Dustman is only able to pick up scraps from dead robots.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: VGS2 on May 27, 2011, 02:05:10 PM
Quote from: "Celebi"
All right then, I'll tell a glitch that should be fun fixing...Hardman is able to dodge a lot of things.  An example, a Time Stopper is used by some Bass/Proto/Megaman/Roll, Hardman is able to ignore it and walk around during the Time Stop and shoot a couple of fists into peoples faces.
On top of that, I don't think Flash Man's alt affects Hard Men that much.
'Cos no matter how much I flash a Hard Man, it won't do anything other than annoy him slightly.
Just throwin' that out there, probably been mentioned before, but meh.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on May 27, 2011, 02:14:07 PM
At least Flashman's buster can still do something to Hardman.  The Bass Buster doesn't even leave a scratch on him. I understand that Bass's bullets compromise power for speed, but Hardman vs Bass in LMS totally screws Bass unless someone else with an ability dies off first.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 27, 2011, 02:50:37 PM
Or you could, you know, shoot from a distance. Thats also something thats been bugging me, why can Bass dash in air but Mega and Proto can't slide in air? Charge Kick lets you slide in air so you know.. the main reason I ask is because Bass couldn't Dash in air in MM10 or RM&F.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 27, 2011, 02:53:51 PM
He Air-Dashes in Power Battle and Fighters. Bass is all about speed, both in his weapon and mobility.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 27, 2011, 06:20:46 PM
Quote from: "Yellow Devil"
He Air-Dashes in Power Battle and Fighters. Bass is all about speed, both in his weapon and mobility.
Yeah, but his Air Dash and normal dash acted as a "Short jump with dash"
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 27, 2011, 06:38:13 PM
I'm pretty sure we're aloud to take liberties when doing this.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Anonymous on May 27, 2011, 09:59:07 PM
I don't specially feel like wading back through the pages since there are alot of them, but what has Yellow hidden in the new patch?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 27, 2011, 10:46:44 PM
Taunts. People here have very mixed feelings about them.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on May 28, 2011, 01:07:52 AM
Well, I'm pretty sure you can turn taunts off, so if it's getting on your nerves, you only have yourself to blame.

Also, tauntspamming is always good for a laugh.
*Proto Man whistle*
Time for Ring Man to do his ring thing!
Remember me? A blast from the past!
Surprise! Gravity Man here, telling you what goes up...Must come down.
I'm here to bright up your life!
Can't let you do that.
Let's see how you do against KUNG FU CUT MAN!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 28, 2011, 01:09:55 AM
Quote from: "Shade Guy"
Well, I'm pretty sure you can turn taunts off, so if it's getting on your nerves, you only have yourself to blame.

Also, tauntspamming is always good for a laugh.
*Proto Man whistle*
Time for Ring Man to do his ring thing!
Remember me? A blast from the past!
Surprise! Gravity Man here, telling you what goes up...Must come down.
I'm here to bright up your life!
Can't let you do that.
Let's see how you do against KUNG FU CUT MAN!

REMEMBER ME?! REMEMBER ME?! REMEMBER ME?! REMEMBER ME?! REMEMBER ME?! REMEMBER ME?! REMEMBER ME?! REMEMBER ME?!

(Yes, I did that... a lot.)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on May 28, 2011, 06:20:33 AM
More issues. Air Man's alt lags servers. A lot.

Go to the top of MM2DW1, spam altfire and watch the pings raise.

Not only there, but any general open space, like in Bomb Man's stage.

So...Might want to fix that.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Awbawlisk on May 28, 2011, 03:52:43 PM
Quote from: "Shade Guy"
Well, I'm pretty sure you can turn taunts off, so if it's getting on your nerves, you only have yourself to blame.

Also, tauntspamming is always good for a laugh.
Time for Ring Man to do his ring thing!

STEP ASIDE! Its time for Ring Man to do his.. ring thing!

There... Its fixed 8D
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on May 28, 2011, 04:26:02 PM
Played around as Crash Man and I noticed his alt does not take up any ammunition at all. Any reason for this?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 28, 2011, 05:51:59 PM
His main eats a lot more ammo than most.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Kackebango on May 28, 2011, 08:53:34 PM
Is Windman gonna get fixed or not?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 28, 2011, 08:55:58 PM
Quote from: "Yellow Devil"
So... Laptop charger and / or Laptop charging port broken. No more modding / playing for a while.

Can't actually fix anything at the moment.

Quote from: "Kackebango"
Is Windman gonna get fixed or not?

I can totally fix bugs I don't know about, mind readin' and all.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on May 28, 2011, 09:58:47 PM
If I may make a suggestion: a list of bugs posted on the first post so that devs know what to fix and we don't keep reporting the same shit.

First bug: Bomb man's giga bombs do not sync right.
Second bug: Flash man's timestopper does not work right on a couple classes. It outright does not affect protoman, quint, and bass. Some of the MM4 classes stay stopped while getting hit.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: HotShot on May 28, 2011, 11:02:44 PM
Erm, question... Is there a way to make bots use classes other than Megaman?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Kackebango on May 28, 2011, 11:18:54 PM
Quote from: "Yellow Devil"
Quote from: "Yellow Devil"
So... Laptop charger and / or Laptop charging port broken. No more modding / playing for a while.

Can't actually fix anything at the moment.

Quote from: "Kackebango"
Is Windman gonna get fixed or not?

I can totally fix bugs I don't know about, mind readin' and all.

Can you please make that Windman can fly up and down using the Fly up/down commands of the game?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Awbawlisk on May 29, 2011, 03:39:28 AM
Quote from: "HotShot"
Erm, question... Is there a way to make bots use classes other than Megaman?

Classbots is the thing u need..... Get it here.... (http://cutstuff.net/forum/viewtopic.php?f=30&t=2624)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 03:14:11 AM
Something thats been annoying the hell out of me from the beggining is the little figure that appears in the top right when you Needles Alt. Is it supposed to be there? Could you get rid of it? =/
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 30, 2011, 03:29:59 AM
The little figure was there so that you can tell when you were shooting your alt.

It's why there's one for Pharaoh as well.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 03:40:16 AM
It just seems a little unnecessary because you should know when you're doing your alt.. For Needle, the SFX, and for Pharaoh the lag from his alt should make it pretty obvious aside from the whole, you know, I pressed the alt fire button I should already know im in alt mode thing.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 30, 2011, 03:45:13 AM
Let's just put it in the same folder for Yamato's reason for Knight having a bar.
"It looks good."
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 03:47:06 AM
Actually that was Gemini, not Knights. Knights does something! Also the reason why I ask is because it looks ugly and is just annoying. =/
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on May 30, 2011, 03:47:51 AM
But people new to the class won't know exactly what their alt is doing or what they look like while doing it.
"Wait what did that do? OH, Needleman up there is impaling! I guess that is what I'm doing!"
"What the, this alt is making me fly? OH, he's got a magical aura!"
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 30, 2011, 03:58:47 AM
Activate Chasecam and you can have that as well... :geek:
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 30, 2011, 06:14:37 AM
Teeeeeeem!
Whats the status on v5c?

I has candies for whoever answers first.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 07:07:26 AM
Quote from: "Alucard"
Activate Chasecam and you can have that as well... :geek:
Only a few servers ever have chasecam allowed by default.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on May 30, 2011, 07:27:54 AM
Quote from: "Muzaru"
Teeeeeeem!
Whats the status on v5c?

I has candies for whoever answers first.
To build on that...

What is planned for v5c?

Nerfs? Changes? Bugfixes? Let us know.

Criticism only helps when you're being listened to.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on May 30, 2011, 07:36:25 AM
Yellow Devil has computer problems, I'm dealing with getting a job, thus I have little time for modding. However I'm placing up a poll about Crystal Man's Alt Fire. 4 Shots or 6. I keep hearing people saying 4 is too little, 6 is too much. I'll let the majority decide and leave it at that.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 30, 2011, 07:38:04 AM
Before you ask why 5 isn't an option, it's not divisible by two or something yeah.

Also, v5C may not come out for awhile.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 07:49:48 AM
Quote from: "Ivory"
Yellow Devil has computer problems, I'm dealing with getting a job, thus I have little time for modding. However I'm placing up a poll about Crystal Man's Alt Fire. 4 Shots or 6. I keep hearing people saying 4 is too little, 6 is too much. I'll let the majority decide and leave it at that.
You're contemplating buffing that? I'm close to suggesting a reduction in firing speed on that infernal thing!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on May 30, 2011, 07:54:35 AM
When the hell did I say that? 6 Shots is what it currently is, and was in all other versions aside from one version where I moved it down to 4 alt fires. Seriously, I never said anything about buffing it. It's either going to keep 6 shots, or get dropped down to 4 for good. Depending on what the majority votes.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 07:57:10 AM
Ye gods, drop it down to four ASAP. On the TLMS server yesterday we had a lone crystal man kill pretty much everyone on four-man other team on his own, and that's on a map that was actually semi-open!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 30, 2011, 09:30:29 AM
I'd say... Either way he's still the best at what he does, so a nerf like that wouldn't change alot.
Something else needs to be done.... Liiiike no stun on his alt's shots and less gain from using the primary.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 30, 2011, 10:39:34 AM
I've managed to get MM8BDM working so I could probably get slumped on this thing. I don't trust myself though because I'd be unable to test properly because this backup lacks things like speakers and... speed...

As for Crystal Man I vote for option 3; make his primary use the bar as well. Kinda like Dusty, main is quick and reliable, alt is better if you have the ammo and the situation for it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on May 30, 2011, 11:33:57 AM
Sorry if my post sounded a bit rude.

Anyway...Crystal Man. I'm not sure about him. You've done a good job with him, but as with everything, it can be improved on. While I was playing Classes Team DM once, one person who was Crystal Man managed to get about 10 more kills than anyone else on his team for several rounds. I think this power comes from his ability to fill entire rooms with his crystals. Therefore, reducing his ability to flood rooms with crystals would help.

When it gets to the point where someone can't go into a room without being hit by a stray crystal, that's when you know he is being allowed to use his alt too much.

Also, I'd like to point out that Crystal Man isn't what I'd consider highest priority with changing.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 04:50:03 PM
I should also mention that I believe elec man's ammo bar is still not visible.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 30, 2011, 05:03:36 PM
Quote from: "*Nu*"
I should also mention that I believe elec man's ammo bar is still not visible.
wat.
I'm pretty sure that might be just you.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 05:06:01 PM
Different hud. The side ways one had quite a few broken huds.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: KillerChair on May 30, 2011, 06:58:46 PM
What? So now people are complaining about Crystalman being OP?

He's fine as he is. Leave him like this.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on May 30, 2011, 07:05:55 PM
Quote from: "KillerChair"
What? So now people are complaining about Crystalman being OP?

He's fine as he is. Leave him like this.

I think he is one of the LEAST OP, as the most OP are Bombman and Topman easily.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 30, 2011, 07:15:29 PM
BWAHAHA! TOPMAN OP?
You're kidding, right? I really hope you are.
Also, I was playing Tlms classes today, and I saw Yamatoman didn't follow the team colors. He was still yellow and purple.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 07:40:28 PM
Quote from: "Bikdark"
BWAHAHA! TOPMAN OP?
You're kidding, right? I really hope you are.
...we just had a gods know how long discussion several pages ago arguing about Top Man, in which several pieces of evidence was presented, and although people certainly tried, few of them were actually countered with reasonable arguments.

It takes little to no skill to rack up kill counts enough to rival the ones who play other classes to the best of their abilities, and in the hands of a skilled person you'll easily win any game, team or not, entirely by your own hands. He has an OHKO attack which is basically, "jump onto enemy, enemy is now dead". Several classes may have OHKO close range attacks, but these all have cool-downs, and aren't OHKO 100% of the time. Top Man has no cooldown, and is OHKO pretty much all the time unless you are really, really bad at this game. That and he also has the speed to easily catch up to people and use this. Repeatedly. And just to add insult to injury, he has a not great but still existent ranged attack that's also infinite.

Really, the only penalty he seems to have is his low health supply, which is only even remotely a problem in TLMS. Die in Death Match? No matter, just respawn and go for the nearest guy and you're pretty much guaranteed to get a kill. And on some servers, you even get temporary invulnerability when doing this.

How can you possibly say Top Man is balanced and keep a straight face while doing it!?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 07:45:29 PM
Because he isn't OP, simple as that. YD said he wasn't going to change him so he wont be changed, now can we PLEASE move onto something that isn't Top?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 07:48:03 PM
Quote from: "*Nu*"
Because he isn't OP, simple as that. YD said he wasn't going to change him so he wont be changed, now can we PLEASE move onto something that isn't Top?
You haven't even defended against any of the reasons I presented! I just gave you several perfectly valid and quite severe reasons as to why people can reasonably think of him as OP and you just ignored all that and said "Nope.". What the hell? Am I the only person here gifted with a sense of logical reasoning?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 07:49:25 PM
Because it was too long and I'm too much of a lazy asshole. Not to mention I already gave my reasons several pages ago.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 30, 2011, 07:50:29 PM
Nope.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Alucard on May 30, 2011, 07:59:56 PM
Yellow Devil is attempting to troll Myros.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 30, 2011, 08:02:15 PM
I'm summing up an entire Topman argument in a word.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 08:03:32 PM
May I atleast inquire a reason to why the answer is no? I will not accept a solitary "Nope" when all evidence points to the contrary.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 30, 2011, 08:06:02 PM
If you see Topman, he's dead.
If you don't see Topman, you're dead.

And I've only known you to want a nerf. Everyone else has said nothing or fought in favour of Toppy staying the same.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 08:13:04 PM
This wouldn't be a problem if it weren't for one thing. Dying isn't a disadvantage to him. In fact, on most servers it outright helps him. Even if he dies a large amount of the time, he can get a kill count that far exceeds the rapid ascent of his deaths.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 30, 2011, 08:18:43 PM
A flashing Topman is an easily avoided Topman!

Before you say "speed!" backpedaling and slamming one direction causes the Top Spin to only graze you, and Topman is easily 1 or 2 hit KO'd afterwards.

I'll nerf him when the community agrees on it!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 08:22:01 PM
Quote from: "Yellow Devil"
Before you say "speed!" backpedaling and slamming one direction causes the Top Spin to only graze you
This is not true. This will most certainly kill you outright, and in rare cases it'll leave you with barely any health remaining. This is where you shoot him, he doesn't die, and you either get top spinned again or get finished off by a top throw.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on May 30, 2011, 08:26:08 PM
|topman|/

Topman's spin circles him, but it's a projectile and doesn't move. So, when Topman's moving forwards...

__|topma/n|

He moves into the radius, and this makes it harder (certainly not impossible!) to OHKO people when you're moving forwards. That's why I suggested moving backwards, y'see? Depending on the user's arc, it can be wise to jump, if Toppy's hitting you at the end of his jump and not the start.

Quote from: "Yellow Devil"
I'll nerf him when the community agrees on it!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Celebi on May 30, 2011, 08:30:15 PM
I find it funny there were complaints on Hardman being OP since he can one hit kill Topman and several others,  and yet Topman was not discussed often during that time.  Now all of a sudden people are going apeshit over Topman racking up kills.  Lets look at Myroc's argument...Dying isn't a disadvantage to him...it actually is to a certain point.  If Topman dies 15 times during the match and gets 25 kills, is that OP?  Other than that, yes Topman does well in crowds since everyone doesn't always see the Topman coming at them.  However, in smaller servers he has trouble even getting near people.  Claiming Topman should be nerfed in some way is like saying Bombman shouldn't get Bombs and should whip people to death with the fuses of the bombs.  To end this argument is to realize every class is different and only looking at one class is a bad way of balancing the rest of the classes in a way everyone finds acceptable.

tl;dr version, every class has advantages here and there, one of Topman's advantages is revenge killing.  Worry about other things unless a VERY large amount complain about it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 30, 2011, 08:34:37 PM
Celebi's argument really needs to be heard, as he's most likely one of the best people who plays classes.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 08:40:55 PM
Quote from: "Celebi"
Dying isn't a disadvantage to him...it actually is to a certain point.  If Topman dies 15 times during the match and gets 25 kills, is that OP?
It is when the 15 frags are all awarded to different people and can be done in less than a couple of minutes. He is the class that achieves the most kills contrary to his amount of deaths in the shortest amount of time. Even if all those 15 frags belong to the different team, that's still a 10+ frag advantage over the other team gathered together in a very small timeframe. And then it keeps escalating.

Quote from: "Celebi"
However, in smaller servers he has trouble even getting near people.
I certainly don't see it. I've repeatedly seen people see him coming from miles, with few other people around, and he still gets up in their face and kills him. Not only does his inherent speed help catch up to people, it's also brilliant for dodging. Hitting a fast target at range is a larger problem in this game than in most other FPSes; One of the reasons why Possession and CTF have very iffy gameplay. To use doom terms, most games make use of hitscan or something similar to this: Range and speed doesn't matter that much as long as you have a decent aim. But here, where most if not all weapons are projectiles that can with varying difficulty be sidestepped, speed is a much larger advantage than one would think at first.

Quote from: "Celebi"
Claiming Topman should be nerfed in some way is like saying Bombman shouldn't get Bombs and should whip people to death with the fuses of the bombs.  To end this argument is to realize every class is different and only looking at one class is a bad way of balancing the rest of the classes in a way everyone finds acceptable.
This is a very inaccurate analogy.

Quote from: "Celebi"
tl;dr version, every class has advantages here and there, one of Topman's advantages is revenge killing.
No see, that's the thing. Top Man has a fuckton of advantages and a ridiculously small amount of disadvantages. Health is pretty much the only one, which isn't as great a penalty as everyone makes it out to be.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 30, 2011, 08:56:28 PM
one counter to topman is skullman, just stand still when topman comes then as he attacks, activate the barrier, not only can you out run topman but kill him in 5 fast shots, magnetman used to be a counter (not sure if he is anymore now that his alt dosent pull anymore) but before, you could stop topman cold with magnet pull at the right moment, some classes also need to be tweaked abit
dust easily killing ringman with no effort, skullman can't seem to charge from other skull shots and some others
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 30, 2011, 09:14:16 PM
/Points at...
-page 204 http://www.cutstuff.net/forum/viewtopic.php?f=31&t=1743&start=2030
-page 206 http://www.cutstuff.net/forum/viewtopic.php?f=31&t=1743&start=2050
Most of my explanation for the defendant are on these pages, if it will please the jury.
(click to show/hide)
And I still don't quite get it... Top is Farrrr op, but Needle is.. Balanced? From what I've seen needle has far less trouble wiping out crowds than top.
I didn't want to imply that needle is op... but..............Um... I'm sorry, needleman...
Though he is only slightly past the o and the p zone of love.
(click to show/hide)
Another way to dodge the topspin is to move perpendicular to them, most of the time, if you dont get predictable that is, you wont even get hit by the spin... Thats also how you can survive a mega topspin.

(click to show/hide)
Magnet has alot of trouble vs any class that is around mega speed, on a small to medium sized map... mags dont home in well on the faster classes... or any class if they strafe run... Even hardman can straferun past mags.
As for dust V ring... dust loses to skull... I guess that ring would beat dust if he just kept moving.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Balrog on May 30, 2011, 09:16:35 PM
All right, if we're going to have taunts, then Flash Man needs this as his:

Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 30, 2011, 09:25:43 PM
Quote from: "Muzaru"
Of course, It was the reason why old hard was not op, you just had to keep your distance and not rush him like an idiot, most of the time you wouldnt even take a hit.... Though his hp needs to be scaled with the pickups...  But once again, pay attention, HE HAS TO GET CLOSE TO SPIN YOU that seems to get left out alot.
That's the thing! He has barely any problem getting up close to people at all! Dodging and weaving is much simpler with his speed, so hitting with something that isn't homing becomes a problem, and the only two homing attacks won't kill him fast enough until he gets into close range where they aren't that effective.

Quote from: "Muzaru"
Seller is pretty much saying, that if top cant have an instakill attack, then afterwards, who wont complain about the others.
I'm not saying that Top shouldn't have an instakill attack, but he shouldn't be able to use it on a dime as he is currently capable of. Every other class that has a potential OHKO is A: Not guaranteed (or atleast not to the degree Top Spin is) and/or B: Has a cooldown timer. Top Man has none of these. I'm all for letting him keep the first part, but ye gods add a moment required to recharge on that.

Quote from: "Muzaru"
You seem to forget how important health is, especially with a very predictable class, so....... I think you should fight more topmen.
You don't think I'm fighting enough top men as it is? I'll say this again in case you didn't caught it the first time. Health, atleast not in this case, isn't as bloody important as you make it out to be. It's a disadvantage, sure, but it's not an overpowering one, and it certainly isn't enough to counter everything I stated above.

Quote from: "Muzaru"
And I still don't quite get it... Top is Farrrr op, but Needle is.. Balanced? From what I've seen needle has far less trouble wiping out crowds than top.
He may be slightly OP, but not by a large degree. The SGC stun needle effect he could certainly do without. If he requires further balancing beyond that point a simple change to his ammo capacity should do the trick.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 30, 2011, 09:41:09 PM
/me is being green by saving space.. I want a cookie.
Someone give me a cookie.
(click to show/hide)
(click to show/hide)
/saves that in notepad now.

Edit...... Color error thing..
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 30, 2011, 09:56:52 PM
/me Gives muz a cookie
Have you seen bombman recently? His Mega Hyper Bomb is ridiculously op range and ammo-wise.
Quote from: "Myroc"
He may be slightly OP, but not by a large degree. The SGC stun needle effect he could certainly do without. If he requires further balancing beyond that point a simple change to his ammo capacity should do the trick.
Slighly? Slightly?! Slightly?!My hypocrite senses are tingling!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 09:58:46 PM
I actually think that Needle Man style could work after trying it, Muz. Its not as bad as it sounds. If anything, I find it funner.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 30, 2011, 10:06:31 PM
Quote from: "*Nu*"
I actually think that Needle Man style could work after trying it, Muz. Its not as bad as it sounds. If anything, I find it funner.
KY's version is based on that, I love it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 30, 2011, 10:07:17 PM
Wood Man desperately needs a buff, especially because of his PITIFUL LEAVES AWW YEAH.

For example, a faster start up time for the shield is essentially needed. And MAYBE a faster recharge time.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: MagnetMan497 on May 30, 2011, 10:08:42 PM
Wood is fine, IMO. His shield could last a bit longer, but it's enough to shield, grab health, fire, strafe, get ammo, repeat
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 30, 2011, 10:13:24 PM
I know, thats what the "after trying it" was reffering to. I actually prefer a lot of asd's classes to the actual ones. And yes, Wood DOES need a buff. I'd say make him move a little faster and possibly make the shield projectile move a tad faster.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on May 30, 2011, 10:31:40 PM
I also find Muz's idea much cooler.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on May 30, 2011, 11:49:07 PM
Speaking of magnets, is it me or did Mike tamper with magnet missile? Every time I used it recently I could NEVER hit anyone with it unless I aim directly at them, I couldent even hit a bot with it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Awbawlisk on May 31, 2011, 01:46:52 AM
Quote from: "ice"
Speaking of magnets, is it me or did Mike tamper with magnet missile? Every time I used it recently I could NEVER hit anyone with it unless I aim directly at them, I couldent even hit a bot with it.
Well Bots StrafeRun ALOT! (Especially when nightmare difficulty). Well I like how the Magnets are'nt as bad as they are just the normal weapon... Therefore not making Magnet Dude OP. Therefore putting a smile on meh face  :)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 31, 2011, 03:07:56 AM
/eats the cookie happily.

Thank all of youse for the complements!

I dont like how wood feels as if he has low dps and how he feels all around slow.
What is wood supposed to counter again?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on May 31, 2011, 04:12:21 AM
Quote from: "Muzaru"
I dont like how wood feels as if he has low dps and how he feels all around slow.
What is wood supposed to counter again?
I guess he's supposed to use the leaf shield to get through spammed choke points?
Of course once he gets through I don't really see how he would be a threat;
oh noes, 10 damage leaves... with cooldown... coming from a really slow fighter...
and he fired a leaf shield, IT'S SLOWLY COMING THIS WAY!



desync'd giga bombs
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 31, 2011, 04:17:50 AM
Messing around with Wood Man variables because I can.

So far, I've slightly buffed the leaf damage from 10 to 15, increased his walking speed, and decreased the amount of time before the shield goes up.

Why all buffs an no nerfs? Because Skull Man is a better Wood Man than Wood Man.

I'm thinking of giving him a lighter jump when he has the leaf shield activated. Y/N?

Also maybe a buff in recharge rate, but that's a bit much.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on May 31, 2011, 04:39:37 AM
Quote from: "Korby"
I'm thinking of giving him a lighter jump when he has the leaf shield activated. Y/N?
I don't get. N.

Suggestion: when he launches the shield he gets normal leaf shield's thing that reflects projectiles for that brief moment. It's situational, but bouncing around bombs can be fun...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 31, 2011, 04:44:59 AM
It would help him escape easier when being chased down. He'd jump higher with leaf shield activated.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on May 31, 2011, 05:18:30 AM
I guess I can suspend my disbelief long enough for fatty's magical leaf shield to allow him to leap through the heavens.
Still N btw, but then again, I don't play Wood Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on May 31, 2011, 05:59:50 AM
I remember when I tried playing as Wood Man, not only was it hard to kill people with the leaves, but it used up so much ammo, I swear.

However, the leaf buff may be the only thing he needs in that aspect.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CHAOS_FANTAZY on May 31, 2011, 06:08:28 AM
*Cough*

Quote from: "CHAOS_FANTAZY (MM8BDM Chat)"
Woodman would be a lot better if leaves fell around him while his Leaf Shield is up.
*Wheeze*
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on May 31, 2011, 07:54:12 AM
Quote from: "CHAOS_FANTAZY"
*Cough*

Quote from: "CHAOS_FANTAZY (MM8BDM Chat)"
Woodman would be a lot better if leaves fell around him while his Leaf Shield is up.
*Wheeze*

/Pats your back, and offers you some medicine.

You could also allow them to pierce, increase the hitbox size of the leaves... in a thunder beam/pharoahshot/atomicfire type way( Where part of it can skim the ground or walls and not dissapear...), increase the knockback of it, by alot, have them scatter after a certain distance, and change to ripping as they fall and... lets boost his def against all blunt non-fire weps.

Okay..... That may have been a bit much, but whenever he runs out of ammo hes pretty much derped up his wooden derper.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on May 31, 2011, 08:12:36 AM
Quote from: "Muzaru"
*snip*

I have a moderate problem dealing with Top Men. What perplexes me is that I'm the one who gets annoyed over it the most, and yet everyone else seems to have a larger problem dealing with Top Men than I. It seems that despite my prolonged efforts to prove you otherwise, you are somehow content with it, and discussing the idea further will probably result in absolutely nothing. So I'll instead focus my effort elsewhere.

Quote from: "Muzaru"
(click to show/hide)
Okay. So let's ignore everyone's opinions about wether or not he's OP, including mine. One of the main reasons as to why I'm opposed to this idea is that Needleman's playstyle is perfect as it is. He's the lone heavy-duty gunner, the Heavy Weapons Guy of Classes, but less health and average speed. Is he OP? Most of you says "Definitely", I say "Maybe". That's not the point. I don't want this idea because it forces an unneccesary change in playstyle which isn't needed.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on May 31, 2011, 03:33:57 PM
The leaves falling thing would be a bad idea because he would just be Ice Man without a good long range attack.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CHAOS_FANTAZY on May 31, 2011, 04:17:29 PM
Quote from: "*Nu*"
The leaves falling thing would be a bad idea because he would just be Ice Man without a good long range attack.
A: Icicle Storm is bad because it takes so long to land.  Woodman's leaves could spawn closer to the ground.
B: Woodman can move with his Leaf Shield.  Iceman cannot.
C: You can still shoot leaves forward with it on anyway.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on May 31, 2011, 04:29:30 PM
So not he's just a better Ice Man? What I think he really needs is a quicker shield activation. I can never use Wood Man due to the slow activation time on the shield. I also think he could stand to be a bit faster, but I can understand the slow speed is to compensate for a prolonged invulnerable state.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on May 31, 2011, 10:49:57 PM
Just thought I'd say with the decreased startup time and the slight speed increase, he already plays much better. With YD's permission, I could put it into the official thing.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Tails on June 01, 2011, 01:30:28 AM
I'm surprised on how Windman is so underratted. He might be one of the strongest classes in the game, due to his gyros doiing about 3-hit kills each hit. I find him to be a great player, even if his gyros are awkward. Watch out Woodman, Windman called; he wants his "incredible" title back.
Title: HEATMAN SUCKS. FIX HIM JIOFDSJGO PLOX
Post by: Bikdark on June 01, 2011, 02:21:26 AM
Have you ever considered changing Heatmang? He's kinda terrible.
You'll see what I mean if you try to use him for 14 matches in a row.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on June 01, 2011, 02:58:20 AM
yes, please buff his ammo, btw whats with the whole adding "g" at the end of the classes names?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: CopShowGuy on June 01, 2011, 03:56:55 AM
Wood Man used to fire his leaves from above.  He had a huge accuracy problem and that's why he is as he is now.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on June 01, 2011, 06:39:39 AM
Also, one thing with Heat Man, the hitbox for his alt seems to be too small. You can't hit anyone with it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 01, 2011, 10:05:44 AM
Quote from: "Korby"
Just thought I'd say with the decreased startup time and the slight speed increase, he already plays much better. With YD's permission, I could put it into the official thing.

Ayup
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Jc494 on June 01, 2011, 01:02:37 PM
My opinion: 5.
Not too little, not too much  :mrgreen:
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Rawk Hawk on June 01, 2011, 03:12:54 PM
Quote from: "Korby"
Before you ask why 5 isn't an option, it's not divisible by two or something yeah.

Also, v5C may not come out for awhile.

It was a few pages back so I can understand not seeing it.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on June 02, 2011, 01:57:28 AM
Quote from: "ice"
yes, please buff his ammo, btw whats with the whole adding "g" at the end of the classes names?
Well, I found the problem to be that his alt can't really hit anything ._.
I understand that he's defensive-ish, so possibly a little change on how his alt hits, and a slight hp buff?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on June 02, 2011, 07:53:50 AM
I think a mixture of more than one buff for Wood Man couldn't hurt.

I'd be more interested in discussing the new Star Man. I haven't used him much, but what do people think of him?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Jc494 on June 02, 2011, 11:38:51 AM
Quote from: "Rawk Hawk"
Quote from: "Korby"
Before you ask why 5 isn't an option, it's not divisible by two or something yeah.

Also, v5C may not come out for awhile.

It was a few pages back so I can understand not seeing it.

Doh. My bad :(
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on June 02, 2011, 01:57:43 PM
When we had many class servers up, I started to get good with heat, and his hit and run style...
It seems that you cant hit them head on, but you have to try to graze them with it.
You have to hit them with one of his fists while he does it...

Heet, and his takk'L that is.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on June 03, 2011, 03:26:47 AM
Random question.

Who is it that did the programming for Drillman and his altfire? I have a question for him/her.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: ice on June 03, 2011, 03:32:39 AM
Ivory did the coding I beleive
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on June 03, 2011, 03:35:34 AM
I did the initial coding, CutmanMike made it work correctly though, you are better off asking him.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on June 07, 2011, 08:33:26 AM
Buuuuuuuuuuuump!!!
Once again...
Teeeeeeeem!
Current progress on v5c? or v6a?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 07, 2011, 02:32:51 PM
My Laptop is broken.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: LlamaHombre on June 07, 2011, 07:07:48 PM
Oh nooooo

I have a question though, will you do MM&B classes if the expansion is finished ever?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 07, 2011, 07:08:14 PM
Yes.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Atticus on June 07, 2011, 09:39:20 PM
If you need some taunts, you could rip some stuff from brentalfloss' Mega Man boss interviews.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Magnet Dood on June 07, 2011, 09:47:34 PM
When will the Dark Men be finished?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on June 07, 2011, 09:48:10 PM
I think we'll be doing them for Additional Classes, not the main pk3.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on June 08, 2011, 03:28:32 AM
Umm...
Any impending balance requests/fixes for when Yeller gets his lappy unbork'd?
With the devs that is.
Unless anyone wants to give a long explanation and tell of what they think, wif ballance that is.
I wanna hear!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on June 08, 2011, 04:13:27 AM
Quote from: "JaxOf7"
If I may make a suggestion: a list of bugs posted on the first post so that devs know what to fix and we don't keep reporting the same shit.

First bug: Bomb man's giga bombs do not sync right.
Second bug: Flash man's timestopper does not work right on a couple classes. It outright does not affect protoman, quint, and bass. Some of the MM4 classes stay stopped while getting hit.



Something tells me progress and playing this mod is going to be delayed for a bit; it greatly concerns an event this coming friday.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on June 08, 2011, 06:14:26 AM
Quote from: "Muzaru"
Umm...
Any impending balance requests/fixes for when Yeller gets his lappy unbork'd?
With the devs that is.
Unless anyone wants to give a long explanation and tell of what they think, wif ballance that is.
I wanna hear!

Well, here's my two cents. The targeting on Elec Man's lightning bolt summon needs to be altered so it's not exploitable and is actually used for it's intended purpose, not as a close range near-OHKO attack. This is one of the main counter arguments a potential nerf to Top Man, because everyone keeps pointing out that if he is nerfed, Elec Man will be better in any shape or form. But he shouldn't be. As much as I dislike the balancing on Top Man, Elec Man was never ever supposed to be like that. His alt was, as far as I can understand, designed to be used as a powerful, auto-hitting attack effective against groups of people, not against single targets.

As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode. For the lightning bolt effect, you could either keep the already existing 8-direction invisible projectile tied to the lightning bolt effect, but keep it for the visual effect only. Alternatively, you could just make lightning bolts appear randomly in the general area.

It'll look a bit iffy at times, but it'll prevent people from playing Top Man as Elec Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Hunter_orion on June 08, 2011, 04:37:27 PM
I don't know about the rest of the population, but when I'm using Elecman, I'm not really reliant on the lightning bolt. Elecman gets a lot of usage out of Elec Beam (yea, i know it's supposed to be thunder) and his evasion speed actually make fighting with the lightning bolt pretty unecessary. The one or two times I do use it is in urgent situations, such as a starman, woodman, or topman. Most already probably know my hatred against that space invading gas ball, and even topman can be easy to see why I would. But with woodman, I've found that the bolt can penetrate his shield, which somebody in netgames really likes to use.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on June 08, 2011, 05:47:33 PM
There are certainly people who are focusing on getting the most out of his alt. I'm not trying to nerf his alt here, I'm merely advocating change so it's not as exploitable as it is. Using the method as described above, people who play Elec Man as he is supposed to will see little difference, while at the same time effectively remove Top Man wannabes as Elec Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 08, 2011, 06:05:39 PM
Quote from: "Myroc"
As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.
I told you on Skype, this won't work!

Quote from: "Myroc"
For the lightning bolt effect, you could either keep the already existing 8-direction invisible projectile tied to the lightning bolt effect, but keep it for the visual effect only.
I'm not sure what you're trying to say here.

Quote from: "Myroc"
Alternatively, you could just make lightning bolts appear randomly in the general area.
Oh, hello Ice Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Asd967 on June 08, 2011, 08:32:44 PM
Quote from: "Yellow Devil"
Quote from: "Myroc"
As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.
I told you on Skype, this won't work!

How the hell that won't work?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 08, 2011, 08:51:02 PM
Because the lightning is spawned where the checker died. If the checker is an explosion, the lightning will be spawned at the centre of the explosion. (Elecman!)
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Asd967 on June 08, 2011, 09:06:37 PM
Did you think about making a custom pain state?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Myroc on June 08, 2011, 09:38:24 PM
Quote from: "Yellow Devil"
Quote from: "Myroc"
As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.
I told you on Skype, this won't work!

And like I replied on Skype, you misunderstood what I meant. The method that spawns the visual lightning bolts should be distinct from the damage itself. E.g the A_Explode function would deal damage and only deal damage, while (perhaps an improved version of) the original targeting would stand for the visual effect. Or

Quote from: "Yellow Devil"
Quote from: "Myroc"
Alternatively, you could just make lightning bolts appear randomly in the general area.
Oh, hello Ice Man.

Again, the random lightning bolts don't affect the damage in any shape or form. It would only be a visual effect.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 08, 2011, 09:47:36 PM
I like that idea. My laptop is back, so I'll begin work on 5c now and release when the 2a fixes are up. Start postin' bugs as usual, guys!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on June 08, 2011, 11:47:09 PM
Quote from: "Yellow Devil"
Quote from: "Myroc"
Alternatively, you could just make lightning bolts appear randomly in the general area.
Oh, hello Ice Man.

Yeah, Ice Man's alt isn't that good though. I'd say it relies too much on the random fall of icicles to kill people. Also, using it makes you a sitting duck for everything, including Fire Man, who's supposedly weak to Ice Man.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Gummywormz on June 09, 2011, 02:00:21 AM
I liked ice man's old icicle fall radius better. You can at least hit people with that <_<
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on June 09, 2011, 02:35:21 AM
I didn't like the Icicle Fail much... Okay, if it hits, the person is damned, but what? Makes Iceman extremely vulnerable and the odds of being hit are too small.

Maybe could use his SP from Power Fighters, where he summons a black cloud that makes snowflakes slowly come down and, if anyone touches them, they get frozen solid.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on June 09, 2011, 03:08:03 AM
Well, if Dive Man can get abilities from (what I believe is) Power Fighters, so could Ice Man.

Maybe the Ice Slasher could gradually make people slow down with each hit and eventually freeze them? So he would be able to support more. Just a thought.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Bikdark on June 09, 2011, 03:46:43 AM
I know this has probably been mentioned 30,000 times, and declined every single time, but shouldn't Pharaoh not have Mega's Pharaoh Shot, and have that Pharaoh wave thing?
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SmashTheEchidna on June 09, 2011, 04:20:35 AM
^


It could charge and probably hit the same way. And it should also fire behind him as well, methinks. But I believe that this risks him being overpowered.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on June 09, 2011, 04:22:15 AM
No, he's not getting Pharaoh Wave. Reason being is because the alt fire allows Pharaoh to move around quickly at higher elevation. A ripping wave is far less useful then radius damaging Pharaoh Shot. Get used to it, it's not changing.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SmashTheEchidna on June 09, 2011, 04:44:49 AM
Well hey, I'm fine either way. I'm just saying that it'd be more accurate to how he actually fought if he had it. But couldn't the pharaoh wave be radius damaging like the Pharaoh shot, too? I didn't say anything about it ripping.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Ivory on June 09, 2011, 04:46:57 AM
Well if someone made Pharaoh Wave rotations, then I could put them in. Right now I'm just far too busy with getting a job and other life stuff that I haven't had much time for modding.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SmashTheEchidna on June 09, 2011, 04:54:47 AM
Pharaoh Wave rotations, eh?

Hmm... :ugeek:
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on June 09, 2011, 05:09:53 AM
Quote from: "SmashTheEchidna"
Pharaoh Wave rotations, eh?

Hmm... :ugeek:
I got a gooooooooooooooood feeling about this!
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on June 09, 2011, 05:17:33 AM
I like how people complain about Pharaoh Man not having pharaoh wave and yet no one cares about Dive Man using Mines he never used in classic.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SmashTheEchidna on June 09, 2011, 05:19:52 AM
Hey, The dive mines are kinda cool, if not spammy. Besides, Having something new can be better than not having something they originally did. Sometimes.

Then again, Dive man's other attack was spinning around and charging forward. Not sure which would be better for an alt.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on June 09, 2011, 05:26:22 AM
Technically, Dive Mines are from Power Battles, just like Pharaoh Hovering.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Nuy on June 09, 2011, 05:30:36 AM
I dont like Dive only because whenever I see a classes LMS or TLMS, theres always a dive man spamming dive mines on the teleporters and camping, waiting for them to be killed by the mines and then spam dive missiles to finish them off if the mines dont kill them. It actually kinda pisses me off. Not to mention that I see no real form of combat for him but whatever.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Korby on June 09, 2011, 05:35:46 AM
I could probably put a timer on the mines so they self destruct after a little while.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: tsukiyomaru0 on June 09, 2011, 05:41:29 AM
Quote from: "Korby"
I could probably put a timer on the mines so they self destruct after a little while.
Great Idea! (I have thought of that before, but was reluctant to mention <:3
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: JaxOf7 on June 09, 2011, 05:58:26 AM
Quote from: "Korby"
I could probably put a timer on the mines so they self destruct after a little while.
I think I could still play a good Dive Man with this change.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SmashTheEchidna on June 09, 2011, 06:11:57 AM
Sounds good to me as well.
Personally I don't care what the heck you guys do to him. So long as he doesn't become overpowered, I'm good.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on June 09, 2011, 07:26:02 AM
Aww double post...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Muzaru on June 09, 2011, 07:27:05 AM
Quote from: "Korby"
I could probably put a timer on the mines so they self destruct after a little while.
Why not just make them max out after five, and have them all blow up when he dies...
And for dive missle....
Something... Not a damage nerf... not a fire rate nerf... maybe a larger hitbox, to reduce its usefulness vs cover... Or what ever you have to change to make it hit walls more like megamans charge buster... Oh.. And will that lose its fire delay?
I am unsure of what to say...
What does everyone think of needle?
Crash?
Skull?
Bliz?

I still think you should change plantman's buster back to the way it used to be, you know... firing quickly, and not taking ammo...though doing less damage...
Then the ones that need some serious help of some form..
Yamato...
Heatman...
Toad... To make him good in not only large matches...
Wood...
Ice..
Magnet..

*names are in a special order...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: SmashTheEchidna on June 09, 2011, 07:27:42 AM
I thought the mines were already set to self destruct when he dies...
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Shade Guy on June 09, 2011, 11:15:21 AM
Pretty sure they hang around. Also, in LMS, if the person that laid the mines dies, Skulltag gets a bit confused on who to give the frag to and what the obit. will say.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Max on June 09, 2011, 02:31:00 PM
They explode on death.

I added a limit.

EDIT: Added another poll
two yesses two noes because of broken forums
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: sipfried on June 09, 2011, 04:30:52 PM
warning if you use the powerup and class the robotmaster will get oilslide and timeslow.
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Myroc on June 09, 2011, 05:29:30 PM
This is because Classes isn't compatible with Powered Up (yet). Seeing as YD is on the PU dev team, getting compability between the two (as well with Time/Oil classes) shouldn't be so hard, although that's probably something we'll do after making it V2 compatible first.
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Jc494 on June 10, 2011, 11:36:48 AM
Taunts please. Kthnksbai.
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Fanewgie on June 11, 2011, 11:47:01 AM
Do we care about bugs involving bots using classes, or is that pretty much out of your control and all in Cut Man Mike's hands? I started noticing a few things while playing campaign with classes on (I really had nothing else to do and servers were all dead) but I won't bother cataloging everything if it's a "too bad" scenario.

Though for the record the only player-related bug I've noticed is that classes can use all (maybe?) of the expansion weapons/items (unsure if it's been noted already so just tossin' it out there).
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Max on June 11, 2011, 12:00:15 PM
Bots are dumb as hell, sorry!

5C will be out this evening (GMT WOO) and it will fix all the MM7 stuff.
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Max on June 11, 2011, 05:40:06 PM
Thanks for voting, everyone! Taunts will be staying. Added a few new ones for 5c, none of them are from medias directly linked to the robot (e.g. them from the cartoon or a sound from the game) but rather they are something linked to the bot.
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Alucard on June 11, 2011, 06:12:46 PM
Quote from: "Yellow Devil"
Thanks for voting, everyone! Taunts will be staying. Added a few new ones for 5c, none of them are from medias directly linked to the robot (e.g. them from the cartoon or a sound from the game) but rather they are something linked to the bot.

Will some Robot Masters that HAD the taunts (Cutman, Gutsman, etc.) have the old taunts?
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Max on June 11, 2011, 06:13:11 PM
I said added some, not replaced some
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Alucard on June 11, 2011, 06:26:30 PM
Quote from: "Yellow Devil"
I said added some, not replaced some

Ohh, I was confused, since you also said some robots will not be using media'd soundclips.
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Max on June 12, 2011, 11:00:33 AM
Sorry for the... lie about release yesterday, but there's so much to fix. I'mma do a CutmanMike and leave this here, tell me if I missed anythin'!

(click to show/hide)
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: Jc494 on June 12, 2011, 01:52:07 PM
Quote from: "Yellow Devil"
Sorry for the... lie about release yesterday, but there's so much to fix. I'mma do a CutmanMike and leave this here, tell me if I missed anythin'!

(click to show/hide)

Same here. *sniff*
Title: Re: Class based modification (POLL 4 DA TAUNTS)
Post by: LlamaHombre on June 12, 2011, 01:55:55 PM
Quote from: "Yellow Devil"
[*]The Super Adaptor Spawner is replaced with Carry from Mega Man GB! It lasts 4 times as long as Item 1, and spawns directly underneath you when used in the air!


I've been wanting to see this done.  :D
Title: Re: Class based modification (TAUNTS ARE STAYIN')
Post by: BiscuitSlash on June 12, 2011, 02:02:31 PM
/me is very exited about this update
Title: Re: Class based modification (TAUNTS ARE STAYIN')
Post by: Max on June 12, 2011, 05:30:49 PM
Merry Christmas.
Title: Re: Class based modification (V5C RELEASED)
Post by: BiscuitSlash on June 12, 2011, 05:38:02 PM
/me puts on a Luckyman face and downloads
Title: Re: Class based modification (V5C RELEASED)
Post by: Max on June 12, 2011, 07:18:57 PM
Aware of the Enker bugs before you all complain.
Title: Re: Class based modification (V5C RELEASED)
Post by: Bikdark on June 12, 2011, 07:41:13 PM
Quote from: "Yellow Devil"
Aware of the Enker bugs before you all complain.
Enker bugs?
wut?
Title: Re: Class based modification (V5C RELEASED)
Post by: Copy Robot on June 12, 2011, 08:13:43 PM
Is it the one where it says Enker absorb was not found or something
Title: Re: Class based modification (V5C RELEASED)
Post by: SickSadWorld on June 12, 2011, 08:48:06 PM
Oh wow! You added the Energy Balancer here? I know we talked about it but man you're quick!

Congrats on another release!  :mrgreen:
Title: Re: Class based modification (V5C RELEASED)
Post by: ice on June 12, 2011, 09:34:08 PM
a few reports, playing as diveman on his stage with bots crashes skulltag, heatman turns into megaman when hit with time stoper,and he's a tad OP now, lower his fireing rate as in mm2 he was powerful and hard to dodge but didnt spam too fast, scince bombman is heavily nerfed now, maby look back at my sugestion about giving him a higher jump
Title: Re: Class based modification (V5C RELEASED)
Post by: Captain Barlowe on June 12, 2011, 09:53:38 PM
He's talking about this Enker bug (I told him about it on Skype, and was the first to discover it, doing so on my own server).

(click to show/hide)
Title: Re: Class based modification (V5C RELEASED)
Post by: Max on June 12, 2011, 10:35:19 PM
Quote from: "Yellow Devil"
Aware of the Enker bugs before you all complain.

Notice the S.
I also fixed the broken jump location.
Title: Re: Class based modification (V5C RELEASED)
Post by: JaxOf7 on June 13, 2011, 12:36:31 AM
Not sure if you knew this but Carry spawns too low; it doesn't really help me get anywhere like this.

Also, how are Oil Man and Time Man classes coming along?
Title: Re: Class based modification (V5C RELEASED)
Post by: chuggaafan1 on June 13, 2011, 01:08:19 AM
Bomb Is now offically useless.
Also, hate to say it, but Shadow Man Is OP. I Miss Old Shadow Man
Title: Re: Class based modification (V5C RELEASED)
Post by: Fanewgie on June 13, 2011, 01:23:48 AM
Really need a way to force random selection to stop the people who just grief with Top/Flash/Cut Man for hours on end and cause other people to leave the game. I don't know how doable that is, though.

Offering this as a solution since I realize just nerfing whatever people like to use (i.e., Blizzard strategy) is not the way to do things.

Edit: more importantly I keep getting fatal server crashes trying to host classes, although I haven't been able to figure out just what's causing it...

Double Edit: server's running just fine without classes though, so it isn't just me.

P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!
Title: Re: Class based modification (V5C RELEASED)
Post by: ice on June 13, 2011, 02:41:23 AM
BTW, what is carry even supposed to do? It seems to be a longer lasting item 1 but with 1 use. Anyway fun challange, play through the campagn without using cheats using megaman bass or protoman
as for a bombman alt fire, maby toss megaman's bombs, and slightly buff his main, and give him high jump like cutman
Title: Re: Class based modification (V5C RELEASED)
Post by: Anonymous on June 13, 2011, 03:52:38 AM
Nice job again YD, I love seeing this project get more and more refined.

If anything gets changed before the next full version, I'd really like to see Magnetman's alt get a boost in some way. I hate to say it, but it has become really sad. Looking through the past versions, v4b felt like it worked the best overall; it still retained the really low damage and the flinging range was reduced, but it could be deactivated quickly so it could be used briefly and mixed in with his main attack. I would suggest bringing that back and either have it draw from Magnet's main resource or give it a little less of an ending pause than what is there now.

Dr. Wily is very much a duelist, but the amount of time he needs to spend standing around really hurts him in matches with more than a few people participating. Is it possible to make Dr. Wily's resource regeneration scale with the number of people in the match?

I think Ice is on to something, giving Bombman contact bombs and timed bombs would make him a little more interesting; it would allow him to leave one on his head and not have anyone know which kind it is, and give him quite a bit more versatility in general. Something that good might constitute a nerf elsewhere though.

Thanks for reading, take care.
Title: Re: Class based modification (V5C RELEASED)
Post by: Blaze Yeager on June 13, 2011, 03:53:57 AM
Found a major Glitch.

While playing as Diveman i used his altfire and it crashed my game.
Title: Re: Class based modification (V5C RELEASED)
Post by: Korby on June 13, 2011, 04:00:37 AM
What was the crash log?
Title: Re: Class based modification (V5C RELEASED)
Post by: ice on June 13, 2011, 04:14:59 AM
Quote from: "ice"
a few reports, playing as diveman on his stage with bots crashes skulltag,
I also reported that but it was never noticed aparently, I never get crashlogs unfortunately, it just says "Skulltag is not responding, check online fot a solution, yadayadayada"
Title: Re: Class based modification (V5C RELEASED)
Post by: JaxOf7 on June 13, 2011, 06:10:04 AM
Quote from: "Blaze"
Found a major Glitch.

While playing as Diveman i used his altfire and it crashed my game.
My game was crashing too, and it was not until now that I noticed that I was using Dive Man's alt each time.
Just started up a game now, used dive mines, crash.

Quote from: "Korby"
What was the crash log?
That's just it, there is no crash log, it just closes down and leaves me with nothing.



Quote from: "ice"
BTW, what is carry even supposed to do? It seems to be a longer lasting item 1 but with 1 use.
From what I can understand, the point of Carry is the fact that even the classes can use it.
I would love to see classes able to use items again.
Except the adaptors, tanks, and item-1s.
No adaptors for obvious reasons.
No tanks because Gyro and other mobile classes grabbing etanks in tough spots would be cheap.
And no item-1 because using stun or super speed to trap people is also cheap; just replace em with Carry upon pick up (or take them away).


New carry icon and the first proto item (Rush is kind of Mega Man's thing).
(http://i683.photobucket.com/albums/vv191/JaxOf7/carryandproto.png)
Title: Re: Class based modification (V5C RELEASED)
Post by: ice on June 13, 2011, 08:15:40 AM
proto coil is already in game
Title: Re: Class based modification (V5C RELEASED)
Post by: Muzaru on June 13, 2011, 10:17:33 AM
I've always wanted to play some classes with the devs.
To possibly find some things I havent found or some kind of inside feedback on it.
Is this possible in the near future?
Title: Re: Class based modification (V5C RELEASED)
Post by: Max on June 13, 2011, 02:28:13 PM
Quote from: "Genstov"
Nice job again YD, I love seeing this project get more and more refined.

Note to all! Love me more!

Quote from: "Genstov"
If anything gets changed before the next full version, I'd really like to see Magnetman's alt get a boost in some way. I hate to say it, but it has become really sad. Looking through the past versions, v4b felt like it worked the best overall; it still retained the really low damage and the flinging range was reduced, but it could be deactivated quickly so it could be used briefly and mixed in with his main attack. I would suggest bringing that back and either have it draw from Magnet's main resource or give it a little less of an ending pause than what is there now.

4C was a pretty major overhaul and I'm surprised at myself for forgetting to update Magnet. After 4a his alt was nerfed quite a bit... not because it was OP, but because it was lagging. I will change it back to how it was, though... I mean the activating not the lag!

Quote from: "Genstov"
Dr. Wily is very much a duelist, but the amount of time he needs to spend standing around really hurts him in matches with more than a few people participating. Is it possible to make Dr. Wily's resource regeneration scale with the number of people in the match?

Probably, but Wily needs a downside. Not suggesting that faster regeneration with people would make it not a downside, but...

Quote from: "Genstov"
I think Ice is on to something, giving Bombman contact bombs and timed bombs would make him a little more interesting; it would allow him to leave one on his head and not have anyone know which kind it is, and give him quite a bit more versatility in general. Something that good might constitute a nerf elsewhere though.

Around the time of 4c I was considering giving Bombman 3 different weapons. Normal Bombs, explode on contact yet still bouncing Powered Up bombs and Hyper Bombs.

If the community wants this done I'll bring out me old txts, but Hyper Bombs... probably not. 2 sounds good?

Quote from: "Muzaru"
I've always wanted to play some classes with the devs.
To possibly find some things I havent found or some kind of inside feedback on it.
Is this possible in the near future?

Maybe! Korby doesn't play much and Ivory/Mike are using alternate names so...
Unless you mean prerelease? Might do some good to have some experienced playtesters hmhmhmhm.

Quote from: "Blaze"
Found a major Glitch.

While playing as Diveman i used his altfire and it crashed my game.

Noticed, but I don't THINK it happens online. If it does I'll fix it ASAP.

Quote from: "ice"
BTW, what is carry even supposed to do? It seems to be a longer lasting item 1 but with 1 use.

1. It was made by Wily and usable by classes!
2. Can be used to avoid those pesssssssky snakes and other floor huggers!
3. Getting to higher places!

Quote from: "Fanewgie"
Really need a way to force random selection to stop the people who just grief with Top/Flash/Cut Man for hours on end and cause other people to leave the game. I don't know how doable that is, though.

Uh I don't want to limit the classes people play, but if people ragequit that's their problem. No class is invincible!

Quote from: "Fanewgie"
Offering this as a solution since I realize just nerfing whatever people like to use (i.e., Blizzard strategy) is not the way to do things.

Nerfs fix everything!

Quote from: "Fanewgie"
Edit: more importantly I keep getting fatal server crashes trying to host classes, although I haven't been able to figure out just what's causing it...

Double Edit: server's running just fine without classes though, so it isn't just me.

Dunno dawg

Quote from: "Fanewgie!"
P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!

Who what why

Quote from: "JaxOf7"
Not sure if you knew this but Carry spawns too low; it doesn't really help me get anywhere like this.

Yeah...

Quote from: "JaxOf7"
Also, how are Oil Man and Time Man classes coming along?

Extended classes is a bit dead broski. NOTE TO COMMUNITY : MAKE STUFF  :p

Please?
Title: Re: Class based modification (V5C RELEASED)
Post by: Gummywormz on June 13, 2011, 02:46:09 PM
Please add +WEAPON.NOAUTOFIRE to toadman's weapon so it doesn't go off when you respawn.
Title: Re: Class based modification (V5B - B-B-B-BALANCE PATCH!)
Post by: Jc494 on June 13, 2011, 03:12:36 PM
Quote from: "Shade Guy"
Someone may have posted this before, but Gravity Man's Gravity Hold has odd affect for some of the MM4 classes.

For example, Dust Man is launched around the room like one would be with the old Gravity Hold.

(click to show/hide)

This is still a problem.
Title: Re: Class based modification (V5C RELEASED)
Post by: Max on June 13, 2011, 03:33:58 PM
Quote from: "Gummywormz"
Please add +WEAPON.NOAUTOFIRE to toadman's weapon so it doesn't go off when you respawn.

No, I don't want needless tapping.

Quote from: "Jack Corvus"
Quote from: "Shade Guy"
Someone may have posted this before, but Gravity Man's Gravity Hold has odd affect for some of the MM4 classes.

For example, Dust Man is launched around the room like one would be with the old Gravity Hold.

(click to show/hide)

This is still a problem.

Thank you, fixed.

About to add some sprites to the main page woo

EDIT: TRYING TO SORT OUT THESE STUPID POLLS AHRKRJ

EDITEDIT: That's as good as it's going to get...
Title: Re: Class based modification (POLL 4 SKINS?)
Post by: BiscuitSlash on June 13, 2011, 03:39:26 PM
Skins? In what way? Bonus skins?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 13, 2011, 03:43:22 PM
I give up with that stupid poll! What's so hard to understand about Yes and No? Vote in the thread please!

Skins EG - SGC Bass, RM7FC Bass, Helmetless Megaman, Holographic Megaman.

Probably no Robot Master skins.

EDIT: Oh, I'd better start asking people for their skins ohhoh
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 13, 2011, 03:46:01 PM
I'd say only ones that are familiar to the series such as Ballade's alternate form
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on June 13, 2011, 03:54:21 PM
I vote yes.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: squidgy617 on June 13, 2011, 03:55:22 PM
I vote go for it. I'd like to see characters like Breakman, Helmetless Megaman, and as Michael said, Ballade's Alternate form. Part of the reason I don't always do classes is because of the inability to use my favorite skins.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 13, 2011, 07:35:28 PM
Yes as long as there's Roll/Classic Roll
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 13, 2011, 07:52:36 PM
Skins for different robot masters could open up interesting possibilities.

Go for it.
Title: Re: Class based modification (V5C RELEASED)
Post by: Fanewgie on June 13, 2011, 08:20:29 PM
Quote from: "Yellow Devil"
4C was a pretty major overhaul and I'm surprised at myself for forgetting to update Magnet. After 4a his alt was nerfed quite a bit... not because it was OP, but because it was lagging. I will change it back to how it was, though... I mean the activating not the lag!

With potentially 80+ classes (including 7-10, I think 10 made 80 robot masters alone) I don't think anyone's going to blame you for occasionally forgetting someone. Blizzard and Valve forget people all the time and those are only a tenth of the classes!

Quote from: "Yellow Devil"
Noticed, but I don't THINK it happens online. If it does I'll fix it ASAP.

I'm going to guess Dive bombs are what was causing the crashes I was experiencing, since I think Jax was on my server during those too. Do you recall if you were using Dive Man at all during those matches? I'm going to test it a bit more myself but I suppose if you're already setting out to fix them, then it's irrelevant.

Update: Yeah, running around spamming dive bombs definitely crashed the server. Doesn't seem to be single use but perhaps over-use of them.

Quote from: "Yellow Devil"
Quote from: "Fanewgie!"
P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!

Who what why

http://www.youtube.com/watch?v=dYfXNvqC024 (http://www.youtube.com/watch?v=dYfXNvqC024)

Quote from: "Yellow Devil"
Quote from: "JaxOf7"
Also, how are Oil Man and Time Man classes coming along?

Extended classes is a bit dead broski. NOTE TO COMMUNITY : MAKE STUFF  :p

Please?

I'm offering but you're not really giving me anything to work with! Really don't want to just go ahead and wind up doing something that someone already has half-or-more-done.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 13, 2011, 08:23:21 PM
Honestly, for them, it'd just be their weapons with resistances tacked on.

There's really no altfire opportunities!
Title: Re: Class based modification (V5C RELEASED)
Post by: Max on June 13, 2011, 09:19:01 PM
Quote from: "Fanewgie"
Quote from: "Yellow Devil"
Quote from: "Fanewgie!"
P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!

Who what why

http://www.youtube.com/watch?v=dYfXNvqC024 (http://www.youtube.com/watch?v=dYfXNvqC024)

Never played Starcraft but daayymn
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: ice on June 13, 2011, 09:27:05 PM
when the classes are being made, can I do slashman?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Gummywormz on June 13, 2011, 10:40:25 PM
Plant man can still shoot his buster when dead <_<

Edit: The return of the gemini buster bug has arrived! It seems to be activated by blizzard attack as mega man for some reason.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 13, 2011, 11:04:03 PM
PROTOSLED.

(http://kxn.paperwaspnest.com/8BDM/protojet.png)

I think since the jet stream itself is so thin that you can get away with using only the one sprite for the front view.

I can rearrange that sheet or split them up into individual sprites if it would make things significantly easier.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 14, 2011, 05:59:09 AM
Speaking of alt skins, someone needs to do the RNC Bubble Man as an alt skin for Bubble Man.

Also, are there supposed to be diagonal rotations in that Proto Jet? Because it looks like there are 3 side rotations.
Title: Re: Class based modification (V5C RELEASED)
Post by: Muzaru on June 14, 2011, 06:21:55 AM
Quote from: "Yellow Devil"
Quote from: "Muzaru"
I've always wanted to play some classes with the devs.
To possibly find some things I havent found or some kind of inside feedback on it.
Is this possible in the near future?

Maybe! Korby doesn't play much and Ivory/Mike are using alternate names so...
Unless you mean prerelease? Might do some good to have some experienced playtesters hmhmhmhm.

Hell yea, I'd love to help test the prereleases!
But I meant like a dev day or something, to see how they feel about playing the mod.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 14, 2011, 06:55:32 AM
Quote from: "Shade Guy"
Also, are there supposed to be diagonal rotations in that Proto Jet? Because it looks like there are 3 side rotations.

Since it's kind of an elongated simple shape it doesn't really look all that different in silhouette or even at 100% zoom.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 14, 2011, 07:01:33 AM
Looks pretty fine to me!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 15, 2011, 03:01:15 AM
For gits and shiggles, give Skullman another weapon with which he can zoom in and snipe.
I mean come on, we all snipe with skull.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: -FiniteZero- on June 15, 2011, 03:57:19 AM
I'm just going to say my idea: a Bond Man class.

His main attack would be sort of like Oil Slider, in which it has an arc and when it hits the ground it becomes a droplet, but when it hits an enemy, it stuns them, like Spark Shock.

No idea for an alt though.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 15, 2011, 05:04:52 AM
Turbo Man "walk" cycle.

(http://kxn.paperwaspnest.com/8BDM/class-turbo-walk.png)

What kind of Mega Man enthusiast would I be if I gave him a dorky-looking regular walk cycle over gliding around like the badass he is.

I am obligated to disclaim that this is not meant to replace Turbo Man's in-game non-class car mode walk cycle as it would upset a certain Turbo Dusty into possibly being violent towards me.

Also someone else do Shade Man's, I don't wanna.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: theanjo on June 15, 2011, 07:58:00 AM
I think you should use the MM10 Slash Man sprites. Sure it doesn't fit with the Rockman 7 FC sprites, but its Capcom's official sprite. You're aim was to make the Robot Masters as close to the games as possible, while keeping everything balanced right? Why not make Slash Man have a closer relation to the official Capcom Mega Man games.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 15, 2011, 09:04:30 AM
Quote from: "theanjo"
I think you should use the MM10 Slash Man sprites. Sure it doesn't fit with the Rockman 7 FC sprites, but its Capcom's official sprite. You're aim was to make the Robot Masters as close to the games as possible, while keeping everything balanced right? Why not make Slash Man have a closer relation to the official Capcom Mega Man games.

I would agree (mostly because I think the MM10 Slash Man sprite looks better, even though both of them are technically too large. Slash Man is a small guy) but chances are, the sprites for the class are already done.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 15, 2011, 02:18:42 PM
Using both!

Quote from: "Fanewgie"
Turbo Man "walk" cycle.

(http://kxn.paperwaspnest.com/8BDM/class-turbo-walk.png)

What kind of Mega Man enthusiast would I be if I gave him a dorky-looking regular walk cycle over gliding around like the badass he is.

I am obligated to disclaim that this is not meant to replace Turbo Man's in-game non-class car mode walk cycle as it would upset a certain Turbo Dusty into possibly being violent towards me.

Also someone else do Shade Man's, I don't wanna.

Lazy Okay! At least he doesn't constantly flip from car to transformer anymore!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: ice on June 15, 2011, 04:04:49 PM
isnt it possible to change sprite size by editing the scale?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Dusty on June 15, 2011, 07:32:22 PM
Quote from: "Yellow Devil"
Okay! At least he doesn't constantly flip from car to transformer anymore!

LOOKS LIKE SOMEONE WANTS TO TAKE OUT MY AUTOBOT OUT OF MY MEGA MAN. SOMEONES GONNA HAVE TO DIE YO.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 15, 2011, 08:41:35 PM
Skins was a complete yes...

Quote from: "My .txt"
SKINS POLL!

Yes - LlamaHombre, Squidgy617, Michael712, Nu, Korby.
No -

So added a LOT of new sprites to the frontpage.

Now, an update. Should be shipping out 5d in a week or two, but MM7 will likely take longer. But who knows? Might get it done earlier than expected!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 15, 2011, 11:03:28 PM
Quote from: "Yellow Devil"
Lazy Okay! At least he doesn't constantly flip from car to transformer anymore!

Better than dumping the time into an unnecessary walk cycle that would most likely look goofy and leave people asking "wait doesn't he have wheels?" A few people even asked/requested that he run this way.

Besides it still took time, it's not like I phoned it in. :P

I might tackle some of those alternate skins but no promises yet. Are they ripped on the forums anywhere to speed things along? Links to those in the main post would probably be convenient.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 15, 2011, 11:11:58 PM
By the way, Mars would work amazingly as a Napalm Man skin.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: squidgy617 on June 16, 2011, 12:52:14 AM
Did you want Megaman? as well?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 16, 2011, 03:50:24 AM
Doc robot for the alt skin of every class, thats not mega, proto, bass, or wily.
...Or it could just be for mm2 classes.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 16, 2011, 03:59:57 AM
Go make alt sprites for them and that could be interesting  :p
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 16, 2011, 09:15:37 AM
Can it be a stickman that doesnt walk or switch direction?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 16, 2011, 02:13:06 PM
Quote from: "squidgy617"
Did you want Megaman? as well?

I did, but I Steamed you and I thought you were covering your customs?

Quote from: "Korby"
By the way, Mars would work amazingly as a Napalm Man skin.

Sprites and sure.

I'll rip out the base sprites for the alt frames in a while.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: squidgy617 on June 16, 2011, 03:02:26 PM
I'm going to, but on the front page you said Breakman and Helmetless Megaman needed sprites, and I assumed I was taking those too, since I made them. Doesn't really matter, I can any that you need.
So you want Breakman, Megaman?, Helmetless Megaman... and you want Helmetless Protoman as well, I'm guessing?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 16, 2011, 04:05:37 PM
Yeah! I forgot you made those guys... that's why I counted them as official and listed them on the front page.

EDIT: Here are bass bases for you guys who want to help with the bass skins!

(http://i270.photobucket.com/albums/jj107/MaxPower7137/Basses.png)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on June 16, 2011, 08:05:00 PM
7FC Bass should get his respective super adaptor!

I might work on that, actually.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 16, 2011, 10:01:45 PM
Spring Fists

(http://kxn.paperwaspnest.com/8BDM/class-spring-attack.png)

Really not satisfied with that front view but the more I messed with it, the worse it looked. Feel free to get it redone if it isn't doing it for anyone else either.

Also wasn't sure if projectiles needed to use the Mega Man color scheme as well so I just included both.

Glad to see people getting involved now. :D

Edit: man I completely didn't even think about the three back views until like right now. I'll throw those together tonight...
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Copy Robot on June 17, 2011, 12:10:10 AM
Quote from: "Muzaru"
Doc robot for the alt skin of every class, thats not mega, proto, bass, or wily.
...Or it could just be for mm2 classes.

This and a Weapons Archive skin for Elec, Wood, Gemini, Ring, Napalm, Flame, Slash, Frost, and Tornado or even better for all the classes that aren't Mega, Proto, Bass, or Wily
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Gummywormz on June 17, 2011, 01:52:53 AM
Just want to mention I saw hardman using junk shield earlier.

May want to add armor to that bugfix acs thingy.

EDIT: the weapon energy acs script still has time stopper in it.

EDITEDIT: regular time stop doesn't work on bass :/
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 17, 2011, 02:50:12 AM
I do believe that as usual, the MM4 classes do some weird stuff when x happens to them. This time, Flash Man's Time Stopper. I'm pretty sure that unlike other classes, who are frozen and regain movement after a period of time, these classes don't. They're stuck forever.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 17, 2011, 03:43:08 AM
It's hard to tell what's going on with the Time Stopper, I'm guessing you guys are referring to what happened on my server tonight.

That one Bass was getting and using Time Stopper, and the one time he was able to switch weapons back and Time Stopper last like twice as long as usual, so he just went around bustering people. It didn't seem to happen every time, though. One time it worked completely as intended.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 17, 2011, 05:42:00 AM
Quote from: "Gummywormz"
Just want to mention I saw hardman using junk shield earlier.
Heh, last night I was playing classes Terminator, there was a Hardman that had Junkshield, and the term sphere. Just found that slightly hilarious.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 17, 2011, 07:28:00 AM
Well, you know what they say, the best offense is a good defense.

Or is it the best defense is a good offense?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: SmashTheEchidna on June 17, 2011, 11:13:26 AM
Quote from: "Bikdark"
Quote from: "Gummywormz"
Just want to mention I saw hardman using junk shield earlier.
Heh, last night I was playing classes Terminator, there was a Hardman that had Junkshield, and the term sphere. Just found that slightly hilarious.

*coughcoughgodmoddinghardmancough*
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 17, 2011, 02:37:47 PM
Quote from: "Gummywormz"
Just want to mention I saw hardman using junk shield earlier.

May want to add armor to that bugfix acs thingy

Done

Quote from: "Gummywormz"
EDIT: the weapon energy acs script still has time stopper in it.

Fixed before you mentioned it

Quote from: "Gummywormz"
EDITEDIT: regular time stop doesn't work on bass :/

Every classes has the timestop pain frame so dunno what's up with that

Quote from: "Shade Guy"
I do believe that as usual, the MM4 classes do some weird stuff when x happens to them. This time, Flash Man's Time Stopper. I'm pretty sure that unlike other classes, who are frozen and regain movement after a period of time, these classes don't. They're stuck forever.

Figures. Fixed.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 17, 2011, 10:28:45 PM
Hows the overall progress on the newer version?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on June 18, 2011, 05:56:43 AM
Completely redid the damage replacement script; should fix power stone, not nerf gyro, include mm7 weapons that need em, and fix anything else we may not even know about.
(click to show/hide)

That also means new damage factors!
(click to show/hide)

Here is the new complete list of damage factors:
(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 18, 2011, 10:46:52 AM
Finished Spring (for reals this time) and reposting it just so it doesn't get lost, forgotten about and assumed never completed.

(http://kxn.paperwaspnest.com/8BDM/class-spring-attack.png)

In hindsight I'm not even sure if it's possible (or plausible) to map all eight sides of a rotation, but along with the recolor I'm just going to say that I planned ahead and you guys can do what you choose.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 18, 2011, 11:51:47 AM
It is possible and I thank you for doing it!

Also a big thumbs up to JaxOf7
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 18, 2011, 12:35:55 PM
/me gives a big thumbs up to JaxOf07

Not that I know what any of the coding means but I'll assume it's good

Anyway...It might be a bit late to be discussing Bomb Man, but I think at this point, you guys should either try and sync up the Giga Bomb (you know, sometimes you throw it and it looks like you threw it one way but it turns out it was on the other side) or give him Mega Man's version of Hyper Bomb as an alt.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: MasterXman on June 18, 2011, 03:01:59 PM
Um. Yeah. This is great and all, but can you change the download link? That site is blocked. Viruses. I think.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 18, 2011, 03:02:36 PM
Derp derp wadhost mirror
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: MasterXman on June 18, 2011, 03:03:29 PM
THANKS!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 18, 2011, 06:02:14 PM
By the way, do Wood Man's leaves have "leaf" damagetype? 'cause if not, he's still pitiful against Airmen!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on June 18, 2011, 08:48:24 PM
He should be!

He takes 4 damage from Air Shooter in MM2, I mean.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 19, 2011, 01:11:41 AM
But Air Man is weak to Leaf Shield. He should be weak to leaves.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on June 19, 2011, 01:23:27 AM
Make them both able to kick each other's asses then!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on June 19, 2011, 05:52:22 AM
Quote from: "Korby"
By the way, do Wood Man's leaves have "leaf" damagetype? 'cause if not, he's still pitiful against Airmen!
Toad man also lacks his weapon's damage type...

Speaking of weaknesses, love how the MM2 masters have the extra ones! But this didn't seem to continue for the rest of the classes...
I would love to see this continue so I have used the strangest logic to try to group similar weapons together.
(click to show/hide)
Final note: Centaur and Yamato's weaknesses are simply incorrect.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Ivory on June 19, 2011, 05:54:47 AM
Centaur's weapon is actually space/time. Anyways, I mentioned this before to Korby and YD, but I never heard back from YD about it.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: ice on June 19, 2011, 06:47:16 AM
magnet missile should be in seeker, ring boomerang is a cutter and search snake is not a seeker (although it would be epic if it did home in on targets,... I demand someone make that a thing)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 19, 2011, 07:50:20 AM
Quote from: "ice"
magnet missile should be in seeker, ring boomerang is a cutter and search snake is not a seeker (although it would be epic if it did home in on targets,... I demand someone make that a thing)

OOh! Make them flicker red on their tooshies, and give them a maximum range, or better yet...
make these have angry faces too, and draw the other snakes that are already shot towards them?
Give them a long cool down and max range though...
It would make snakeman a bit more tricky to fight against.

Or

Give snakeman another wep that allows him to alter where the snakes go with a red dot, that makes him slow down, and when he uses that alt they all hop, some more than others.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 19, 2011, 08:07:48 AM
Hm...That sounds like you're turning Snake Man into Captain Olimar!

Not that that's a bad thing...
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 19, 2011, 08:12:55 AM
aw... it would only influence where they go by so much, it wouldnt completely stop them, or make them turn on a dime.....

/hugs
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 19, 2011, 09:49:56 AM
Updated some stuff, tah. I'm not adding extra weaknesses for each class, because I don't want the battlefield to be too uneven. Imagine playing as Woodman, you're weak against Cutman, Metalman, Needleman, Shadowman, Gyroman, Tomahawkman, Punk, Slashman, Fireman, Heatman, Pharaohman and finally Turboman.

Poor guy.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 19, 2011, 10:17:05 AM
Fair enough. In my opinion, a class should only be weak to what it was weak to in the games.

For example, Toad > Bright, etc.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on June 19, 2011, 10:18:08 AM
Boring weakness theory stuff:
(click to show/hide)

Quote from: "Yellow Devil"
Updated some stuff, tah. I'm not adding extra weaknesses for each class, because I don't want the battlefield to be too uneven. Imagine playing as Woodman, you're weak against Cutman, Metalman, Needleman, Shadowman, Gyroman, Tomahawkman, Punk, Slashman, Fireman, Heatman, Pharaohman and finally Turboman.

Poor guy.
Give him a ton of resistance to everything else, just like MM8BDM's wood shield! :cool:
Wood man is the only class to have this misfortune; I think every other class is fine receiving their lesser weaknesses.


Just so you guys know, the reason I suggest these weaknesses is because the best part of playing Mega Man in classes mod is the real time weakness matching. But, sometimes...
"Oh shit, Blizzard Man! Shit, no flame blast! All I got is this firestorm! *Proceeds to use ice slasher*"
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 19, 2011, 06:56:10 PM
I've been thinking, since pharaohman in the original game is weak to flash stopper in a way that he gets frozen to a weaker version of Brightman's weapon, why don't we make him get frozen in the air in this? Maybe not for too long, like less longer than flashman's alt fire, but....

Nah you're right, say no more this idea sucks does it?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Ivory on June 19, 2011, 07:01:58 PM
Originally Pharaoh Man would get a full screen white blind when hit by Bright Man's light bulb grenade. Never got implemented in the main version though for one reason or another.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 19, 2011, 07:03:47 PM
Quote from: "Ivory"
Originally Pharaoh Man would get a full screen white blind when hit by Bright Man's light bulb grenade. Never got implemented in the main version though for one reason or another.
I have to say, I really like this idea! You go better as his weakness against Bright if yuo ask me!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Fanewgie on June 19, 2011, 11:15:36 PM
I definitely like the idea and sympathize with Jax's reasoning on why they should exist. I know I've had situations vs an Elec Man going "I have a blade weapon, why doesn't that help again?"

It would definitely make things more interesting for the people who like to pick one class, because they might have a strength against a wider amount of people instead of just "that one guy in case he pops out", and would also give them more ways to be stopped in case of the more "unstoppable" classes, and might stop people from constantly changing class to counter their rival, etc.

Do agree it would be (even?) tougher to balance, you wouldn't want Metal Man to die in one shot from every blade weapon for example, and you wouldn't want half of the MM2 classes to be completely screwed if one team stacks blades.

These "additional weaknesses" or "lesser weaknesses" as I think Jax put it would probably need to do less damage than their primary weakness, but still an amount that gives an advantage (hence "lesser" I'm sure).

TL;DR: I support this movement.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: chuggaafan1 on June 19, 2011, 11:29:30 PM
This Probably Has Been Mentioned Before but...

Why Can MM Class not use other skins when before he could?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on June 19, 2011, 11:34:54 PM
Quote from: "chuggaafan1"
This Probably Has Been Mentioned Before but...

Why Can MM Class not use other skins when before he could?
"Oh sup Hard Man." *He top spins you*
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: chuggaafan1 on June 19, 2011, 11:37:37 PM
Quote from: "JaxOf7"
Quote from: "chuggaafan1"
This Probably Has Been Mentioned Before but...

Why Can MM Class not use other skins when before he could?
"Oh sup Hard Man." *He top spins you*


Well...I'd Like My Flashing Glowing Gamma Without MMPU. kthxbai
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: squidgy617 on June 20, 2011, 04:38:35 PM
(http://www.iaza.com/work/110621C/iaza18284881827700.png)
Finished Helmetless Megaman and Breakman. Will do Megaman? and helmetless Protoman later.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 22, 2011, 03:14:15 AM
Is it too late to suggest more things for the classes?
Also....
How much is left before v5d or v6a?
Title: Re: Class based modification (THE POLLS ARE NONEXISTENT)
Post by: Nuy on June 22, 2011, 04:11:36 AM
I still say Wily should be 1HKO'd by bubble lead. Also, will Bass get that double jump?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 22, 2011, 02:20:30 PM
Quote from: "Muzaru"
Is it too late to suggest more things for the classes?

Nope, shoot.

Quote from: "Muzaru"
Also....
How much is left before v5d or v6a?

Skins for V5D. Only Spring is started for 6a as of now.

Quote from: "Nuy"
I still say Wily should be 1HKO'd by bubble lead. Also, will Bass get that double jump?

Nah, and possibly if I can figure out how the heck Super Adaptor works.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 22, 2011, 02:54:48 PM
You could.. you know.. ASK HIM. I'm sure he wouldn't mind telling the magic of coding. I'm just questioning how its possible seeing as Skulltag was never that concerned with jumping as far as I remember so it boggles me that theres coding for a double jump.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: SmashTheEchidna on June 22, 2011, 02:57:31 PM
When you know coding, there's a whole lot of things you can do. Some things we wouldn't even imagine in MM8BDM, or Skulltag in general.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Flashbang on June 22, 2011, 03:28:16 PM
Can these skins include obscure hacks like rockman peercast?

If so, I might help. :p
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 22, 2011, 03:32:29 PM
never ever ever heard of it but if it relates to the robot in some way...
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Flashbang on June 22, 2011, 03:33:30 PM
http://www.youtube.com/watch?v=Mrq9v4Rr ... ideo_title (http://www.youtube.com/watch?v=Mrq9v4Rrm7c&feature=channel_video_title)

This is it.

There are a crapton of mm2 hacks like these...

(Wish there was a mm6 one with pal-swaps or otherwise... but no.)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 22, 2011, 03:37:57 PM
Well since they are classified as different robots by the game itself, I'mma have to go with no unfortunatly. That, and it's fan-made.

Sorry I guess!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Flashbang on June 22, 2011, 03:45:57 PM
Oh well...
No japanese hack palette swaps either?

Gray zone:
http://www.youtube.com/watch?v=QC4_70Ap ... ideo_title (http://www.youtube.com/watch?v=QC4_70Ap570&feature=channel_video_title)

Doesn't matter. skins prolly wouldn't be done till September anyway. :?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 22, 2011, 05:31:49 PM
Palette swaps would look the same way. Colors won't change with skins, so they'll just be the originals.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 22, 2011, 06:37:17 PM
Moar (optional this time) frontpage sprites. V5D will be released WHEN YOU GUYS GET TO WORK

:D
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 22, 2011, 06:39:34 PM
ID GET TO WORK IF I KNEW HOW TO CODE >:<
Also Wily alt skin could be Mr. X
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: squidgy617 on June 22, 2011, 08:08:21 PM
(http://www.iaza.com/work/110623C/iaza18284830139900.png)
Sliding frames for my other two skins.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Duora Super Gyro on June 23, 2011, 01:04:25 PM
So are you guys gonna do mm7 classes now that the mm7 expansion is out?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 23, 2011, 04:42:56 PM
I'd assume so.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Myroc on June 23, 2011, 05:44:37 PM
Minor thing. Since Treble Boost can't be refilled by normal weapon energy anymore, could you remove Treble Boost from a player once he uses it up? Avoids clutter when you want to use the Bass Buster and wind up with an empty Treble Boost.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Jc494 on June 23, 2011, 05:46:33 PM
Quote from: "Myroc"
Minor thing. Since Treble Boost can't be refilled by normal weapon energy anymore, could you remove Treble Boost from a player once he uses it up? Avoids clutter when you want to use the Bass Buster and wind up with an empty Treble Boost.

Have to agree with you there. Pointless having a weapon you can't use, right?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: ice on June 23, 2011, 05:48:26 PM
actually it can be refilled, touching rush jet/coil acts as a instant W tank instantly refilling all ammo on touch
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Myroc on June 23, 2011, 05:50:33 PM
I am well aware it can be refilled this way, but I fail to see how this is supposed to make any difference at all. It's just as if you had picked up a completely new Treble Boost.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 23, 2011, 06:05:10 PM
You really should have it removed from inventory when ammo runs out.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 24, 2011, 04:52:57 AM
Quote from: "Yellow Devil"
Quote from: "Muzaru"
Is it too late to suggest more things for the classes?

Nope, shoot.

I'll post more suggestions but... I was wondering about the counter system thing...
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.

@Kohbee's p!K$#@!... BY THE GOD OF SQUARES!!! WE UNITE!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Dusty on June 24, 2011, 07:33:51 AM
Just a couple of ideas for some taunts.


For Heat Man I would suggest one of the many firebat quotes from SC2


SPRING MAN. THIS HAS TO BE SPRING MAN'S


And if you don't know who this would be for then you need to stop pretending to be a Mega Man fan.

Also because of scrooge I know how to pluck certain sounds from things and convert them to .wavs for slumped. So I'd be happy to make the taunts if you'd like and send them to you for you to use.

Essentially if people have ideas for taunts and want me to make wavs for Yellow Devil, I'd be happy to do it. it'd be nice to help out production in some way, even if it is just for giggles.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 24, 2011, 02:46:01 PM
Somebody already made me aware of the "Firebat", since I hadn't played Starcraft. I have a taunt planned for Heat with 'em.

Spring Man... eh? Depends on my other options?

I already had a taunt planned for Turbo Man!

Quote from: "Dusty"
Also because of scrooge I know how to pluck certain sounds from things and convert them to .wavs for slumped. So I'd be happy to make the taunts if you'd like and send them to you for you to use.

Essentially if people have ideas for taunts and want me to make wavs for Yellow Devil, I'd be happy to do it. it'd be nice to help out production in some way, even if it is just for giggles.

.oggs are cooler but err go for it I suppose!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: -FiniteZero- on June 24, 2011, 05:56:42 PM
I think I got Freeze Man's taunt:



Also, a class idea I had before (but was ignored) was one for Bond Man.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 24, 2011, 07:00:50 PM
I'd rather it be "What killed the dinosaurs? The ice age!"
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: SmashTheEchidna on June 24, 2011, 07:03:01 PM
If Iceman didn't already have a taunt, That would have been his.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 24, 2011, 07:04:49 PM
But there are dead dinosaurs in Freeze Man's stage, plus it's Mr. Freeze.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 24, 2011, 07:14:27 PM
Yes, but, he also comes out from a block of ice when you fight him!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 24, 2011, 07:17:08 PM
Freeze : THE ICE AGE
Burst : DEMOMAN.
Cloud : dunno
Junk : He had a quote from whatever anime it was in his botchat so doing that
Slash : also dunno
Spring : also also dunno
Shade : Castlevania whatever the one was with WHAT IS A MAN?
Turbo : Optimus Prime ololol
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 24, 2011, 07:21:00 PM
Quote from: "Yellow Devil"
Shade : Castlevania whatever the one was with WHAT IS A MAN?
Symphony of the Night
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: SmashTheEchidna on June 24, 2011, 07:22:59 PM
Quote from: "Korby"
But there are dead dinosaurs in Freeze Man's stage, plus it's Mr. Freeze.

True. But it'd be a direct pun off of Ice Man's stage. As Jafar always puts it, The Ice Stage!

It fits them both, really.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Copy Robot on June 24, 2011, 08:08:10 PM
Quote from: "Yellow Devil"
Junk : He had a quote from whatever anime it was in his botchat so doing that

yep

Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: GameAndWatcher on June 24, 2011, 08:24:37 PM
I think Knightman could use this for a taunt. (around 3:41)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on June 24, 2011, 08:33:27 PM
I'll be discussing all RMs that I have ideas for.

Windman: "I'm a random windstorm! Shakey shakey shakey!"

Enker: Something about when Klingons talk about honor. Same for Yamatoman.

Quote from: "Yellow Devil"
Cloud : dunno
Slash : also dunno
Spring : also also dunno


For Springman: Whoever said something about boingy boingy boingy. The manlier one.

Slash: Just have a sound effect of when Wolverine sticks out his claws. Or some quote from Braka. That guy from Mortal Kombat.

Cloud: Just take a line from Cloud (FF7). Simple.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Dusty on June 24, 2011, 11:32:26 PM
Eh whatever works, I forgot about FROZEN TODAY lol
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Tails on June 24, 2011, 11:57:32 PM
Cloud, Slash and Spring need one?
I could imagine Cloudman's being Ollie William's "It's gonna rain" quote
(click to show/hide)
Springman's could be a simple jump sound effect, like Mario's. I'm not sure.
Slashman I have no idea.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on June 25, 2011, 12:18:17 AM
Better line for Junk man (it was also in his bot chat):
http://recyclemegaman.ytmnd.com/


Also had an idea for some extra skins
(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on June 25, 2011, 12:23:42 AM
Quote from: "JaxOf7"
Also had an idea for some extra skins
(click to show/hide)

I'm guessing those sprites are based on the Megaman show?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: ice on June 25, 2011, 12:47:25 AM
if mm7 bass is going to be in, why not make the power adapter turn him into mm7 bass? mm7 bass was literaly just a clone of megaman, only with more awesome charged shots, not only that, he also has a super adapter that can shoot a fist, his mm7 alt could be a air dash as he could only dash in the air in mm7 and make the current bass alt dash only on the ground, I'm making the mm7 bass buster rotations already for my battle & chase mod
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 25, 2011, 12:57:26 AM
Reepostings.

Quote from: "Yellow Devil"
Quote from: "Muzaru"
Is it too late to suggest more things for the classes?

Nope, shoot.

I'll post more suggestions but... I was wondering about the counter system thing...
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.

I wish we had a change log somewhere...

Oh hai Bik
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 25, 2011, 01:14:00 AM
Taunts asside...
What's planned for the MM7 classes? (Speed, Hp, attacks. Mainly that stuff.)ohai muz
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 25, 2011, 08:36:32 AM
Quote from: "ice"
if mm7 bass is going to be in, why not make the power adapter turn him into mm7 bass? mm7 bass was literaly just a clone of megaman, only with more awesome charged shots, not only that, he also has a super adapter that can shoot a fist, his mm7 alt could be a air dash as he could only dash in the air in mm7 and make the current bass alt dash only on the ground, I'm making the mm7 bass buster rotations already for my battle & chase mod

NO CLUE what you're saying

Quote from: "Muzaru"
I wish we had a change log somewhere...

GRANTED
(click to show/hide)

Quote from: "Tails_Hatsune"
I could imagine Cloudman's being Ollie William's "It's gonna rain" quote

yes

EDIT: ooh, how did I forget the most exciting QUESTION?

Quote from: "Bikdark"
Taunts asside...
What's planned for the MM7 classes? (Speed, Hp, attacks. Mainly that stuff.)

waitnsee
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 25, 2011, 09:26:53 AM
Quote from: "Yellow Devil"
Quote from: "Bikdark"
Taunts asside...
What's planned for the MM7 classes? (Speed, Hp, attacks. Mainly that stuff.)

waitnsee
Hokay
Oh, and MM7 better be done soon, or someone'll be losing their hands :D
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on June 25, 2011, 12:05:15 PM
Hm...Will Drill Man still be able to dig across death pits and grab items while underground? Because I don't think he should be able to do so.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 25, 2011, 12:07:32 PM
Yes

Can't fix it

EDIT:

(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on June 25, 2011, 06:59:32 PM
I put shine on Napalm's sprites, I'll give them to you in a bit.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Gummywormz on June 25, 2011, 07:15:42 PM
I still say toad man should have +WEAPON.NOAUTOFIRE. You can still hold the weapon down. It simply prevents you from firing right after you respawn.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: tsukiyomaru0 on June 25, 2011, 07:21:35 PM
Quote from: "Shade Guy"
Hm...Will Drill Man still be able to dig across death pits and grab items while underground? Because I don't think he should be able to do so.

Wouldn't the flag "-Pickup" or something prevent an actor from picking items? *goes c wiki*
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 26, 2011, 01:01:24 AM
*reads changelog*

8D
That sounds great!

Oh and...
I'll post more suggestions but... I was wondering about the counter system thing...
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 26, 2011, 05:18:59 AM
Quote from: "Muzaru"
I was wondering about the counter system thing...
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.
Lolwut?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 26, 2011, 05:27:22 AM
Quote from: "Bikdark"
Quote from: "Muzaru"
I was wondering about the counter system thing...
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.
Lolwut?

Like this class is to beat this class, as it does in the game.
Is it just doing only more damage?
Or supposed to be more...?

Guts v bomb
Bubble v heat
Spark v mag...
All that stuff.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 26, 2011, 05:41:30 AM
OHHHHHHHHH
It's only damage, I believe.
Title: Re: Class based modification (BUFF HARDMAN)
Post by: BiscuitSlash on June 26, 2011, 08:28:12 AM
I think a while ago while I was using shadowman class, a bot was attacking me with spark shock. I didn't take much damage, but this was an older version.

I am for this idea, as it's silly to be owned by topman's top spin when you're playing as hardman.

Also, how much health does Crashman have? I think he should have 100% but about 0.85-0.9 damage ratio on weapons he isn't weak to, since he has thick amour.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Ivory on June 26, 2011, 08:34:38 AM
Keep in mind, all class health is 100. It's damage resistances and weaknesses that change their durability.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 26, 2011, 08:38:31 AM
Quote from: "Michael712"
I think a while ago while I was using shadowman class, a bot was attacking me with spark shock. I didn't take much damage, but this was an older version.

I am for this idea, as it's silly to be owned by topman's top spin when you're playing as hardman.

Also, how much health does Crashman have? I think he should have 100% but about 0.85-0.9 damage ratio on weapons he isn't weak to, since he has thick amour.
What Ivory said.
As well as Top v hard matchup favors top more, now that it takes 2 hardknucks to kill him.
Only if top bounced off after taking a quarter of hard's hp.
There are many other match ups that I was referring to.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 26, 2011, 09:02:22 AM
Quote from: "Muzaru"
Only if top bounced off after taking a quarter of hard's hp.

Good idea
Title: Re: Class based modification (BUFF HARDMAN)
Post by: Bikdark on June 26, 2011, 09:04:28 AM
Quote from: "Michael712"
Also, how much health does Crashman have? I think he should have 100% but about 0.85-0.9 damage ratio on weapons he isn't weak to, since he has thick amour.
Ehhhhhh no. He's already REALLY good, and that armor would make him OP
And besides, you could say every master has thick armor...because they're well...robots.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 26, 2011, 09:28:11 AM
I've just always known crashman to have heavy amour, which makes him resistant to explosions. He is also one of the RM's from MM2 with 1 damage per attack and not 2.

But yeah, best leave it out for now.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Myroc on June 26, 2011, 09:39:13 AM
A simple solution to Hard being owned by Top: Make Top be stunned for a longer period of time by Hard Man's ground pound than other classes. This time window would most certainly guarantee Hard Man to get a punch in, and it would seriously deter Top Men from taking them on, but would still allow the occasional mistake since one knuckle isn't enough to kill him anymore.
Title: Re: Class based modification (BUFF HARDMAN)
Post by: BiscuitSlash on June 26, 2011, 11:39:29 AM
Quote from: "Myroc"
A simple solution to Hard being owned by Top: Make Top be stunned for a longer period of time by Hard Man's ground pound than other classes. This time window would most certainly guarantee Hard Man to get a punch in, and it would seriously deter Top Men from taking them on, but would still allow the occasional mistake since one knuckle isn't enough to kill him anymore.
This and possibly Topman getting knocked about a little when getting punched. Maybe he gets knocked around more if he's moving faster?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 26, 2011, 11:56:42 AM
What happened to hard 1hit killing top?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Myroc on June 26, 2011, 11:58:50 AM
Hard Man's knuckles received a major nerf due to complaints about it's damage. As a result, it doesn't do enough damage to kill Top in one hit, even with the extra damage from being weak to it.

Atleast I think that was the cause.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 26, 2011, 12:31:53 PM
I think before he got the nerf I heard YD say something like:

Quote from: "Yellow Devil"
I wont give Hardman a strait down nerf. But I will change him a bit

I think all the robot masters that had damage ratio to equal 80hp take less damage from the punches, but I could be wrong. (I hope the damage wasn't decreased, because class attacks shouldn't we weaker than Megaman's -_-
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 26, 2011, 12:42:10 PM
Or just increase the amount of damage he takes from hard knuckles.
Since they only do 90 damage to him.
...OLO...
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 26, 2011, 01:21:54 PM
Quote from: "Michael712"
He is also one of the RM's from MM2 with 1 damage per attack and not 2.
Flash and Quick.. I think thats it. Plus only I believe.. *counts* 11 or so Robots take 2+ damage.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 26, 2011, 01:32:37 PM
Air and Heat also take 2 damage. (Doc robot is different with heat and crash; maybe quick)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 26, 2011, 01:45:58 PM
Bah, forgot Air. Heat I remember taking one, though.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: BiscuitSlash on June 26, 2011, 02:02:19 PM
Oddly enough, Heat takes 2 damage from all attacks that actually hurt him except for metal blade, which he takes 1 damage....even though the other RM's are either weak or immune to it.

Also the Doc Robot takes 1 damage instead, and the crashman one takes 2. Dunno why (I find it annoying)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 27, 2011, 08:51:21 PM
Oh right, forgot about this. Could you fix the hud for Punk? His alt bar doesn't show up on one of his weapons. (forgot which one)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on June 27, 2011, 10:28:10 PM
Quote from: "Nuy"
Oh right, forgot about this. Could you fix the hud for Punk? His alt bar doesn't show up on one of his weapons. (forgot which one)

He means the rapid-fire Screw Crusher, the bouncy one.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 28, 2011, 04:44:47 AM
Umm.. From the community.. I'd like to hear how much damage dustman's dustcrusher does on average.
Also could he use his buster when he swaps weps or something... it seems alot more useful than his normal attacks in several of situations.

AAaaaaaaand...
Yd, what do you think of the counters, should their main counters(from the game) be their hard counter, in both damage and their other qualities, or just damage?

And... Ohai to the quickly changing picture, Alucard....
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 28, 2011, 05:09:24 AM
From what I've seen its a 3 or 4 hit KO.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 28, 2011, 08:12:40 AM
If you had to guess...
How much damage would you say?
The average amount it does when it hits, normally.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 28, 2011, 08:32:31 AM
Quote from: "Muzaru"
If you had to guess...
How much damage would you say?
The average amount it does when it hits, normally.
Or even better, the exact damage.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 28, 2011, 08:37:11 AM
**************************Wishlist for new version...
(click to show/hide)

Quote from: "Bikdark"
Quote from: "Muzaru"
If you had to guess...
How much damage would you say?
The average amount it does when it hits, normally.
Or even better, the exact damage.
No one seems to know the average damage...
Its 65 to 85 almost everytime it hits you a bit hits you right afterwards... sometimes if you hit them dead on 2 bits hit right afterwards, which would be the 85.
Same with megadust and freezer. 40/50 and 20/25

And you can manage to do 125 damage with dustmangdust, but its really impractical, as you have to get them to land directly on it.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 28, 2011, 01:29:05 PM
Quote from: "Muzaru"
**************************Wishlist for new version...
(click to show/hide)
NONONONO
None of dis.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 28, 2011, 02:21:56 PM
Quote from: "Bikdark"
Quote from: "Muzaru"
If you had to guess...
How much damage would you say?
The average amount it does when it hits, normally.
Or even better, the exact damage.

45.

Quote from: "Muzaru"
**************************Wishlist for new version...
(click to show/hide)

Not sure if troll...

Quote from: "Nuy"
Oh right, forgot about this. Could you fix the hud for Punk? His alt bar doesn't show up on one of his weapons. (forgot which one)

Dunno what was up with that since it displayed fine in the SBARINFO but uhm fixed?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Beed28 on June 28, 2011, 02:45:49 PM
Quote from: "Muzaru"
**************************Wishlist for new version...
(click to show/hide)

LAMO!! :lol: That was the most epic funniest thing I've read this week. Sadly, I don't think Yellow Devil will make those changes any time soon. :p
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Myroc on June 28, 2011, 03:18:58 PM
Quote from: "Muzaru"
-Needleman gets Idea'd by that one good idea by that Muzaru guy...
For the last time, I'll be damned if I see this idea get introduced. It's not necessary at all! His current playstyle is fine as it is, if he does require rebalancing it can be done relatively simply, like through a reduction in max ammunition for example. You're overcomplicating a class that shouldn't have to be overcomplicated!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on June 28, 2011, 03:23:30 PM
Just a reminder about the Dive Mines...

Upon using a class, I typically use an altfire just to make sure who I am.

Yesterday I was using random, and the first class it gave me was Dive Man.


...RIP Screw Scramble Classes.

Have you found a fix to this yet?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on June 28, 2011, 04:23:43 PM
Of course I have!

Quote from: "Myroc"
Quote from: "Muzaru"
-Needleman gets Idea'd by that one good idea by that Muzaru guy...
For the last time, I'll be damned if I see this idea get introduced. It's not necessary at all! His current playstyle is fine as it is, if he does require rebalancing it can be done relatively simply, like through a reduction in max ammunition for example. You're overcomplicating a class that shouldn't have to be overcomplicated!

ROF Nerf mabe?

Did fire slowish in MM3
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on June 28, 2011, 07:26:58 PM
I think some classes, namely Cutman and Gutsman, should have some more taunts.

Cutman could also have, "I'm going to make paper dolls out of you!"

Gutsman..Well, I don't know any other famous line he has, but he's sure to have something...
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: TeirusuNuigurumi on June 28, 2011, 07:36:52 PM
problem with diveman. seeing as i know what llama was talking about now. try placing 3 or 4 sets of dive mines, then the game crashes

also, might i make a suggestion for crystalman's taunt?


took me a while to get the video.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 29, 2011, 03:59:27 AM
Quote from: "Yellow Devil"
Quote from: "Bikdark"
Quote from: "Muzaru"
If you had to guess...
How much damage would you say?
The average amount it does when it hits, normally.
Or even better, the exact damage.

45.

Quote from: "Muzaru"
**************************Wishlist for new version...
(click to show/hide)

Not sure if troll...

The dust crusher does 45 damage, but is guaranteed to hit with at least one bit immediately afterwards, sometimes 2 if you hit them directly head on, as the bits do 20 damage each... So normal hits are supposed to do 45, but since the bit hits they do 65, and with the "critical" hit it does 85. If you manage to time a shot correctly, whey your opponent jumps, as they are coming down you make them land on a shot, and all the bits and the main projectile hit for 125 damage.

AAAAAnnndd that wasnt trollin.... I was jumping between tired and other stuff.... I was laffin' and falling asleep while typing it..

The serious annotations are in PURPLE.

**************************Wishlist for new version...*****NOW LESS REDONKULOUS!!!
(click to show/hide)

Also @ Myroc... Well since current Needleman is balanced, why don't we just buff the other classes up to his level? Y u no like complexity?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on June 29, 2011, 04:29:48 AM
20 damage each? whaaaa? I thought they did 5 =<
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Ivory on June 29, 2011, 04:35:47 AM
On the note of Pharaoh Man, there is a reason he works the way he does. There is no practical way without having a buggy system to limit the flight. So instead I just gave him a flight time that no one who wasn't purposely trying to stall would see. It also stops Pharaoh from jumping off stages like Mr X and hovering in the corner, stalling. In case your wondering what happens. Pharaoh would have full movement capabilities, running along the ground faster then even quickman can move instead of hovering.

So in short, get used to it, the system isn't changing.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: ice on June 29, 2011, 04:51:36 AM
for skullman, he's already balanced, his shield only lasts for 3 seconds, not only that, his effect will only activate if you activate it the exact moment you're hit, I always use skullman and let me tell ya, if you mis-time it, you're dead, as faster clases and machine gunners can easily fake out skullmen, once it runs out, you're screwed, low speed and very weak buster dosent really help much either with the recharge, a fast character or machinegunner can easily kill skullman afterwards, if anything he needs a slight buff, maby increase uncharged buster attack power by a hair
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on June 29, 2011, 05:59:02 AM
Quote from: "Nuy"
20 damage each? whaaaa? I thought they did 5 =<
I meant total... per volley.

Quote from: "ice"
for skullman, he's already balanced, his shield only lasts for 3 seconds, not only that, his effect will only activate if you activate it the exact moment you're hit, I always use skullman and let me tell ya, if you mis-time it, you're dead, as faster clases and machine gunners can easily fake out skullmen, once it runs out, you're screwed, low speed and very weak buster dosent really help much either with the recharge, a fast character or machinegunner can easily kill skullman afterwards, if anything he needs a slight buff, maby increase uncharged buster attack power by a hair
I rarely die as skullman, unless its against other skullmen... or when its teamy.

Quote from: "Ivory"
On the note of Pharaoh Man, there is a reason he works the way he does. There is no practical way without having a buggy system to limit the flight. So instead I just gave him a flight time that no one who wasn't purposely trying to stall would see. It also stops Pharaoh from jumping off stages like Mr X and hovering in the corner, stalling. In case your wondering what happens. Pharaoh would have full movement capabilities, running along the ground faster then even quickman can move instead of hovering.

So in short, get used to it, the system isn't changing.

Oh... i just wanted faster uncharged shots... D8...
And some kind of weight against that...
I like to stall alot....
And you didnt have to say it like that... ;_;
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Myroc on June 29, 2011, 04:25:33 PM
Quote from: "Muzaru"
Also @ Myroc... Well since current Needleman is balanced, why don't we just buff the other classes up to his level? Y u no like complexity?
Why must you repeatedly misunderstand what I'm saying? This isn't a matter of balance, this is a matter of playstyle. Your idea is redundant and solves the wrong problem!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on June 30, 2011, 01:45:33 AM
Quote from: "Myroc"
Quote from: "Muzaru"
Also @ Myroc... Well since current Needleman is balanced, why don't we just buff the other classes up to his level? Y u no like complexity?
Why must you repeatedly misunderstand what I'm saying? This isn't a matter of balance, this is a matter of playstyle. Your idea is redundant and solves the wrong problem!
Yeeeaaahh, I kinda have to agree with Myroc here. The only problem with needle is the fact that he can do so much damage in very little time. Not his playstyle, as Myroc mentioned
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on July 02, 2011, 02:44:15 AM
Unless you have a taunt for Flame Man, mind if I voice his taunt?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 02, 2011, 03:37:24 AM
Quote from: "LlamaHombre"
Unless you have a taunt for Flame Man, mind if I voice his taunt?
I fully support this. We should all have the chance to hear Yama's manly voice.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: lol on July 02, 2011, 04:51:22 AM
Quote from: "Bikdark"
Quote from: "Muzaru"
**************************Wishlist for new version...
(click to show/hide)
NONONONO
None of dis.

HECK YES. DO YOU KNOW HOW AWESOME IT WOULD BE TO PLAY AS FREAKING BILL COSBY?!?!? HIS ATTACK WOULD BE THROWING POKEBALLS OR JELLO PUDDING AND HIS ALT WILL BE KODAK FILMS.

But, anyway, I had a suggestion for Elec that his PSI Thunder ? be the PSI Thunder ?  (or at least ? or ?. You know, like as strong as before), but it would charge up a little slower.
inb4 my idea is bad.

Also I think Quickie needs a taunt. May I make a suggestion? *ahem* HUGE STORMS!!!  ;)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on July 02, 2011, 07:52:16 AM
Quote from: "Bikdark"
Quote from: "LlamaHombre"
Unless you have a taunt for Flame Man, mind if I voice his taunt?
I fully support this. We should all have the chance to hear Yama's manly voice.
0:49



(http://i683.photobucket.com/albums/vv191/JaxOf7/balladealt.png)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 02, 2011, 10:22:47 AM
I don't think Flame Man is into Yoga! Thanks for the rotations though.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Trollman on July 02, 2011, 01:02:48 PM
Can I help with the Super Bass RM7FC skin? I have a copy of Rockman 7 FC and I'd like to do the adaptor skin
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Blaze Yeager on July 02, 2011, 01:50:16 PM
Ehh...i'll Get to doing the extras for RM7FC Bass,since i did RM7FC Bass

Don't expect it to be done quickly,mind you all.

EDIT:Progress (i could use some help on this guy's Back and B/Right sprites...also his side looks a wee bit wonky,but i can fix that in the future)
(http://i55.tinypic.com/10zpspd.png)

his dash is based on this,but is also based on RMPB&F's Dash
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 02, 2011, 03:07:59 PM
Quote from: "Blaze"
Ehh...i'll Get to doing the extras for RM7FC Bass,since i did RM7FC Bass

Don't expect it to be done quickly,mind you all.

EDIT:Progress (i could use some help on this guy's Back and B/Right sprites...also his side looks a wee bit wonky,but i can fix that in the future)
(http://i55.tinypic.com/10zpspd.png)

his dash is based on this,but is also based on RMPB&F's Dash
It looks more like he's...crawling than dashing
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Blaze Yeager on July 02, 2011, 03:10:17 PM
Quote from: "Bikdark"
It looks more like he's...crawling than dashing

Yeah it does look like he's crawling more than Dashing...

Should i just edit the MM10 Dash ones?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 02, 2011, 03:26:50 PM
Quote from: "Blaze"
Quote from: "Bikdark"
It looks more like he's...crawling than dashing

Yeah it does look like he's crawling more than Dashing...

Should i just edit the MM10 Dash ones?
That seems like it would look muuuuch better
So after this, we just need Shademang walking :V
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 02, 2011, 04:07:19 PM
Just add some legs in the front pose and surrre
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on July 02, 2011, 04:55:49 PM
I like Blaze's current version.

Just needs feet, like YD said.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Blaze Yeager on July 02, 2011, 06:41:33 PM
Alrighty...i'll Hop to it once i can

Say could someone also help me out with the B/Right and Back Poses (I've attempted them and they looked about as bad as anything)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 04, 2011, 08:36:05 PM
Woo, keepin' the topic alive.So...What are people expecting for the mm7 classes?
Personally, I think Slashman might be normal speed, with a normal/nerfed slash claw as his main, and his alt would be that goop he throws that slows you down. Has the possibility to be op, though.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: zexion-teh-wolf on July 04, 2011, 10:47:02 PM
If I may jump in here, being an avid fan of Slash Man, I want to contribute to the Slash Man class by propossing ideas.
I think his main attack should be an incredibly powerful Slash Claw, though it has a slow firing rate and consumes a lot of energy (?) and his alt should be that fire-charging slash-dash he does against the wall in Mega Man 7...But y'know...along the floor. To prevent this from being nerfed (correct term?), you could rapidly decrease the fire rate so the player can only use the alt-fire can only be used every 5 or so seconds.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 04, 2011, 11:06:07 PM
Quote from: "zexion-teh-wolf"
If I may jump in here, being an avid fan of Slash Man, I want to contribute to the Slash Man class by propossing ideas.
I think his main attack should be an incredibly powerful Slash Claw, though it has a slow firing rate and consumes a lot of energy (?) and his alt should be that fire-charging slash-dash he does against the wall in Mega Man 7...But y'know...along the floor. To prevent this from being nerfed (correct term?), you could rapidly decrease the fire rate so the player can only use the alt-fire can only be used every 5 or so seconds.
Well, I'm pretty sure they're already done, except for shade's walking animations.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Tesseractal on July 05, 2011, 08:26:56 AM
Quote from: "Bikdark"
Well, I'm pretty sure they're already done, except for shade's walking animations.

Really?

Can some testers like Asd, Celebi, Sicksad or Muzaru be used this time? The fact that a gamemode that has two highly obvious game-crashing bugs(Dive Man and Enker) is kind of embarrassing. No reasonable tester is going to go foward and say "I WANNA TEST!". So I'm recommending these guys. Because the bugs mentioned above to me would be an immediate call for an updated version with bugfixes(more than a version update to include taunts).

Speaking of taunts, though, I have one suggestion to offer.

Burner Man taunt? (http://www.youtube.com/watch?v=8FJTK_iNA5s)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 05, 2011, 12:43:15 PM
Quote from: "Ice-IX"
Quote from: "Bikdark"
Well, I'm pretty sure they're already done, except for shade's walking animations.

Really?
I was referring to the mm7 classes being done
Can some testers like Asd, Celebi, Sicksad, Muzaru or Bikdark be used this time? The fact that a gamemode that has two highly obvious game-crashing bugs(Dive Man and Enker) is kind of embarrassing. No reasonable tester is going to go foward and say "I WANNA TEST!". So I'm recommending these guys. Because the bugs mentioned above to me would be an immediate call for an updated version with bugfixes(more than a version update to include taunts).
I also fixed something in this paragraph :V
Speaking of taunts, though, I have one suggestion to offer.

Burner Man taunt? (http://www.youtube.com/watch?v=8FJTK_iNA5s)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 05, 2011, 02:18:16 PM
Quote from: "Ice-IX"
Quote from: "Bikdark"
Well, I'm pretty sure they're already done, except for shade's walking animations.

Really?

Lolno

Quote from: "Ice-IX"
Can some testers like Asd, no Celebi, if i can get hold of him? Sicksad dunno what he's like testing or Muzaru him and bikdark probably be used this time? The fact that a gamemode that has two highly obvious game-crashing bugs(Dive Man and Enker) is kind of embarrassing. No reasonable tester is going to go foward and say "I WANNA TEST!". So I'm recommending these guys. Because the bugs mentioned above to me would be an immediate call for an updated version with bugfixes(more than a version update to include taunts).

Official testing team assemble later today maybe sorta kinda probably I'll forget

Quote from: "Ice-IX"
Speaking of taunts, though, I have one suggestion to offer.

Burner Man taunt? (http://www.youtube.com/watch?v=8FJTK_iNA5s)

Of course XD
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 05, 2011, 03:24:28 PM
Yay, I'm possibly a tester along with Muhz :V
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Celebi on July 05, 2011, 07:18:34 PM
Quote from: "Yellow Devil"
Celebi, if i can get hold of him?

Send a PM, I'll usually do most things people ask me to do.  Add that I'll be more available on Tuesdays/Thursdays due to sitting in school...for more than four hours, doing nothing.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 06, 2011, 01:55:32 AM
A problem has arose.
Woodman can be fully invincible if you fuck around with the shield enough...and essentially everyone knows how to do it. Yes yes I know you put that noswitch flag on every class, but it's become a pain in the tail, really.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on July 06, 2011, 09:22:03 AM
I remember when you listed roles for the classes when the whole project was first released...
I wish you would have both that and a change log when you release the next version.
Just a small thing, but I missed it.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: chuggaafan1 on July 06, 2011, 11:37:20 AM
There's been a typo sience v1....


x twisted by y's top spin
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 06, 2011, 02:16:07 PM
That's the official MM8BDM obituary and I see no typo.

Quote from: "Muzaru"
I remember when you listed roles for the classes when the whole project was first released...
I wish you would have both that and a change log when you release the next version.
Just a small thing, but I missed it.

Problem is there's SO MANY classes that many of 'em have the same roles.

Quote from: "Bikdark"
A problem has arose.
Woodman can be fully invincible if you fuck around with the shield enough...and essentially everyone knows how to do it. Yes yes I know you put that noswitch flag on every class, but it's become a pain in the tail, really.

I don't!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 06, 2011, 02:53:55 PM
Quote from: "Yellow Devil"

Quote from: "Bikdark"
A problem has arose.
Woodman can be fully invincible if you fuck around with the shield enough...and essentially everyone knows how to do it. Yes yes I know you put that noswitch flag on every class, but it's become a pain in the tail, really.

I don't!
FFFFF, I just noticed, it only happens when drop weps is on.
Well don't I feel silly now.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on July 06, 2011, 02:55:15 PM
Fox184, in case you're the one hosting the servers, please turn drop weapons OFF on all of them!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 06, 2011, 03:01:23 PM
Quote from: "LlamaHombre"
Fox184, in case you're the one hosting the servers, please turn drop weapons OFF on all of them!
Yes, or else we'll have Bouncing Woodrape everywhere
Oh, and I goddamn swear, Shadowman has a nerfed blade. And if it is nerfed....WHY?
Disregard the above, but shadow really needs some help, whether it be a buffed blade but slower fire rate, his old blade which didn't come back, more hp, or any combination of them. I'm rootin' for the buffed blade but slower fire rate
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: chuggaafan1 on July 06, 2011, 09:05:18 PM
Quote from: "chuggaafan1"
There's been a typo sience v1....


x twisted by y's top spin


The Official is:

x WAS twisted by y's top spin
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Jc494 on July 06, 2011, 09:07:08 PM
Quote from: "chuggaafan1"
Quote from: "chuggaafan1"
There's been a typo sience v1....


x twisted by y's top spin


The Official is:

x WAS twisted by y's top spin

No. The official from V1a was
x twisted by y's top spin. This was kept until V1d methinks.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Korby on July 06, 2011, 09:43:28 PM
Bik, you're aware the old shadow blade(doesn't come back) did LESS, right?

This one is fully capable of 2HKO if you can even decently aim.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: chuggaafan1 on July 06, 2011, 09:44:41 PM
mmmnnooo... i think it was 1b, thats when i started playing and it was always right.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on July 07, 2011, 07:36:26 AM
Tired of Centaur Man not dropping anything when he dies;
so how about the centaur arrow from power fighters?
(http://i683.photobucket.com/albums/vv191/JaxOf7/centaurarrowfinal.png)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on July 07, 2011, 07:41:21 AM
(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on July 07, 2011, 08:53:26 AM
Also, with the Top Spin obituary issue, in V1C and earlier, the obituary was 'x twisted by y's Top Spin'. The classes mod had the same obituary for when Top Man killed someone with Top Spin.

In V1D and onward, the Top Spin obituary was changed to 'x was twisted by y's Top Spin'. However, Top Man's obituary for when he killed someone with Top Spin was unchanged.

So, Mega Man's Top Spin has the right obituary. Top Man's Top Spin doesn't, though.
Quote from: "Phillip J. Fry"
Fix it fix it fix it fix it, fix it fix it fix it fix it fix it fix it fix it fix it, fix it fix it fix it fix it fix it fix it...Fix it fix it fix it fix it fix it fix it fix it fix it!
Also Jax, unless you can come up with an idea for every single class who doesn't drop any weapons upon death, I wouldn't worry about it.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 07, 2011, 02:17:44 PM
Quote from: "JaxOf7"
Tired of Centaur Man not dropping anything when he dies;
so how about the centaur arrow from power fighters?
(http://i683.photobucket.com/albums/vv191/JaxOf7/centaurarrowfinal.png)

Lol, pro!

Unless I decide to change up Centaur and make him PB&F styled I'm keeping him as he is.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on July 07, 2011, 04:35:57 PM
Savior.

I saw what you did there.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on July 07, 2011, 09:02:53 PM
Quote from: "Yellow Devil"
Quote from: "JaxOf7"
Tired of Centaur Man not dropping anything when he dies;
so how about the centaur arrow from power fighters?
(http://i683.photobucket.com/albums/vv191/JaxOf7/centaurarrowfinal.png)

Lol, pro!

Unless I decide to change up Centaur and make him PB&F styled I'm keeping him as he is.
I don't suggest we change Centaur Man at all (well except for changing the pellet sprite of his buster to bass buster pellets),
just that he drops this weapon.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on July 08, 2011, 11:06:19 PM
Double post because Shade Man
(http://i683.photobucket.com/albums/vv191/JaxOf7/walkingshademan.png)

So what exactly do we still need for V5D's release?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on July 08, 2011, 11:10:44 PM
It should be 6a, not 5d.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 08, 2011, 11:51:10 PM
Quote from: "Nuy"
It should be 6a, not 5d.
There will be a 5d.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on July 09, 2011, 01:37:59 AM
Quote from: "JaxOf7"
Double post because Shade Man
(http://i683.photobucket.com/albums/vv191/JaxOf7/walkingshademan.png)

Looks a lot like he's tiptoeing everywhere. Not sure if that's bad, though.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on July 09, 2011, 02:19:55 AM
Quote from: "Shade Guy"
Quote from: "JaxOf7"
Double post because Shade Man
(http://i683.photobucket.com/albums/vv191/JaxOf7/walkingshademan.png)

Looks a lot like he's tiptoeing everywhere. Not sure if that's bad, though.

Well, he's a horror-type character...He's probably trying to sneak up on ya.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: JaxOf7 on July 09, 2011, 03:19:12 AM
Hey remember that damage replacement script I did?
Turns out I have not been doing it entirely correctly.
I am very sorry I did not possess some of the more basic knowledge of Doom actor inheritance.
(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 09, 2011, 10:00:50 AM
We're just sorta testin' the rest of V5D. Progress is slow because of time differences, but I've ironed out all the bugs we found (hopefulllly) and today should be the last session if I make my changes right!
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Hunter_orion on July 09, 2011, 01:27:05 PM
Are skin ideas still open? Because unless this one has been suggested, I would like to do so.

Dr. Light for Dr. Wily. 'nuff said :D
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on July 09, 2011, 04:25:11 PM
What will be Dr. Light's alien form, then?
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Nuy on July 09, 2011, 04:35:15 PM
Well if its a fake Wily like YD said I fail to see how it couldn't be a fake Light. Although Mr. X still makes more sense IMO
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Hunter_orion on July 09, 2011, 04:52:25 PM
I was simply making a suggestion. It would have to be something ridiculous, but I don't have any suggestions. Hadn't thought of that.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Muzaru on July 10, 2011, 04:10:37 AM
Quote from: "Yellow Devil"
We're just sorta testin' the rest of V5D. Progress is slow because of time differences, but I've ironed out all the bugs we found (hopefulllly) and today should be the last session if I make my changes right!

8D
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Tesseractal on July 11, 2011, 05:53:39 PM
So, Devil, have you discussed the "Needleman Problem" yet? This an issue I see everytime classes is played, but I haven't seen it here so I'll share.

Needle Man, while already being ridiculously powerful and in a tier of his own, makes a group of classes similar to him (or "falcos") fairly useless. Yamato, Dust Man, and Wily (listed in order of uselessness compared to Needle Man; Wily's not as bad as the first) attack the same way as Needle Man, except Needle kills faster, recharges faster, and lives longer to my knowledge. There are differences between the class but none of them really seem to save them from Needle Man. Muzaru can discuss it better than I can, but that's the real issue. I'd also like to talk about Hard Man, but implying that he's weak would surely result in stoning. >.>

Instead, I present a Stone Man taunt. (http://www.hark.com/clips/ltflpmdnfd-onix-2)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on July 12, 2011, 12:46:56 AM
Okay, what I think about the new Hard Man...

He has always been a tough class in the aiming department due to his rate of fire. However, this is only the case in long range battles. In previous versions, if anyone gets close, the Hard Man can just stomp them into submission. Now his knuckles have been nerfed, this only encourages players to stay away from Hard Man more and simply snipe him from afar, while the Hard Man is helpless to do anything.

Basically, Hard Man is too slow and too weak to stop people from playing keep away with him. I think there are three options to combat this.
1) Give him his old attack power back. If he gets close to you with his sluggish speed or you get smacked from an easily dodgeable attack, you deserve to lose nearly all your health.
2) Keep his current attack power, but increase his speed. It would be a bit harder to run away from him, but there would be less punishment if you get hit.
3) Keep his current attack power, but increase his rate of fire/speed of his Hard Knuckles. This would (hopefully) stop people from sniping, as it would be harderolo Hard Man pun to avoid his projectiles.

I'm not sure which path to take, but if you tried changing his abilities to each of the following and tested them, I'm sure you can find which path is best. Just do something, lest Hard Man continues to be Punching Bag Man.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 12, 2011, 12:48:54 AM
Quote from: "Ice-IX"
So, Devil, have you discussed the "Needleman Problem" yet?
[/url]
Needleman was nerfed, you silly.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on July 12, 2011, 12:58:45 AM
Well not everyone was there for testing. Might help to inform the public of nerfs/buffs/changes in general like that so they quit complaining for onceknow of these changes and will realise their pleas have been listened to.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 12, 2011, 01:11:00 AM
Quote from: "Shade Guy"
Well not everyone was there for testing. Might help to inform the public of nerfs/buffs/changes in general like that so they quit complaining for onceknow of these changes and will realise their pleas have been listened to.
That's where the magic of waiting takes effect :V
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Shade Guy on July 12, 2011, 01:53:14 AM
SCREW WAITING I WANT CLASSES 5D NOW AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Title: What? No you.
Post by: Bikdark on July 12, 2011, 01:57:42 AM
Quote from: "Shade Guy"
SCREW WAITING I WANT CLASSES 5D NOW AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
I'm trying to get him to release it HIOSD HGUIHDGHDF IUGNIUGHAUI
I mean, pretty much everything aside from a new altfire is done.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Duora Super Gyro on July 15, 2011, 12:35:40 AM
SCREW CLASSES 5D

The one thing im actually gonna wait for is Classes 6A!
MM7 Classes
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 15, 2011, 04:37:21 AM
Quote from: "Duora Super Gyro"
SCREW CLASSES 5D

The one thing im actually gonna wait for is Classes 6A!
MM7 Classes
It's gonna be a WHILE before that.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 15, 2011, 06:49:32 AM
You'll be waiting a long time for 6a (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2981)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Bikdark on July 15, 2011, 08:32:02 AM
I'm assuming at least a month until 6a beta testing.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Dusty on July 20, 2011, 02:14:35 AM
http://www.sounds-resource.com/other_systems/mmpu/ (http://www.sounds-resource.com/other_systems/mmpu/)

this is a sound resource website and it has raw audio of the various voice quotes from MMPU. I figure it could help for the RM's who do use the quotes.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Hallan Parva on July 20, 2011, 05:20:53 PM
This is way off-topic but HOLY SHIT WHERE DID YOU FIND THAT.

I love you.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Max on July 20, 2011, 07:35:25 PM
250th page! Time for a release that really should've come earlier!

(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Hallan Parva on July 20, 2011, 07:41:32 PM
250 pages? Holy crap.

Congratuations.

EDIT: this is going to sound n00bish but FIRST. :p
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: -FiniteZero- on July 20, 2011, 08:21:19 PM
I love Dust Man's new taunt.  :mrgreen:
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: LlamaHombre on July 20, 2011, 08:30:02 PM
Quote from: "SmashBroPlusB"
this is going to sound n00bish but FIRST. :p

Just no.

Keep that shit off Cutstuff.



As for the classes, glad to see that the bugs were fixed.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Trollman on July 20, 2011, 08:42:09 PM
Just one thing i'd like to see on 6a:
(click to show/hide)
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: -FiniteZero- on July 20, 2011, 08:44:24 PM
Quote from: "Trollman"
Just one thing i'd like to see on 6a:
(click to show/hide)

Thing is, the Mega Man class has a slide sprite. General skins don't.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Myroc on July 20, 2011, 08:58:56 PM
The main problem with having the megaman class freely using any skin is that you can fool other people into thinking you're using classes you aren't. Things aren't as swell anymore when that Hard Man there just Top Spinned you.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on July 20, 2011, 09:00:35 PM
You got yer damn skins already *fistshake*
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Awbawlisk on July 20, 2011, 09:35:22 PM
This may be too much to ask but... Is there also a download link of this for wadhost? ( Cause 4Shared tries so hard to infect my cpu )
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: TheMetalManu on July 20, 2011, 09:54:37 PM
(http://i54.tinypic.com/2vcw7m8.jpg)

something I saw with flame man
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Dusty on July 20, 2011, 10:35:45 PM
Quote from: "FiniteZero"
I love Dust Man's new taunt.  :mrgreen:

WHATISITWHATISITWHAISIT?!?!!?!?!!?!?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: -FiniteZero- on July 20, 2011, 11:01:51 PM
I believe it's...

"Garbage Day!"
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Celebi on July 20, 2011, 11:10:28 PM
Quote from: "MetalManu"
(click to show/hide)

something I saw with flame man

That has been there since Flameman was released.  Plainly it is just a small reminder that you are dead.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: WheelieCarbonate on July 20, 2011, 11:43:53 PM
There should be download mirrors for the classes.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Proto Man on July 21, 2011, 12:45:33 AM
I WANT MAH MM7 CLASSES YD!!!!!!!
I mean really!!!!!!! No MM7 classes.
Title: Re: Class based modification (THE POLLS ARE RETARDED)
Post by: Alucard on July 21, 2011, 01:08:30 AM
Quote from: "Yellow Devil"
You'll be waiting a long time for 6a (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2981)

Read this. It speaks truthfully.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Jatea on July 21, 2011, 05:12:22 PM
Herp, Copy Robot and I somehow got bubbleman to fly on Iceman original.
This was on Roc's server, which was lagging a bit. Apparently that lag let him fly out of the water and into the skies.
Then we tried to fly off into the sunset.
what you don't see here is me falling off of him over 9000 times
(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on July 21, 2011, 07:53:02 PM
How do you like that OpenGL smoothing. Look at how blurry those pictures are!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on July 21, 2011, 08:09:51 PM
He's using it wrong, that's why it's blurry.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: T-man on July 21, 2011, 09:51:23 PM
i love all of the improvements so far, but there seems to be a slight problem with the power adapter, when in equip it my screen starts flickering black while i move, and after examinig it more closely, it seems that the power adapter sprite is covering the screen (that and its a little off center on mega's body) if a quick fix or patch for this could be released soon that would be awesome.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on July 21, 2011, 09:57:12 PM
I did not notice this while testing, perhaps you are using a different resolution or something. Patch wads to change spawn locations wouldn't work due to coding differences, but I could magic up a wad for your skin folder tomorrow to make the Power Adaptor invisible. Of course then you won't be able to see who's using it...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MasterXman on July 22, 2011, 10:56:26 PM
Is there a mirror for this? (again: 4shared is blocked.)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: WheelieCarbonate on July 22, 2011, 11:02:46 PM
Now there is. (http://www.mediafire.com/?oedkm0jk692dbxa)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MasterXman on July 22, 2011, 11:07:50 PM
thank you.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on July 27, 2011, 12:56:13 AM
Spark Man is overpowered as HELL.

A two-hit kill with stun?
Yeah.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on July 27, 2011, 01:01:53 AM
But it is really hard to hit anyone at a distance, and the fact he's basically Megaman with 2 versions of Spark Shock and no weapon copy/change ability...

His Spark Shock is also easier to see, so only really slow classes, like Wood, Hard, and Stone have a chance at getting hit, and Spark Shock isn't a OHKO on those classes.

So really, Sparkman is more balanced than you think.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on July 27, 2011, 01:45:16 AM
So.. he's basiclly hard man but can move faster, has a longer extended stunning altfire, and a faster and bigger 2hko? Yeah.. OP.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tesseractal on July 27, 2011, 02:04:48 AM
Yep. Spark Man is the new Hard Man.

As in, before Hard Man was near-useless. (Hard Man really needs to be at least 50 for a minimum. A 3HKO Hard Knuckle is garbage)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Isaac940 on July 27, 2011, 02:51:11 AM
Quote from: "LlamaHombre"
Spark Man is overpowered as HELL.

A two-hit kill with stun?
Yeah.

What class were you playing as? Sparkman’s primary fire does 35 damage, so the only four classes off the top of my head that can get two shotted by Sparkman are Topman, Elecman, Shadowman (damage factors mean basically 70 or less max health) and Magnetman (weakness to Spark Shot). Otherwise its 3+ shots to kill unless the target is already wounded or there’s another class with the equivalent of 70 or under HP that I’m not remembering at the moment. I don’t think Spark’s damage has been touched since the first version (though correct me if I’m wrong).
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on July 27, 2011, 03:06:13 AM
Oh. Right. Weaknessess. I forgot to check, but does magnet also take extra damage from Shadow Blade?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on July 27, 2011, 06:15:45 AM
Wait, Magnet taking extra damage to Shadow Blade? I thought Spark was weak to Shadow Blade.

Also, another weakness-based question: Does Wood Man take extra damage to fire-type weapons, or am I just making this up?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on July 27, 2011, 09:36:28 AM
I think this is a sign that classes are getting weaker! People said Hard and Spark were UP in v1a and I haven't touched either of them up until v5c!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on July 27, 2011, 01:09:13 PM
actually the only thing that changed since v1a was his firing animation/start up time
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Isaac940 on July 27, 2011, 03:08:25 PM
Quote from: "Shade Guy"
Wait, Magnet taking extra damage to Shadow Blade? I thought Spark was weak to Shadow Blade.

Also, another weakness-based question: Does Wood Man take extra damage to fire-type weapons, or am I just making this up?

You're right about Sparkman being weak to Shadow Blade, Magnetman's only weakness is Spark Shot. Also, about Woodman, I think he only takes extra damage from Megaman’s Atomic Fire(1.3) and Metal Blades (1.0). I’m not sure about Heatman’s attacks since I’m not seeing a damagetype in his weapon, so it may fall under the same multiplier as everything else, which includes the other fire weapons (0.8), or it could fall under the “atomic” damagetype which Woodman is weak to.

Quote from: "Ice-IX"
(Hard Man really needs to be at least 50 for a minimum. A 3HKO Hard Knuckle is garbage)

I’d support giving Hardman a 50 damage knuckle if his damage resistances were weakened slightly. Currently he has the equivalent of 333 HP with damagefactors of 0.3 on everything (except magnets). Setting the damagefactors to 0.4 would give him the equivalent of 250 HP (which I’m pretty sure was what he had in the first version where they actually had differing health values). If that’s too low for Hardman a value of 0.363 would give him the equivalent of 275 HP. Right now I just think he has too much defense to be given a 2HKO.

And to add to my previous post, there are only two more classes who can get two shotted by Sparkman, Quickman and Metalman, due to having the same damagefactors as Elecman, Topman and Shadowman.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on July 27, 2011, 03:22:57 PM
Quote from: "Isaac940"
You're right about Sparkman being weak to Shadow Blade, Magnetman's only weakness is Spark Shot.
...He takes the same amount of damage from Shadow Blade as he does from Spark Shock...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on July 27, 2011, 09:34:37 PM
I also suggested that all the mm3 RMs being weak to there own weapons like in the game but that was immediately shot down, but now that there are waaay more classes to choose from, that shouldn't be a issue anymore now should it?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: zyborg on July 29, 2011, 11:24:52 PM
Umm... now that I downloaded it, how do I use it? If I put it in the "Skins" folder, it comes up with an error "Script error, "Classes-v5c.pk3:wep/megaman3/snakemanwep.txt" line 57:
Replaced type 'SearchSnakeStart' not found in SearchSnakeStart2"...

Was that wrong?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on July 29, 2011, 11:28:51 PM
Very, very, VERY wrong. :ugeek: NEVER place things in "Skins" that aren't skins!!

Set up a new folder called "Modifiers" or something. I don't really care, just name it something easy to find. Move the Classes Modifier file to this new folder. Then launch MM8BDM. See the button with "Add File" at the bottom? Click it. Browse to the folder you made, double-click the classes addon, and then click the "Play" button. It'll start up Deathmatch with the Classes Modifier loaded up correctly.

You're welcome. n00bs these days
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: zyborg on July 29, 2011, 11:34:30 PM
...sorry.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: chuggaafan1 on July 29, 2011, 11:38:52 PM
Oh, And, Add 5D, not 5C
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: zyborg on July 30, 2011, 02:18:43 AM
This is awesome. I love using Gemini Man's hologram and having infinite Sakugarne as Quint. However, I'm having an issue with Enker. Every time he is hit, it says something about his powering up not being found. I don't remember the exact wording, but once I get the message again, I'll let you know.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on July 30, 2011, 02:19:33 AM
I don't remember whether or not that was fixed in 5d, though the classes servers up don't use it anyway.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on July 30, 2011, 02:36:29 AM
I will now criticise Gemini Man. Namely, his clone. The ideal clone for me would be something similar to Treble sentry. At the moment, he partially fits this role. Perhaps give him a bit of mercy invincibility after being hit, so he can't be rapid fired into oblivion?

One thing I would like Gemini Man to do is give him an item which makes the clone start/stop following you. I've noticed that once you spawn him, he only stays around that spot. One problem I've found is that if you spawn the clone in an awkward spot such as near a wall, he doesn't spawn at all. This leaves you without a clone, and you can't get another one.

Speaking of having only one clone, I think after the clone dies, there should be a timer and after that timer runs out, you can spawn another clone. It would help a lot, especially if you just wasted your clone in LMS.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on July 30, 2011, 03:01:10 AM
I demand geminiman to be more like the engineer.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: CHAOS_FANTAZY on July 30, 2011, 03:16:37 AM
Quote from: "Shade Guy"
Speaking of having only one clone, I think after the clone dies, there should be a timer and after that timer runs out, you can spawn another clone. It would help a lot, especially if you just wasted your clone in LMS.

Gemini Man used to run off of a timer that did just that.
It was great; I have no idea why they changed it.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on July 30, 2011, 05:00:45 AM
Quote from: "Bikdark"
I demand geminiman to be more like the engineer.
Shadow Man sappin' mah Clone!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on July 30, 2011, 09:25:14 AM
Yeah... I can't code monsters... at all...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on July 30, 2011, 12:52:46 PM
*ahem*

well, my RM monsters have mercy time, and plus I improved in scripting
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Copy Robot on July 30, 2011, 06:46:37 PM
Did someone suggest this for Plant Man's taunt yet

Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: zyborg on August 01, 2011, 03:28:58 AM
I'm having a hard time deciding which class is my favorite. I like Gemini Man but his clone isn't strong enough, and I like the robots with the charging powers (Charge Man, Punk, etc.)...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 01, 2011, 09:36:24 AM
(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 01, 2011, 10:39:22 AM
Looking great...These classes better be balanced y'hear?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: KillerChair on August 01, 2011, 11:02:47 AM
FREEZEMAN! *claims*
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 01, 2011, 04:07:38 PM
something Ive been meaning to ask, shouldent waveman be able to swim too? He dose have flippers like bubbleman

also, please add DONTBLAST flag to treble sentry so leaf shield dosent kill it instantly

And heres a challange, try to beat the MM2 campaign with classes enabled inb4 flash and heat rage
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 01, 2011, 08:49:17 PM
Ice, you should totally go make Slash Man.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 01, 2011, 09:36:13 PM
Quote from: "Korby"
Ice, you should totally go make Slash Man.
I just read that as "Ice shut the hell up and finish slashman already"

but in all seriouseness I already have the initial coding done, I'll finish it as soon as I can gain access to a computer
Title: This idea is even greater than my previous Stone Man suggest
Post by: Tesseractal on August 01, 2011, 09:44:46 PM
Just got this idea.

Below is a possible shield-throwing animation you might consider using. It's an original "throwing" animation that's different from the current ones.

(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 01, 2011, 10:33:42 PM
It wasn't meant as a "shut up and finish."

It was more of a "blargh why'd you have to take it I had an ideaaaa."
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Blaze Yeager on August 01, 2011, 10:59:12 PM
I'd love to see Cloud Man's Class in action.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 01, 2011, 11:00:08 PM
well if you wanted to do it so badly then why not do it, same concept as the mm&b thread, if you feel you can do better go for it

P.S. For the love of god please reopen the MM&B topic, the joke's gotten old and it makes no sense to outright stop progress altogether when things were finnaly moving foreward again, not to mention moving foreward so quickly
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 01, 2011, 11:08:17 PM
Korby insists on this joke continuing.

Ivory and Brotoad are in on it too. Just wait for some progress, I promise it'll be unlocked sooner or later.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 01, 2011, 11:10:58 PM
Mostly because it's not a joke  :p

Also, you go ahead and finish it, Ice.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on August 01, 2011, 11:15:14 PM
Joke? It was a joke? Whaddya mean?

For this whole damn time, you're telling me it was a joke?

I didn't even get it, which just makes it worse!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Beed28 on August 01, 2011, 11:20:45 PM
Probably to thwart anyone from claiming the 100th post or something. I dunno...

Why was it even locked in the first place!? I don't get it either...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 01, 2011, 11:47:02 PM
It's not the 100th post, it's the 100th page.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 01, 2011, 11:47:20 PM
Calm your asses down.

It's locked for good reason.

Blame me, I was the douchebag who got it locked
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 01, 2011, 11:53:17 PM
If the MM&B topic is locked because of a joke, it should be unlocked. Right. Now.

I mean, Korby, it's one thing to lock it for a short time, but to keep it locked, because of a joke? That's just ridiculous. Just, y'know, sayin'.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Blaze Yeager on August 01, 2011, 11:55:59 PM
Quote from: "Alucard"
If the MM&B topic is locked because of a joke, it should be unlocked. Right. Now.

I mean, Korby, it's one thing to lock it for a short time, but to keep it locked, because of a joke? That's just ridiculous. Just, y'know, sayin'.
Agreed,it's something a bit too childish to keep locked up(Though i've seen DUMBER reasons to keep threads Locked...)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 01, 2011, 11:58:25 PM
Alright, enough.

Mega Man and Bass has nothing to do with this topic.

Wait for the joke to end, and then it will be unlocked.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 01, 2011, 11:59:07 PM
Quote from: "Korby"
Mostly because it's not a joke  :p
No one reads then.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 02, 2011, 12:01:31 AM
Reading is illegal in Arymland.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Blaze Yeager on August 02, 2011, 12:53:35 AM
Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?
Title: Re: This idea is even greater than my previous Stone Man sug
Post by: Max on August 02, 2011, 09:43:18 AM
Quote from: "Ice-IX"
(click to show/hide)

...Wha?

Quote from: "Blaze"
Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?

Uhm... very?
Title: Re: This idea is even greater than my previous Stone Man sug
Post by: SaviorSword on August 02, 2011, 03:49:33 PM
Quote from: "Yellow Devil"
Quote from: "Blaze"
Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?

Uhm... very?

Meanin' not at all.
Wow, been a while since I posted here. With me losin' faith and all to this project.
Title: Re: This idea is even greater than my previous Stone Man sug
Post by: xColdxFusionx on August 02, 2011, 05:47:14 PM
Quote from: "SaviorSword"
Quote from: "Yellow Devil"
Quote from: "Blaze"
Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?

Uhm... very?

Meanin' not at all.
Wow, been a while since I posted here. With me losin' faith and all to this project.

The classes have been getting better, balance-wise. Still not perfect, but better. Damn Topman...

I've been following Classes for quite some time (YD probably remembers me angrily ranting at him on one server about one of the earlier versions a long time ago,) and I really liked some of the changes to v5d. They definitely made the game feel a bit more fair.

Judging by that reaction, though, it may take us until v6d to get the MM7 classes right. Here's hoping that's not the case...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 02, 2011, 09:39:52 PM
My only complaint is Spark Man.

The rest of them are fine.

Never nerf Charge Man ever please
Title: Re: This idea is even greater than my previous Stone Man sug
Post by: Bikdark on August 03, 2011, 02:38:28 AM
Quote from: "SaviorSword"
Quote from: "Yellow Devil"
Meanin' not at all.
[/size]
Meaning very. >.>
Title: Re: This idea is even greater than my previous Stone Man sug
Post by: xColdxFusionx on August 03, 2011, 01:57:09 PM
Quote from: "Bikdark"
Meaning very. >.>

Meaning "God knows if they're balanced or not."

I'm just hoping they aren't as ridiculous as the v1a MM3 classes. Oh lawdy, the v1a MM3 classes...

Random note: I haven't seen any Classes servers up recently. Could we get someone to rectify this problem?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: sipfried on August 03, 2011, 03:37:32 PM
if you play as skullman in the stage of dustman you can servive the stomps :)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 03, 2011, 03:51:00 PM
Quote from: "sipfried"
if you play as skullman in the stage of dustman you can servive the stomps :)

...I might have to try this. Sounds like fun.

Then again, wouldn't it work with Woodman or Skull Barrier as well...?

...Now I really have to try this...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 03, 2011, 03:57:53 PM
It works with Woodman and Skullman. *just tried it*
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 03, 2011, 04:01:23 PM
Woodman: The crusher stops moving. You're stuck until your shield cooldown bar hits 0.

...This could be exploitable. Trapping someone out of the factory with Woodman just long enough for a teammate to score the kill...

Skullman: You get crushed, but take no damage.

This is just plain silly.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: sipfried on August 04, 2011, 09:57:55 PM
i have see a order bug

if you trowing a bomb (bombman) the alt fire
and you timed good in dustman stage

the bomb floting in the air in the stomps :)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on August 05, 2011, 01:53:47 AM
Remember when I suggested Centaur Arrow as a dropped weapon a while back?
Well I did indeed come up with other weapons to drop.
But instead of suggest them, I just did them.
Check 'em out in this test expansion. (http://www.mediafire.com/?c1as8enuom8qmqu)(With a couple other miscellaneous fixes)
(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 05, 2011, 01:59:22 AM
Quote from: "JaxOf7"
Remember when I suggested Centaur Arrow as a dropped weapon a while back?
Well I did indeed come up with other weapons to drop.
But instead of suggest them, I just did them.
Check 'em out in this test expansion. (http://www.mediafire.com/?c1as8enuom8qmqu)(With a couple other miscellaneous fixes)
(click to show/hide)

OH LAWDY OH LAWDY OH LAWDY

Sounds like awesome in a can.

If this doesn't get in the official release, I'm making a patch for CCC.
Or implementing compatibility code into the actual mod, either or...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 05, 2011, 05:08:42 AM
Quote from: "xColdxFusionx"
If this doesn't get in the official release, I'm making a patch for CCC.
Well, why change what they drop? There's no real point to it.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 05, 2011, 06:33:31 AM
easy, because those paticular classes DONT drop anything at all, this is an idea to make useable weapons fo them to drop that arent broken in certain stages
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 05, 2011, 07:51:58 AM
Quote from: "ice"
easy, because those particular classes DON'T drop anything at all, this is an idea to make useable weapons for them to drop that aren't broken in certain stages
Letting classes drop exclusive weapons for bass, mega or Broto to pick up is like making junk shield one of those weapons that disappear once you pick them up, let one player get it and rape all the others while they have to wait for it to respawn (or in this case, wait for the class with that particular weapon to die). But eh, either way it's a pretty silly idea, and I doubt wry dee'll implement it :/
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 05, 2011, 08:45:57 AM
Quote from: "Bikdark"
Once you pick them up, let one player get it and rape all the others while they have to wait for it to respawn (or in this case, wait for the class with that particular weapon to die).
Erm, the reason these weapons were made was so these classes wouldn't drop something overpowered. Mega/Proto/Bass can't rape everyone, since these are toned-down versions of their actual weapons.
Quote from: "Bikdark"
Letting classes drop exclusive weapons for bass, mega or Broto to pick up is like <witty comment>.
Technically, all non-classes versions of weapons are exclusive to Mega/Proto/Bass as no one else can use them, but I won't whine about that.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 05, 2011, 02:20:20 PM
Quote from: "Bikdark"
Letting classes drop exclusive weapons for bass, mega or Broto to pick up is like making junk shield one of those weapons that disappear once you pick them up, let one player get it and rape all the others while they have to wait for it to respawn (or in this case, wait for the class with that particular weapon to die).

...Have you actually played Classes?

I think this is a great idea and should totally be implemented.

My only complaints are that Centaur Arrow should fly a bit faster and Flash Bulb eats a bit too much ammo.

Also, inb4 Broken Time Stopper is useless.

Random note: Hitting some classes with Time Stopper will turn them into Megaman temporarily. I suggest fixing this.
Probably an issue with the classes' Pain.Time DECORATE code.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 05, 2011, 02:39:16 PM
Yeah... they're well made, but not getting added.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 05, 2011, 02:44:40 PM
Aw, darn. It would have been really awesome.
Guess that means it's patch time...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 05, 2011, 06:55:42 PM
Just had an idea that might balance CTF.

Mike released a Ghouls CTF where you would be morphed into a very blank class that can't even attack whenever you picked up the flag. Perhaps that could be put into place here?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tesseractal on August 05, 2011, 08:54:46 PM
Quote from: "Korby"
Just had an idea that might balance CTF.

Mike released a Ghouls CTF where you would be morphed into a very blank class that can't even attack whenever you picked up the flag. Perhaps that could be put into place here?

Actually, I like this idea more for Classes Possession (rare, yes). Possession is crippled right now by the fact that if Drill Man grabs the board, he's invincible. Gyro / Wind / GB / Wily are "countered" by Gravity Man but the problem of them reaching inaccessible areas would also be solved.

It sounds like it could be practical in CTF, although I'm largely hesitant. The ability of the flag holder in CTF to defend himself or his base is crucial, sometimes what decides games. Granted, the flag holder might be able to survive a bit with team support - although that's been a bit shaky in my ctf experience. If I watched a Ghouls CTF match I could judge better.

If you go with making a "flag holder" class, my immediate thought would be that it'd be a Mega Man clone. He wouldn't be able to use upgrades or altfires, just regular items and weapons. In Possession, no weapons at all (given). It's basically identical to what you said, except that he can use weapons. (CTF without firing just seems unbearable)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 05, 2011, 09:55:03 PM
What I was going to do was a Doc Robot with Megaman's version of the boss weapon. For the classes who don't have weapons he'd use a normal old Mega buster. True, this would result in carrier classes, but I think it's better if people get to keep their playstyles with the flag.

Unfortunately I couldn't find the GVHCTF file.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 05, 2011, 11:43:36 PM
viewtopic.php?f=7&t=707 (http://www.cutstuff.net/forum/viewtopic.php?f=7&t=707)

Here you go.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MasterXman on August 07, 2011, 09:55:50 PM
does anyone know about a classes 5x? (crosswind's classes server)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 07, 2011, 10:26:54 PM
It's ASD's classes and whoever released it to the public is a bad person. ASD is either gonna be pissed or not even care.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: chuggaafan1 on August 07, 2011, 11:06:09 PM
Where is it?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 07, 2011, 11:16:45 PM
Youre not even supposed to be able to get it in the first place =|
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 07, 2011, 11:17:57 PM
Wadhost.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 07, 2011, 11:21:36 PM
Quote from: "Nuy"
It's ASD's classes and whoever released it to the public is a bad person. ASD is either gonna be pissed or not even care.

KY doesn't give a ratbot's backplate about this. In fact, he's glad it's out there and people are giving him feedback.

The only thing I don't like about it is that Needleman's "machine gun" gets up to speed about as fast as Hardman with a leg cramp.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 07, 2011, 11:23:32 PM
Why Dee's Needle Man is 700 times better anyways.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Jc494 on August 07, 2011, 11:25:17 PM
Quote from: "LlamaHombre"
Why Dee's Needle Man is 700 times better anyways.

Dont you mean 700 times more OP?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 07, 2011, 11:35:15 PM
Quote from: "Asd967"
Yes, yes... I did.
Now, here's my classes mod file... Please don't distibute it. But you're free to play around with it.
If you spot a bug, please tell me. I'll try to get it fixed.
Not what he told me. Unless he changed that and didn't care to mention it. =
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MasterXman on August 07, 2011, 11:43:08 PM
why? is it illegal?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 08, 2011, 08:13:04 AM
He didn't want it released because it's unfinished.

I like the classes! But what I don't like are splits in the community ;(
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 08, 2011, 08:23:08 AM
Well, as one who has tried both sets of classes, I think the best thing to do would be to combine the best aspects of both versions. For example, KY's Gemini Clone could replace YD's one, as KY's runs around more and seems more intelligent. However, KY's one fires much less and shoots the Gemini Buster instead of the Laser. If you combined the two, you'd get an intelligent, powerful clone...And a very happy Shade Guy.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 08, 2011, 09:57:06 AM
I want to make Oilman class. Can I do that?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 01:10:03 PM
Quote from: "Shade Guy"
Well, as one who has tried both sets of classes, I think the best thing to do would be to combine the best aspects of both versions. For example, KY's Gemini Clone could replace YD's one, as KY's runs around more and seems more intelligent. However, KY's one fires much less and shoots the Gemini Buster instead of the Laser. If you combined the two, you'd get an intelligent, powerful clone...And a very happy Shade Guy.

 :shock:

...This.

Dear lord, this. +1 so, so much.

Combining the best of both mods would make the final product so much better.

Who's with me?!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 08, 2011, 01:46:44 PM
I am, but the developers aren't from what I can tell.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 02:29:28 PM
Hmmm... we should decide on what to add/change before trying to fuse them.  :geek:

Give your opinions on this.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Emmanuelf06 on August 08, 2011, 02:44:07 PM
The altfire of Quickman is fixed, Stoneman can do a real jump attack, Geminiman is more tactic (buster faster)...But the bombman's bombs are horrible, too much damage =S
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 08, 2011, 02:54:52 PM
The Giga Bomb (which wasn't removed) is instakill and explodes on contact (which is a bug).
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 08, 2011, 03:08:52 PM
Considering the current version everyone has is the version he sent me with that message, I'm pretty sure he still doesn't want it released if that's the case, YD.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 03:38:23 PM
Quote from: "Nuy"
Considering the current version everyone has is the version he sent me with that message, I'm pretty sure he still doesn't want it released if that's the case, YD.

You're too late, people have it and are playing it, and KY could care less. Hell, he's been playing it alongside us.

As for what I'd use if the mods were to merge:

(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 08, 2011, 03:48:01 PM
Quote from: "xColdxFusionx"
[rollingcutter]

Yes.

I approve of that list.

The good classes from both mods merged into one.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 08, 2011, 05:41:23 PM
May I ask just how much my classes were changed?

While I fully support a merge, I haven't played the other one and don't know what's been done to my babies.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 05:46:35 PM
Quote from: "Korby"
May I ask just how much my classes were changed?

While I fully support a merge, I haven't played the other one and don't know what's been done to my babies.

Which classes were yours again? *Goes to check and see if they're listed in the pk3*

Toadman - Doesn't exist
Diveman - Doesn't exist
Gyroman - Upon releasing Fire, the Gyro redirects itself at the nearest enemy.
Napalmman - Main fire shoots twice per click.

And that's it.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 05:47:09 PM
His classes are the ones from MM5 - sans Darkman4.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 08, 2011, 05:48:29 PM
The only classes Korby made in 5X are Gyro and Napalm. Napalm was edited to fire two bombs (?) and Gyro's gyros redirect at a target after spawning (I like this).
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 08, 2011, 05:48:58 PM
I made Napalm and Gyro, Ivory did Crystal and Star, and Mr. X did Gravity and Stone. The others from MM5 are YD's.

However, reading YD's ninja, that sounds rather interesting.
Are the bombs still red, and do the character sprites have shine on them? Because I put shine on the sprites awhile ago, they were just never included.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 08, 2011, 05:49:55 PM
Major Changes, the rest are "balance fixes"

-Gravity Man's altfire now allows him to walk on the ceiling
-Top Man can only spin on the ground
-Quint only has Sakugarne, modified to make it able to hit things easier.
-Enker can kill people by "poking them" with his altfire.
-Metal Man has a non-laggy Metal Gear altfire from v4a
-Crash Man can only have two bombs shot before he has to reload
-Needle Man shoot his needle cannon faster depending on how long you use it
-Metal Man can only shoot 3 blades before reloading.
-Stone Man's jump has a similar effect to Quint's Sakugarne, modified to make it able to hit things easier.
-Bomb Man has giga-bomb again.
-No MM4 Classes (yet?)
-Doc Robot has been added
Main Fire - Random MM2 Main Fire
Alt Fire - Random MM2 Alt Fire

-Dark Man (4) has been added
Main Fire - Buster
Alt Fire - Plasma Shield



Both v5x and v5d have it's pros and cons over each other.


EDIT: FOUR NINJAS!?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 05:51:56 PM
HOLY SCRAP ON A STICK NINJA'S EVERYWHERE

Reposting

Toadman - Doesn't exist
Diveman - Doesn't exist
Gyroman - Upon releasing Fire, the Gyro redirects itself at the nearest enemy.
Napalmman - Main fire shoots twice per click.

And yes, Napalm has red bombs. But I'm not sure about the shine part.

Also, DOC ROBOT IS A HUGE DICK
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 08, 2011, 05:55:24 PM
I hate V5X because you ruined Enker and Bass (stab alt for Enker, impossible to walk when firing for Bass, are you fucking kidding me?) V5D is alot better than V5X
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 08, 2011, 05:56:17 PM
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!

Anyway, I approve of these changes to my classes. I'll go play 5x later, I guess.

Also, Trollman. It sounds like you've never played MM&B.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 06:02:14 PM
Quote from: "Korby"
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!

a.) Well, not at the exact same time. Twice in quick succession.
b.) ...They probably were.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 08, 2011, 06:03:09 PM
Quote from: "Michael712"
I want to make Oilman class. Can I do that?
Can I?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 06:11:45 PM
Quote from: "Michael712"
Quote from: "Michael712"
I want to make Oilman class. Can I do that?
Can I?

I guess it's better if you note YD directly about this.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 08, 2011, 06:12:43 PM
I'm doing Oil and Time myself!
Sorry!

Mr. Joe made acceptable HUDs so I'll start now and package them up into V6.

Speaking of V6...

ICE
Where be me HUDs??
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 08, 2011, 06:14:43 PM
Quote from: "Korby"
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!

Anyway, I approve of these changes to my classes. I'll go play 5x later, I guess.

Also, Trollman. It sounds like you've never played MM&B.

I did, but MM8BDM is a FPS, regularly on FPS games you can run while shooting. Even if bass does that in MM&B, it makes him useless (and it makes you VERY open to fire)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 08, 2011, 06:16:02 PM
What will turboman be like? I'm just wondering because the idea I have for him is actually turboman and I don't want the one we will have to be like quickman and shadowman in the fact that they don't play very much like they did in the actual games
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 08, 2011, 06:18:22 PM
Scorch Wheel + Car
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 06:19:12 PM
Quote from: "Trollman"
Quote from: "Korby"
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!

Anyway, I approve of these changes to my classes. I'll go play 5x later, I guess.

Also, Trollman. It sounds like you've never played MM&B.

I did, but MM8BDM is a FPS, regularly on FPS games you can run while shooting. Even if bass does that in MM&B, it makes him useless (and it makes you VERY open to fire)

MM8BDM it's a FPS, yes, but the projectiles aren't as fast as other FPS games - and Bass has one of the fastest. Also, he has a dash as well and can pick up weapons.  :geek:
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 08, 2011, 06:23:37 PM
Quote from: "Yellow Devil"
Scorch Wheel + Car
But the car form is only there when using it right? When it's not being used, is he running?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 08, 2011, 06:25:36 PM
Heat Man's tackle looks a LOT better and Top Man has serious issues when it comes to straffe and forward speeds. Just sayin'
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 06:28:32 PM
Quote from: "Nuy"
Heat Man's tackle looks a LOT better and Top Man has serious issues when it comes to straffe and forward speeds. Just sayin'

Actually, Top Man is supposed to be very good at strafing but not much on forward. As in KY's words: "He is supposed to be a top, so he moves like one."
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 08, 2011, 06:29:55 PM
Similar theory with Napalm sucking at strafing. He has treads as his feet, you can't quite strafe with treads.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 08, 2011, 06:33:15 PM
Its too weird for him to be useful. Combine that with the fact that his new top spin is akward as fuck.. yeah, I prefer the old one 100%. However, for the old one, he should bounce off an enemy not rip through it if possible.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 06:34:56 PM
Quote from: "Nuy"
Its too weird for him to be useful. Combine that with the fact that his new top spin is akward as fuck.. yeah, I prefer the old one 100%. However, for the old one, he should bounce off an enemy not rip through it if possible.

Me gusta KY's Top, I like his awkwardness...  :(
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 08, 2011, 06:36:12 PM
It makes it harder to have your ass kicked by it. :p
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 06:37:03 PM
Quote from: "LlamaHombre"
It makes it harder to have your ass kicked by it. :p

Actually, I like his Top Spin. It's so random.  :mrgreen:
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 08, 2011, 06:42:52 PM
Quote from: "Chimera Man"
Bass has one of the fastest. Also, he has a dash as well and can pick up weapons.  :geek:

You realize that Bass's projectile speed is balanced by his low damage level? (at least that's what the official weapon description says, it's one of the fastest weapons and it does very little damage) Also, he wasn't OP on his V5D class.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 08, 2011, 06:44:50 PM
Quote from: "Trollman"
Quote from: "Chimera Man"
Bass has one of the fastest. Also, he has a dash as well and can pick up weapons.  :geek:

You realize that Bass's projectile speed is balanced by his low damage level? (at least that's what the official weapon description says, it's one of the fastest weapons and it does very little damage) Also, he wasn't OP on his V5D class.

Correct me if I am wrong, but his buster actually deals the same damage as Megaman's.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 08, 2011, 06:45:56 PM
It doesn't. Mega's is a 10HKO. Bass' is far from that.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 08, 2011, 06:49:38 PM
Quote from: "Chimera Man"
Correct me if I am wrong, but his buster actually deals the same damage as Megaman's.
Exactly (calculating that you are right), Mega Buster has a low damage level (10HP), and remember that the Bass buster isn't straight fire, it somewhat "strafes" around while firing a bit more than Yamato, making it harder to hit your enemy
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 07:33:24 PM
Quote from: "LlamaHombre"
It makes it harder to have your ass kicked by it. :p

^^ This

@Chimera: *...brohoof?*

Quote from: "Trollman"
Quote from: "Chimera Man"
Bass has one of the fastest. Also, he has a dash as well and can pick up weapons.  :geek:

You realize that Bass's projectile speed is balanced by his low damage level? (at least that's what the official weapon description says, it's one of the fastest weapons and it does very little damage) Also, he wasn't OP on his V5D class.

Sure, Bass's buster is weaker than Megaman's, but the point of the Bass Buster stopping you while firing was to make sure it wouldn't be spammed to hell and back.

Also, if you don't like the buster stun, then - ooh, here's a thought - why not use a different weapon?

Mega, Proto, or Bass using a weapon?! Blasphemy! It's not like that's what they were designed to do!!

Christ, people.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Beed28 on August 08, 2011, 07:49:56 PM
Bugs: The Protoman bot still holds his charged shot in, until he loses sight of you. Pharaohman's bot doesn't charge up his shot either, and he doesn't drop Pharaoh Shot when he dies.

Also, Plantman leaves an afterimage when he dies from a force beam. I found that out when I was testing Beed28 for community classes.

The bots really need infinite ammo, like MMX classes
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 08, 2011, 08:13:45 PM
Quote from: "Beed28"
Bugs: The Protoman bot still holds his charged shot in, until he loses sight of you. Pharaohman's bot doesn't charge up his shot either, and he doesn't drop Pharaoh Shot when he dies.

Also, Plantman leaves an afterimage when he dies from a force beam. I found that out when I was testing Beed28 for community classes.

The bots really need infinite ammo, like MMX classes

Advanced Bots need to be made for at least some of the Classes.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on August 08, 2011, 10:58:07 PM
V5X opinion time!

Bass: Standing still makes your buster, supposedly your most reliable weapon, very unreliable. I just don't see a reason for this.
Metalman: Too buggy to critque. Burst attacking with 3 metal blades could be interesting...
Woodman: Those that saw me on the server know my issue with his alt. There is no indication of it doing anything. I really do like the idea of him being able to attack with a shield up but in that case it needs to last not as long or recharge slower.
(On the subject of WoodMan, why does V5D's Wood need a 2nd bar? Can't he just fire leaves for free? He fires them so slow the 2nd bar is pretty damn pointless anyway.)
Needleman: I really hate that some of you like this guy; timing a bar is just stupid.
1. Lag and desync will fuck up your timing.
2. It's needlessly complex.
3. Timing a completely arbitrary bar can get boring really fast.
Topman: Strafing to move is stupid. What is he, a crab?
(V5D Top: I really like that bar idea Rawk suggested a while back.)
Gravityman: RUNNING ON THE CEILING. ADD IT.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 08, 2011, 11:43:05 PM
Quote from: "Yellow Devil"
I'm doing Oil and Time myself!
Sorry!

Mr. Joe made acceptable HUDs so I'll start now and package them up into V6.

Speaking of V6...

ICE
Where be me HUDs??
Have you ever wondered why I'm never online in the servers anymore? (too much crap in RL to worry about)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: theanjo on August 09, 2011, 05:41:32 AM
MY OPINION TIME!
Quote from: "JaxOf7"
V5X opinion time!

Bass: Standing still makes your buster, supposedly your most reliable weapon, very unreliable. I just don't see a reason for this.
And suddenly collecting other weapons and dashing has become much more useful.
Metalman: Too buggy to critque. Burst attacking with 3 metal blades could be interesting...
Use up your ammo bar, then it fills up. I do think the metal blade ammo is a tad too small. Maybe 4 metal blades per bar rather than 3.
Woodman: Those that saw me on the server know my issue with his alt. There is no indication of it doing anything. I really do like the idea of him being able to attack with a shield up but in that case it needs to last not as long or recharge slower.
Holding the alt fire adds leaves to your leaf rain. The more you make the 2nd ammo bar fill the more leaves are added to the storm. (32 max)
(On the subject of WoodMan, why does V5D's Wood need a 2nd bar? Can't he just fire leaves for free? He fires them so slow the 2nd bar is pretty damn pointless anyway.)
Needleman: I really hate that some of you like this guy; timing a bar is just stupid.
Yamato Man and Needle man are clones of each other. The timing bar adds something new to the table. (also YD's Yamato Man is way to Under Powered.)
1. Lag and desync will fuck up your timing.
It can't be helped. :P
2. It's needlessly complex.
Needle Man firing faster as the ammo bar depletes is way too complex.
3. Timing a completely arbitrary bar can get boring really fast.
Skill is involved in timing. Y u hate skills?
Topman: Strafing to move is stupid. What is he, a crab?
Stupid but satisfying.
(V5D Top: I really like that bar idea Rawk suggested a while back.)
Gravityman: RUNNING ON THE CEILING. ADD IT.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 09, 2011, 06:14:04 AM
I laugh at YD's Needle being UP.

I really don't like KY's needle. It overcomplicates the class, if you ask me. Plus, the bar recharges way too fast for you to actually stick it in the area you want it to.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 09, 2011, 06:27:49 AM
Excuse me for comparing this mod to TF2, but Needle Man really is the Heavy of the class mod. The Heavy is the type of class that once you hear his Minigun rev up, you think to yourself 'ohshi-' before you are brutally murdered. Especially if you're a Scout. He has the ability to keep anyone away from him just from his sheer power. His flaw is that if you catch him off guard, you can beat him up before he has a chance to charge up his Minigun. Even then, he can still manage to take you out with his fists or Shotgun if he's good enough.

Classes-wise, Needle Man is also the type of guy that can stop anyone from rushing him. However, if caught off guard, the consequences for a Needle Man are less severe as he has no trouble charging his Needle Cannon.

Solution? Take a hint from TF2 and give Needle Man about a second of delay before he can fire his Needle Cannon. Now, KY has sort of managed to do this, but his charge up is a bit too severe.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 09, 2011, 06:54:34 AM
Except no one uses the Heavy Shotgun, and anyone who says they do have never used the Sandvich.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 09, 2011, 07:00:31 AM
Well...I may not have played TF2 long enough to unlock the Sandvich or to know that it replaces the Heavy's Shotgun, but that's beside the point  :? .
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Ivory on August 09, 2011, 07:08:31 AM
Needle Man should get a sandvich.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 09, 2011, 07:29:52 AM
Can I make a suggestion? How about removing Needle's current altfire, and replacing it with a spin up feature that slows players down, but is needed to use Needle Cannon?:

Altfire: Cannon spin up. Slows down the player.

Altfire + M1: Super Needle Cannon. Faster version of the vanilla weapon, but has a moderate spread shot.

M1: Normal Needle Cannon. Slower and weaker than Super Needle Cannon, with a lower spread shot.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 09, 2011, 09:06:49 AM
I'm not sure how you spin up a cannon... but your idea could be done ;D
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 09, 2011, 05:50:08 PM
Just make it work like the Heavy's Minigun:



Spin up before shooting.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 09, 2011, 07:01:54 PM
What I meant is "How is it possible to spin up a cannon?", since there's nothing to spin. Sorry for the confusion. I already got it in for 6a but whether it'll be staying or not isn't fully decided...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tails on August 09, 2011, 07:25:40 PM
Willy Springman get an electrical shield when hit by Thunder Bolt?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 09, 2011, 07:42:40 PM
Also, why not implementing a Dr. Light class that has a melee wrench attack (altfire, repairs teammates in team-based modes) and a tazer gun that stuns enemies while doing a bit of damage?

The tazer gun would function just exactly like Wily's plasma gun, with an extra stun effect and less damage.

EDIT: Also, I don't know if it has been suggested or not, but please update those Wily walking animations.

(http://www.sprites-inc.co.uk/files/Classic/DrWily/MM9/mm9_drwily1.png)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 09, 2011, 11:46:23 PM
Throwing out another idea for Needle Man...How about if main fire controlled one of his Needle Cannons and the altfire controlled the other, and if you hold both alt and main down, then it fires both at once while slowing you down?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: sipfried on August 10, 2011, 07:18:23 PM
i hope its comming .....fast


btw YD if you have nothing to do why you don,t make the PORTAL GUN?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 10, 2011, 07:27:19 PM
Because Tsuki already made a Portal Gun. :geek:
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 10, 2011, 07:28:02 PM
And so did Mike. (http://cutstuff.net/blog/?page_id=26)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Jennifer on August 11, 2011, 12:16:55 PM
Wow.I Never knew the portal gun was so Popular.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 14, 2011, 05:18:08 PM
Mike even threw in a Time Trials mode.

Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Gumballtoid on August 16, 2011, 05:49:32 PM
hmm... i'll bet someone thought of it already, but i think a fantastic idea for roll's class could be 2 weapons. the first being the roll swing from left to right (from powered-up pack), and the alt-fire could be a downwards swing that stuns the target, similar to spark shock. the second being a vaccum that pulls enemies closer, and the alt-fire could be a much weaker vaccum that pushes enemies away. anyone think that'd work?  :mrgreen:

(a skilled roll could stun with alt-fire swing, then send flying with main-fire swing)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 17, 2011, 12:07:37 PM
Beep beep sprites frontpage beep
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on August 17, 2011, 01:55:57 PM
Shell Adaptor Toad Man for a Toad Man skin
Flashing Flash Man for a Flash Man skin
Rasta Knight Mon for a Knight Man skin
Gangster Ring Man for a Ring Man skin
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 17, 2011, 02:07:41 PM
Quote from: "LlamaHombre"
Shell Adaptor Toad Man for a Toad Man skin
Flashing Flash Man for a Flash Man skin
Rasta Knight Mon for a Knight Man skin
Gangster Ring Man for a Ring Man skin
Don't forget Luckyman skin for a Megaman skin! I've already made the slide rotations!

I've been thinking, why don't we make some classes weak to other classes in a more unique way? As in, gyroman could be thrown about by gravity hold! And Phahaohman could be frozen in place or completely blinded by flash stopper! This is a bad idea so feel free to ignore it
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Davregis on August 17, 2011, 03:46:48 PM
Actually, could you edit Centaur Man? Despite amazing potential, he's extremely low-tier due to his low damage output and slow fire rate (his HPs are ok, he makes up for it with speed).

I'm thinking faster fire rate (2 shots per second?) or higher shot damage output? Maybe 2 centaur flashes per bar?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 17, 2011, 05:15:00 PM
Also make Stone Man suck less. Like King Yamato's version.

Actually, I love nearly all of the KY classes, except for Needle Man (obvious reasons) and Metal Man (only THREE FUCKING SHOTS? bullcrap)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 17, 2011, 05:41:09 PM
Ok, I'm going to ask this now, where the heck is everyone even getting KY's version?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: NaePoliTan on August 17, 2011, 05:51:26 PM
Quote from: "ice"
Ok, I'm going to ask this now, where the heck is everyone even getting KY's version?
For me, I just had to join a server and presto! It was downloaded.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 17, 2011, 06:10:28 PM
0_o, I how's that possible?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: -FiniteZero- on August 17, 2011, 06:11:50 PM
I got it on wadhost.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 18, 2011, 07:42:18 AM
King Yamato's Metal Man (or at least the one I have played) does have 3 shots, but they recharge almost instantaneously. The 3 shot limit is basically to let Metal Man fire in short bursts. You can still fire at a steady rate if you don't hold down the fire button.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 18, 2011, 02:16:10 PM
Okay, you know what? I gotta say something about the current "custom items" dispersal methods, because right now they are (quite frankly) absolutely terrible.


First off, Carrie. The item is very useful to Robot Masters... though, it's too bad that most Robot Masters can't obtain the item in most stages! Why you used Carrie to replace, of all things, SUPER ADAPTOR is beyond me. Most stages treat Super Adaptor as a strong power-up (and rightfully so), meaning you usually need Item-1 or Rush Coil to reach it. Robot Masters can't use either one... and to the Heroes, Carrie is near-useless. Pretty much, it's one huge clusterfuck.

I suggest removing Carrie from "item replacement". Instead, use Bass's method of obtaining Treble Boost. That is, when a Robot Master picks up Item-1, it gives them Carrie in exchange.

Next, we have the issue of power armors. When you collect one armor and use the second armor, you combine into Super Adaptor form. Fine idea, except you permanently lose the ability to slide. I think that if you use an armor item AND YOU ALREADY HAVE THE ARMOR EQUIPPED, you should revert to normal Mega Man. Just a thought, but whatever.

Finally, there's Tango Roll. Oh god... here we go. See, the way things are at right now Tango Roll replaces Treble Sentry. Only Bass can use Treble Sentry, and inversely Bass cannot use Tango Roll, since the two items switch out with one another. The problem with this is that Bass becomes incredibly more useful than the other two Heroes, and here's how:


In summary... NERF BASS NOW. Or you could just make Proto Man more awesome


Thanks for reading this, I hope you actually consider solutions instead of pulling one of your trademark Yellow Devil "I don't care, deal with it" responses.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Davregis on August 18, 2011, 02:19:04 PM
How would making Protoman more awesome compensate for bass not being nerfedlol?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 18, 2011, 02:19:44 PM
I don't care, deal w/ it.

Super Adaptor had to be replaced, because it was causing a huge bug (for some reason, it couldn't be removed. No, really). Protoman has a shield and super fast bullets, Megaman has the adaptors, so Bass isn't the most powerful. I'll go ahead and do the double-adaptor revert thing. Treble Sentry isn't nearly as useful as you make it out to be. Go round a corner, or put some height difference between you and the dog.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 18, 2011, 02:23:45 PM
Why you be trollin'? :lol:

Ah, I understand. I still think Bass needs some sort of stronger handicap. I mean really, Tango's only good for accidental kill-steals, but whatever. Oh, you never did answer the question about Carrie. Do you think you could still do the Item-1 for Carrie swap? And as for Super Adaptor... I dunno, maybe place an extra W-Tank there or something.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 18, 2011, 02:24:40 PM
That's how I ROLL

Probably
I'll try some stuff to put Super back in if poss.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tails on August 18, 2011, 02:26:54 PM
I was playing Megaman class and I got the Rush Power adaptor, but for whatever reason it would always block my view...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 18, 2011, 02:38:09 PM
Seems to depend on your resolution. I'll upload a patch when 6a's out to remove the FX.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 18, 2011, 03:01:06 PM
Quote from: "SmashBroPlusB"
[*]Bass's buster has more damage per second, if you have good accuracy
...wouldn't that be, you know, a benefit to having good accuracy? Theres a difference between skill and OP.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 18, 2011, 03:16:34 PM
Theoretically, Bass Buster is better even if you have shit accuracy. With Mega and Proto, miss the charge shot and you're toast. With Bass Buster, the spread is so random that it's near impossible to hit someone in front of you.

STILL BETTER
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 18, 2011, 03:25:30 PM
Well that would be the point of getting the upgrade in vanilla but I do see your point here. Also, DAMN IT YD, DOUBLE JUMP
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 18, 2011, 03:27:09 PM
OKAY.

Smashbro be hatin'
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 18, 2011, 05:22:24 PM
Quote from: "SmashBroPlusB"
    Bass can air-dash while the other two heroes must be on land to dash
    What are you talking about, that's totally fair! [/sarcasm]
    Bass's buster has more damage per second, if you have good accuracy
    Bass Buster is incredibly hard to do tons of damage with due to the random spread, but it's strong enough and easy enough to tag hits with that it's deadly. A damage nerf would be nice.
    Treble Boost lets you fly AND has a powerful spreader
    Haven't used TB enough to give a verdict on this
    He's the only character to get Treble Sentry, the most useful support in the game
    Treble Sentry isn't the best support item in the game, but it is pretty good.
    Mega Man might get armor, but Proto Man only gets A FUCKING SHIELD
    I honestly don't see much of a difference between Mega and Proto except for their charges and the shield.
    And to top it off, Bass can use every weapon just like Rock and Blues
    Which is kind of the point, but...

All valid points. Bass should have a bit less HP/Armor, damage and/or base (no pun intended) movement speed to offset the improved dash. Also, give Bass a double jump and I will love this mod forever.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 18, 2011, 05:26:37 PM
It does 5 damage.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 19, 2011, 06:08:08 AM
Wait, people complained about Bass not being able to move when firing in KY's version when it's a valid way to nerf him...And now people are complaining that he needs to be nerfed somehow?

People, figure out what you want.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 19, 2011, 06:43:45 AM
Quote from: "Shade Guy"
Wait, people complained about Bass not being able to move when firing in KY's version when it's a valid way to nerf him...And now people are complaining that he needs to be nerfed somehow?

People, figure out what you want.
Except the only person complaining is xCxFx
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 19, 2011, 07:57:19 AM
Quote from: "SmashBroPlusB"
In summary... NERF BASS NOW.
Yes, xCxFx is the only one complaining.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 19, 2011, 08:53:31 AM
Quote from: "Shade Guy"
Quote from: "SmashBroPlusB"
In summary... NERF BASS NOW.
Yes, xCxFx is the only one complaining.
Because 1 more person totally equals the whole community.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 19, 2011, 10:06:24 AM
If Double-Jumping counts as a nerf those 2 are happy!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 19, 2011, 10:10:11 AM
Quote from: "Bikdark"
Because 1 more person totally equals the whole community.
Hey, if the dueling minority group (which consists of what, 5 people?) can get weapons changed/removed, why can't these two?

Anyway...Any changes for 6A, aside from adding MM7 classes?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 19, 2011, 10:12:09 AM
(click to show/hide)

Nyerr
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Beed28 on August 19, 2011, 01:09:56 PM
Quote from: "Yellow Devil"
(click to show/hide)

Nyerr

Bots still need infinite ammo (like the MMX classes). But good work!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 19, 2011, 01:50:03 PM
Thanks for fixing that Carry thing, and adding armor removal! I appreciate it.

Oh, did you implement anything from King Yamato's classes?
Wood Man's PK STARSTORM Leaf Storm was pretty cool IMHO
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 19, 2011, 02:50:26 PM
We should be merging when he finishes his version (does MM4).

(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 19, 2011, 02:52:02 PM
I'm liking that infinite Wood Man altfire.

In other news, I should probably go do Slash Man, huh?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 19, 2011, 03:00:34 PM
My view on how Slashman should work. (Please ignore this)

-1.5-2x speed
-2x jumping
-Main attack is slash claw with slightly better range and power
-Alt makes him cling onto walls. He can stay there only for a few seconds but he can also wall jump off them.
-No ammo bar, as he doesn't need one.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Davregis on August 19, 2011, 03:02:38 PM
Quote from: "Yellow Devil"
(click to show/hide)

Nyerr


I take it then, that Centaur Man is still bottom tier?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Myroc on August 19, 2011, 03:15:07 PM
I wouldn't call Centaur Man bottom-tier. He can be pretty damn decent if you know how to use him, as is aptly demonstrated to me by other players.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 19, 2011, 03:43:13 PM
...And Bass gets a buff. What.

At absolute LEAST make Bass only dash on the ground. He's the only one who can airdash, which actually makes him slightly more useful than the others.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 19, 2011, 03:46:37 PM
Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?

I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.

Bass has jet boots that allow him to dash.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 19, 2011, 03:55:30 PM
What part of "NERF BASS. NOW." did you not understand? :?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 19, 2011, 03:56:14 PM
The "nerf" part...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 19, 2011, 04:08:41 PM
lol that means "make him balanced against Mega and Proto".

Right now Bass is a bit TOO good (especially with air dash + double jump). Maybe you could reduce his buster damage? Maybe you could shorten the time on Treble Boost? Maybe you could give him "buster lock" (like King Yamato did). Maybe you could increase the distance/speed of his air dash but tie it to an ammo bar (so players can't dash-spam).

Just pick something, and make sure it works! Also Stone Man still sucks
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 19, 2011, 04:10:46 PM
Everything but buster lock, it makes the class useless.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 19, 2011, 04:14:15 PM
Personally I'm voting for the limited air dash. It would give Bass a stronger, more powerful dash that's perfect for closing gaps or quick getaways. It also limits players from spamming the crap out of it. I'm thinking maybe one (two?) use for a full bar, and it takes a little while to charge up.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 19, 2011, 04:14:54 PM
Quote from: "Alucard"
Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?

I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.

Bass has jet boots that allow him to dash.

It's called "balance." You probably haven't heard of it.

However, i might as well list some possible nerfs for Bass.

- Reduce "HP" (Bass seems to be a mobility class, and low HP is common for mobility classes.)
- Reduce normal running speed (to compensate a bit for the air dash)
- Ground Dash (make him more like Mega and Proto)
- Buster Lock (It's canon, and would make up for the mobility he has when not firing.)
- Make the buster spread more (not likely)
- Reduce the damage on the buster (also not likely)
- Give Bass a recharging bar (to keep him from spamming)

On the subject of spamming,  Crystal Man can go eat a- Oh, you're actually reading this? Um, uh...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 19, 2011, 04:57:17 PM
Quote from: "Alucard"
Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?

I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.
Dat 8BDM Charge Kick.
Also Proto being a ninja is debatable.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 19, 2011, 05:07:17 PM
Too many nerf requests! Too many! YD just don't let him air dash. He couldn't in the original MM10.

Quote from: "Alucard"
Have you seen anyone slide in mid-air, except ninjas?
Hmmm....too bad your not thinking what I'm thinking....
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 19, 2011, 05:12:45 PM
Except the reason why he can is because he could in the power fighters. WE WENT OVER THIS BEFORE.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 19, 2011, 05:22:30 PM
Quote from: "xColdxFusionx"
Quote from: "Alucard"
Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?

I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.

Bass has jet boots that allow him to dash.

It's called "balance." You probably haven't heard of it.

However, i might as well list some possible nerfs for Bass.

- Reduce "HP" (Bass seems to be a mobility class, and low HP is common for mobility classes.)
- Reduce normal running speed (to compensate a bit for the air dash)
- Ground Dash (make him more like Mega and Proto)
- Buster Lock (It's canon, and would make up for the mobility he has when not firing.)
- Make the buster spread more (not likely)
- Reduce the damage on the buster (also not likely)
- Give Bass a recharging bar (to keep him from spamming)

Nerf one thing from the weapon or another one, if you want to add a bar then don't add buster lock. If you want to add buster lock, don't add the bar. Or else it's overnerfed.
Quote from: "Nuy"
Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?
+1, Bass has jet boots and it gives him originality. Also, if you think that makes it unbalanced (wich AGAIN I say, it ISN'T) then just make the dash shorter...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 19, 2011, 06:24:16 PM
He could dash midair in Power Battles, by the way.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: NaePoliTan on August 19, 2011, 06:58:55 PM
Quote from: "Korby"
He could dash midair in Power Battles, by the way.
But wasn't it like a short jump? And, if PB counts, wouldn't that mean that Protoman should dash with his shield in front of him?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 19, 2011, 08:11:55 PM
Quote from: "Trollman"
+1, Bass has jet boots and it gives him originality. Also, if you think that makes it unbalanced (wich AGAIN I say, it ISN'T) then just make the dash shorter...

Airdash may not be unbalanced on its own, but airdash + high dps + good abilities + very few drawbacks is OP.

Also, the giant text makes it sound like you know you're losing this argument.

Also, just a note: you may want to check to make sure the new Junk Shield doesn't conflict with classes. And possibly update if it does.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 19, 2011, 08:34:01 PM
The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.

Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?

There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.

As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 19, 2011, 08:42:03 PM
Quote from: "Musashi-COM"
The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.

Dashjumping? I like it. A damage nerf would be nice, too.

Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?

A Shield Bash would make Protoman more unique. I can hardly see the difference at the moment.

There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.

Proto Buster is fine as-is. Doesn't need the change.

As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.

The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.
Title: Re: Class based modification (V2B - MM1 RELEASE!)
Post by: Max on August 19, 2011, 08:54:22 PM
Quote from: "ice"
(http://i573.photobucket.com/albums/ss180/iceblade10/ProtoDash.png)

Maybe...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Trollman on August 19, 2011, 08:56:53 PM
Quote from: "xColdxFusionx"
the giant text makes it sound like you know you're losing this argument

I am just remarking it for you, it isn't OP. Or else it would have been nerfed since V5C.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 19, 2011, 08:59:35 PM
Oh, hey, why not make it so he can only dash ONCE in the air?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 19, 2011, 09:33:34 PM
:D oh hey, my old sprites, but yeah, how about we have 2 bass classes just for the heck of it, a mm7, and mm&b one
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 19, 2011, 10:14:21 PM
Quote from: "xColdxFusionx"
Quote from: "Musashi-COM"
The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.

Dashjumping? I like it. A damage nerf would be nice, too.

I actually thought Bass HAD a dashjump when I first tried it. I was disappointed.

Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?

A Shield Bash would make Protoman more unique. I can hardly see the difference at the moment.

Since he would be carrying his shield in front of him, why not also give the Shield Bash blocking abilities? When Proto Man dashes, shots are blocked just like when standing with the shield, just only in front of him. Also, you shouldn't be able to use the Shield Bash while charging.

Hell, why not making the Proto Shield a separate weapon for Proto Man, like with Wily and the Alien form?

There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.

Proto Buster is fine as-is. Doesn't need the change.

As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.

The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.


Mega Buster: Less powerful, bigger hitbox, slow traveling speed, charge is lost when taking damage.

Proto Buster: More powerful, smaller hitbox, fast traveling speed, charge is kept when taking damage




EDIT: Oh, also, the Shield Bash should have a stop frame, like X and Zero's dash animation. It would help prevent bashspamming by adding an extra frame where Proto Man must slow down to start a new dash.

(click to show/hide)

Check the dashing frames, and look at the last 2, from left to right.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 20, 2011, 04:52:32 PM
Quote from: "Musashi-COM"
Quote from: "xColdxFusionx"

The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.


Mega Buster: Less powerful, bigger hitbox, slow traveling speed, charge is lost when taking damage.

Proto Buster: More powerful, smaller hitbox, fast traveling speed, charge is kept when taking damage

...From my experience with him, Megaman's charge shot seems to be MORE powerful than Proto's. I'm not sure on that one, though...
Also, Megaman doesn't lose charge when he's hit iirc. It would be a nice feature though.

Quote from: "Musashi-COM"
EDIT: Oh, also, the Shield Bash should have a stop frame, like X and Zero's dash animation. It would help prevent bashspamming by adding an extra frame where Proto Man must slow down to start a new dash.

(click to show/hide)

Check the dashing frames, and look at the last 2, from left to right.

^This.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 20, 2011, 05:08:02 PM
Both shots do 50 damage. Megaman's is bigger and slower, Protoman's is smaller and faster.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 20, 2011, 05:16:35 PM
Quote from: "Yellow Devil"
Both shots do 50 damage. Megaman's is bigger and slower, Protoman's is smaller and faster.

Thanks for the clarification.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 20, 2011, 07:12:42 PM
Can I also suggest something else?

A Sniper Joe class.

M1 would be a bit more powerful version of the regular buster, with a very slow fire rate and a very high bullet travel speed, for sniping.

M2 would make Joe raise his shield, which would cover him entirely, except for his back. When M2 is active, you aren't allowed to shoot and your movement speed is reduced, but all shots are deflected, except for explosive weapons.

Sniper Joe's special weapon would be a Joe grenade akin to MM8's Joe. It would be an item weapon that has limited uses, and would be used to either dish out more damage or help Joe to get out of a sticky situation.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 20, 2011, 07:14:38 PM
Hmm... (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2199)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 20, 2011, 07:25:35 PM
Don't worry, I still have an ace up my sleeve:

3 Joe classes.

First would be the one I just posted.

Second one would be the Machine Gun Joe from MM9/10.

M1 is a nerfed version of the Bass Buster, with the same damage output, but with a notable reduced fire rate. While firing, your movement speed would be reduced a bit. M2 would be the same shield Sniper Joe has.

Third one would be a "Bazooka Joe".

M1 would be a rocket launcher (with limited uses), that does explosive 40-30 damage, and propels enemies into the sky akin to Wind Storm, just not as much. M2 does nothing.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 20, 2011, 08:50:34 PM
Quote from: "Yellow Devil"
Hmm... (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2199)

^ This.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Gummywormz on August 20, 2011, 09:46:25 PM
Yuo can still get weapon energy for time stopper. >_>
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Anonymous on August 21, 2011, 03:51:56 AM
Quote from: "Musashi-COM"
Don't worry, I still have an ace up my sleeve:

3 Joe classes.

First would be the one I just posted.

Second one would be the Machine Gun Joe from MM9/10.

M1 is a nerfed version of the Bass Buster, with the same damage output, but with a notable reduced fire rate. While firing, your movement speed would be reduced a bit. M2 would be the same shield Sniper Joe has.

Third one would be a "Bazooka Joe".

M1 would be a rocket launcher (with limited uses), that does explosive 40-30 damage, and propels enemies into the sky akin to Wind Storm, just not as much. M2 does nothing.
Three sniper joes... and none of them have a scope?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 21, 2011, 04:00:32 AM
No scopes no scopes no scopes no scopes
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 21, 2011, 04:09:50 AM
if we have to have a sniper, lets make a team fortress mod
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on August 21, 2011, 04:44:29 AM
Scopes? Are you mad? NO. That's completely out of place, you can snipe perfectly in this game.

"Snipe" as in "no headshots because whatever". It's more like shooting stuff FROM AFAR, not sniping some poor Bubble Man's leg or something. There's no need for scoping.

EDIT: Or to put it simpler:

DO YOU SEE A SCOPE MOUNTED IN SNIPER JOE'S BUSTER GUN? NO

ARE SNIPER JOES CAPABLE OF SHOOTING YOU FROM BEYOND YOUR VISIBILITY RANGE? NO

They don't have built-in scopes to begin with. They're generic assault units, not "snipers".
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Anonymous on August 21, 2011, 05:06:08 AM
Whoa settle down, I'm just throwing something out there that isn't in the mod. There are shields, and spread shots, and fast shots, and explosives, but no zoom. If scopes are out of the picture, then iron sights; just something to give a bonus when firing.

If it's really that bad an idea and has been discussed before I apologize.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 21, 2011, 05:12:11 AM
There's a mod for Doom called RGA. It has all the ironsights and scopes you could ever want.
I am not ashamed to say that I enjoy this mod.
This is clearly why I am using tiny text.
don't kill me
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on August 22, 2011, 09:37:32 PM
Not to sound impatient or anything, but when is v6a coming out? I saw a test server up earlier today...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 22, 2011, 09:50:02 PM
Gonna need Huds for starters. After that there's still balance and bug testing to do, and I may or may not wait for King Y to finish his mod so that we can merge.

Hey, at least all the classes are done now.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 23, 2011, 12:14:49 AM
Quote from: "Yellow Devil"
Gonna need Huds for starters. After that there's still balance and bug testing to do, and I may or may not wait for King Y to finish his mod so that we can merge.

Hey, at least all the classes are done now.
Whozawatnao?
Mike finished Shademang? Awwwww Yeahhhh  :cool:
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Muzaru on August 23, 2011, 03:59:32 AM
Quote from: "Yellow Devil"
I may or may not wait for King Y to finish his mod so that we can merge.

My reaction.
(click to show/hide)

Will the Mm classes be added when they are done?
I'm pretty sure I've heard the answer somewhere, but I don't remember.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on August 23, 2011, 06:05:42 AM
DO NOT TAUNT THE CLAW!
(http://i683.photobucket.com/albums/vv191/JaxOf7/TheClaw.png)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Copy Robot on August 23, 2011, 06:22:30 AM
I have no idea how Turbo Man works.
So I guessed.

Also Burst Man just because it existed.

Also Spring Man because I just noticed it was a Gemini Man hud edit.

(http://img546.imageshack.us/img546/7779/mm7huds.png)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on August 23, 2011, 08:24:40 AM
those look great, I didnt do fireing frames for springman scince in the game he pointed the buster down to the ground, then again, now that I have free time again, I have an idea for springman's fireing frames for the coil, he puts his hand on top of the buster, then the buster and hand goes down below eye level
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 23, 2011, 09:18:24 AM
;O
Sweet
Burstman needs firing frames (of course!)
Turboman needs the last frame of the throw (he uses Scorch Wheel)
Springman is fine!
Junkman is also fine but I need left hand throwing as well because Junkman has two weapons! Maybe I should've mentioned that...

Thanks you guysssss
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tails on August 24, 2011, 09:33:40 PM
Will Junk also collect scrap metal like Dustman for ammo?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on August 24, 2011, 09:59:31 PM
It'd probably be a safe assumption to say yes. It would certainly be logical for him to.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 24, 2011, 10:15:30 PM
No.

We don't need Dustman and Junkman competing over the debris.

Especially since people rarely use Dustman as it is.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Copy Robot on August 24, 2011, 10:36:49 PM
Quote from: "Alucard"
We don't need Dustman and Junkman competing over the debris.

Especially since people rarely use Dustman as it is.

Nice contradiction to support Junkman using scraps.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 24, 2011, 10:39:39 PM
People don't use Dustman because he relies on scrap to be any good.

If Junkman did that, nobody would use him either.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on August 24, 2011, 10:41:54 PM
Uhhh, what? If you can't get scrap metal then maybe playing as dust man isn't your thing if you can't even frag anyone =|
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tails on August 24, 2011, 11:10:13 PM
You can still shoot with a regular mega buster if it runs out...
Granted it might not frag anyone considering it's just a buster, but you still have a chance on getting scrap metal.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on August 24, 2011, 11:14:48 PM
Not to mention that you can always sneak around the stage and pick up debris from other frags. Really people, it's not that hard to play as Dustman. You just gotta be a tough fighter and a good scout.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Tails on August 24, 2011, 11:21:30 PM
I mean since Junkman is basically MADE of scrap I would assume he would use it too...
Plus his attacks such as his debris/block throw thing would make sense to refill with scrap o:
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: CHAOS_FANTAZY on August 25, 2011, 12:39:16 AM
I'd like to say what I said once upon a time ago:
"Since Junk-Man is made of scrap metal, perhaps he could leave a trail of it when he walks, or drop more than usual when he dies?"
Just gonna leave this here.  Not only would it encourage more Dust users, it would be a nice touch that I feel makes sense in a way.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on August 25, 2011, 01:14:43 AM
(http://i683.photobucket.com/albums/vv191/JaxOf7/shitarm.png)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 25, 2011, 01:32:43 AM
Don't worry about Junkman and his ammo stuff, you'll like him when 6a's released, and that shouldn't be too long if yd doesn't wait for KY
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on August 25, 2011, 01:42:54 AM
Well, if you say so. My main interest isn't in him, but I'm definitely open to giving his system of fighting a try. And I do hope that YD doesn't wait on KY. *says a prayer in many languages*
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 25, 2011, 09:17:31 AM
Thanks Jaxof!

Junkman uses Junk, but he's pretty much a fountain of the stuff anyway! Attacking produces more junk than it uses, and you won't be able to see the floor if you hit him enough!

Quote from: "Yellow Devil"
(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on August 25, 2011, 10:53:39 AM
So the Junkman class adds "heavy junk" in addition to the standard "small junk"? Because I can clearly see two sizes of junk particles in that screenshot.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 25, 2011, 10:57:39 AM
9 types of all new junk!

...They all add the same amount of ammo!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Chimera Man on August 26, 2011, 02:23:32 PM
Quote from: "Hunter_orion"
Well, if you say so. My main interest isn't in him, but I'm definitely open to giving his system of fighting a try. And I do hope that YD doesn't wait on KY. *says a prayer in many languages*

Um... KY seems to be busy lately.

Anyway, I want to congratulate MM4's team. The robot masters are difficult to change!  :shock:
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on August 27, 2011, 02:30:48 PM
Yay. I guess that means we did a good job.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 27, 2011, 02:36:45 PM
As a reward for a good job you get screenshots!

(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: WheelieCarbonate on August 27, 2011, 02:39:24 PM
Quote from: "Yellow Devil"
As a reward for a good job you get screenshots!

(click to show/hide)
IS THAT A DOC ROBOT CLASS?!
Ok I'm back into classes.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on August 27, 2011, 05:47:43 PM
WHAA--Crap, now I really want this to come out soon... *sobs*
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 27, 2011, 08:17:29 PM
If you stalked my twitter like a NORMAL PERSON you'd know it's not really a class...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 27, 2011, 08:19:01 PM
Random-ish question but....can I reserve a place for a MM8 class? I wanna make Tenguman class!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 27, 2011, 08:28:26 PM
Quote from: "Yellow Devil"
If you stalked my twitter like a NORMAL PERSON you'd know it's not really a class...

We all know everyone uses facebook though, Yellow Devil!

Despite the fact nobody knows your facebook
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on August 27, 2011, 09:32:44 PM
Quote from: "Yellow Devil"
If you stalked my twitter like a NORMAL PERSON you'd know it's not really a class...
I...HATE...Twitter!!! A female friend of mine has had too much trouble from that site. I have not, nor will I ever sign up for twitter. I'm not even that crazy about facebook, either. This is my only form of communication for the classes mod, unless there's something on skype that I don't know about.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on August 27, 2011, 10:03:13 PM
It's a carrier class. Some guys suggested that a while back.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 27, 2011, 10:52:38 PM
Classes 1f-ctf is going to be so bawse
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: SaviorSword on August 28, 2011, 02:13:03 AM
Quote from: "Bikdark"
Classes 1f-ctf is going to be so bawse

Speakin' of classes ctf (any kind of ctf really), does it still have a memory allocation problem or no?
If ya dig up old posts from me on this topic, ya might find what I'm talkin' about.
Now why am I postin' here of all places again?!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on August 28, 2011, 02:14:46 AM
Reminds me of Griffball, but instead of the flag carrier turning into Griff, they turn into Doc Robot. Remind me. Does Doc Robot have any special abilities, or does he rely on weapons placed in the map?
now all we need is for the flag to explode when someone scores
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 28, 2011, 02:17:03 AM
Most likely, Doc Robot will pretty much be a Megaman with no weapons.

Since people suggested there be a class specifically for carrying because having a class like Topman or Quickman, a speedy class that can deal damage quickly, would be way too over-powered as a carrier, and wanted someone who would need teamwork to get to the other side of the map.

I think, don't kill me.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on August 28, 2011, 02:26:34 AM
Actually, speedy flag carriers tend to be balanced out by their frailty.
The issue more has to do with burrowing, flying, stopping time, stun, and invulnerability shields.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Balls on August 28, 2011, 04:10:23 AM
Quote from: "JaxOf7"
Actually, speedy flag carriers tend to be balanced out by their frailty.
The issue more has to do with burrowing, flying, stopping time, stun, and invulnerability shields.

Not Centaur Man, he's fast, has good defence, AND he stuns.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on August 28, 2011, 03:48:36 PM
So can I reserve a spot for Tenguman class?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Alucard on August 28, 2011, 03:57:08 PM
Quote from: "Balls"
Quote from: "JaxOf7"
Actually, speedy flag carriers tend to be balanced out by their frailty.
The issue more has to do with burrowing, flying, stopping time, stun, and invulnerability shields.

Not Centaur Man, he's fast, has good defence, AND he stuns.

But, his bullets are slow and his Centaur Flash has a slow rate of fire as well, leaving him quite open. Not to mention he can't stealth behind anything to sneak up on the flag, due to his height.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on August 29, 2011, 01:23:53 AM
Just so you know, being a good flag runner is not a bad thing.
However, being an impossible underground flag runner is a bad thing.

In other news, I noticed in VKYV5Y KY hasn't touched Knightman, so I assume no one is doing anything about him.
The thing that's bothered me about Knight Man is his supposed role in general combat, he just doesn't fit the bill.
So I made an alt for him that lets him do a little bit of everything.
http://www.mediafire.com/file/79maa6buux8ovmk/Classes-v5d-KnightAlt.pk3
The shield charge: mobility, reflection, close-range, knock back, and stun.
On a side note, a stunned person being knocked back looks really cool.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 29, 2011, 03:11:12 PM
Quote from: "JaxOf7"
So I made an alt for him that lets him do a little bit of everything.
http://www.mediafire.com/file/79maa6buux8ovmk/Classes-v5d-KnightAlt.pk3
The shield charge: mobility, reflection, close-range, knock back, and stun.
On a side note, a stunned person being knocked back looks really cool.
I like the idea, but it's kind of a pain to hit with. Probably because I tried to use it on bots who circlestrafe, and you can't really get a direct hit on them (or anything) through just a short charge.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Jman on August 31, 2011, 02:36:30 AM
Quote from: "JaxOf7"
DO NOT TAUNT THE CLAW!
(http://i683.photobucket.com/albums/vv191/JaxOf7/TheClaw.png)
(click to show/hide)
I love you so much for that reference...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on August 31, 2011, 03:38:29 AM
Junkman's taunt should totally be "DO NOT TAUNT THE CLAW" but in a lower pitch, so it fits him.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Jc494 on August 31, 2011, 02:39:33 PM
Quote from: "Jman"
Quote from: "JaxOf7"
DO NOT TAUNT THE CLAW!
(http://i683.photobucket.com/albums/vv191/JaxOf7/TheClaw.png)
(click to show/hide)
I love you so much for that reference...

I know right, I got the refernce first time you said it.

Quote from: "Bikdark"
Junkman's taunt should totally be "DO NOT TAUNT THE CLAW" but in a lower pitch, so it fits him.

Wynaut.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on September 01, 2011, 05:58:38 AM
Hey guis, guess how high springman can jump. Anyone who already knows cannot participate :V
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on September 01, 2011, 10:33:53 AM
I'm making Tenguman class whether you like it or not! (Don't worry, my idea of it is actually clean and IS Tenguman)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on September 09, 2011, 07:24:11 PM
PUBLIC DEBATE TIME

What do I do with Protoman?

A : Give him a Dash and nerf something else
B : Give him the Proto Flare
C : Both
D : Nothing
E : OTHER
F : Mushashi-COM's Hold Altfire to Shield
G : Mushashi-COM's Press Altfire to Shield and mainfire to bash
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 09, 2011, 07:34:26 PM
E : OTHER

Rid of the M2 dash and replace it with a shield that functions like MMXClasses's Armored Armadillo's (hold M2 to hold shield up front, can't charge buster while shield is up). Leave the charge buster as it is. If you don't want to get rid of the dash, then just keep it as in item ability with infinite uses.

OR

Do what MM7 did: M1 for Proto Buster, M2 for Proto Shield (no need to hold, just press once and you will equip it. Press again to unequip it). While the shield is up front, press M1 for a Shield Bash Dash, which causes a bit of damage and lets you run again faster, like the current slide ability.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on September 09, 2011, 08:42:17 PM
D : Nothing
Protoman is well balanced by his damage vulnerability.
If he still feels op, just give him more vulnerability.
He doesn't need complicated dashing or alt-fire activated shield stuff. (Especially not for a weapon he's just going to switch out of.)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on September 09, 2011, 08:46:39 PM
I agree with Jax here. No changes.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ccelizic on September 09, 2011, 08:49:24 PM
I've been trying to keep a few servers up with this.  You may know me as Celz.  Catch is (And the reason the servers were down a few weeks) is my cable modem has developed a slow twitch.  I'll eventually get it dealt with, as soon as the local ISP building is not flooded anymore (Fucking Irene and subsequent tropical storms).  And no, the twitching isn't due to Irene, it developed it prior Irene is just making the replacement procedure annoying.  So, if you see a those pile of classes servers all go down simultaneously, give it 5 minutes or so and they'll all go up.  It's the internet flipping me the bird.  'course I got my phone service as VOIP so I can't even make damn phone calls without getting cut off.

On to other topics, I'm not sure what to say about protoman.  That shield sure is handy, but attacks get around it plenty of times when I play him.  Then again it may be just me sucking abjectly, like I usually do.  I keep trying to play him but I get thraaaashed, then again I suck abjectly most of the time.  Sometimes I get glimmers of skill, such as winning as bubbleman or some other weird class, but protoman, I can't weigh in much on him professionally.  I kinda figured protoman was good as is.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Shade Guy on September 10, 2011, 12:05:04 AM
I think Proto Man should stay as-is.

However, with Proto having a shield and Bass getting a double jump, Mega Man's getting the short end of the stick.

Here's where my idea comes in: I believe Ice has been making Mega Man items like Item 1 etc. ammo-based. So, Perhaps when Mega Man grabs an Item 1 or a Rush Coil, he gets the ammo-based versions of them? For example, he would have multiple uses of Rush Coil and Item 1 to get around. And maybe for LMS he could get some items on spawn, because there won't be any Rush Coil items lying around.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on September 10, 2011, 12:06:25 AM
Quote from: "Shade Guy"
I think Proto Man should stay as-is.

However, with Proto having a shield and Bass getting a double jump, Mega Man's getting the short end of the stick.

Here's where my idea comes in: I believe Ice has been making Mega Man items like Item 1 etc. ammo-based. So, Perhaps when Mega Man grabs an Item 1 or a Rush Coil, he gets the ammo-based versions of them? For example, he would have multiple uses of Rush Coil and Item 1 to get around. And maybe for LMS he could get some items on spawn, because there won't be any Rush Coil items lying around.

I like this idea, but it would need some balance-testing.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: LlamaHombre on September 10, 2011, 12:08:50 AM
Proto should take double damage when his shield is up.


EDIT: By this, I mean when he's charging up a shot.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 10, 2011, 02:05:37 AM
Hey, YD. Could I have Wave Man's 'hands' for the battle and chase project?

On topic, I say Proto doesn't need a change, so D.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ice on September 10, 2011, 02:28:52 AM
I can donate my Item 1 and rush jet, although you can only use the rush jet buster as when you switch weapons it vanishes, on the upside, you can slide while using it
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on September 10, 2011, 08:22:17 AM
Quote from: "Shade Guy"
I think Proto Man should stay as-is.

However, with Proto having a shield and Bass getting a double jump, Mega Man's getting the short end of the stick.

Here's where my idea comes in: I believe Ice has been making Mega Man items like Item 1 etc. ammo-based. So, Perhaps when Mega Man grabs an Item 1 or a Rush Coil, he gets the ammo-based versions of them? For example, he would have multiple uses of Rush Coil and Item 1 to get around. And maybe for LMS he could get some items on spawn, because there won't be any Rush Coil items lying around.
I dislike this idea, it's complex and fills up weapon space.
And I would like to bring up the fact that Megaman gets adaptors the other two do not.


In other news, my love of menial tasks has compelled me to add alt-sliding to all the copy weapons.
http://www.mediafire.com/file/5qa3j4ns5blhhvv/Classes-v5dAllSlide.pk3
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on September 10, 2011, 09:15:17 AM
Your wording was quite confusing and I had no idea what I was downloading. ANYWAYS. It's a nice idea and one that I was considering doing myself, but due to the lack of sprites (and laziness on my end preventing me from recolouring / using textures for them) it looks really odd, especially with Protoman.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on September 10, 2011, 08:23:44 PM
D for nothing. He's already a good class.

(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on September 10, 2011, 08:36:46 PM
It's definitely helpful being able to slide with RM weapons, but I've noticed that the give command doesn't work with the WAD.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on September 10, 2011, 09:47:08 PM
Quote from: "Yellow Devil"
Your wording was quite confusing and I had no idea what I was downloading. ANYWAYS. It's a nice idea and one that I was considering doing myself, but due to the lack of sprites (and laziness on my end preventing me from recolouring / using textures for them) it looks really odd, especially with Protoman.
Well, Bass and Proto's busters inexplicably turn into Megaman's when using another weapon, so if you're really hung up on odd things...
And it's not like switching to default colors when sliding is any different from now.
And Proto's shield can easily be removed from the animation.

Quote from: "Hunter_orion"
It's definitely helpful being able to slide with RM weapons, but I've noticed that the give command doesn't work with the WAD.
Give metalbladewepC
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on September 11, 2011, 05:06:35 PM
PUBLIC DEBATE V2

Do we use JaxOf7's weapons? (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=3141)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: BiscuitSlash on September 11, 2011, 05:14:28 PM
Yes please.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on September 11, 2011, 05:20:31 PM
YES DO IT V2
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 11, 2011, 05:26:51 PM
I like the idea of a flash grenade copy weapon.

Also, what about renaming those weapons?:

Broken Time Stopper > Time Bender
Flash Bulbs > Bright Grenade
Centaur Arrow
Skull Sniper
Gravity Sphere > Gravity Pump or Squeeze Sphere

Yeah, I like this idea. Just as long as copy classes can still get those RM's original copy weapons in some way or form, I don't see any real problem.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hallan Parva on September 11, 2011, 05:53:10 PM
Oh wait... THOSE weapons? I thought you meant the alt-fire sliding busters! (they were also Jax's weapons) In that case...

AW HELL NO V2 (for da bonus weps)

YES DO IT NOW V3 (for the slide busters)
Title: SmashBro stop being wrong all the time.
Post by: Kenkoru on September 11, 2011, 06:03:30 PM
I support both.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on September 11, 2011, 06:12:36 PM
YES. DO IT.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on September 11, 2011, 07:30:50 PM
Do it do it do it.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Myroc on September 11, 2011, 07:42:14 PM
If corresponding weapons are made of Bass' Dash (using his proper buster too), then yes.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Hunter_orion on September 11, 2011, 08:15:17 PM
Well, why not? At least I can use Centaur Arrow whenever I take down a Centaur Man. The other weapons though...I'm kind of indifferent about them...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: TheDoc on September 12, 2011, 12:40:51 AM
I'm surprised his weapons didn't make it sooner.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 12, 2011, 05:27:27 AM
Hey YD

http://www.sounds-resource.com/other_systems/mmpu/

All voice tracks from Mega Man: Powered Up. Taunt material right there.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 14, 2011, 03:02:45 AM
I'm suprised no one pointed this out yet.

Star Man's ammo recharge has a terrible flaw. If it goes below I believe 15 units, it will only recharge up o that point, leaving Star Man helpless because he's unable to attack.

Also Flash is slower than Stone.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on September 14, 2011, 08:14:07 PM
No, it recharges fully. Just stand still.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 15, 2011, 02:39:29 AM
Agh, it's hard to win as Star Man.

It's kinda hard to win with the majority of the MM5 bots, truthfully... Let me break them down, and see what could be done.

Stone Man is good HP wise, but his attacks, although devastating, are very close range.

Charge Man is virtually the same, but he's much much faster.

Napalm Man is a tank (literally); he covers both short-and-long range attacks well. His speed is rather cumbersome, but it is very easy to get over.

Gravity Man is pretty balanced, but his Gravity Hold could use a power buff.

Gyro Man is probably the only OP MM5 bot, considering he does decent damage and can fly away from any problem.

Star Man, I finally figured out, is a camping class. He's OK for close range, but it's so annoying being defenseless when trying to run away from someone...

Wave Man is also pretty good. He's excellent for mid-range combat, but rather lacking in close or long range.

Crystal Man is a little overpowered, considering how fast he can fire all those crystals. He might need a little change.

I propose these changes:
- Give Gravity Hold a faster reloading time. Doesn't have to be too much better, it just needs a little tweak.
- Nerf Gyro's flying time. He's just way too cheap with it.
- Give Crystal a slower firing rate. Perhaps put a 5 second pause in-between the ones he fires four at a time?
- Give Water Wave something. I don't know what, it just needs something. Make it a tad faster, perhaps?
- At least give Star Man a reloading rate while moving. It can be excrutiatingly slow, and I wouldn't care. This one is pretty minor, however.

Charge, Stone, and Napalm are all OK, though.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Jc494 on September 15, 2011, 10:21:02 AM
Quote from: "Star Dood"
Wave Man is also pretty good. He's excellent for mid-range combat, but rather lacking in close or long range.

- Give Water Wave something. I don't know what, it just needs something. Make it a tad faster, perhaps?

>Water Wave doesn't stun lock people.

Wave man needs more a nerf than a buff. I'm sick and tired of always being stun locked and there's nothing I can do about. IMO Wave is OP.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on September 15, 2011, 08:30:32 PM
I'd say Star Man should only Re-Charge while jumping as he never actually stood still in MM5. He always jumped. Plus it'd make it a little less annoying than "HAVE TO STAY ABSOLUTELY STILL FGQWGQWDHKFAS"
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 15, 2011, 08:36:42 PM
Kangaroo Star Men. Kangaroo Star Men everywhere.

Such method of recharging would require a jumping height buff. That way, you don't have to constantly hop all over the place just to get your ammo back.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Nuy on September 15, 2011, 08:42:51 PM
If you're in combat, arent you usually jumping to dodge? You know combat, when you actually NEED your ammo to recharge.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: xColdxFusionx on September 15, 2011, 09:41:13 PM
Quote from: "Star Dood"
Agh, it's hard to win as Star Man.

It's kinda hard to win with the majority of the MM5 bots, truthfully... Let me break them down, and see what could be done.

Stone Man is good HP wise, but his attacks, although devastating, are very close range.
Kind of the point.

Charge Man is virtually the same, but he's much much faster.
Again, kind of the point.

Napalm Man is a tank (literally); he covers both short-and-long range attacks well. His speed is rather cumbersome, but it is very easy to get over.
True, Napalmman is very powerful in the damage output category. However, his flaw is that he can't strafe. Ever. It is true that this is kind of easy to get used to, but being forced to run straight means he can't aim at someone AND avoid shots at the same time.

Gravity Man is pretty balanced, but his Gravity Hold could use a power buff.
Gravity Man is fine as-is. He's kinda situational, but get him into an area where he's good and he's insane.

Gyro Man is probably the only OP MM5 bot, considering he does decent damage and can fly away from any problem.
>only OP MM5 bot
>Crystalman
Keep smokin' bro

...All Crystal Rage aside, Gyroman's not too bad. My only problem with him is that he should have a slight health drop to make up for how damn hard he is to hit.

Star Man, I finally figured out, is a camping class. He's OK for close range, but it's so annoying being defenseless when trying to run away from someone...
Star Man should have been a close range class. I have to admit I kind of like his current adaptation, but he needs to put more emphasis on getting up close and personal and less on camping in one spot all day every day.

Wave Man is also pretty good. He's excellent for mid-range combat, but rather lacking in close or long range.
Wave Man is amazing in close-to-mid range combat. If you can time it right, you can stunlock someone with the waves while killing them slowly with the harpoons.

Crystal Man is a little overpowered, considering how fast he can fire all those crystals. He might need a little change.
Sweet mother of god, Crystalman. His altfire needs to drain much more of the bar than just a quarter. He's too reliant on "find corner, everything dies" at the moment.

I propose these changes:
- Give Gravity Hold a faster reloading time. Doesn't have to be too much better, it just needs a little tweak. It's fine as-is. If you make it too fast, it will just become a spamfest.
- Nerf Gyro's flying time. He's just way too cheap with it. I actually second this motion. Gyroman may be the hit-and-run class, but he spends way too much time running.
- Give Crystal a slower firing rate. Perhaps put a 5 second pause in-between the ones he fires four at a time? 5 seconds is a bit much, but increasing the delay between four-way shots would help
- Give Water Wave something. I don't know what, it just needs something. Make it a tad faster, perhaps? Fine as-is. I don't see a problem here
- At least give Star Man a reloading rate while moving. It can be excrutiatingly slow, and I wouldn't care. This one is pretty minor, however. I actually agree with this. Starman is frustrating to play as when he's out of ammo because he doesn't even have a way to harrass as he runs away, unlike 99% of other classes. A very slow charge would at least let him throw a Star Flurry or two in someone's face as he tries to shake them off.

Charge, Stone, and Napalm are all OK, though. Agreed.

Also, Wily suffers from the same "LOL I'M USELESS" problem as Starman, except he actually has something he can do while at low ammo. A slow recharge would still help you feel like you don't have to become completely useless just to recharge ammo. Besides, neither of these classes can really afford to stand still, unlike GvH's Cyborg (who I've heard Wily was partly based on) who had decent enough health that he could stop for a split second to recharge his plasma cannon a bit if he needed to.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on September 15, 2011, 10:02:28 PM
Lol starman was already changed
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 15, 2011, 11:37:39 PM
CHANGE HIM AGAIN, DAMNIT

Now I go to another game... MM4!

Dive Man... Lord save his AI, he is ANNOYING! I know he's really been under a lot of flak with the mine thing, but his missiles do quite a bit of damage- too much damage, I think.

Dust Man is good, though he seems to use too much ammo.

Ring Man. Ugh. I don't think he's a terrible class, but people spam those boomerangs that stay in place a lot. Maybe give him two at a time?

Toad Man is fine, considering his role.

Pharoah Man can actually be pretty cheap with his alt. I know he can't change altitude, but it's just Gyro Man with an infinite ammo bar. I think that should be limited.

Bright Man needs something more. His attacks are fine, but I feel he needs a damage buff.

Skull Man... He is easily one of the most OP classes in the game. He seriously needs a nerf.

Drill Man is fine. He can be pretty deadly if used right.

My proposed changes:
- Give Dive Man's missiles a slight damage nerf.
- Give Dust Man's ammo consumption a slight nerf.
-Only allow two stalled Ring Boomerangs for each Ring Man.
- Give Pharoah Man's alt a time limit.
- Give Bright Man a slight damage buff.
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

Toad and Drill are fine.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Korby on September 15, 2011, 11:47:39 PM
Quote from: "Star Dood"
CHANGE HIM AGAIN, DAMNIT

Now I go to another game... MM4!

Dive Man... Lord save his AI, he is ANNOYING! I know he's really been under a lot of flak with the mine thing, but his missiles do quite a bit of damage- too much damage, I think.
His missiles do 10 damage(the same as the megabuster) and are relatively slow. Are you saying the megabuster is OP?
Dust Man is good, though he seems to use too much ammo.
No comment.
Ring Man. Ugh. I don't think he's a terrible class, but people spam those boomerangs that stay in place a lot. Maybe give him two at a time?
"Two at a time" ended up being too buggy when it was attempted during the original creation.
Toad Man is fine, considering his role.
Alright.
Pharoah Man can actually be pretty cheap with his alt. I know he can't change altitude, but it's just Gyro Man with an infinite ammo bar. I think that should be limited.
He falls down instantly after some time passes. It's not infinite by any means.
Bright Man needs something more. His attacks are fine, but I feel he needs a damage buff.
Personally, I think he's fine, but a very very slight damage buff wouldn't be too bad.
Skull Man... He is easily one of the most OP classes in the game. He seriously needs a nerf.
As fun as he is to use, I have to agree. Mostly in the damage category.
Drill Man is fine. He can be pretty deadly if used right.
Anyone can be "pretty deadly if used right."
My proposed changes:
- Give Dive Man's missiles a slight damage nerf.
Megabuster should be weakened too!!!
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?
Not everything has to stick so close to the games. Dive Mines, Bright Lightbulbs, and pretty much all of Wood Man aren't even in the games. Heck, even 8BDM differs from Megaman in several parts to make it more fun.

Toad and Drill are fine.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 15, 2011, 11:53:42 PM
Quote from: "Star Dood"
- Give Bright Man a slight damage buff.

I'd like to alternately propose a slight splash damage area increase for Bright Grenade. If not, the slight damage buff should go towards the Bright Grenade, and not Bright Man's buster.

EDIT: One thing that has always bothered me about Bright Man is that he really doesn't have his main weapon, the Flash Stopper. The Bright Grenade is there to avoid vanilla Flash Stopper abuse, but it stills quite doesn't do the job you expect from Bright Man's special weapon. So I thought about adding a different version of the Flash Stopper as a charged buster attack for Bright Man. Instead of the regular semi-automatic buster gun, it would be like Mega Man's Mega Buster, just without the 2nd level buster shot. A fully charged shot would allow Bright Man to use a harmless version of the Flash Stopper that would deplete his ammo bar entirely, while keeping the blinding effect and the same area of effect.

Quote from: "Star Dood"
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

SO MUCH THIS.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Gummywormz on September 15, 2011, 11:55:23 PM
Quote from: "Musashi-COM"

Quote from: "Star Dood"
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

SO MUCH THIS.

Because that would make the fact he gets double attack if he gets hit when it goes up useless.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 16, 2011, 12:05:32 AM
Quote from: "Gummywormz"
Quote from: "Musashi-COM"

Quote from: "Star Dood"
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

SO MUCH THIS.

Because that would make the fact he gets double attack if he gets hit when it goes up useless.

Actually, when you think about it, Skull Barrier doesn't even last too long to be considered part of the problem. Maybe allowing him to use his Skull Sniper when Skull Barrier is up, but slowing him down a tad bit? Or making both the Skull Sniper and Skull Barrier share the same ammo bar?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 16, 2011, 12:11:28 AM
Dive Missiles only do ten damage?

Huh. Maybe I think it's cheap because I'm weak when getting hit...
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: MusashiAA on September 16, 2011, 12:13:49 AM
Yes, Drill Man is weak to Dive Missile. And since you specifically mentioned the destructive potential Drill Man has, I can take a wild guess and say you played Drill Man for quite a while and you enjoyed it.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 16, 2011, 12:19:15 AM
Uh... no, actually. I really only play with MM5 robots on a consistent basis.

I don't think I've ever played with Drill Man up until I decided to test them.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on September 16, 2011, 01:52:57 AM
Quote from: "Musashi-COM"

Quote from: "Star Dood"
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?

SO MUCH THIS.
Because classes should TOTALLY mimic the games perfectly. Think of how Quickman would work if that were true, then get back to me. Besides, Skull needs that firing while the barrier is up, because the double attack and double damage would be put to waste if he couldn't fire.
Star dood, you say you only play to mm5 classes, and you never really play the others. So WHY do you think you're a good judge of the other classes if you NEVER PLAY THEM?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Magnet Dood on September 16, 2011, 02:22:40 AM
Quote from: "Star Dood"
I don't think I've ever played with Drill Man up until I decided to test them.

And I tested all of them.

While it is true that I don't play with them consistently, these are some of the flaws I found with them when I tested.

On a totally unrelated note, Gyro Man can fly through Quickbeams.

Also, on another totally unrelated note, we need moar MM7 classes.
Title: GAWD BRIGHT IS SO OP NERF HIM PLZPLZPLZ
Post by: Kenkoru on September 16, 2011, 02:42:25 AM
Unless you tested each class for hours against both bots and human players, you probably won't get quite a good feel of how to balance each accordingly. Remember that any class can be deadly if used right, but can also be terrible if used ineffectively.

Which is what we're doing for the MM7 classes, mind you. It's taking a while, and if ThatGuy074 would be online more to host the test servers, they'd be done already Why Dee says that they'll be ready to release in the next few days, to maybe a week or two. He's working on it a bunch so it doesn't need balance/bugfixes a day or two after.

(click to show/hide)
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: JaxOf7 on September 16, 2011, 05:28:36 AM
Hey guys, you know Gemini Man?
Yeah, that class that can only once summon a clone that acts randomly and dies to seekermissiles and teammates?
I didn't like him.
So I changed him.
http://www.mediafire.com/?hnaiybph39m511m
His weapon file is gigantic because his clone needs to match his colors.
It uses 2 unique ACS scripts and changes 1 number in the ACS dive mines use.
Oh and his actor changed a bit.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on September 16, 2011, 06:06:23 PM
Very... unique!
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Atticus on September 16, 2011, 06:20:09 PM
Hey YD, is it ok if I borrow some classes stuff for my Left 4 Dead project?
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: ccelizic on September 17, 2011, 03:52:43 PM
I thought it was funky that bubbleman could swim in water, but not in diveman or bubbleman stages.  So I dug up the wads, dug up tools for editing the wads and an ACS compiler and after a lot of trial and error and fidgeting I eventually managed to create alternate versions of the maps that use the same sort of underwater mechanics as stages like iceman and centuarman, thus allowing bubbleman to swim.  Yeesh, it's been over a decade since I edited a wad.

The end result is this (http://celznet.nfshost.com/waterymaps.zip).  I glanced at jump heights with and without.  With the standardized water mechanics megaman jumps slightly higher on bubbleman stage and slightly lower on Diveman.  Megaman is still able to use the whale as a stepping stone to get the centuar flash on that center pillar and he is still able to jump up that ledge in the indoors portion of the map, but barely.   Using these maps bubbleman could completely troll the hell out of crash, snake, and stoneman, especially in LMS.  An interesting thing about using the water mechanics instead of lowering gravity is it makes all weapons behave as if they are in normal gravity, but increases all jump heights.  IIRC, this behavoir is closer to actual megaman games.  

I'm not sure if what I did there is a good idea or not, so I'll just leave those two edited maps here as a novelty at the very least in case you guys were curious, or not.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Bikdark on September 17, 2011, 07:21:13 PM
Yeah, we don't want flying bubblemen in Bubbleman or Diveman, because that would just be op. Sorry 'bout that.
Title: Re: Class based modification (V5D RELEASE... finally!)
Post by: Max on September 17, 2011, 08:54:28 PM
Lol 6a

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 17, 2011, 09:01:06 PM
YES! Finally my gravityman buff. Yd I love you.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 17, 2011, 09:07:47 PM
Hahahahaha

Go into the skins changer in Light's Lab using Oil Man's oil slider, it's amusing.

EDIT: Current Complaints;

Freeze Man is a lot like Chill Penguin in terms of main fire's gimmick and sprites. I'm aware of the floor spikes, but that doesn't really seem like enough to make him not a Chill Penguin clone.

What the hell is Junk Man's main fire supposed to do?

Where are Shade Man's eye beams?
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 17, 2011, 09:21:26 PM
Shotgun Ice is a Freeze Cracker clone
Title: Re: Class based modification (V6A WOOO)
Post by: -FiniteZero- on September 17, 2011, 09:22:17 PM
Might as well give my oppinion:

Yay! Time Man class!

That's all I have to say.
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 17, 2011, 09:22:49 PM
Yeah, I was afraid flying bubble in those two maps may be a bit much.  Leaving the file there in case you want to play around with it.  Not going to use those on my server though, unless hordes of bubbleman players swarm me and demand I put it up or something.

That being said, YAY 6A!  Now I gotta go update my server array.
Title: Re: Class based modification (V6A WOOO)
Post by: OZX on September 17, 2011, 09:24:58 PM
WHY U DO DIS TO NEEDLE MAN!?!?!D:

You made him charge up before shooting!WHYY.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 17, 2011, 09:27:47 PM
To make him not OP.
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 17, 2011, 09:28:08 PM
WOOOOOO 6A CLASSES IT LIKE CHRISTMAS!!!!
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 17, 2011, 09:31:11 PM
It's better than Christmas!!! It's like a birthdaymasweenster!!!
Title: Re: Class based modification (V6A WOOO)
Post by: OZX on September 17, 2011, 09:32:10 PM
Quote from: "LlamaHombre"
To make him not OP.

He still is op after charge.>_>
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 17, 2011, 09:45:26 PM
Only if you let him have his way.

Run out of the way or use a speedy class to combat him.
Title: Re: Class based modification (V6A WOOO)
Post by: OZX on September 17, 2011, 09:47:17 PM
i was using im, and insulted me, but still, nice classes as always.:P
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 17, 2011, 09:52:36 PM
Quote from: "Yellow Devil"
[*]Buffed Hardman's Knuckles to a 2HKO, and nerfed his resistances to 0.4.

Why.

Downloading and testing now. I'm not liking the looks of this change, though.

I see you took my suggestion for Gyroman. I like that, at least.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 17, 2011, 09:59:55 PM
...You gave a haste rune to Slashman during his dash?

And a haste rune to Quickman!?
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 17, 2011, 10:10:00 PM
Trails! They look cool.

CELERI TOLD ME TO
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 17, 2011, 10:14:33 PM
Some people complained to me about my quick man game mode giving the player trails. It kinda does look silly.
Title: Re: Class based modification (V6A WOOO)
Post by: Jennifer on September 17, 2011, 10:23:16 PM
Quote from: "Korby"
And a haste rune to Quickman!?

Quickman is already quick enough WITHOUT a Haste rune.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 17, 2011, 10:24:40 PM
There's a reason I switch to Quick Man on Time Man's stage.  :cool:
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 17, 2011, 10:34:35 PM
Something about this is making my servers twitchy.  Someone starts doing precisely the wrong thing and the server starts eating up a pile of cpu cycles and starts lagging bad for everyone.  I haven't pinned down the cause yet.

Edit:  Typed "lagging bag" instead of "lagging bad" what was I on?
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 17, 2011, 11:09:54 PM
You can use the Slash Charge without charging by holding down RMB and attacking. Is this supposed to happen?

No lightning rod effect for Springman? Darn.

EDIT: The Skype Chat is having fits over the Powered Up classes. We're thinking Oilman should have an altfire, and Timeman should just have his second weapon. With the first weapon's HUD.

Also, this is my personal opinion, but Freezeman needs an altfire. The Ice Spikes is a neat gimmick, but it doesn't quite make him different enough.
Title: Re: Class based modification (V6A WOOO)
Post by: Duora Super Gyro on September 17, 2011, 11:49:05 PM
Oh... my gosh.... theres a Slash Charge Ability! Why didnt I know about this!!!
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on September 18, 2011, 12:49:48 AM
Quote from: "xColdxFusionx"
Also, this is my personal opinion, but Freezeman needs an altfire. The Ice Spikes is a neat gimmick, but it doesn't quite make him different enough.

^This.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 18, 2011, 12:52:11 AM
few complaints
Turboman: invincible while ramming, didn't we already have a similar issue with punk?
Junkman: there was a team of 3 on 7 or around that number, the junkman was on the 3 team and they won by a huge margin by 1 junkman spamming the blocks everywhere, its worse on small stages
slashman: not sure if OP or not, gettig zerg rushed by 3 dose make it seem like it
Title: Re: Class based modification (V6A WOOO)
Post by: Copy Robot on September 18, 2011, 12:53:56 AM
My complaint is Oil Man's Oil Slider doesn't let him slide on top of water like Mega Man's.
Title: Re: Class based modification (V6A WOOO)
Post by: Davregis on September 18, 2011, 01:10:08 AM
Ah, Centaurman fires faster? Thanks!
Title: Re: Class based modification (V6A WOOO)
Post by: Trollman on September 18, 2011, 01:21:36 AM
Slashman's charge doesn't do damage, is this supposed to happen?
Title: Re: Class based modification (V6A WOOO)
Post by: Atticus on September 18, 2011, 01:46:07 AM
Shouldn't Junkman be able to punch his blocks of Junk?

And I'd still like to know if I can use some sprites for my project.
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on September 18, 2011, 02:11:26 AM
Quote from: "Trollman"
Slashman's charge doesn't do damage, is this supposed to happen?

You have to attack with the LMB while charging. The dash just helps for ambushing.

Quote from: "coolguy773"
Shouldn't Junkman be able to punch his blocks of Junk?

I agree. I thought I was supposed to punch that big junk block you make with your primary fire somehow.
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 18, 2011, 02:52:43 AM
Starman's and Shadowman's Taunts are the greatest.

Napalm Man should have a quote from Soldier though...
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 02:54:44 AM
Quote from: "Alucard"
Starman's and Shadowman's Taunts are the greatest.

Napalm Man should have a quote from Soldier though...
And Burstman Demoman until we get a Pirateman class going.
Title: Re: Class based modification (V6A WOOO)
Post by: Awbawlisk on September 18, 2011, 02:57:30 AM
Cloudman's taunt needs to be louder, and Spring's taunt doesn't fit him but IT IS EPIC WIN!
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 03:01:35 AM
Nah, it fits because most people associate Springman with being the worst RM, and since Duke Nuken is kickass, it's funny.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 18, 2011, 03:32:10 AM
on the subject of springman, his alt dosent seem to do any damage at all
Title: Re: Class based modification (V6A WOOO)
Post by: The Proto Glass on September 18, 2011, 03:33:51 AM
hey, i dont know if you remember me yellow devil ( you probably dont ) i was the guy who hosted the main server for classes and now that its updated i may host again see you in game :) i just made an account now to post this. :p
Title: Re: Class based modification (V6A WOOO)
Post by: CHAOS_FANTAZY on September 18, 2011, 03:36:45 AM
Still no taunts for a few of them?  No?  Okay.

0:34 for Shade-Man, 1:55 for Napalm-Man.

Also, an error I pointed out a long time ago still never got fixed:
If you spectate while not moving as Charge-Man, the smoke graphic will continue to spawn where you were standing.
(click to show/hide)

This issue also spreads to Shade-Man--spectate while flying, and the flying sound will continue to play wherever you specced from.
(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: The Proto Glass on September 18, 2011, 03:45:41 AM
Guys, my server is up and running again and should be on alot see you in game if you wanna play
Title: Re: Class based modification (V6A WOOO)
Post by: Smunch on September 18, 2011, 03:50:04 AM
Ooooh, Turbo Man has his car form as his alt, I wonder what this kill message could be!

Victim was scorched by Smunch's scorch wheel.

D'aaaaw
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 18, 2011, 05:31:47 AM
First of all, I must say, the MM7 classes are definitely the best of the bunch.
Nice job guys.


So yeah, junk blocks. They need to be team colored and to stay electrified to properly communicate they will kill you.
What happened to gravity man running on the ceiling? I thought that would be a sure inclusion.
Slash man's hud has one missplaced pixel. olol.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 18, 2011, 06:06:28 AM
That NESPalm HUD is absolutely atrocious.
You should also probably make Napalm Man's HUD purple again.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 18, 2011, 07:51:10 AM
My thoughts:
(click to show/hide)

TL;DR, Oil could use an alt, Quick's speed should be controlled through an ammo bar, Gemini clone needs to die when Gemini Man dies, Bright needs a slight buff IMO, Freeze could use an alt. charge shot that freezes people, Shade's M2 needs to work properly on water or just don't work at all, Junk Man leaves too much junk all over the place and his Junk Blocks need to be more useful and less OP or just rid of it entirely (being electrified to show danger, being able to use it as an attack).
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 18, 2011, 11:31:12 AM
My thoughts:
(click to show/hide)

Also I still think my idea of quickman is better
Title: AWSOME CLASSES!
Post by: MasterXman on September 18, 2011, 12:19:38 PM
This looks awsome and all but, doesn't all things require a mirror? I haven't even downloaded it.
Alright! Y.D.'s classes got 60002 views.
Title: Re: Class based modification (V6A WOOO)
Post by: -FiniteZero- on September 18, 2011, 03:27:04 PM
Hmm... I personally rather like Burst Man's alt. Great for getting to high places!
Title: Re: Class based modification (V6A WOOO)
Post by: Laggy Blazko on September 18, 2011, 03:59:06 PM
Now everyone will know how manly Springman is!! Hehehehe...
What if you add a Caleb taunt for Slashman or Shademan?
Also straferunning with quickman is funny mwahahahaha...
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 04:17:28 PM
For the last goddamn time, it's not junkman that's causing the lag.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 18, 2011, 04:25:52 PM
>Leaving 700 different blocks around while using v2c Junk Shield
>No lag

Okay then.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 07:12:17 PM
Go to cutman with 5 junkmen and keep firing at them with the bass buster. No lag.
Also, I'd like to take a little poll here. How many people think Cutman/Slashman could use a nerf?
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 18, 2011, 07:45:40 PM
I'm not sure what's causing the lag.  Kneejerk makes me think junkman since he's rather object spammy, however that's just kneejerk and I've no testing to back such a wild accusation.  It's not common but it's definitely there.  When I played on my own servers previously, I'd get no lag, because any network twitches where network twitches.  I'm actually getting spikes of lag every now and then.  Otherwise things have been running AOK network wise on my end, outside of the strange and spontaenous power outage I just got today on an otherwise cool and sunny day which made the old server machine shit bricks until I beat it back into submission.

Figures, I mean here I was sitting here thinking "well jeeze, the modem twitches that have been dumping all the users haven't acted up for a couple days, I may be in the clear here." and suddenly WHAM, power out.

I tried lurking at the server machine a couple times with resource monitor running looking for spikes int CPU useage, but it never acts up when I'm there.

Oh well, it's good enough to play 90% of the time.

As for nerfing, I think it may be an idea to see how people settle into the classes after a week or so before I can really make any calls on balance.
Title: Re: Class based modification (V6A WOOO)
Post by: Gumballtoid on September 18, 2011, 10:25:56 PM
idea and complaint (oh boy)

complaint: crashman is very overpowered, because if someone holds altfire down, it creates more epm (explosions per minute, hehe) and INCREDIBLE lag on any server  :cry:

idea: since you made a timeman and oilman class, why not roll? (melee ftw)  :D
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 10:33:52 PM
Quote from: "Gumballtoid"
idea and complaint (oh boy)

complaint: crashman is very overpowered, because if someone holds altfire down, it creates more epm (explosions per minute, hehe) and INCREDIBLE lag on any server  :cry:

idea: since you made a timeman and oilman class, why not roll? (melee ftw)  :D
Sir, you are VERY wrong on the crashman subject. Also, there won't be a roll class because roll sucks, brah
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 18, 2011, 10:36:09 PM
Don't we have a Melee class anyway? (http://megaman.wikia.com/wiki/Slash_Man)
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 10:37:18 PM
Yeah, roll would just be carbon copy of slash/top
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 18, 2011, 10:38:02 PM
Don't we have several "dashing" classes?
Don't we have three four flying classes?
etc.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 10:40:09 PM
Robot masters are mandatory though. Roll is not.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on September 18, 2011, 10:57:31 PM
Well saying "Roll sucks" is your opinion. I really don't see why not, dude.
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 18, 2011, 11:00:54 PM
Denied  :ugeek:
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 18, 2011, 11:01:44 PM
Roll is a Robot Master, just like Rock was before becoming Mega Man.

Roll is technically also a playable character in the Classic MM series (Mega Man (as many different itinerations), Proto Man, Bass, MM1 and MMPU Robot Masters, Roll).

Roll is also technically Classic Zero, just without combos and copy techniques.

How about a Roll class that has weak broom slashes, but can combo for higher damage, and a flower bouquet bomb as an alt.?
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 11:03:03 PM
We've been through this before. There's not gonna be a roll class whether people bitch and moan or not.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on September 18, 2011, 11:05:16 PM
But you aren't giving us a good reason why...
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 18, 2011, 11:06:37 PM
Quote from: "Tails_Hatsune"
But you aren't giving us a good reason why...

Just because.

Bik has spoken.

EDIT: Oh, and YD as well.
Title: Cry about it.
Post by: Bikdark on September 18, 2011, 11:11:10 PM
We don't need to give you a good reason. YD is in charge of the mod, and you aren't.
Title: Re: Class based modification (V6A WOOO)
Post by: Laggy Blazko on September 18, 2011, 11:12:18 PM
Enough. Let's make roll ourselves. Or yourself because i'm busy.
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 18, 2011, 11:14:30 PM
Have fun with that!

IF somebody makes a good roll class I might put it in...  :cool:
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 18, 2011, 11:20:36 PM
So, I assume V7 will add MM8 and MM&B classes, right?
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 18, 2011, 11:26:29 PM
Alright, updated opinions


Side note: Any updates I should be aware of to change in CSCC?
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 18, 2011, 11:53:41 PM
Quote from: "xColdxFusionx"
[*]While we're on the subject, Oilman needs an altfire badly. IMO, Infinite oil slider does not count as a class. It counts as infinite oil slider.
Does that mean metalman needs an alt? No. Classes don't get alts because their main is already powerful enough, or can function in two different ways.
[*]Timeman doesn't need two weapons. Why does he have two weapons, especially since the second one is kinda bad? Buff the second weapon, and make that his only weapon.
Time has two weapons for two different reasons. The MMPU styled wep is used for groups and close range, the 2nd is for direct, fast hitting, and spamming.
[*]Freezeman needs an altfire of some sort. He's just too boring without it.
Does that make metalman boring too? Not really.
[*]Junkman is WAY too powerful. He can lock down an entire room with just a couple junk blocks, and recharges fully with a single tossed piece of junk. Perhaps Junk Blocks could be +SOLID while standing still and altfiring with the second weapon could punch them to make them run into people and do damage (no ripper, bursts apart into scraps when it hits something)?
Except the ONLY THING he can do is lock down rooms and kill at close range. It's your fault if you're stupid and run into junk blocks. Besides, the blocks only last for a few seconds, so he can't really have a stage under his control.
[*]Roll class plzkthx
No.

Side note: Any updates I should be aware of to change in CSCC?
Title: Re: Class based modification (V6A WOOO)
Post by: Celebi on September 18, 2011, 11:54:59 PM
I'll go over some stuff that I can remember...

Junkman is pure DEFENSE, if you want to beat a Junkman don't get near him.
Springman is close range assault, his springs when first fired do 50 damage each, then split into smaller ones.
Cloudman is great at crowd control, he loves piled deathmatch servers.
Timeman needs the second weapon, why? Because then you would say the same thing you say on Oilman.
Oilman, most don't even know he can ride on deathpit water. (Wavebike water)
On Slashman, yes he is able to do that with holding alt.
The problems with Quickman were insane, be glad he works atm.  If you can't handle the speed, use someone else.

More to come later.
PS, ignored Biks post since it came like 5 seconds later.
Title: Re: Class based modification (V6A WOOO)
Post by: Captain Barlowe on September 18, 2011, 11:58:20 PM
Most people don't even know that Junk has two weapons and an alt fire. And yes, he's hugely defensive and long range classes take care of him easily/decently.
Cloud man is great since is primary is a 3HKO, always.
Quick Man was just hell to fix.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 18, 2011, 11:58:44 PM
I personally don't think Timeman needs another weapon. I think he's fine with just an altfire and one way of firing the hands of time.

Quickman isn't "fixed" either. He's much much worse.
Title: Needs more Kay Why Metal Man
Post by: Kenkoru on September 19, 2011, 12:00:38 AM
Quote from: "Bikdark"
Does that make metalman boring too? Not really.
But Metal Man is a boring class.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on September 19, 2011, 12:01:58 AM
It's kinda just the same as a regular class with regular Metal Blades..
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 19, 2011, 12:16:35 AM
Quote from: "Tails_Hatsune"
It's kinda just the same as a regular class with regular Metal Blades..
But they're buffed, making them a 3-4ko with stun. He doesn't need an altfire.
Title: LET'S STEAL YAMATO'S ALT
Post by: Kenkoru on September 19, 2011, 12:19:32 AM
Yes, he doesn't need one, but it'll make him more enjoyable to play as.

The last time I spoke to Yellow Devil about it, he said he would give Metal Man the alt fire from King Yamato's version when the merge happens. That is, if it does happen.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 19, 2011, 12:26:06 AM
honestly I think metalman is fine, I played as him online and gotten a good amount of frags (only to lose them due to suicide)

and quickman, it isnt that bad, just stages with pits are a issue when playing as him, and it makes dodging and escaping easier (not to mention it help escape a certain slashman stalker that only seems to go after me the whole match)
Title: Re: Class based modification (V6A WOOO)
Post by: Copy Robot on September 19, 2011, 12:33:39 AM
COMPLETELY IRRELEVANT TO EVERYTHING ABOVE.

Junk Man should have the fat landing sound.
Also I think Oil Man should get an Oil Machine Gun somehow
Title: Re: Class based modification (V6A WOOO)
Post by: Hallan Parva on September 19, 2011, 12:43:21 AM
At the very least, Oil Man could get his Oil Spreader that he used in his boss battle routine. Y'know, where he jumps FIFTY FEET INTO THE AIR and shoots oil splatters freakin' everywhere?
Title: Re: Class based modification (V6A WOOO)
Post by: CHAOS_FANTAZY on September 19, 2011, 01:08:30 AM
Quote from: "CHAOS_FANTAZY"
Still no taunts for a few of them?  No?  Okay.

0:34 for Shade-Man, 1:55 for Napalm-Man.

Also, an error I pointed out a long time ago still never got fixed:
If you spectate while not moving as Charge-Man, the smoke graphic will continue to spawn where you were standing.
(click to show/hide)

This issue also spreads to Shade-Man--spectate while flying, and the flying sound will continue to play wherever you specced from.
(click to show/hide)
STOP
FUCKING
LETTING
THIS
BUG
GET
BURIED
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 19, 2011, 01:15:25 AM
I say Shademan should have a SotN quote as his taunt, it doesn't break the fourth wall that way.

Also, am I the only one that thinks Turboman looks like he's taking a dump in his front walking sprites?
Title: Re: Class based modification (V6A WOOO)
Post by: Trollman on September 19, 2011, 01:24:41 AM
I found that Oil Man would need a buff by giving the weapon the autofire thing (shooting if the mouse is holded), and Doc Robot would need a buff shooting at random MM2 weapon projectiles and shooting MM2 alt projectiles at random as an alt, he is UP.
Title: Re: Class based modification (V6A WOOO)
Post by: Captain Barlowe on September 19, 2011, 01:29:40 AM
Quote from: "Trollman"
Doc Robot would need a buff shooting at random MM2 weapon projectiles and shooting MM2 alt projectiles at random as an alt, he is UP.
I think the fact that Doc Robot is UP was done on purpose, but I dunno why.
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 19, 2011, 01:34:05 AM
I realize Burstman's alt could be more useful if you could aim it MUCH more properly.
Burstman otherwise, is awesome. hes now one of my mains.
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 19, 2011, 01:39:52 AM
I think it's fine if Docrobot is UP. Seeing as he's the flag carrier class, you should be actually relying on your TEAM. Yes. Capture the Flag is a team based game. Surprise surprise, teams. Like working together? Like protect the flag carrier?
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 19, 2011, 01:46:16 AM
Alright not sure if this has been brought up or not but Cloudman has a bit of a bug, when your flying around and holding down your alt and jump key to go up, turn off your flying and keep holding the altfire and jump key and you will start regaining your ammo with your standard alt when not flying but you will continue to fly upwards, and when skillfully played it could allow flying forever.
Title: Re: Class based modification (V6A WOOO)
Post by: DarkAura on September 19, 2011, 02:10:56 AM
Lament - Finished up the server for the day. Prepare for the voice of the people.

(click to show/hide)
/me will be smacked by at least 10 people because of this. And this post goes unnoticed.
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 19, 2011, 02:18:38 AM
Firstly, that avatar rocks, Dark.

Second, Yamato's armor was built so he could be fast. Why the hell is someone built for speed as slow as frickin Flash Man?
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 19, 2011, 02:20:54 AM
Quote from: "Star Dood"
Firstly, that avatar rocks, Dark.

Second, Yamato's armor was built so he could be fast. Why the hell is someone built for speed as slow as frickin Flash Man?

It seems that everything in the community is unbalanced these days...
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 19, 2011, 02:26:31 AM
I have had that same issue with hardman shooting blanks, I even said it out loud only to have the stalker slashman attack spam me afterwards, also for some reason while playing as hardman I couldent change classes manualy without having to spectate yet I could with everyone else
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 19, 2011, 02:28:52 AM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
[*]While we're on the subject, Oilman needs an altfire badly. IMO, Infinite oil slider does not count as a class. It counts as infinite oil slider.
Does that mean metalman needs an alt? No. Classes don't get alts because their main is already powerful enough, or can function in two different ways.
Oh hey, you're one of those guys who thinks nothing should be added because nothing else is needed. Well, tough cookies. Metal Man is a bland class in a mod full with complex classes, where even the MM1 classes have alt. weapons that didn't exist until MMPU came along or when they were made up for them because *gasp* they were too bland and unfun to play as at first. So the fact that he doesn't need an altfire isn't a valid enough reason to not give him one. Following that kind of reasoning: Cut Man doesn't need an alt, Napalm Man doesn't need an alt, Ring Man doesn't need an alt, Knight Man doesn't need an alt, Fire Man doesn't need an alt, Oil Man doesn't need an alt, Crash Man doesn't need an alt, Wood Man doesn't need an alt, and so on...

[*]Timeman doesn't need two weapons. Why does he have two weapons, especially since the second one is kinda bad? Buff the second weapon, and make that his only weapon.
Time has two weapons for two different reasons. The MMPU styled wep is used for groups and close range, the 2nd is for direct, fast hitting, and spamming.
No arguing there.

[*]Freezeman needs an altfire of some sort. He's just too boring without it.
Does that make metalman boring too? Not really.
Wrong. Metal Man is a bland, boring class. Still, Freeze Man can do much more than what it seems to barely do, unlike Metal Man.

[*]Junkman is WAY too powerful. He can lock down an entire room with just a couple junk blocks, and recharges fully with a single tossed piece of junk. Perhaps Junk Blocks could be +SOLID while standing still and altfiring with the second weapon could punch them to make them run into people and do damage (no ripper, bursts apart into scraps when it hits something)?
Except the ONLY THING he can do is lock down rooms and kill at close range. It's your fault if you're stupid and run into junk blocks. Besides, the blocks only last for a few seconds, so he can't really have a stage under his control.
I figured this out by myself some hours ago. One Junk Man can't get a grip of a whole map, since the scrap pieces dissapear pretty fast (like oil spots btw, good thinking!). Now, imagine 3, 4, or 5 Junk Men. I haven't been able to witness if too many scrap pieces can lag a server hard enough.

Also, Junk Blocks are supposed to be harmful if not instakill? I thought the innofensive-looking, non-flashy, solid-looking Junk Blocks were harmless and solid! /sarcasm

[*]Roll class plzkthx
No.
Quote from: "Yellow Devil"
IF somebody makes a good roll class I might put it in...  :cool:
[/color]

Side note: Any updates I should be aware of to change in CSCC?
Title: Re: Class based modification (V6A WOOO)
Post by: Hallan Parva on September 19, 2011, 02:45:03 AM
I was about to download this


then I saw 8 pages of bugs and complaints


I was like "lawl, waiting until 6b I guess"
Title: Re: Class based modification (V6A WOOO)
Post by: OverlordCrono on September 19, 2011, 03:10:38 AM
Heya everyone. First time posting on the forums, but I'm sure people have been seeing me online from time-to-time. Anyways, after hours on your server experimenting with the new classes and changes, here are my personal opinions.

(click to show/hide)

Any I missed I probably didn't play as. Their just my opinions, so feel free to chew me out or whatever.
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 19, 2011, 03:27:31 AM
Some food for thought:

FreezeCrackerWep
14 shots
15 damage on main
5 damage on bits
Always cracks into bits

CentaurFlashBoss
Infinite Shots
25 damage on main
10 damage on bits
Always cracks into bits

FreezeCrackerBoss
14 shots (with recharging ammo)
15 damage on main
5 damage on bits
25 damage on spikes
When hitting Floors/ceilings, will make a spike instead of cracking into bits


Now I'm not saying Freeze has to have an alt, just that his weapon loses some functionality in his own hands oddly enough.
I suggest having it make a spike and crack into bits at the same time when hitting a floor/ceiling.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 19, 2011, 04:15:20 AM
I'm rather annoyed by all the OMG NERF SKULLMAN!!!11!! He dosent need a nerf, heck have you even tried playing as him, his buster dose very little damage to begin with not to mention has a limited use, his shield only lasts for 3 seconds and if you miss-time it, removing the buster while having the shield would make him borderline useless not only leaving him defenseless as someone spams him down but he also takes slight damage if he's hit, as for the charge he gets, you only get the charge if you activate it the instant you're hit, it requres precise timing, not to mention his charge attack only dose 10 damage

what your suggesting to nerf a class with average speed, weak buster (5 damage), and huge double edged sword is take away his 1 advantage, if you cant use the buster with the barrier, even if you time it right, you wont be able to even use the boost AT ALL, all you get is the speed boost and by the time the sheild winds down the charge is gone and you back to the 5 damage buster

Tl;dr LEAVE IT he's fine

Also fun idea for a TF2 skin pack for the classes
Heavy: needleman
Soilder: napalman
demoman: crashman
pyro: flameman or fireman
scout: not sure, slashman or topman
Spy: shadowman
Title: Re: Class based modification (V6A WOOO)
Post by: Mr. Sean Nelson on September 19, 2011, 04:21:59 AM
Speaking of classes in CTF, what do you think about it?

I'm not the biggest fan of classes myself, but I found classes + CTF to be a train wreck.
Title: Re: Class based modification (V6A WOOO)
Post by: DarkAura on September 19, 2011, 05:00:35 AM
Quote from: "Sean Nelson"
Speaking of classes in CTF, what do you think about it?

I'm not the biggest fan of classes myself, but I found classes + CTF to be a train wreck.

Lament - We had a server up for Classes CTF, and I gotta say that we all put up a good fight especially me and Ukiyama. I used Quick and (s)he used Slash. In MMCTF02, we had a match that lasted about 43 minutes, and we both had at least 60 frags each estimate. So, are classes good in CTF? I'd say no, even with the Doc Robot Class. For the Doc Class, I'd suggest either giving the Doc Buster a buff, or giving him the ability to pick up and use any MM2 weapon as an alt-fire.


Quote from: "ice"
Also fun idea for a TF2 skin pack for the classes
Heavy: needleman
Soilder: napalman
demoman: crashman
pyro: flameman or fireman
scout: not sure, slashman or topman
Spy: shadowman

That reminds me, Carsh's Crash's taunt is Cole from Gears of War, right? If so, I'd also like to suggest that Crash gets a Demoman taunt, if one can be found. Reason for that is I had an idea for Charge's taunt:

This video may contain content that is inappropriate for some users, as flagged by YouTube's user community.
(click to show/hide)
At 0:28
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 19, 2011, 05:09:00 AM
Yea lets just say being the flag carrier is not as fun as one would hope... with all the fast Robot Masters running laps around the Doc Robot Carrier and all the Doc has is a slower firing megabuster. Yea I know its supposed to be a team effort and all but man thats one defenseless carrier.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 19, 2011, 05:14:16 AM
Quote from: "ice"
Also fun idea for a TF2 skin pack for the classes

Heavy: Needle Man Yes
Soldier: Napalm Man Commando Man, Mars or Search Man. Hell, Drill Man fits better.
Demoman: Crash Man Pirate Man fits better
Pyro: Flame Man or Fire Man Burner Man should be a perfect Pyro, if afterburn is added
Scout: not sure, Slash Man or Top Man Quick Man IS a Scout mockery
Spy: Shadow Man
Sniper: Skull Man.
Engineer: There's none yet, MAYBE Search Man (if he's able to summon turrets) or Dr. Light (if he's added and can repair other robots.
Medic: None yet, maybe Dr. Light (if he's added and able to repair robots) OR Dynamo Man (if he's able to recharge other robots)

EDIT: Doc Robot has a slower, but more powerful version of the Mega Buster. He's ok for me, but could use having some random weapons a-la LMS.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 19, 2011, 05:16:09 AM
Just throwing this out there, but Drill/Napalm should totally be able to rocket jump.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 19, 2011, 05:31:19 AM
Quote from: "Musashi-COM"
Quote from: "ice"
Also fun idea for a TF2 skin pack for the classes

Heavy: Needle Man Yes
Soldier: Napalm Man Commando Man, Mars or Search Man. Hell, Drill Man fits better.
Demoman: Crash Man Pirate Man fits better have to wait 2 years from now for korby
Pyro: Flame Man or Fire Man Burner Man should be a perfect Pyro, if afterburn is added see above
Scout: not sure, Slash Man or Top Man Quick Man IS a Scout mockery Give him a melee then we'll talk about him being a scout
Spy: Shadow Man
Sniper: Skull Man.  cant believe I forgot him
Engineer: There's none yet, MAYBE Search Man (if he's able to summon turrets) or Dr. Light (if he's added and can repair other robots. I guess technicly bass fits this with treble
Medic: None yet, maybe Dr. Light (if he's added and able to repair robots) OR Dynamo Man (if he's able to recharge other robots)
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 19, 2011, 05:38:10 AM
Quote from: "Bikdark"
Just throwing this out there, but Drill/Napalm should totally be able to rocket jump.

>Drill. Can dig underground and resurface in higher ground.

>Napalm. Walking tank, decreased mobility. Can jump a bit high in MM5, though fU:
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on September 19, 2011, 06:03:54 AM
Also one thing I noticed while playing classes CTF on Celebi's server, Doc Robot can't be stunned by Centaur Flash (nice touch)...But he can still be frozen with Time Stopper. You had the common sense to not let him get gangraped by Centaur Men, but you let him get gangraped by Flash Men.

Also with Freeze, it is nice that his Freeze Cracker turns into an icicle on contact with the ceiling/floor, but I've realised that in some situations, I would rather the Cracker split up into 8, but I have to shoot at the wall...Which can be awkward.

So, how about keep his current Freeze Cracker as a primary, and have a Freeze Cracker that splits up on contact with the floor, wall and ceiling (like Mega's Freeze Cracker) as an alt?
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 19, 2011, 10:44:51 AM
Quote from: "Shade Guy"
Also one thing I noticed while playing classes CTF on Celebi's server, Doc Robot can't be stunned by Centaur Flash (nice touch)...But he can still be frozen with Time Stopper. You had the common sense to not let him get gangraped by Centaur Men, but you let him get gangraped by Flash Men.

Also with Freeze, it is nice that his Freeze Cracker turns into an icicle on contact with the ceiling/floor, but I've realised that in some situations, I would rather the Cracker split up into 8, but I have to shoot at the wall...Which can be awkward.

So, how about keep his current Freeze Cracker as a primary, and have a Freeze Cracker that splits up on contact with the floor, wall and ceiling (like Mega's Freeze Cracker) as an alt?

I'm liking his freeze cracker theory a lot.
Title: Re: Class based modification (V6A WOOO)
Post by: Hallan Parva on September 19, 2011, 10:49:55 AM
Quote from: "SmashBroPlusB"
At the very least, Oil Man could get his Oil Spreader that he used in his boss battle routine. Y'know, where he jumps FIFTY FEET INTO THE AIR and shoots oil splatters freakin' everywhere?
Everyone just ignores me, lawl
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 19, 2011, 02:19:51 PM
Quote from: "Shade Guy"
Doc Robot can't be stunned by Centaur Flash (nice touch)...But he can still be frozen with Time Stopper. You had the common sense to not let him get gangraped by Centaur Men, but you let him get gangraped by Flash Men.

Lol that's totally a morph limitation

EDIT : Wait, Centaur Man Flash or Mega Man Flash? He's not stunned by Mega Man Flash (nobody is) but for Centaur... meh, morphs.
Title: Re: Class based modification (V6A WOOO)
Post by: KillerChair on September 19, 2011, 08:47:24 PM
I dont see the problem people have on Freezeman.
He's fine! The only thing that i would like is a bit more projectile speed or 1 damage buff or something.
Theres no problem on the way his weapon is.

When running away:  aim at the floor for defence.
When someone hides high up: aim above the bastard for spikes.
Anything else: aim at the person itself. If it hits a wall you might hit them with shards.
Conclusion: Perfectly fine :D
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 19, 2011, 08:51:20 PM
Small question, why exactly do you feel skullman is overpowered? Don't answer unless you played as him before

(click to show/hide)

Edit: some people like to stand from above and shoot the ground with the classic freeze cracker spread, but that's impossible forcing you to aim at the bottom of a wall near the target
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 19, 2011, 08:59:47 PM
Maybe you should let Freeze Man's icicles fall from the ceiling if they're shot up there.

inb4 this was already done
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 19, 2011, 09:19:06 PM
Damage (5) // Actually does twice as much damage due to strength rune
Is that strength rune only during the counter or is it actually all the time? (not skilled skull man player)
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 19, 2011, 10:22:11 PM
thrength rune is only during the counter, then when it winds down you back to slow 5 damage buster again
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 20, 2011, 12:15:21 AM
Alright Megaman is average stats right (100 hp no weakness standard armor). When I just walk up to him and fire 10 shots with Skullman's weapon and he dies. So in theory his shots do 10 a hit and during the counter gives him double rate of fire (think thats a rage rune effect).
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on September 20, 2011, 06:24:15 AM
I've noticed that with Burst Man it's possible to stay mid-air forever with his alt...Basically, you ride one of your bubbles up to the roof and get stuck. Then, you can aim down (might be a Opengl thing only olo) and constantly spawn bubbles to stay in mid-air forever, since you can recharge your ammo and spawn another bubble without falling back down. While this has no use in battle, imagine if it ends up as Burst V Snake in an LMS game.

So, fix plox? If it's possible, it would be nice for the person who spawned the bubble not being able to get stuck on the ceiling...But still let them ride the bubble, that has heaps of potential for getting out of sticky situations.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 20, 2011, 08:19:53 PM
Quote
[20:59:45] [dw] bacon: crystal sux now
[20:59:54] lol: damage nerf?
[21:00:10] [dw] bacon: secondary is 2 istead of 4 shots

LOL, u mad that he's not OP anymore?

@Oilman: I agree with Smashbro. Even if it's a cooldown-based ability, Oil Splatter would be amazing and add at least some variety to what is normally a fairly boring class. Also, the charge is pretty useless and basically hidden, so don't think that justifies anything.

@Timeman: I realize he has a close-range and a long-range weapon. I just feel he doesn't exactly need it. Just let him have the second weapon and buff the damage a little and he'll be fine.

@Freezeman: Still boring, doesn't have a real role, and (after looking at other players' posts and relating them to my experience) I can also say he's underpowered as hell. Give him an altfire of some sort. A spreadshot that makes icicles on the cieling that drop on people? Freezing himself in place (like in his intro) to block damage for a time? Making a patch on the floor icy to make opponents slip up?

tl;dr - Give us a good reason to play as Freezeman. He's terrible as-is

@Junkman: Sure, he's close-range. But imagine if he got into, say, any Buster Wall ever. (Skullman's especially comes to mind.) Also, he generates so much junk that he refills instantly, and the blocks last long enough that he can put up 3 or 4 before he has to start replacing. He can lock down certain areas pretty effectively, even by himself. A team of them can lock down entire maps quite easily. Oh, not to mention the cheap kills he can rack up if he gets his grubby claws on a teleporter exit...

tl;dr - Junkman's Junk Blocks should be changed. Make it so that he can only have one out at a time, make them break on colliding with someone, change them to +SOLID blocks that can be punched and/or broken, make it so that they can be "telefragged"... do SOMETHING to make them less absolutely obnoxious.

Also, a glitch I haven't been able to recreate: Somehow, I ran into a junk block and got a Rain Flush obituary. Not sure how it happened. Fix this please.
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 20, 2011, 08:21:51 PM
Must've switched classes or something

YOU GUYS SHOULD BE MORE GRATEFUL
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 20, 2011, 08:29:19 PM
Yellow, I am grateful to you!
ARGH! WHY U MAKE BURSTMAN SUCK?! AND WHY YOU MAKE TURBOMAN TOO OP?!
Hehehe.... grateful!
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 20, 2011, 08:35:23 PM
Quote from: "Lifeup J"
ARGH! WHY U MAKE BURSTMAN SUCK?! AND WHY YOU MAKE TURBOMAN TOO OP?!

You must be having the same problem I am; You can't hit anything with the freakin' bubbles!!
Jesus, those things are so awkward to use...
I suppose they have good damage, so it kind of balances out.

Also, Turboman is basically Punk with a Scorch Wheel from what I can tell. Fun as hell to abuse(?), I can say that much.
I'm still laughing inside after Blaze tried to prove to me that Turbo's wheel had a bigger hitbox than the normal Scorch Wheel.
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 20, 2011, 08:38:19 PM
Turboman's alt should use more ammo. I can kill somebody at full hp when Turboman's weapon gauge is full.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 20, 2011, 08:42:42 PM
Quote from: "Lifeup J"
Turboman's alt should use more ammo. I can kill somebody at full hp when Turboman's weapon gauge is full.

The question is, why did they let you get close enough to run them over with a full gauge?
You fight Turbo like you would Chargeman, Blizzardman, Punk, Slashman or any other charging class: You keep your distance, predict where they're going to go, then avoid and intercept.
I will admit that Slashman and Turboman are a bit hard to avoid. Perhaps the ammo consumption for both of them could be turned up just a tiny bit to reduce their effective range?
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 20, 2011, 08:45:44 PM
Slashman and Turboman can steer, and their dash is fast.

Kinda hard to avoid unless you've got good reflexes AND playing as Quickman.
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 20, 2011, 08:52:20 PM
Quote from: "xColdxFusionx"
Quote from: "Lifeup J"
Turboman's alt should use more ammo. I can kill somebody at full hp when Turboman's weapon gauge is full.

The question is, why did they let you get close enough to run them over with a full gauge?
You fight Turbo like you would Chargeman, Blizzardman, Punk, Slashman or any other charging class: You keep your distance, predict where they're going to go, then avoid and intercept.
I will admit that Slashman and Turboman are a bit hard to avoid. Perhaps the ammo consumption for both of them could be turned up just a tiny bit to reduce their effective range?

Pfft. Tell that to the guy in a classes deathmatch who used turboman and used NOTHING but his alt. He had like.... so many frags.
Title: Re: Class based modification (V6A WOOO)
Post by: Hunter_orion on September 20, 2011, 08:59:13 PM
Quote from: "Alucard"
Slashman and Turboman can steer, and their dash is fast.

Kinda hard to avoid unless you've got good reflexes AND playing as Quickman.

Well, I would tend to think it does require good reflexes to dodge a speeding car. And think about it: what do you do most of the fight against slash man? (assuming you're not one of those people who doesn't give a damn how much damage he takes)
Title: Re: Class based modification (V6A WOOO)
Post by: Sora on September 20, 2011, 09:14:38 PM
I think Burst is fine as he is...but saying you can't hit anything with his bubbles is a little vauge.  If you mean his primary fire, it's exactly like the Danger Wrap weapon.  If you mean his secondary fire, I find it's best to use when you want distance between you and your opponent.  They're really effective at locking down an areas or if you need to reach a high place I love bubble riding, btw

Anyway, I really love these new classes and the changes made to the old ones.  Great job guys!  :lol:
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 20, 2011, 09:24:16 PM
Ok looking at skullman's attack, apparently his charge makes his attack a 4 hit kill to megaman giving him I assume 25 attack, this is some of his codeing


Code: [Select]
actor SkullPower1 : PowerDamage
{
damagefactor "Skull", 4.0
powerup.Duration 80
}

actor SkullPower2 : PowerSpeed
{
Speed 1.5
powerup.Duration 80
}

in theory I'm guessing skullman's attack was supposed to do 20 damage being a 5 hit kill but some bug or another added the original 5 damage to that.
Maby change the skullpower 1 to 3.0, other than that everything else is fine, besides, the only game mode I can possibly see skullman being seemingly OP is Duel (he was built by Dr. Wily to dual in the 1st place), and LMS when it's 1 on 1

Strategies against skullmen, in a deathmatch or team deathmatch, skullman rarely ever sees 1st place being that skullmen are easily ganged up on and sometimes tricked into activating the barrier prematurely, just shoot above there heads or if it's non explosive, run up to one and shoot down


Also on the subject of burstman's alt, it shoots a invisable projectile in a arc, maby make the invisable projectile a tiny bubble like he had in MM7
Title: Re: Class based modification (V6A WOOO)
Post by: Sora on September 20, 2011, 09:28:43 PM
Quote from: "ice"
Also on the subject of burstman's alt, it shoots a invisible projectile in a arc, maybe make the invisible projectile a tiny bubble like he had in MM7

...I don't really see how this will help Burstman's Alt any...plus, the fact that it can be spammed easily makes up for the lack of accuracy it may or may not have.
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 20, 2011, 11:01:13 PM
Perfect idea for a Freeze Man alt:

He sends out a path of ice that have icicles shooting up from it at regualr intervals.

He did that in the game, I think.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on September 20, 2011, 11:05:41 PM
It would be cool if he could make the floor slippery, though I dunno how that could be coded.
Title: Re: Class based modification (V6A WOOO)
Post by: Sora on September 21, 2011, 12:05:02 AM
Quote from: "Star Dood"
Perfect idea for a Freeze Man alt:

He sends out a path of ice that have icicles shooting up from it at regular intervals.

He did that in the game, I think.

If anything, that would be more suited to Frostman's class, seeing as that's his power in MM8.  I've played Freezeman quite a bit, and I don't really think he needs an alt.  His main is reliable enough to not have an alt-fire.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 21, 2011, 12:16:36 AM
Quote from: "Sora"
If you mean his primary fire, it's exactly like the Danger Wrap weapon.
This is what I meant, and it's about 500 times slower horizontally and can't be used to booby-trap.
If you mean his secondary fire, I find it's best to use when you want distance between you and your opponent.
This is also kind of hard to use. Not as hard, but still kind of hard.
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 21, 2011, 12:24:11 AM
Actually, I've noticed that if you aim upwards a little bit using Burstman's alt, it summons farther.
Perhaps this is good for surprise attacks?
Also, I find bubble riding to be epic. And if you're facing a flying class like Cloudman or something, you can jump on your bubble, and attack! Brilliant eh?
Title: Re: Class based modification (V6A WOOO)
Post by: Sora on September 21, 2011, 12:36:05 AM
Quote from: "xColdxFusionx"
Quote from: "Sora"
If you mean his primary fire, it's exactly like the Danger Wrap weapon.
This is what I meant, and it's about 500 times slower horizontally and can't be used to booby-trap.
I haven't noticed it being any slower than the actual weapon.  Also, if it hits the ground or wall, it will leave a trap; it only explodes faster than the actual weapon does.
If you mean his secondary fire, I find it's best to use when you want distance between you and your opponent.
This is also kind of hard to use. Not as hard, but still kind of hard.
Practice, mah boy, makes perfect.
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on September 21, 2011, 01:03:08 AM
Quote from: "Lifeup J"
Also, I find bubble riding to be epic. And if you're facing a flying class like Cloudman or something, you can jump on your bubble, and attack! Brilliant eh?

And Cloudman's weakness is Danger Wrap. Genius.
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 21, 2011, 01:06:20 AM
Quote from: "TheDoc"
Quote from: "Lifeup J"
Also, I find bubble riding to be epic. And if you're facing a flying class like Cloudman or something, you can jump on your bubble, and attack! Brilliant eh?

And Cloudman's weakness is Danger Wrap. Genius.

Ah, but I'm not sure that that will be the same thing in classes... or is it?
Does Cloudman take more damage from Danger Warp than anyone else in classes?
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on September 21, 2011, 01:07:29 AM
http://mm8bdm.wikia.com/wiki/Class_Based_Modification (http://mm8bdm.wikia.com/wiki/Class_Based_Modification)

Yep.
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 21, 2011, 05:25:52 PM
I don't see why people dislike Time Man having two different ways to shoot his arrows. I for one approve of the versatility. Of course, there's a way of doing the same thing while making it a tad more streamlined, which I'm going to try and push for.
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 21, 2011, 05:34:27 PM
He has two different ways of shooting his arrows?

*checks the wiki*

Not on there....

Are you saying he has two weapons or his Powered up style...thing....

ah well, I like the current Timeman, but I'd suggest giving is FPS view a bit of animation. Maybe just some movement forward like Megaman's one, as it looks a bit weird right now
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 21, 2011, 06:00:52 PM
Quote from: "Michael712"
He has two different ways of shooting his arrows?

Are you saying he has two weapons
Yep, two weapons.
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 21, 2011, 06:07:05 PM
Quote from: "Michael712"
*checks the wiki*
The wiki is currently the worst source of info ever. I'm surprised people still use it.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 21, 2011, 06:17:12 PM
Yeah, it never keeps up with the mod.
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 21, 2011, 07:37:11 PM
The weapon page needs to be updated.

I think power stone still says 60 damage, as it was in v1a-b (i think)
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on September 22, 2011, 02:26:11 AM
Anyways, the least you could give Burstman is making his primary a teensy bit more range? And make his alt more stable to aim?
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 22, 2011, 08:59:01 AM
So yeah.

Since my post with a link to all MMPU voice tracks got buried and is now long-forgotten, I took the time to personally download all of them, listen to every voice track, and select some for taunt material.

http://www.mediafire.com/?bkkfayz59f824hb

This is a rar containing a selection of voice tracks from MMPU that can be used as taunts for their respective Robot Master. Inside it, there are taunts for:
(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 22, 2011, 09:58:00 AM
Remember when I made all the weapons able to slide? Well I did it again.
http://www.mediafire.com/?bb706bab44jxyxs
Bass can also double jump with any weapon; just changed one word in his ACS.
I have also made a new treble boost, please consider it.

Shade and Slash do not drop their weapons, I would have fixed this myself but I didn't feel like it.

And I would like to discuss having the killers drop their weapons, they have been nerfed quite a bit in v2c.
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on September 22, 2011, 10:34:02 AM
And also I could argue that Screw Crusher is not as dangerous as weapons like Gravity Hold or other weapons that weren't dropped, so there isn't much excuse for him to not drop his weapon.
Title: Re: Class based modification (V6A WOOO)
Post by: Dusty on September 24, 2011, 03:07:32 AM
http://www.mediafire.com/?pmvv2msuv38psze (http://www.mediafire.com/?pmvv2msuv38psze)

TAUNTS FOR THE REMAINING CLASSES

Out of boredom as I recover from my liver surgery I cataloged/ripped/edited taunts for the remaining classes who do not have taunts yet. Doing my part to help where I can, I'm also sharing them with you guys to get your opinions/input. I will now put an explination as to where the taunts came from in a spoiler tag, a notepad file is also included in the folder as well.

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: Sora on September 24, 2011, 03:31:48 AM
Quote from: "Dusty"
Knight Man-
The famous line from "Monty Python and the holy grail"
"It's just a flesh wound"

This so needs to be done.
Title: Re: Class based modification (V6A WOOO)
Post by: Fanewgie on September 24, 2011, 03:49:57 AM
Quote from: "Dusty"
http://www.mediafire.com/?pmvv2msuv38psze

TAUNTS FOR THE REMAINING CLASSES

Out of boredom as I recover from my liver surgery I cataloged/ripped/edited taunts for the remaining classes who do not have taunts yet. Doing my part to help where I can, I'm also sharing them with you guys to get your opinions/input. I will now put an explination as to where the taunts came from in a spoiler tag, a notepad file is also included in the folder as well.

I'm Fanewgie, and I endorse this message.
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 24, 2011, 03:58:03 AM
Yea I was thinking that should be Time Man's taunt too... in fact a lot of those would be pretty funny and accurate taunts.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 24, 2011, 04:06:04 AM
Quote from: "Musashi-COM"
So yeah.

Since my post with a link to all MMPU voice tracks got buried and is now long-forgotten, I took the time to personally download all of them, listen to every voice track, and select some for taunt material.

http://www.mediafire.com/?bkkfayz59f824hb

This is a rar containing a selection of voice tracks from MMPU that can be used as taunts for their respective Robot Master. Inside it, there are taunts for:
(click to show/hide)

God freaking dammit. Just say no to the damn thing if you don't want it!

Also, there's multiple voice tracks because I couldn't decide which one would be the best, so you guys could choose which one should be implemented.
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 24, 2011, 09:15:14 AM
Quote from: "Musashi-COM"
[God freaking dammit. Just say no to the damn thing if you don't want it!

Totally already in there.

Quote from: "Dusty"
TAUNTS FOR THE REMAINING CLASSES

Approved yo
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 24, 2011, 10:36:04 AM
Few suggestions:

Put some animation in Timeman's hand, like power stone and mirror buster and stuff like that. It looks weird right now. I'm sure not much time would be wasted when firing if it was just a few tics.

Also, why the hell did I once see springman being pink? Is that his default colour? Knowing how Springman is my favorite robot master in MM7, I am ashamed of whoever's idea that was.

Also, since we are so used to Napalmman being dark-ish blue, he looks weird with purple and yellow. I don't see why it's there really.
Title: Re: Class based modification (V6A WOOO)
Post by: Atticus on September 24, 2011, 06:46:02 PM
So here's my two cents on the new classes.

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 24, 2011, 07:00:01 PM
I still think my idea for Slashman's alt is far more creative.

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 24, 2011, 08:04:13 PM
Quote from: "coolguy773"
So here's my two cents on the new classes.

(click to show/hide)

Can't say much about the others except cloudman and Junkman.

Cloudman takes skill.  God does he take skill.  I've seen some real mean cloudmen who rip up the field.  However, whenever I play him I'm an abject bag of fail.  Then again, what's new ;).  He certainly has a learning curve.

Junkman certainly looks like he can create lag.  I don't want to say for certain he is the lag cause until I see the server lagging.  I'm on it, and I see a junkman there spewing rubbish everywhere.  So he's on my likely suspect list right now for whatever is causing my server to twitch abnormally.  Then again after all this madness I'll likely end up being something utterly silly, like I left some strange program on the server that sporadically eats up all the CPU and I havent' found and killed it yet...

That being said, Junkman makes so much junk it's almost as if his junkmeter is meaningless.  When I played him that thing seemed to stay full with the amount of garbage I was generating and then collecting.  He's dust man's newest bestest friend.  I will note that perhaps I am doing it wrong, and that is why my junk's always full.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 24, 2011, 08:06:39 PM
I'm not impressed by any of the MM7 classes, to be honest.

And if Burst Man's danger wrap is the same as normal Danger Wrap, you've fucked up.
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 24, 2011, 08:14:26 PM
And that. Totally should have made the danger wrap bubble be better range and slower detonation time. (Although I could never aim danger wrap properly anyway)
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 24, 2011, 08:15:06 PM
brb suiciding
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 24, 2011, 08:16:13 PM
No, I mean you've given Burst Man a versitile 3HKO that can be used in any situation.

It's like giving Gyro Man infinite flight.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 24, 2011, 08:18:21 PM
Quote from: "LlamaHombre"
I'm not impressed by any of the MM7 classes, to be honest.

And if Burst Man's danger wrap is the same as normal Danger Wrap, you've fucked up.

It is. It just does more damage, explodes pretty quickly, and uses less ammo. Yes, I can attest for that. It's a 3HKO. But it arcs so much, your best bet is to hit people up close and personal.

I still say Burst Man's main wep needs to arc less, and maybe slightly decrease his damage, so it's not a 3HKO. Also, his M2 can get you stuck in the ceiling, which can be used to hide and surprise people from above with bombs. The thing is, when you shoot bombs while in the ceiling, bombs automatically drop straight down. This shouldn't happen, IMO.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 24, 2011, 08:24:30 PM
Quote from: "Musashi-COM"
Quote from: "LlamaHombre"
I'm not impressed by any of the MM7 classes, to be honest.

And if Burst Man's danger wrap is the same as normal Danger Wrap, you've fucked up.

It is. It just does more damage,
What. It was already one of the best weapons in the game, and YD's BUFFING it!?
explodes pretty quickly, and uses less ammo.
Wow.
Yes, I can attest for that. It's a 3HKO. But it arcs so much, your best bet is to hit people up close and personal.
It's no different from Silver Tomahawk!

I still say Burst Man's main wep needs to arc less, and maybe slightly decrease his damage, so it's not a 3HKO.
Arcing less I disagree with, nerfing it I do agree.
Also, his M2 can get you stuck in the ceiling, which can be used to hide and surprise people from above with bombs.
Bugs like these should have been tested already. Why are they in the game.
The thing is, when you shoot bombs while in the ceiling, bombs automatically drop straight down. This shouldn't happen, IMO.
This is in the official Danger Wrap as well.

Opinions are in red, yadayada
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 24, 2011, 08:30:41 PM
Totally not a bug

and I didn't buff it
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 24, 2011, 08:31:22 PM
Getting stuck in the ceiling sounds pretty bad!
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 24, 2011, 08:32:11 PM
You're trapped in the bubble not in the ceiling /excuse
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 24, 2011, 08:49:40 PM
You're not supposed to use Burst's M2 to get stuck in the ceiling, but rather as a platform. But yeah, trapping enemies, surprise attacks from above...I should've mention DangerWrapBoss is pretty slow as well, so it can't be compared to Silver Tomahawk.

Also, I just thought of an overhaul for Burst if you think the way current Burst works can't be nerfed/buffed without making him useless and more situational (low ceiling maps = win, and viceversa):

M1: Shoots bombs, but not inside bubbles, like buster shots that arc down instead of up. They explode on contact with enemies (doing a bit of damage), but not on contact with walls. They take more time to detonate, but they do much more damage that way.

M2: Same as current, but if a platform bubble touches a bomb, it gets encased like a normal Danger Wrap, and floats in front of Burst, so he can push it into enemies or inside rooms. Encased bombs travel the same as DangerWrapWep, doing the same damage as now.
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 24, 2011, 08:53:29 PM
Not really about the balance but since people are talking about Burst Man, when his main fire bubbles pop from a high enough ceiling and start to fall, they will go to the explode graphic falling by gravity then when it lands it goes back to the small bomb before it explodes again.

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: Balrog on September 24, 2011, 08:59:38 PM
Quote from: "Dusty"
TAUNTS FOR THE REMAINING CLASSES

Rant time
(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 24, 2011, 09:16:44 PM
Hehehe, it's funny how people think junk lags because of the scrap pieces that he flings. It's not. It's Junk SHIELD, not the scrap pieces.
Title: Re: Class based modification (V6A WOOO)
Post by: Hallan Parva on September 24, 2011, 09:21:56 PM
Quote from: "Balrog"
Burst Man's is too long (and why would he suddenly have Nemo's voice?), cut it to just the "Bubbles!" at the beginning or "My bubbles." at the end. Agreed.

Crystal Man's ... I have no idea why you thought that this would fit. Haven't heard it yet so no comment

Drill Man's is also too long, 9 times out of 10 it's going to get cut off partway through by his oof and pain sounds.

Enker's is actually Mr. Game & Watch's "oh crap I'm flying off the stage" voice clip. In any case, it doesn't really fit. I'd recommend Meta Knight from the Kirby anime, since Enker's the same kind of stoic warrior-type. OMG FUCK YES, I love Meta Knight's sexy hispanic voice. :cool:

Gemini Man's is just sorta meh. Might wanna pitch shift Jessie's voice so Gemini Man doesn't sound like a transgender. Haven't heard this one either, wait a couple minutes

Junk Man's doesn't really make sense for him. Suggestion: I'M GUNNA RECYCLE U from the cartoon. +1 Support

Napalm Man's also doesn't make much sense. A shortened version of Drill Man's taunt would actually work pretty well here. No.

Shade Man is not as cool as Batman. Therefore he can't have "I'm Batman" as his taunt. Count von Count's "ah ah ah ah ah!" fits his affable nature better and has the advantage of reflecting his botchat. +1 for the count. "That's two! Two votes for the count, AH AH AH!"

Spark Man ... No. Just no. Fuck YES, this is the greatest taunt ever.

Yamato Man's is yet again too long. Cut it down to about 2 seconds, if people want it to go for longer they can spam it with the same effect. I agree... though it should still have the "OUUUUYAH - PAHHH!!" at the end so it will play once people stop spamming their taunt.


EDIT TIME GO
Crystal Man's taunt really doesn't fit that well, but it's still funny!
Gemini Man made me get a raging nerd boner. FUCK YES. KEEP IT.
Title: Totally my post
Post by: Kenkoru on September 24, 2011, 09:25:25 PM
"Six! Six versions of classes! Ah ah ah!"
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 24, 2011, 09:26:36 PM
Woot 300 pages!

Oh cool, we're talking about burst now, I've been trying to get the hang of him.
His main fire burst is pretty balanced. Mines that just explode soon instead of waiting to be triggered have proven versatile.
His alt fire is what gives me trouble. The summon bubble path really shouldn't arc. And while a long shot suggestion, one bubble at a time is pretty inconvenient.
Title: Re: Class based modification (V6A WOOO)
Post by: Dusty on September 24, 2011, 09:35:25 PM
Quote from: "Yellow Devil"
Quote from: "Musashi-COM"
[God freaking dammit. Just say no to the damn thing if you don't want it!

Totally already in there.

Quote from: "Dusty"
TAUNTS FOR THE REMAINING CLASSES

Approved yo

Really? Cool, didn't do it for nothing then.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 24, 2011, 10:55:36 PM
Quote from: "Dusty"
Quote from: "Yellow Devil"
Quote from: "Musashi-COM"
[God freaking dammit. Just say no to the damn thing if you don't want it!

Totally already in there.

Quote from: "Dusty"
TAUNTS FOR THE REMAINING CLASSES

Approved yo

Really? Cool, didn't do it for nothing then.

Oh, mine are also in?

I guess Bomb Man's taunt just got bombed.

Also, taking Ken's advice, I deliberately left Cut Man, Mega Man, Proto Man and Guts Man without MMPU taunts. Not only because the current ones are ok, but because there wasn't any quotable voice tracks in MMPU for them to begin with.

MMPU Guts Man is obsessed with work and being a foreman.

MMPU Cut Man's only quotable track was him saying "Even if it cuts me in half, I will make you whole again", which sucks comapred to Mr. Kung-fu Cut Man.

MMPU Mega Man didn't have any quotable track, and so didn't Proto Man (surprisingly).
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 24, 2011, 10:56:30 PM
Why didn't you have Dive Man say: "DIVE, DIVE, DIVE!"
Title: "Doctor Wily will make me the coolest guy in the world!"
Post by: Kenkoru on September 24, 2011, 11:02:29 PM
Ice Man should keep his current taunt or I'm smashing everyone's monitor.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 24, 2011, 11:10:45 PM
Nop. There's a MMPU track of Ice Man that goes "You're in for a cold time" or something.

I know Ice Man's current taunt is good, but it's silly. And Ice Man is not a Wilybot.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on September 24, 2011, 11:18:10 PM
I had an idea for Windman's taunt but eh, I think it's already been done.
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 25, 2011, 12:49:49 AM
Fuck PU voices, the cartoon ones are the only good ones.
Title: Re: Class based modification (V6A WOOO)
Post by: DarkAura on September 25, 2011, 01:01:47 AM
Quote from: "Star Dood"
Screw PU voices, the cartoon ones are the only good ones.

Lament - Now, who has the Guts to go into the ONLY episode that Star Man is in to find him a decent taunt, without complaining about the episode he's in?
Title: Re: Class based modification (V6A WOOO)
Post by: Awbawlisk on September 25, 2011, 01:20:33 AM
Do you atleast remember the name of the episode? and number?
Title: Re: Class based modification (V6A WOOO)
Post by: DarkAura on September 25, 2011, 01:29:34 AM
Lament - Do I ever. (http://megaman.wikia.com/wiki/Episode_22:_Curse_of_The_Lion_Men)
Title: Re: "Doctor Wily will make me the coolest guy in the world!"
Post by: Laggy Blazko on September 25, 2011, 02:02:04 AM
Quote from: "Kenkoru"
Ice Man should keep his current taunt or I'm smashing everyone's monitor.
I'm with IceGang too.
Title: Re: Class based modification (V6A WOOO)
Post by: Gumballtoid on September 25, 2011, 03:05:42 AM
hey, this might be a noobish question, but... why don't any skins have jumping sprites? i noticed ballade had it, but i think that has something to do with his mines...
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 25, 2011, 03:15:40 AM
because, jumping sprites will look horid with ladders (jump posing up a ladder)
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 25, 2011, 03:43:09 AM
They'd also be a BITCH to make.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 25, 2011, 03:45:56 AM
And most skins use the jumping sprites from the master as their hit sprite, so it'd just be confusing as well.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 25, 2011, 04:15:09 AM
Scince junk is everywhere now, and if it's possible, can I make a Auto Class that uses picked up junk as ammo to make stuff like turrets? extra win if it's the hard hat auto
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 25, 2011, 04:20:32 AM
We certainly need an engineer. I support this.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 25, 2011, 04:39:01 AM
I VERY much like the Auto Engineer idea. If he's not a carbon copy of the Engie, I will be disappoint.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 25, 2011, 05:44:56 AM
EngieMan Class should have two weps: one for defending himself, another for building.

First wep for an Auto Engineer could be his trademark rocket launcher weapon from MM8. Dr. Light Engineer class could have a weapon akin to Wily Gun, but doing much less damage, having a faster ammo recharge, and causing stunhit on damage (pretty much a tazer gun instead of Wily's plasma gun).

Second wep would show a hud with both hands in front, one with a wrench, the other empty:

-M1 allows the EngieMan class to summon a TrebleSentry-like stationary turret bot that has HP, can't be stunned by non-electric attacks (as in, it will keep shooting even if it's damaged, except for electric attacks), and uses up either the same ammo used by the offensive wep or scrap metal like Junk and Dust after being summoned.

-M2 would either allow the EngieMan class to repair himself or the turret bot in non-team modes and others in team modes at the cost of some ammo, or a melee wrench swing attack.

-Item Slot could probably summon Eddie and give the EngieMan class some extra scrap metal or something.

EDIT

Alternately, you could just use one weapon instead of two. M2 serving as a turret summon, M1 making the turret shoot. Instead of the turret bot being an automatic sentry, it would be like TF2's Wrangler-controlled sentry gun.
Title: Re: Class based modification (V6A WOOO)
Post by: Jman on September 25, 2011, 06:10:51 AM
Several complaints:
Ringman's glitch to where if he throws a ring on the water wasn't fixed :|

Slashman's slash dash needs to be made shorter, and his slashes need to have either less range or less damage

Turboman's alt is not only unavoidable, but it causes a ridiculous amount of damage, makes him invulnerable, AND it has a ridiculous hitstun. Please nerf one of the three. Hitstun, damage, or invincibility. Also, it would help if his flame wheel or whatever they're called had smaller hitboxes.
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 25, 2011, 06:19:04 AM
Quote from: "Bikdark"
Hehehe, it's funny how people think junk lags because of the scrap pieces that he flings. It's not. It's Junk SHIELD, not the scrap pieces.

I was following a Junkman in spectator earlier.  I will admit that junk shield does some odd things.  Regardless of what was happening, things were behaving ok for the most part server performance wise.  Anyone else run this mod for a period of time on a server and see if they get random intermittent lag?  I mean there might be a twitch hardware wise.  And before you start blaming me for running 5 servers I tried it with 1 server, still got the weird lag now and then.  Heck, even got it with 5 people on the line.  I've been poking variables one at a time and trying to see if that does anything odd.

As for the engineer class, why not bring Dr. Light into the fray as the engineer?  He's a foremost expert on robotics engineering, if anyone would be good at rigging up defensive robots on the fly he would.  Doc W is already in the field....
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 25, 2011, 06:23:44 AM
Quote from: "ccelizic"
Doc W is already in the field....

That's a decoy Wily from MM3, but who's complaining about that? How about using a decoy Light from MM9 for a LightEngie class?

I thought about adding Light as an alt Wily class, akin to Napalm Man NES. He would basically function the same as Wily, but with a different taunt and normal skin. Now, seeing Light turning into an alien would be pretty weird IMO...
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 25, 2011, 06:29:21 AM
Quote from: "Musashi-COM"
Quote from: "ccelizic"
Doc W is already in the field....

That's a decoy Wily from MM3, but who's complaining about that? How about using a decoy Light from MM9 for a LightEngie class?

I thought about adding Light as an alt Wily class, akin to Napalm Man NES. He would basically function the same as Wily, but with a different taunt and normal skin. Now, seeing Light turning into an alien would be pretty weird IMO...

True about the decoy.  Also I snerked about the light into alien comment.

Also did some digging on the damage of danger wrap vs my preferred method of upwards arcing doom:  Airman!  I can't make a call for certain, but I think Airman is still scarier then burstman.  I could be wrong though, not an exactly an expert duelist here.  Though I am deadly with the air, musta been those beans I ate.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 25, 2011, 07:16:11 AM
Auto would fit the engineer better than Dr.Light as he
1) also builds stuff
2) has a hardhat
3) has a screwdriver for a hand
4) has a canon weapon
5) is a rather sturdy robot
6) has a lovable personality

I'd say the doc would be better as a wily clone and toss in cossack for good measure
Title: DAMMIT GIMME DR. LIGHT ENGINEER KEEP AUTO AS TF2 SOLDIER FOR
Post by: MusashiAA on September 25, 2011, 08:19:56 AM
Quote from: "Musashi-COM"
Dr. Light would fit the engineer better than Auto as he
1) Has been building stuff since the 60s
2) Has a lab coat
3) Has won numerous awards for robot designing
4) Wily doesn't have a gun in the games and was given one for this mod (http://ferretcomic.com/archives/Comic602.png), so why not give Light one as well? (http://ferretcomic.com/archives/Comic608.png)
5) Has a decoy counterpart in MM9, like Wily in MM3
6) Cosplays as Ryu
7) Fits the Engineer character more than Auto
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 25, 2011, 08:43:14 AM
I find the two doctors running around on the battlefield very silly in the first place.

First of all, Wily never fights personally unless it's his last resort. Hence his final boss status. Even so, he would never run around in the battlefield just by himself and a gun, he always utilizes some other huge machine or apparatus to fight with. Even the Skull Suit is stretching it. And don't come running around with "Herp derp the decoy wouldn't have any problem with that", his decoys also fights in similar huge machines. The MM3 crab walker and the other Wily Capsule in MM10 aren't just for show. The robots piloting those things were most likely not made for physical combat in the first place, but more as a remote control tool.

Not to mention that the class itself is ridiculously out of place and is mostly just a source of lament and despair. He doesn't add anything to the gameplay, he doesn't fill in a niche role, he's just there for the sake of being there.

Dr. Light has even less reasons to run around on the battlefield, using Wily's decoy or not. For starters, he's mostly a pacifist. One might argue that if he was a pacifist he wouldn't have given Rock his fighting capabilities, but Light being a nonviolent person is confirmed canon. Hell, he turned Rock into Mega Man because he had absolutely no other choice, since no one else was able to stop Wily.  Speaking of which, that's the other reason he isn't on the battlefield. He already has Mega Man to be there for him. Mega Man does all the fighting necessary to stop Wily (or whatever villain Wily is controlling/posing as), while Light provides the background assistance for him. Lastly, he falls under the above rule of "wouldn't run around on the battlefield personally, or with a decoy".

Don't get me wrong, an engineer class would be all kinds of awesome, and would work wonders for CTF, but it shouldn't be Light's role, nor Wily's.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 25, 2011, 09:08:23 AM
Quote from: "Myroc"
using canon as argument against fanon mod for fanon game

No, seriously. How did you miss the big giant pile of FANON content this thread/subforum/forum/site/fangame is so blatanty proud of?. It's fanon, and YD nor anyone in the fandom is obligated to stick with canon.

So, Wily Class shouldn't be there because the canon character never fights his own fights? Well, he's there, and fulfills the role of allowing the player to playing as freaking decoy Wily. Not good enough reason for you?.

:cool:
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 25, 2011, 09:12:43 AM
Quote from: "Musashi-COM"
So, Wily Class shouldn't be there because the canon character never fights his own fights? Well, he's there, and fulfills the role of allowing the player to playing as freaking decoy Wily. Not good enough reason for you?.
As a matter of fact, no. It isn't. Even ignoring the whole canon/fanon issue, Wily is still a very tack-on class. It doesn't fulfill any special role, it's just there. There was no valid reason for adding it, and there's no valid reason for letting it stay.
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 25, 2011, 09:19:32 AM
I TOTALLY understand where you're coming from with the Wily argument which is why the hud for the skull suit has been on the front page since v4...

Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yo
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 25, 2011, 09:27:07 AM
Quote from: "Myroc"
Quote from: "Musashi-COM"
So, Wily Class shouldn't be there because the canon character never fights his own fights? Well, he's there, and fulfills the role of allowing the player to playing as freaking decoy Wily. Not good enough reason for you?.
As a matter of fact, no. It isn't. Even ignoring the whole canon/fanon issue, Wily is still a very tack-on class. It doesn't fulfill any special role, it's just there. There was no valid reason for adding it, and there's no valid reason for letting it stay.

I think there is one. Probably more than one, as I keep coming up with them.

People play it, and don't complain about it. I can thus assume it's not a bad class.

It gives the feeling of having more gameplay styles than just "Mega Man class without buster and stuck with one Robot Master special weapon with infinite ammo and tweaked stats". You know, like every single class in this mod.

I haven't seen anyone else vouching for the removal of Wily Class from the mod for being a bad/unnecesary/unbalanced/out-of-place class other than you.

I personally play it, and don't find it a good class to play as. You can't break a match with it, and you're not UP at all.

Come on, this whole discussion is pointless. I'm expecting a mod deletes this whole thing. It's just completely and utterly pointless.
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 25, 2011, 09:39:52 AM
It's funny how I'm the only one that mentions how Quickman class is barely anything like the original.  :mad:
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on September 25, 2011, 09:43:12 AM
Hey! Remember when Shadow Man turned invisible and threw shurikens that came back to him in MM3? Neither do I.

Point is, classes don't have to be a carbon copy of their boss counterparts.
400 posts woo
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 25, 2011, 09:50:32 AM
I know that, but since Quickman is my favorite RM, it sort of pains me when the clear chance to play as quickman is simply forgotten about. Even now I fail to see why Shadowman can't have his slide still, you could always make the cloak thing an item....

Also, why the hell to Elecman, Metalman and Shadowman take 50% more damage than most other classes? They were the STRONGER ones in terms of durability, so what's the reasoning behind them being so weak?
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 25, 2011, 09:56:07 AM
Quote from: "Musashi-COM"
People play it, and don't complain about it. I can thus assume it's not a bad class.
That's peculiar, I see people complaining about Wily fairly often.

Quote from: "Musashi-COM"
It gives the feeling of having more gameplay styles than just "Mega Man class without buster and stuck with one Robot Master special weapon with infinite ammo and tweaked stats". You know, like every single class in this mod.
See, this is the thing. The different playstyles are derived from the different weapons available to a particular class. Sure, some classes are more blatant displays of this rule than others, but saying that every class is just a boring combination of infinite ammo weapon + possible altfire isn't an apt enough description. Classes like Magnet Man and Dive Man make themselves useful for long-range harass if that's your game, where as classes like Plant Man and Shadow Man makes for excellent ambush tactics.

Quote from: "Musashi-COM"
I haven't seen anyone else vouching for the removal of Wily Class from the mod for being a bad/unnecesary/unbalanced/out-of-place class other than you.
Alright, so maybe I am the only one who wants to remove it completely, but as previously mentioned I don't seem to be the only one who's annoyed by it.

Quote from: "Musashi-COM"
I personally play it, and don't find it a good class to play as. You can't break a match with it, and you're not UP at all.

Whether he's overpowered or underpowered isn't the problem. It's that his power ratio is ridiculously skewed depending on his current ammo level. If you run into a charged Wily or he runs into you, then hello, you most likely just lost almost all your health in less than a second or two. If you run into an uncharged Wily, he has almost no way to fight back. The Wily Gun is seemingly worse than the megabuster when low on ammo, and since his alien form is fueled by the same gauge, he's been shooting away his escape route. Due to this, people who have fired away most of their ammo are going to find a secluded spot to hide in while they wait to recharge*, which means you don't see uncharged people. Basically, encountering a Wily is not fun because of the rather bullshit damage output he has the first seconds, and playing a Wily doesn't sound to swell either since you're going to do a lot of standing around.*

*This is a problem with Plantman as well, who has to resort standing in a corner to recharge health when no enemies are nearby, although I've been trying to push for changes to his regeneration system as well.

Quote from: "Musashi-COM"
Come on, this whole discussion is pointless. I'm expecting a mod deletes this whole thing. It's just completely and utterly pointless.
Last time I checked, pointlessness isn't against the rules (although it is something that annoys me greatly when the rest of the community does it, so you have a small point there). Is there anything wrong with me trying to push for a small agenda?
Title: Re: Class based modification (V6A WOOO)
Post by: Beed28 on September 25, 2011, 10:42:29 AM
I'm going to get killed for this, but it's worth asking.

Warning: Contains ranting!
(click to show/hide)

Final note: Bots still need infinite ammo. I haven't tried the new version yet, but I didn't see anything related to bots in the changelog.
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 25, 2011, 10:46:44 AM
Thankfully, you can turn off taunts in the multiplayer options menu.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 25, 2011, 01:43:23 PM
Quote from: "Jman"
Turboman's alt is not only unavoidable, but it causes a ridiculous amount of damage, makes him invulnerable, AND it has a ridiculous hitstun. Please nerf one of the three. Hitstun, damage, or invincibility. Also, it would help if his flame wheel or whatever they're called had smaller hitboxes.

Why do people keep saying this? I charged two players once on an LMS server and escaped with 1 HP left. You can take damage while charging.

But yeah, a nerf on Turbo's altfire's damage output wouldn't hurt.

@Auto: YD made a good point about him being a Soldier. I'd love to see this.
@Light: A Light-gineer class, while it does sound rather ridiculous, would be fun to play as. The only question is "what would he build?"
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 25, 2011, 03:28:21 PM
Quote from: "Yellow Devil"
Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yo
yeah but doesn't napalmman already fill this role?
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 25, 2011, 03:32:47 PM
Quote from: "ice"
Quote from: "Yellow Devil"
Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yo
yeah but doesn't napalmman already fill this role?

Technically, Ballade fits it better. Since when did the Soldier have grenades as his primary?
Not perfectly, but better.

Personal opinion: Having a soldier with a proper rocket jump would be fun.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 25, 2011, 04:03:58 PM
Quote from: "Myroc"

Quote from: "Musashi-COM"
It gives the feeling of having more gameplay styles than just "Mega Man class without buster and stuck with one Robot Master special weapon with infinite ammo and tweaked stats". You know, like every single class in this mod.
See, this is the thing. The different playstyles are derived from the different weapons available to a particular class. Sure, some classes are more blatant displays of this rule than others, but saying that every class is just a boring combination of infinite ammo weapon + possible altfire isn't an apt enough description. Classes like Magnet Man and Dive Man make themselves useful for long-range harass if that's your game, where as classes like Plant Man and Shadow Man makes for excellent ambush tactics.
How you use a class is not always equal to how it's supposed to be used. There are no class models or gameplay models, except for those people want to see. You might find cases where multiple classes fulfill the same "model" perfectly fine, or cases where one single class does a unique thing no other class does and then another is added that does the exact same thing in a different way, and both are completely fine. There is no limit to "class types" nor such a strict classification, because this mod is aiming at just adding bosses from different MM games as playable classes. Balance isn't much about what x class can do to contribute to teamwork or to help diversificate the general gameplay without breaking a match, but rather just about if x class proves to be too powerful or abusable to let other classes play. This isn't a teammode-oriented mod. This isn't TF2.

Quote from: "Musashi-COM"
I personally play it, and don't find it a good class to play as. You can't break a match with it, and you're not UP at all.

Whether he's overpowered or underpowered isn't the problem. It's that his power ratio is ridiculously skewed depending on his current ammo level. If you run into a charged Wily or he runs into you, then hello, you most likely just lost almost all your health in less than a second or two. If you run into an uncharged Wily, he has almost no way to fight back. The Wily Gun is seemingly worse than the megabuster when low on ammo, and since his alien form is fueled by the same gauge, he's been shooting away his escape route. Due to this, people who have fired away most of their ammo are going to find a secluded spot to hide in while they wait to recharge*, which means you don't see uncharged people. Basically, encountering a Wily is not fun because of the rather bullshit damage output he has the first seconds, and playing a Wily doesn't sound to swell either since you're going to do a lot of standing around.*

So, people complain because they stumble upon a Wily and get their health skewed out of their asses? I agree, this is exactly what happens. You might as well vouch for a nerf of the full charge shot and a buff of the no charge shot, instead of going all "Wily Class is so pointless plz remove!".

Also, you won't be standing around too much if you don't go around spamming like a desperate idiot or flying everywhere. If you don't spam and take your time, you can defend yourself very well, have an edge from the first shots, or easily run away if you're low on health, thus not being as helpless as you think. This is a class that rewards patient and different strategies other than spam and frontal assault.

Quote from: "Musashi-COM"
Come on, this whole discussion is pointless. I'm expecting a mod deletes this whole thing. It's just completely and utterly pointless.
Last time I checked, pointlessness isn't against the rules (although it is something that annoys me greatly when the rest of the community does it, so you have a small point there). Is there anything wrong with me trying to push for a small agenda?

Nope, because I have my own "add Dr. Light pl0x" agenda.

Also, I still don't see anything wrong in having Decoy Wily be the Wily Class instead of Wily Skull Suit. I mean, at the end of the day it's a robot, so why not? Same goes with Decoy Light, if a Light Class is ever added.

EDIT:

Quote from: "xColdxFusionx"
Quote from: "ice"
Quote from: "Yellow Devil"
Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yo
yeah but doesn't napalmman already fill this role?

Technically, Ballade fits it better. Since when did the Soldier have grenades as his primary?
Not perfectly, but better.

Personal opinion: Having a soldier with a proper rocket jump would be fun.

Technically, Drill fits it perfectly, except for the fact Drill doesn't literally have a rocket jump.
Title: Re: Class based modification (V6A WOOO)
Post by: VirusNinja on September 25, 2011, 06:51:12 PM
I know someone has probably fixed this for servers a million years ago, but:
I get the elecman error. I know cutmanmike made a fix but TGOT still couldn't join a server.
Help?
Title: Re: Class based modification (V6A WOOO)
Post by: Hallan Parva on September 25, 2011, 07:41:49 PM
FUCK there's too much arguing for me to make out what's going on. I just pulled a "tl;dr" on you.

Just make Auto the darn Engineer already.
Title: Re: Class based modification (V6A WOOO)
Post by: LlamaHombre on September 25, 2011, 07:47:58 PM
Normal Auto - Engie

???? Auto - Soldier

Problem solved, next case.  :ugeek:
Title: Re: Class based modification (V6A WOOO)
Post by: MasterXman on September 25, 2011, 07:48:16 PM
What does tl;dr mean anyways?
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 25, 2011, 07:48:48 PM
too long; didn't read.
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 25, 2011, 08:04:59 PM
Quote from: "Ivory"
too long; didn't read.

It can also be used to summarize long posts.

i.e., Blahman17 posts a long post about why a game is bad.

He could go, at the end, tl;dr: Bad gameplay, bad graphics, bad story, etc.

Back on topic:

I say Shademan should have an alt besides flying. I mean, isn't that why Needleman's high jump alt was removed? Mobility alts were boring? And besides, we already have a good few classes with flight alts.

Or at least make something interesting out of it, like instead of firing Noise Crush you perform a dive that saps a Robot Master's energy if it lands.

Or, give him an eye-beam that puts a stunlock on enemies so you don't have to be Sparkman to stun someone, with an item that lets him fly like Cloudman, for the cost of ammo that regenerates on its own. However, Shademan's flight ammo consumption is faster than Cloudman's, and Shademan's flight is far noisier.

Also, I say that Shademan's taunt should be something like "What is a man?! A miserable little pile of secrets!"
Title: Re: Class based modification (V6A WOOO)
Post by: Gummywormz on September 25, 2011, 08:06:23 PM
Quote from: "Alucard"
I say Shademan should have an alt besides flying. I mean, isn't that why Needleman's high jump alt was removed? Mobility alts were boring? And besides, we already have a good few classes with flight alts.

Or at least make something interesting out of it, like instead of firing Noise Crush you perform a dive that saps a Robot Master's energy if it lands.

That's exactly what pushing the altfire button while flying does.
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 25, 2011, 08:09:52 PM
Quote from: "Gummywormz"
Quote from: "Alucard"
I say Shademan should have an alt besides flying. I mean, isn't that why Needleman's high jump alt was removed? Mobility alts were boring? And besides, we already have a good few classes with flight alts.

Or at least make something interesting out of it, like instead of firing Noise Crush you perform a dive that saps a Robot Master's energy if it lands.

That's exactly what pushing the altfire button while flying does.

I thought it just made you land... Damn it, Alu, why must I derp so much?
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 25, 2011, 09:38:44 PM
I never really liked the Wily class.
(click to show/hide)
So what else does Wily's hud need? A lot can be done by just moving the hands around.
And I included a Charge Man sprite for some reason, so he can pull his "cord" when whistling.
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 25, 2011, 10:04:48 PM
I didn't know he had a cord...

Anyway first dude to make SkullSuit HUD gets Wily overhauled!
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 25, 2011, 10:18:57 PM
Needleman's high jump(RIP) wasn't just a mobility alt(and it wasn't boring, dagnabbit), it also fired some shots.
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 25, 2011, 10:30:36 PM
Quote from: "Yellow Devil"
I didn't know he had a cord...

Anyway first dude to make SkullSuit HUD gets Wily overhauled!
Uhm, those Wily hands screwing around with joysticks is the HUD...
If it needs anything else, I'm open to suggestions.

And Charge Man does not, but I can imagine him make the motion while blowing his whistle. (And his HUD currently has no animation at all)
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 25, 2011, 10:33:48 PM
WELL Y'SEE WHAT my reform idea is is that you get a sort of taser thing and no alien as Decoy Wily and you can pick up jet/power adaptors to turn into capsule/skullsuit Wily

still needs some work
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 25, 2011, 11:24:30 PM
Quote from: "Yellow Devil"
WELL Y'SEE WHAT my reform idea is is that you get a sort of taser thing and no alien as Decoy Wily and you can pick up jet/power adaptors to turn into capsule/skullsuit Wily

still needs some work

I hope you keep the Wily Gun in some shape! Just nerf it and allow recharge while running. I mean, come on, that's his main wep, I like it D:

Here's an idea:

-Regular Wilyrut roh, Wily in the battlefield, not canon would be current Wily Class, except without his Alien Form, and much more nimble. M1 is current Wily Gun, M2 allows him to shoot a grapple from a hidden backpack (like in the MMGB series) and latch onto any wall to easily escape. Grabbing a jet/power adaptor and using it will summon one of his contraptions for him to use. That is, summon, not morph right off the bat. That means he needs to get inside of them so he can use them.

-Jet Wily would be his Wily Capsule 7 form. It hovers around the place, while being able to fly using M2 at the cost of some ammo, which he can regenerate. M1 would make him shoot 2 Plug Ball-like orbs that travel along the floor in different angles , and 4 while flying.  Not really powerful, but rather hard to hit. Intended for escape purposes and surprise attacks.

-Power Wily would be his Wily Skull Suit form from Mega Man's Soccer. It's a heavy and slow suit that can take quite a lot of damage compared to Regular Wily and Jet Wily. M1 would be Regular Wily's Wily Gun with the same ammo mechanics, except for a reduced range and the ability to recharge while moving. M2 would be PowerMegaMan's main weapon.

-When both are combined, his Skull Suit is displayed. Super Wily Machine has his Wily Gun as a main wep, SuperMegaMan's jet jump and his Rocket Punch Buster as an alt as well.




Also, how about using this skin (http://www.mediafire.com/?43r83ucudlhhme8) and make a Wily Machine class instead that uses Wily Machine 2's orb attacks, moves very slowly and is very big and easy to hit, has a lot of HP, and is very OP :cool:.

When killed, Wily gets ejects out of it in his Capsule form to attack using a Plug Ball-like weapon. His alt would allow him to teleport like MMXClasses's Boomer Kuwanger (except less buggy), at the cost of a lot of the ammo he uses for his Capsule attack
Title: Yes.
Post by: Kenkoru on September 25, 2011, 11:45:36 PM
Shade Man should be immune to Mirror Buster.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 25, 2011, 11:46:26 PM
Quote from: "Kenkoru"
Shade Man should be immune to Mirror Buster.
Pffffffft yes
Title: Re: Yes.
Post by: MusashiAA on September 25, 2011, 11:47:11 PM
Quote from: "Kenkoru"
Shade Man should be immune to Mirror Buster.

Under what premise?
Title: Vampires don't show up in mirrors.
Post by: Kenkoru on September 25, 2011, 11:48:44 PM
He's a vampire.
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 25, 2011, 11:51:50 PM
Or, you can just have his Noise Crush not be reflected by the Mirror Buster.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 26, 2011, 12:08:19 AM
if that's the case then he should be week to waterwave too
Title: Re: Vampires don't show up in mirrors.
Post by: MusashiAA on September 26, 2011, 12:11:46 AM
Quote from: "Kenkoru"
He's a vampire.

This man knows his shit.

I vouch for Shade Man to be resistant to Mirror Buster. Or Enker to not be able to absorb Noise Crush with the increased defense bonus, thus taking regular damage from it instead.

Quint should be inmune to Gravity Hold. I mean, his gameplay style is mostly in mid-air, and his weakness is Hard Knuckle already, so why must poor little Quint suffer from Gravity Hold just because he's always jumping? :P

Which also reminds me: Sakugarne needs to make Quint move faster, and give a defense boost to him while using it IMO. You CAN'T play as Quint without suiciding or always missing.
Title: Re: Class based modification (V6A WOOO)
Post by: VirusNinja on September 26, 2011, 12:14:15 AM
Quote from: "VirusNinja"
I know someone has probably fixed this for servers a million years ago, but:
I get the elecman error. I know cutmanmike made a fix but TGOT still couldn't join a server.
Help?
Still waiting for a answer...
Title: Re: Vampires don't show up in mirrors.
Post by: xColdxFusionx on September 26, 2011, 12:14:53 AM
Quote from: "Musashi-COM"
Which also reminds me: Sakugarne needs to make Quint move faster, and give a defense boost to him while using it IMO. You CAN'T play as Quint without suiciding or always missing.

>inb4 "use QuintBuster"
Quint Buster should not exist. It really shouldn't.

I agree with the Mirror Buster vs. Shademan idea. Make it so that Enker doesn't get ammo from Noise Crush somehow.
Title: Re: Vampires don't show up in mirrors.
Post by: MusashiAA on September 26, 2011, 12:24:15 AM
Quote from: "xColdxFusionx"
Quint Buster should not exist. It really shouldn't.

KY's Quint doesn't have a buster, and his is just a carbon copy of YD's Quint, with his alt added as a side effect to Sakugarne (after each hop, small bits of rock are spread around him)

I say make Sakugarne faster and give Quint a defense boost. M1 allows him to jump higher at the cost of ammo, M2 pummels him into the ground at a high speed and locks him in place while doing his digging attack. Anyone that is near Quint while he's digging is stunned once and takes damage from both the Jackhammer Dive attack (basically regular Sakugarne damage) and the bits of debris flying from Quint. This attack though, is countered by it's ammo usage (more than half of Quint's total ammo, if not basically draining his ammo over time)

I've been wanting an overhaul for Quint, not because you can't play as him, but because his gameplay style is rather uninteresting and looks like something that was half-assed.
Title: Re: Vampires don't show up in mirrors.
Post by: Bikdark on September 26, 2011, 12:26:07 AM
Quote from: "Musashi-COM"
Quint should be inmune to Gravity Hold.
That's the most terrible idea I've seen in a while.
Title: Re: Vampires don't show up in mirrors.
Post by: Shade Guy on September 26, 2011, 12:29:28 AM
Quote from: "Musashi-COM"
His is just a carbon copy of YD's Quint.
Quote from: "Musashi-COM"
Make Sakugarne faster.
If you had actually played as KY's Quint for more than one second, you would have realised that KY's Sakugarne is already faster...So giving the official Quint a speed boost would be making it a carbon copy of KY's Quint?

Minus the buster, of course, but we aren't using Quint for his buster.
Title: Re: Vampires don't show up in mirrors.
Post by: MusashiAA on September 26, 2011, 12:30:09 AM
Quote from: "Bikdark"
Quote from: "Musashi-COM"
Quint should be inmune to Gravity Hold.
That's the most terrible idea I've seen in a while.

Oh sure, let's just stick him with a buster and call it a solution. It's the player's fault for playing a class that stays 70% of their time jumping around in a pogo stick as its main means of attack.
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on September 26, 2011, 12:33:43 AM
Also by your logic, all flying classes who are in mid-air for about 70% of the time should also be immune.

It's called countering. Gravity Man is supposed to be the bane of these classes.
Title: Re: Vampires don't show up in mirrors.
Post by: Bikdark on September 26, 2011, 12:35:02 AM
Quote from: "Musashi-COM"
Quote from: "Bikdark"
Quote from: "Musashi-COM"
Quint should be inmune to Gravity Hold.
That's the most terrible idea I've seen in a while.

Oh sure, let's just stick him with a buster and call it a solution. It's the player's fault for playing a class that stays 70% of their time jumping around in a pogo stick as its main means of attack.
Your logic is terribad. Just because it can counter Quint means it should be nerfed? Seriously? That's stupid. I also agree with shade on the flying classes thing.
Title: Re: Vampires don't show up in mirrors.
Post by: MusashiAA on September 26, 2011, 12:58:49 AM
Quote from: "Bikdark"
Your logic is terribad. Just because it can counter Quint means it should be nerfed? Seriously? That's stupid. I also agree with shade on the flying classes thing.

Star Man>Gravity Man>Gyro Man, Wind Man, Shade Man, Cloud Man, Decoy Wily, Spring Man, Quint.

Hard Man, Gravity Man>Quint>???

Now you're putting words in my mouth. I am not vouching for a Gravity Hold nerf, because that would make everyone less worried about it (making Gravity Hold generally weaker). I am, though, vouching for SAKUGARNE QUINT ONLY to be inmune to the only attack that does double damage to airborne players.

Gyro Man doesn't depend on his flying ability to attack (has a main wep for attack)
Wind Man doesn't depend on his flying ability to attack (has a main wep for attack)
Shade Man doesn't depend on his Air Dive to attack (has a main wep for attack)
Cloud Man doesn't depend on his flying ability to attack (has a main wep for attack)
Decoy Wily doesn't depend on his flying ability to attack (has a main wep for attack)
Spring Man doesn't depend on his jumping abilities to attack (has two weps for attack)

Quint depends on his jumping abilities to use his main weapon (has a buster wep for alt. means of attack)

So, since Gravity Man is weak to only ONE Robot Master, and someone else is suggesting that Enker (a Mega Man Killer, which is supposed to be weak to the Mega Buster) should be either weak to Noise Crush or Shade Man to be inmune to Mirror Buster just because vampires can't reflect in mirrors, how is my idea of Quint being inmune to Gravity Hold because he depends on jumping and diving to attack "the most terrible idea you've seen in a while" or "a terribad logic"?
Title: Re: Vampires don't show up in mirrors.
Post by: LifeCraft J on September 26, 2011, 01:08:12 AM
Quote from: "Musashi-COM"
Quote from: "Bikdark"
Your logic is terribad. Just because it can counter Quint means it should be nerfed? Seriously? That's stupid. I also agree with shade on the flying classes thing.

Star Man>Gravity Man>Gyro Man, Wind Man, Shade Man, Cloud Man, Decoy Wily, Spring Man, Quint.

Hard Man, Gravity Man>Quint>???

Now you're putting words in my mouth. I am not vouching for a Gravity Hold nerf, because that would make everyone less worried about it (making Gravity Hold generally weaker). I am, though, vouching for SAKUGARNE QUINT ONLY to be inmune to the only attack that does double damage to airborne players.

Gyro Man doesn't depend on his flying ability to attack (has a main wep for attack)
Wind Man doesn't depend on his flying ability to attack (has a main wep for attack)
Shade Man doesn't depend on his Air Dive to attack (has a main wep for attack)
Cloud Man doesn't depend on his flying ability to attack (has a main wep for attack)
Decoy Wily doesn't depend on his flying ability to attack (has a main wep for attack)
Spring Man doesn't depend on his jumping abilities to attack (has two weps for attack)

Quint depends on his jumping abilities to use his main weapon (has a buster wep for alt. means of attack)

So, since Gravity Man is weak to only ONE Robot Master, and someone else is suggesting that Enker (a Mega Man Killer, which is supposed to be weak to the Mega Buster) should be either weak to Noise Crush or Shade Man to be inmune to Mirror Buster just because vampires can't reflect in mirrors, how is my idea of Quint being inmune to Gravity Hold because he depends on jumping and diving to attack "the most terrible idea you've seen in a while" or "a terribad logic"?

You sir, have won.
Title: Let's not mix up who makes carbon copies, hmm?
Post by: Tesseractal on September 26, 2011, 01:39:58 AM
Quote from: "Musashi-COM"
KY's Quint doesn't have a buster, and his is just a carbon copy of YD's Quint, with his alt added as a side effect to Sakugarne (after each hop, small bits of rock are spread around him)

This quoted statement is absolutely false. It does not possess even a shade of truth.

V5Y's Quint allows for a far greater control over Quint in the mid-air. v5d's Quint uses the Sakugarne weapon in an identical fashion to Mega Man! V5Y's Quint does not; Quint controls better as he has faster speed in mid-air and can change direction in mid-air. That's the crucial difference that makes Quint in v5y actually dangerous, as opposed to the joke he is in v5d.

If you play v5y long enough to make a valid judgment, you'll realize that Gravity isn't really quite an unbeatable threat to Quint that you might perceive him as. If you want to continue following the line of reasoning that "people who threaten Quint should be made weaker", well, then make Quint immune to Super Arm. Because Super Arm has a pretty similar effect to airborne players. I think making Quint better - and not a carbon copy of the Mega Man weapon - is a better start.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 02:51:51 AM
Now when did I say to nerf gravityman? By when I said nerf, musashi, I meant nerfing the weakness, which is a terrible idea.
Besides, Quint also has his alt, which is arguably better than a faster sakugarne.
Title: Re: Let's not mix up who makes carbon copies, hmm?
Post by: MusashiAA on September 26, 2011, 03:06:06 AM
Quote from: "Ice-IX"
Quote from: "Musashi-COM"
KY's Quint doesn't have a buster, and his is just a carbon copy of YD's Quint, with his alt added as a side effect to Sakugarne (after each hop, small bits of rock are spread around him)

This quoted statement is absolutely false. It does not possess even a shade of truth.

V5Y's Quint allows for a far greater control over Quint in the mid-air. v5d's Quint uses the Sakugarne weapon in an identical fashion to Mega Man! V5Y's Quint does not; Quint controls better as he has faster speed in mid-air and can change direction in mid-air. That's the crucial difference that makes Quint in v5y actually dangerous, as opposed to the joke he is in v5d.

If you play v5y long enough to make a valid judgment, you'll realize that Gravity isn't really quite an unbeatable threat to Quint that you might perceive him as. If you want to continue following the line of reasoning that "people who threaten Quint should be made weaker", well, then make Quint immune to Super Arm. Because Super Arm has a pretty similar effect to airborne players. I think making Quint better - and not a carbon copy of the Mega Man weapon - is a better start.

I was not aware of the complexity of V5Y's Quint. Big mistake in saying that. Yet, my point still stands where he currently is still an easy target for Gravity Hold, because Quint DEPENDS on Sakugarne.

I agree with your premise of making Quint better. I talked about an overhaul for Quint's gameplay some posts ago, but it seems it got lost with that KY Quint statement I wrongfully made:

Quote from: "Musashi-COM"
I say make Sakugarne faster and give Quint a defense boost. M1 allows him to jump higher at the cost of ammo, M2 pummels him into the ground at a high speed and locks him in place while doing his digging attack. Anyone that is near Quint while he's digging is stunned once and takes damage from both the Jackhammer Dive attack (basically regular Sakugarne damage) and the bits of debris flying from Quint. This attack though, is countered by it's ammo usage (more than half of Quint's total ammo, if not basically draining his ammo over time)

In short, make it like V5Y's Quint, with a defense boost when riding Sakugarne until it runs out of ammo, and that M2 I talked about. If we were to follow Quint's boss pattern, you're not supposed to hit Sakugarne; you're supposed to hit Quint instead. I don't know if this is possible nor a good idea at all, but how about making Sakugarne reflect shots and leave Quint vulnerable instead of my suggested defense boost? Like in the games?
Title: THEY'RE CALLED COUNTERS, BRO
Post by: Bikdark on September 26, 2011, 03:11:16 AM
I've said this once, and I'll say it again: Just because Quint is countered by Gravityman means the weakness should be nerfed? No. That's just fucking stupid.
Title: Re: THEY'RE CALLED COUNTERS, BRO
Post by: MusashiAA on September 26, 2011, 03:27:22 AM
Quote from: "Bikdark"
I've said this once, and I'll say it again: Just because Quint is countered by Gravityman means the weakness should be nerfed? No. That's just fucking stupid.

You're missing the point.

Quint is not supposed to be countered by Gravity Man.

He's supposed to be countered by Hard Man.
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 26, 2011, 03:29:59 AM
You act as if Quint is the only one who has a potential counter from someone who isn't supposed to counter against him.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 03:32:07 AM
Skullman counters rapid fire classes, so does that mean bass, needle, etc should be immune to skullman's buster then? No.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 26, 2011, 03:38:22 AM
Are Bass, Needle and Yamato restricted to their rapid fire weapon? No.

Is Quint restricted to Sakugarne for attack? In a sense, since you're playing as Quint to use Sakugarne instead of "his buster".
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 26, 2011, 03:42:50 AM
He has a buster. Why would you be trying to use Sakugarne against Gravity Man? Put the darn thing away and just buster spam.

So I'll say something I haven't said in a while.

Classes shouldn't be perfect for every dang situation. Drawbacks is some of the fun of Classes. Least to me.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 03:45:16 AM
Quote from: "Musashi-COM"
Are Bass, Needle and Yamato restricted to their rapid fire weapon? No.

Is Quint restricted to Sakugarne for attack? In a sense, since you're playing as Quint to use Sakugarne instead of "his buster".
Quint isn't restricted to his Normal sakugarne either. He has his altfire, which again, is arguably more deadly than a faster version of mega's sakugarne.
Title: Re: Class based modification (V6A WOOO)
Post by: Laggy Blazko on September 26, 2011, 03:47:25 AM
Meh. Gravity man is supposed to attack air/jumping enemies. Not every class does that easily. Usually is hard to hit something with a different height mostly because most of MM8BDM weapons use projectiles and... Well... It's hard to aim with projectiles.
However, gravity man can easily deal with these hard to hit targets.
PS: Quint's buster isn't bad.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 26, 2011, 03:53:30 AM
Ivory, why are you making me appeal to Quint Buster's canonicity? I already showed appealing to canonicity is pointless :V

Restrict Quint to Sakugarne, like his boss form.

If it proves to not make the cut for battle situations, then make Sakugarne more versatile, not Quint. Quint is supposed to be defenseless without Sakugarne. Unlike Mega Man, who does have a buster.

EDIT: His buster isn't bad. It's the fact that it ex-OH GOD DAMMIT
Title: Re: Class based modification (V6A WOOO)
Post by: Red on September 26, 2011, 03:54:00 AM
Quint buster should deal 70 Damage.

Enough said [joke]
Title: Skull Man is God. Quint might be stronger than you think.
Post by: Tesseractal on September 26, 2011, 03:56:49 AM
Quote from: "Musashi-COM"
I say make Sakugarne faster and give Quint a defense boost. M1 allows him to jump higher at the cost of ammo, M2 pummels him into the ground at a high speed and locks him in place while doing his digging attack. Anyone that is near Quint while he's digging is stunned once and takes damage from both the Jackhammer Dive attack (basically regular Sakugarne damage) and the bits of debris flying from Quint. This attack though, is countered by it's ammo usage (more than half of Quint's total ammo, if not basically draining his ammo over time)

In short, make it like V5Y's Quint, with a defense boost when riding Sakugarne until it runs out of ammo, and that M2 I talked about. If we were to follow Quint's boss pattern, you're not supposed to hit Sakugarne; you're supposed to hit Quint instead. I don't know if this is possible nor a good idea at all, but how about making Sakugarne reflect shots and leave Quint vulnerable instead of my suggested defense boost? Like in the games?
V5Y Quint is a good model of a useful class. I recommend playing around with him more - Quint's speed when he arcs downward is fast enough that the M2 "slam straight down" would most likely not be more useful at countering Gravity. Instead, it would give him ridiculous control of Sakugarne that would probably make him too similar to Stone Man in concept. If Quint gets into the "sweet spot" distance in V5Y when he jumps at someone, they're dead. If your alt is implemented, that would increase Quint's OHKO range to "anything between the jumping destination and takeoff" which sounds kind of absurd to me. The "Yoshi effect" (immunity in mid-air) suffers from a similar problem - wouldn't help him against Gravity as much as it allows him to wreck other classes with ease. The problem with reflector shields is that objects like Crash Bombs won't disappear after being reflected, so probably not possible to make it happen bug-free. (But either way, the amount of time Quint spends in the air would make the shield almost permanent for him) They're interesting ideas, but I think V5Y Quint can handle most classes just fine. (v5d Quint is a joke, so give him force beam splash damage if you want) - which is why I suggest trying him again. You might be underestimating him.

Quote from: "Bikdark"
Skullman counters rapid fire classes, so does that mean bass, needle, etc should be immune to skullman's buster then? No.
Actually, Skull Man counters any class if he can see their attack before it hits him. If you think slower ROF classes like Hard Man might be better off, against Skull, you might not being playing at the meta-game level.
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 26, 2011, 03:58:23 AM
You see. If it's something completely nonsense like Cut Man having a nuclear missile launcher buster, yes that is non-canon and shouldn't exist.
If it's something plausible like Quint getting updated with a buster... Hmm... Sounds fine to me. I mean a bulk of the classes are already doing stuff they could never do in the "canon". Bright Man throwing Light Bulbs? Star Man with a delay star flurry launcher? Yeah that was totally in the game.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 04:04:18 AM
Musashi, here's my argument in a form you might actually understand: Not everything needs to be canon. Ex: Quint having a buster, and being countered (not weak to) gravity hold.

Also, you said Quint is already pretty bad, so why would we remove the buster, which you said isn't bad, when you want quint buffed? Lol contradictions
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 26, 2011, 04:09:09 AM
Quote from: "Ivory"
You see. If it's something completely nonsense like Cut Man having a nuclear missile launcher buster, yes that is non-canon and shouldn't exist.
If it's something plausible like Quint getting updated with a buster... Hmm... Sounds fine to me. I mean a bulk of the classes are already doing stuff they could never do in the "canon". Bright Man throwing Light Bulbs? Star Man with a delay star flurry launcher? Yeah that was totally in the game.

Which is exactly what I argued back when Myroc was pointing out the whole Wily Class deal. I am aware that following canon isn't needed.

Still, I'd prefer my Quint buster-free. Just because you can always make Sakugarne a better weapon of choice.

Quote from: "Bikdark"
Also, you said Quint is already pretty bad, so why would we remove the buster, which you said isn't bad, when you want quint buffed? Lol contradictions

>Quint is bad because Sakugarne is bad
>Suggested to make Sakugarne better, instead of keeping the buster.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 04:16:48 AM
Just because you're the only one who doesn't like Quint buster doesn't mean it'll be taken out.
 /argument
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 26, 2011, 04:19:17 AM
I don't want Quint Buster out.

I want Sakugarne to be better. For crying out loud, how did you miss that?

MAKE SAKUGARNE COOLER, LIKE KING YAMATO'S
Title: Someone likes a change from KY's classes?!?!?!?
Post by: Kenkoru on September 26, 2011, 04:21:42 AM
Quote from: "Musashi-COM"
MAKE SAKUGARNE COOLER, LIKE KING YAMATO'S

Le yes plz.

Make Metal Man cooler, like Yamato's while you're at it.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 04:23:40 AM
Quote from: "Musashi-COM"
I don't want Quint Buster out.
Quote from: "Musashi-COM"
I'd prefer my Quint buster-free
Cool contradiction, broski
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 26, 2011, 05:11:02 AM
Quote from: "Bikdark"
Quote from: "Musashi-COM"
I don't want Quint Buster out.
Quote from: "Musashi-COM"
I'd prefer my Quint buster-free
Cool contradiction, broski

>Prefering is equal to advising

You're just plucking out any argumentative flaw I left unchecked because you don't know how to directly say "Yes, I agree, Sakugarne should be better, like King Yamato's version" without making yourself look stupid to yourself and/or others. Protip: you don't.

Instead, you directly went and called my argument stupid out of the sole premise that...was there even a premise to begin with?.

"Not everything needs to be canon. Ex: Quint having a buster, and being countered (not weak to) gravity hold."

This wasn't it, and if it was, I already agreed to that premise 5 pages ago, while discussing with Myroc.

"Just because Quint is countered by Gravityman means the weakness should be nerfed? No. That's just fucking stupid."

Quint needs to jump to attack. There is an abysmal difference between serving as a counter for aerial classes that can choose wether to stay above ground or not (they can fight back), and serving as a counter to a semi-aerial class that doesn't have a choice in staying above ground (primary method of fighting back is jumping and diving into players). A busterless Quint can't avoid Gravity Hold and fight Gravity Man (thus being more of a unforeseeable weakness rather than a assumed counter), which is why the buster was added. But this defeats the purpose of a Quint class. Which is why I tried to propose an overhaul for his gameplay style that stays true to Quint's fighting nature, in which I complementary added two ways of making Quint more resistent towards Gravity Hold: either making him plainly inmune to it, or to add a defense boost while using Sakugarne. I was hastily proved those wouldn't work, and was advised to check KY's version of Quint Class to see how it should be done.

I cannot overstate my agreement about that. KY's Quint is by far superior to YD's. It's a great class, it doesn't depend on a buster, it can be taken out with enough skill, and the dangers of Gravity Hold are less troublesome for it because of how fast you dive into the ground. You still feel a bit defenseless when not able to attack, but who isn't? I am actually thinking KY's Quint could use a weak version of the Mega Buster out of sheer pity.

You, on the other hand...I haven't heard you say YD's Quint Class is ok and doesn't need any changes. You've just disagreed without exposing any alternatives.

You haven't even agreed on ANYTHING I've exposed, proposed and suggested. This and the fact you depend on pointing out ambiguities in my way of talking can only hint that you have no real critique nor real propositions towards the problems that exist in this mod, nor any real adivse on how to make it better.

Can't tell if trolling or just stubborn and stupid.
Title: IT'S IMMUNE, NOT INMUNE, DAMMIT.
Post by: Bikdark on September 26, 2011, 05:28:11 AM
Wall of reply
(click to show/hide)
Tl;dr: Your arguments are bad and there's no way to please you. It's either giving Quint the buster and breaking canon, which you do not like, or taking away the buster, which makes him sucky which you don't like either.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 26, 2011, 05:43:42 AM
I only ever see Quints using his sakugarne's altfire. It's very painful.

Very rarely, I might see a Quint bouncing around, but that's for mobility only.
Title: Who reads these anyways?
Post by: MusashiAA on September 26, 2011, 06:03:55 AM
Quote from: "Bikdark"
Quote from: "Musashi-COM"

>Prefering is equal to advising
It is though
No, it's not. I'd prefer the world to be a better place, but advise to not aim for it at all times. See the difference?

You're just plucking out any argumentative flaw I left unchecked because you don't know how to directly say "Yes, I agree, Sakugarne should be better, like King Yamato's version" without making yourself look stupid to yourself and/or others. Protip: you don't.
I'm not just plucking shit out, I'm trying to find contradictions in your argument to use against you. That's how most arguments go, k?
That is most certainly not how arguments go. It goes like this: x says A, y disagrees and explains his disagreement, x defends A while y defends -A, until either x agrees with -A or y agrees with A. What you call argumentating is what it's called "argumentum ad hominem", and it's a fallacy.

Instead, you directly went and called my argument stupid out of the sole premise that...was there even a premise to begin with?.
But your argument IS stupid. Quint shouldn't be immune to gravity hold
Quote from quote: "I was hastily proved those (alternatives to make Quint more resistent to Gravity Hold) wouldn't work, and was advised to check KY's version of Quint Class to see how it should be done."

"Not everything needs to be canon. Ex: Quint having a buster, and being countered (not weak to) gravity hold."

This wasn't it, and if it was, I already agreed to that premise 5 pages ago, while discussing with Myroc.

"Just because Quint is countered by Gravityman means the weakness should be nerfed? No. That's just fucking stupid."

Quint needs to jump to attack.
For the last fucking time, there's an altfire for a reason. Quint doesn't depend on the jumping to attack, he can just as easily hold down the altfire and kill things within his radius
Agreed, but not quite. What if the Gravity Man is outside Quint's altfire radius? Outclassed by Gravity Buster. Quote from quote: "...which is why the buster was added. But this defeats the purpose of a Quint class..."

There is an abysmal difference between serving as a counter for aerial classes that can choose whether to stay above ground or not (they can fight back), and serving as a counter to a semi-aerial class that doesn't have a choice in staying above ground (primary method of fighting back is jumping and diving into players). A busterless Quint can't avoid being weak to Gravity Hold and fight Gravity Man efficiently (thus being more of a unforeseeable weakness rather than a assumed counter), which is why the buster was added. But this defeats the purpose of a Quint class. Which is why I tried to propose an overhaul for his gameplay style that stays true to Quint's fighting nature, in which I complementary added two ways of making Quint more resistent towards Gravity Hold: either making him plainly inmune to it, or to add a defense boost while using Sakugarne. I was hastily proved those wouldn't work, and was advised to check KY's version of Quint Class to see how it should be done.You missed all of that as well, as pointed out above

There's no reason to make him immune to gravity hold, Sakujumping isn't his only means of attack, he can buster or use alt. You shouldn't be using Quint against Gravityman either.
Play random, get Quint, enemy Gravity, likely to lose. Like Quint, play Quint, enemy Gravity, likely to lose. Quote from quote: "...which is why the buster was added. But this defeats the purpose of a Quint class..."

I cannot overstate my agreement about that. KY's Quint is by far superior to YD's. It's a great class, it doesn't depend on a buster, it can be taken out with enough skill, and the dangers of Gravity Hold are less troublesome for it because of how fast you dive into the ground. You still feel a bit defenseless when not able to attack, but who isn't? I am actually thinking KY's Quint could use a weak version of the Mega Buster out of sheer pity.
How did you miss that?

You, on the other hand...I haven't heard you say YD's Quint Class is ok and doesn't need any changes. You've just disagreed without exposing any alternatives.
Exactly, I haven't said the class is amazing. It's irrelevant to the argument, too
Quote from quote: "I haven't heard you say YD's Quint Class is ok and doesn't need any changes." Ok is not equal to amazing. For example, Magnet is ok, but not amazing.

You haven't even agreed on ANYTHING I've exposed, proposed and suggested. This and the fact you depend on pointing out ambiguities in my way of talking can only hint that you have no real critique nor real propositions towards the problems that exist in this mod, nor any real adivse on how to make it better.
Because your ideas suck?
Your arguing abilities astonish me!

Can't tell if trolling or just stubborn and stupid.
That there could be considered flaming.
Agreed. Sorry. I was actually pretty picky on leaving that, but...
Tl;dr: Your arguments are bad and there's no way to please you. It's either giving Quint the buster and breaking canon, which you do not like, or taking away the buster, which makes him sucky which you don't like either.

>Copy and paste KY Quint Class into YDClasses.
>Make current Sakugarne better/stronger/faster, nerf buster.
>YD busts in and disagrees with my suggestions.
>Mod busts in and warns me for the second time.
>If any of those four outcomes, I'm happy or won't care anymore.

EDIT: Actually, I'm just gonna end this whole argument. It's leading nowhere. I'll just go with what Ivory said about letting some classes have drawbacks. My head hurts from the amount of association and recalling I did in this post.

/argument
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on September 26, 2011, 06:11:00 AM
I didn't leave things out, I just had no opinion on them. I'm tired of arguing for today, kthx
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on September 26, 2011, 06:30:44 AM
Now to sprite the skull suit HUD!
What did that do again?
Oh, it was made to play soccer...
Well that doesn't help.
(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 26, 2011, 06:50:26 AM
Quote from: "JaxOf7"
Now to sprite the skull suit HUD!
What did that do again?
Oh, it was made to play soccer...
Well that doesn't help.
(click to show/hide)

I gotta say, I'm very impressed. Can you make that little screen that shows the current form bleep on and off?
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 26, 2011, 07:11:56 AM
Reply to last however many pages of Quint

lol ok
Title: Re: Class based modification (V6A WOOO)
Post by: Balls on September 26, 2011, 11:15:17 PM
Quote from: "JaxOf7"
Now to sprite the skull suit HUD!
What did that do again?
Oh, it was made to play soccer...
Well that doesn't help.
(click to show/hide)

Nice work man.
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 27, 2011, 02:58:44 AM
Well, let's see how Musashi's arguement plays out, K? K.

Quint's having a fun little time on his Saku, when he notices Gravity Man coming up to him. While Quints trying to jump on him, Gravity Man drops in to tell him what goes up must come down. The familiar GHOLD OF GLORIOUS PROPORTIONS sound plays, and plop, Quint's dead.

Now, if we made Quint immune to Gravity, that would soundly defeat the poor G-Man's purpose: kill anyone in the air (which isn't mch, unfortunately. Shade, Cloud, technically Toad, and Gyro would be the only ones left.) It would not only give Quint a severe advantage over Gravity, but it would also defy canoical science: Gravity makes things drop. Gravity Man would still have his buster, but WTF would that do against a constantly bouncing green man on a jackhammer that could split open your face in mere seconds?

Giving Quint a buster gives him some protection over Mr. Gravity: It lets him not use his Sakugarne so he doesn't fall to the floor dead!

If you're concerned about breaking canon, look at how many things that aren't canon in classes already. Bright Man's grenades, Skull Man's speed boost when using S. Barrier, hell, even Dust Man using his frickin buster. Those aren't canon, and those are all from MM4! Giving Quint something he should technically have, considering he's a remake of Mega Man, isn't too much of a major offense.

In short: Suck it up. The buster's the only thing that both gives him protection over his worst enemy, and actually makes sense.
Title: Re: Class based modification (V6A WOOO)
Post by: Sora on September 27, 2011, 03:03:00 AM
Um...settled issue is settled, yo.  Bik and Mushi already hashed all this out on the last page.  :geek:
Title: Re: Class based modification (V6A WOOO)
Post by: KillerChair on September 27, 2011, 04:02:28 PM
Star dood... You forgot Windman :D

Anyways... You pretty much explained it all exept for the fact that even on his friggin sakugarne he can stay put to the ground without bouncing :)
Title: Re: Class based modification (V6A WOOO)
Post by: Balrog on September 27, 2011, 07:07:23 PM
Re: The first page about Quint being immune to Gravity Hold
Just make it so he doesn't go into a pain state when affected by it. That way, Ghold still ATTACKS HIS WEAK POINT FOR MASSIVE DAMAGE but you can still kill G-Men with Sakugarne with skill and timing (mainly by hiding so that you're on top of Gravity Man when you get pancaked.

Re: The following 4+ pages of circlejerking over Quint Buster
(http://images.memegenerator.net/instances/400x/10273475.jpg)

IMO only other thing that really needs to be fixed with Quint is to give him greater air control on his Sakugarne.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 27, 2011, 09:15:12 PM
Quote from: "Star Dood"
-snip-

My response:

Altwalk moar bro

It's there for a reason.
Title: Re: Class based modification (V6A WOOO)
Post by: ccelizic on September 27, 2011, 10:49:15 PM
All I know about quint is I got him on random once.  Whipped out Saku, bounded down a tight hallway, ran into someone going the other way DEWDEWDEW later and I see a message "WTF?!  Someone just fucking killed me with a pogostick?!" followed by several messages of "you met quint"

It made my day.

It was a month or so ago, but there used to be someone on my servers who used to keep picking quint and rocking that jackhammer.  I forget who.  Speaking of which, general heads up, bandwidth has been down last couple of days, gave servers max priority on QoS but ain' enough.  You'll notice many won't be running at once oftne because if I'm on a server and notice everyone's ping is over 200 and mine is like 20, then I tend to rcon the playerlimit to 8 and shut down other servers.

So if you want other game modes open, you'll have to kick up some servers yourself.  Or wait for me to find my missing bandwidth...... oh I just now found a torrent running.  Well that fixes that :D.  If there were any doubts about me being an idiot let them be put to rest :D  I'll put the servers up with these new QoS rules and see how long it takes before everything breaks horribly again forcing me to take a lot of them down.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 27, 2011, 10:53:47 PM
Quote from: "Balrog"
IMO only other thing that really needs to be fixed with Quint is to give him greater air control on his Sakugarne.

So, King Yamato's Quint Class.

//argument
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 27, 2011, 11:10:53 PM
A quick guide on QuintGarne, v2 (I think; I forget if I already did this)

* QuintGarne is an ambush class, like Topman, Starman, or Wily. He excels in stomping on people's heads or covering them in rocks, but if someone can aim projectiles at him, his effectiveness is diminished.
* One of the troubles with QuintGarne is that he makes a very loud CLICK-CLICK whenever he's touching the ground. Being airborne is usually a good idea when playing as QuintGarne, with a few exceptions.
* You have two attacks in your arsenal, both of which have their own movement methods. Use the variance to catch your opponents off-guard!
* Your standard attack mode is the Bounce. You bounce around like a kid on a pogo stick (duh), dealing massive damage to whatever you land on. This is your most powerful attack, but not exactly your fastest method of movement.
* Pressing the fire button while bouncing sends you higher into the air in exchange for some horizontal momentum. Use this to hop up onto ledges and slow yourself down to get the drop on opponents.
* Keep in mind that you don't have to hit dead-on to deal damage with a bounce; whenever you land, you deal damage in a small area around you. If you DO hit dead-on, though, it's a one-shot-kill.
* Holding altfire lets you use your second attack method: Debris. It may not do quite as much damage or be as fun as landing on someone's head, but it's fairly effective if your opponent decides to give chase.
* While holding Altfire, you walk along the ground like a standard class. This is known as “altwalking” and is easier to control and slightly faster than bouncing. You can use this as an effective escape mechanism as well, since the rocks damage anyone who tries to chase you down. The only problem with this is the rather obvious clicking noise you make when alt-walking; if you know someone's nearby and hasn't seen you, bouncing is usually the better option.
Title: I hope people are still playing V5Y.
Post by: Tesseractal on September 28, 2011, 12:52:01 AM
Quote from: "xColdxFusionx"
A quick guide on QuintGarne, v2 (I think; I forget if I already did this)
* While holding Altfire, you walk along the ground like a standard class. This is known as “altwalking” and is easier to control and slightly faster than bouncing. You can use this as an effective escape mechanism as well, since the rocks damage anyone who tries to chase you down. The only problem with this is the rather obvious clicking noise you make when alt-walking; if you know someone's nearby and hasn't seen you, bouncing is usually the better option.
Wow, I'm impressed! The rest of this reads like REAL wiki-quality material. Writing a brief guide like this for each class would be a great start. For the rest, you would include "hard statistics" such as resistance factors, damage per attack, and ammo consumption per attack - this way, people can view stats on classes without opening Slade3 all the time. (You haven't mentioned any interest in the wiki, but I'm using this post as an example for someone who is, since it was mentioned previously.)

On the contrary, though. I see "alt-walking" as laughable, and part of the reason why v5d's Quint comes off to me as a joke character. Sure, the sakugarne really is a jackhammer, but to see a class known for pogo'ing reduced to someone hobbling around spitting rocks? "Lol" is my only reaction. v5y Quint seems to have gotten some popularity - you'll notice that despite lacking "alt walking" and "Quint Buster", he outperforms v5d Quint in pretty much every aspect of utility (ex. fragging people).
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 28, 2011, 06:10:57 AM
BREAKING NEWS!
I've somehow created a sentry that DOSE NOT target team mates, so far I've created 3 types of sentry depending on ammo (mets) and a dispenser (eddie), I might just edit the Auto? sprite to use a small pistol like the wily gun (fires 5 damage shots not wily shots) and have a melee alt

here are the stats, I'm still tweaking so they will change
Sentry 1
25 ammo to make
50 HP
slow firing
range 300
weak to everything and 1 hitted by rippers and seekers

Sentry 2
50 ammo to make
100 HP
average firing
range 500
weak to seekers, but rippers stop on it

Sentry 3
100 ammo to make
300 HP
fast firing
range 600
immune to all seeker attacks, and doesn't rip

I'm fixing it so they are 1 hitted by shadowman and weak to explosives
Title: Decoy Light 4 Engie Class
Post by: MusashiAA on September 28, 2011, 06:50:12 AM
Quote from: "ice"
BREAKING NEWS!
I've somehow created a sentry that DOES NOT target team mates, so far I've created 3 types of sentry depending on ammo (mets) and a dispenser (eddie), I might just edit the Decoy Light sprite to use a small pistol like the wily gun (fires 5 damage shots not wily shots) and have a melee alt

here are the stats, I'm still tweaking so they will change
Sentry 1
25 ammo to make
50 HP
slow firing
range 300
weak to everything and 1 hitted by rippers and seekers

Sentry 2
50 ammo to make
100 HP
average firing
range 500
weak to seekers, but rippers stop on it

Sentry 3
100 ammo to make
300 HP
fast firing
range 600
immune to all seeker attacks, and doesn't rip

I'm fixing it so they are 1 hitted by shadowman and weak to explosives

God dammit, Shadow Man is not a Spy! This isn't TF2!

Also, make sentries something else. Here's some suggestions:

Mettal Sniper from MMV (http://megaman.wikia.com/wiki/Metall_Sniper#Metall_Sniper)

Helipon from MM4 (of course, just the ground sprites) (http://megaman.wikia.com/wiki/Helipon)

B Bitter from MM5 (http://megaman.wikia.com/wiki/B_Bitter)

Eddie as a dispenser, I agree. But the dispenser idea as itself seems very prone to exploits.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 28, 2011, 07:33:49 AM
Sneaking around, then attacking with a potential 1 hit kill attack, seems like a spy to me

for the sentry, I'm using the mets as a placeholder scince the the sprites are already there

as for the eddy dispencer, I had to cut the healing from it untill I can make a temporary small health, atm, there is a max 6 junk peices from it at a time, but theres a pause leaving 3 while the rest vanish, so only scrap users can benefit from them atm (good for team LMS when everyone dies and theres no scrap anywhere, I had to fight ivory 1 on 1 as dustman, and I had no ammo leaving me with the weak buster) and I somehow won

also the despensers have 300 HP

Any other gadgets?
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on September 28, 2011, 07:42:58 AM
With the coding for your sentries that don't target teammates, implement it into Gemini's clone...and if you have time, the official Treble Sentry.
Title: Re: Decoy Light 4 Engie Class
Post by: Hallan Parva on September 28, 2011, 10:51:20 AM
Quote from: "Musashi-COM"
Quote from: "ice"
BREAKING NEWS!
I've somehow created a sentry that DOES NOT target team mates, so far I've created 3 types of sentry depending on ammo (mets) and a dispenser (eddie), I might just edit the Decoy Light sprite to use a small pistol like the wily gun (fires 5 damage shots not wily shots) and have a melee alt

-snip-

I'm fixing it so they are 1 hitted by shadowman and weak to explosives

God dammit, Shadow Man is not a Spy! This isn't TF2!

Yeah he is. Turn invisible, back-stab players, sneak around to win. A SPY.

Auto: "God damn it, Shadow Man! You just don't QUIT, do you?" :cool:
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 28, 2011, 05:43:52 PM
For the last time, auto fits more than Dr.Light and no amount of shoving words in my mouth will change that! If anything he'd be a medic
Title: Decoy Light 4 Engie Class
Post by: MusashiAA on September 28, 2011, 09:20:43 PM
Then I'll shove images down your throat, then.

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 28, 2011, 09:25:41 PM
Oh, it's all there in a webcomic! I have seen the error of my ways!

: |
Title: Decoy Light 4 Engie Class
Post by: MusashiAA on September 28, 2011, 09:26:55 PM
Quote from: "Myroc"
Oh, it's all there in a webcomic! I have seen the error of my ways!

: |

That's the joke.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 28, 2011, 09:43:30 PM
XD priceless, but yeah, Auto is a student of Dr.Light though so of course he would know stuff Dr. Light knows, plus he makes stuff with screws somehow, not to mention, why the heck would Dr.Light build a copy of himself for combat purposes? And a decoy built by Wily, lets face it, it wouldn't know half the stuff auto knows
Title: Re: Class based modification (V6A WOOO)
Post by: Hallan Parva on September 28, 2011, 09:44:45 PM
Auto should be Engie, 'nuff said

Wily works as a class because lol Wily Illusion and he's got that whole armor thing working out for him

Light doesn't work as a class because... well, because he's just an old man!

Auto's fucking cool anyway, he should've been a class a while back

also YD make Proto Man's class edgier :lol: THIS LAST SENTENCE IS A JOKE
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 28, 2011, 10:34:35 PM
Actually, Musashi, Shadow Man IS a spy.

When making him, I had every intention of making him like a Spy. His taunt is the Spy's. He works almost exactly like a spy.
I think he's a spy.
Title: Re: Class based modification (V6A WOOO)
Post by: Atayin on September 29, 2011, 03:16:19 PM
I had some spare time yesterday and played again last night for the first time since prior to the Megaman 7 update for MM8BDM.

Basically, I forgot how much I love this mod.
MM8BDM in general is great, too, but what an awesome community.

Thanks to everyone involved on the mod.
Title: Re: Class based modification (V6A WOOO)
Post by: Dusty on September 29, 2011, 09:39:19 PM
(http://s3.amazonaws.com/kym-assets/photos/images/newsfeed/000/178/417/1316973346004.png?1316977546)

*ponders making a Duo skin should the need for a Duo class and/or skin should arise*
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on September 29, 2011, 09:41:33 PM
Squidgy already made Duo. (http://www.mediafire.com/?zli9e5lclvl767y)
Title: Re: Class based modification (V6A WOOO)
Post by: Dusty on September 30, 2011, 01:03:36 AM
>__________________>

I'm not saying a word

<_< >_> <_< >_> <_< >_> <_< >_>
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 30, 2011, 02:47:24 AM
Atm the engineer/auto class has a weak mainfire buster (dustbuster to be exact), should I make his alt a rocket that uses scrap as ammo?
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 30, 2011, 02:50:17 AM
I'd say let the rocket have its own ammo separate from the scrap ammo.
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 30, 2011, 03:09:05 AM
I have it set so you start with just under enough scrap to make a lvl 1 sentry, that's why I suggested the scrap ammo thing

Edit: MIIIIIIIIIIIIIKE!!!!!!!!!!!!! :evil:  I was going to remake all of the weapons with protobuster sprites only to realize, THERE ARE NO BUSTER SPRITES, all the way even back to SGC, no sprites, guess I'll have to do it the old fasion way

Edit again: holy crap my computer is a MM8BDM archive, I even have every last classes file all the way from v1a
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 30, 2011, 01:18:34 PM
Sorry for double posting but, very important bump

(http://i573.photobucket.com/albums/ss180/iceblade10/PColors.png)
Behold, ALL of the protobuster colors

and before you ask, yes these were all made with openGL screenshots

now for bass, should I go lazy and make the yellow the main colors or have them work like the mm8bdm colors?
Title: Re: Class based modification (V6A WOOO)
Post by: Max on September 30, 2011, 02:17:09 PM
lrn2textures
Title: Re: Class based modification (V6A WOOO)
Post by: ice on September 30, 2011, 02:57:58 PM
Quote from: "Yellow Devil"
lrn2textures
I tried coloring it like megaman's busters, but they just looked horrendous so this was the next best option, but hey if you don't like them, I'd love to see you do better
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 30, 2011, 05:39:00 PM
So Protoman's sliding sprites still aren't blue and cyan.
Title: Re: Class based modification (V6A WOOO)
Post by: Balrog on September 30, 2011, 05:41:49 PM
As SaviorSword recently discovered repeatedly, Shadow Man can be killed with a single direct Crash Bomb hit. Please add an armor bump to correct this.
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 30, 2011, 06:11:55 PM
Also, why the hell are Elecman, Metalman and Shadowman all weak to everything? I mean really, they were some of the STRONGER robots in terms of armour yet those 3 have a 1.5x damage multiplier. I fail to see how this makes it better.
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 30, 2011, 06:19:40 PM
My guess is its to try to balance out their mobility and strength of their attacks they have over the others (metal man I'm not to sure on though besides metal blade pwnage).
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 30, 2011, 06:24:27 PM
Too me, the lack of amour seems pointless. It might just be because I don't use them enough, but to me it doesn't make much sense.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 30, 2011, 07:02:51 PM
When someone's "weak to everything," it's our their way of lowering their health without actually lowering their health, because literally lowering the health caused problems in the past. Elecman, Metalman, and Shadowman are all relatively fast and strong, so to nerf them, they had them become glass cannons.
Title: Re: Class based modification (V6A WOOO)
Post by: Balls on September 30, 2011, 07:04:00 PM
Quote from: "Michael712"
Also, why the hell are Elecman, Metalman and Shadowman all weak to everything? I mean really, they were some of the STRONGER robots in terms of armour yet those 3 have a 1.5x damage multiplier. I fail to see how this makes it better.

Simple. Increased offense and speed=lower defense. They are the typical glass cannons
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on September 30, 2011, 07:30:13 PM
I probably don't use them enough. That's why I don't see the offensive power within them.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on September 30, 2011, 07:40:03 PM
Thunder Beam kills in three hits.
Shadow Blade can easily kill in two hits.

I dunno about Metal Blade, but it's a pretty awesome weapon, especially with Metal's infinite ammo. He's still boring though.
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on September 30, 2011, 07:46:11 PM
Metalman would be nice with an altfire...
Title: Re: Class based modification (V6A WOOO)
Post by: Ukiyama on September 30, 2011, 07:50:28 PM
Lol well in the cartoon he was able to make metal blades come out of his boots and he could ride around on them, wouldn't help him too much though... or he could glitch his metal blades like megaman could and have them stay in the air for a little while
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on September 30, 2011, 07:52:48 PM
Yea...the problem is Metalman jumped and threw Metal Blades in MM2.....aaaaand that's all. Maybe his altfire (if he gets one) could have something to do with when he jumps over you and throws a Metal Blade?
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 30, 2011, 07:59:43 PM
Don't you guys mean "glass jaws"?

Also, yes. Metal Blade is a stunhit 3HKO weapon or something IIRC
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on September 30, 2011, 09:02:03 PM
Quote from: "Musashi-COM"
Don't you guys mean "glass jaws"?

Also, yes. Metal Blade is a stunhit 3HKO weapon or something IIRC

No,  "glass cannon" is a legitimate term.

Imagine a cannon made of glass. (Also imagine that it somehow didn't shatter when it fired.) It would be a powerful artillery piece, and therefore fairly effective at destroying almost anything else (like any cannon), but it would also be incredibly fragile. That is the concept of the glass cannon.
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on September 30, 2011, 09:07:31 PM
It's an actual trope. (http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon)

Anyway, I kinda think that Metal Man is a bit too much of a glass cannon. His metal blades are even stronger than the version Mega Man uses, but he'll fall over from a stiff breeze. I'd be happy to make him more resilient wile having his metal blades toned down to the normal levels, to make him a bit more balanced between the two. Then there's just the matter that a class whose only feature is infinite metal blades can be a tad boring, but hey, it's a start.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on September 30, 2011, 09:37:29 PM
And so, I'm obliged to link you all to this comic. (http://ferretcomic.com/archives/Comic668.png)

Metal Man FTW
Title: Re: Class based modification (V6A WOOO)
Post by: Magnet Dood on September 30, 2011, 09:39:13 PM
End made me lol

How about Metal Man jumping up, firing three blades that aim in the general direction of someone in front of him?

He did that in MM2...
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on September 30, 2011, 09:41:57 PM
MS Paint Masterpieces FTW as well.
Title: Re: Class based modification (V6A WOOO)
Post by: GeneralFailure90 on October 01, 2011, 02:52:05 AM
Just wanted to post here saying I'm greatly enjoying this, and big thanks to everyone who put this all together.

However, my only gripe is this: How come this wasn't picked for Springman's taunt?

http://www.youtube.com/watch?v=HFop7lFDofw (http://www.youtube.com/watch?v=HFop7lFDofw)
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on October 01, 2011, 02:56:27 AM
Apparently giving Spring a Duke Nukem taunt was a joke, since he's the last guy you'd expect to be quoting Duke Nukem.

Speaking of Spring Man, I recall YD saying once the altfire was there for when you're out of ammo mainly...Ironically, you can't regain ammo while using it, so you might as well run away to throw more springs instead of punching them.

So suggestion: Spring Man recharges ammo while using his alt at half the rate?

Also, welcome to the forums General.
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on October 01, 2011, 04:57:53 AM
All this talk of Engineer and no mention of Medic.
I think it's time for Plantman to grow...
(click to show/hide)
http://www.mediafire.com/file/szzyjsj8yin8bi1/Classes-v6aPlantMedic.pk3
Title: Re: Class based modification (V6A WOOO)
Post by: ice on October 01, 2011, 07:20:38 AM
I tried to use it but it was plain old plantman, no 2nd weapon or anything

In other news, I finished Auto, I just need to make the HUD and make team mets
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on October 01, 2011, 08:31:18 AM
Quote from: "ice"
I tried to use it but it was plain old plantman, no 2nd weapon or anything
Try team deathmatch.
He doesn't bring it to modes where he can't heal people.
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on October 01, 2011, 08:42:13 AM
Interesting, but why has Classes suddenly become TF2 mod?

Also this:
Quote from: "Shade Guy"
Speaking of Spring Man, I recall YD saying once the altfire was there for when you're out of ammo mainly...Ironically, you can't regain ammo while using it, so you might as well run away to throw more springs instead of punching them.

So suggestion: Spring Man recharges ammo while using his alt at half the rate?
Title: Re: Class based modification (V6A WOOO)
Post by: Max on October 01, 2011, 08:43:31 AM
Already changed plantman
already changed springman

OH MY GOD IT'S CHRISTMAS

(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: LifeCraft J on October 01, 2011, 05:31:40 PM
Why Dee, you took the request for Burstman's alt to be more accurate! Now Burstman is finally balanced and not UP!

And apparently, you aren't too psyched about Freezeman given an alt?
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on October 01, 2011, 05:34:52 PM
Weapon toggle items...Shadowman?

Oh please don't tell me murumasa's back.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on October 01, 2011, 05:51:49 PM
Could be his slide, Korbs.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on October 01, 2011, 08:24:36 PM
It's totally his Sapper.

Totally

Shadow Man's

Electronic Sapper.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on October 01, 2011, 09:10:59 PM
Maybe he programmed a disguise weapon  :cool:
Title: Re: Class based modification (V6A WOOO)
Post by: KillerChair on October 01, 2011, 09:52:34 PM
Maybe he has the power to pull the trollface whenever he appears out of nowhere...

Also... Freezeman's alt is a normal freeze cracker or something?
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on October 01, 2011, 10:04:45 PM
Quote from: "KillerChair"
Also... Freezeman's alt is a normal freeze cracker or something?
Yep.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on October 01, 2011, 10:28:58 PM
Oil Man's change better be worth the time

Also, does new taunts mean Wily's time is over?
Title: Re: Class based modification (V6A WOOO)
Post by: ice on October 01, 2011, 11:02:53 PM
Auto has been submited and awating approval
Title: Do want
Post by: Bikdark on October 01, 2011, 11:06:53 PM
Quote from: "ice"
Auto has been submited and awating approval
You should totally send it to me because tester  :cool:
Title: Re: Class based modification (V6A WOOO)
Post by: Max on October 01, 2011, 11:12:32 PM
Can't approve right now, on a 3DS

Also lol@all this shadowman guessing. It's just a simple boomerang toggle.
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on October 01, 2011, 11:28:33 PM
Weapon toggle items don't sound very useful, mostly becuase you're using that slot for Carry and MTanks as well. Cloudman is a pretty good example of what I'm talking about.

And what's the status on new Wily? I gave you an HUD.
Title: Re: Class based modification (V6A WOOO)
Post by: Alucard on October 01, 2011, 11:31:36 PM
RMs can't pick up any -Tanks, Cloudman can fly, so no need for Carry, and Gemini's is one-time use.

Also, learn to use [ and ]. They swap the items.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on October 01, 2011, 11:37:41 PM
Or lrn2rebind. I use R and T for that.
Title: Re: Class based modification (V6A WOOO)
Post by: Shade Guy on October 01, 2011, 11:45:09 PM
Actually, I'm pretty sure all classes can grab M tanks for some reason...And yes, Cloud Man starts screwing up when he has more than one item in his inventory...Ammo stuffs up, projectiles don't fire, the works.

Also, quick Gemini suggestion! If you summon a clone, die, respawn and summon another clone, the first clone should die to prevent 'summon die summon die summon die summon die until your frags outweigh your suicides'.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on October 01, 2011, 11:57:48 PM
Quote from: "Shade Guy"
If you summon a clone, die, respawn and summon another clone, the first clone should die to prevent 'summon die summon die summon die summon die until your frags outweigh your suicides'.

Already fixed.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on October 02, 2011, 12:19:20 AM
Quote from: "Musashi-COM"
Quote from: "Shade Guy"
If you summon a clone, die, respawn and summon another clone, the first clone should die to prevent 'summon die summon die summon die summon die until your frags outweigh your suicides'.

Already fixed.

Really? It worked for me.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on October 02, 2011, 12:40:35 AM
Nope, it's fixed in 6b, not 6a.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on October 02, 2011, 01:34:04 AM
Quote from: "Bikdark"
Nope, it's fixed in 6b, not 6a.

It helps to clarify what you mean, bro
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on October 02, 2011, 01:34:57 AM
Quote from: "Alucard"
RMs can't pick up any -Tanks, Cloudman can fly, so no need for Carry, and Gemini's is one-time use.

Also, learn to use [ and ]. They swap the items.
I feel insulted by your implications that I cannot switch items. You also ignore the fact that other classes are getting them and may very well need carry. Hell, Gemini has nothing to do with this.
My point is a point of sheer inconvenience.

Why use an item to switch weapons when you can, I don't know, SWITCH WEAPONS?
Treble Boos is of course an exception because it should only be used once like the rush items and you don't want to use it at the wrong time.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on October 02, 2011, 04:59:36 AM
Quote from: "JaxOf7"
Why use an item to switch weapons when you can, I don't know, SWITCH WEAPONS?
Treble Boos is of course an exception because it should only be used once like the rush items and you don't want to use it at the wrong time.
EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>
Title: Re: Class based modification (V6A WOOO)
Post by: GeneralFailure90 on October 02, 2011, 05:16:49 AM
Springman buff? Woop!

Though this reminds me; it would be neat if there was a way to change the wild coil bounce height. Maybe by how high you are in the air when you fire? Or perhaps you can charge them like the regular wild coil, and they would bounce higher (but do no extra damage?). Just a thought
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on October 02, 2011, 08:11:33 AM
Quote from: "Bikdark"
EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>
...are you actually listening to what I'm saying anymore, or are you just randomly spouting vague hate about me and hope it's relevant?

Last night on the testing chat, you were defending this very thing. I've been trying to change the mechanics of the weapons so that the two firing modes are mainfire and altfire respectively, and make their special action into items, instead of keeping the special action on the altfire and use the item to switch the mainfire's weapon mode. I'm trying to make things a tad more streamlined, and having a toggle of any sort, whether it's switching weapons or the above-mentioned item, seems a lot more clunky and un-fun than the alternatives.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on October 02, 2011, 03:49:47 PM
Quote from: "Myroc"
Quote from: "Bikdark"
EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>
...are you actually listening to what I'm saying anymore, or are you just randomly spouting vague hate about me and hope it's relevant?

Last night on the testing chat, you were defending this very thing. I've been trying to change the mechanics of the weapons so that the two firing modes are mainfire and altfire respectively, and make their special action into items, instead of keeping the special action on the altfire and use the item to switch the mainfire's weapon mode. I'm trying to make things a tad more streamlined, and having a toggle of any sort, whether it's switching weapons or the above-mentioned item, seems a lot more clunky and un-fun than the alternatives.


...I actually approve of this idea. Having Punk Charge, Time Slow, and Shadow Cloak (?) as items would probably make them much more fun to play. Having to switch weapons to get to the alternate firing methods is pretty annoying.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on October 02, 2011, 07:25:40 PM
Quote from: "Myroc"
Quote from: "Bikdark"
EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>
...are you actually listening to what I'm saying anymore, or are you just randomly spouting vague hate about me and hope it's relevant?

Last night on the testing chat, you were defending this very thing. I've been trying to change the mechanics of the weapons so that the two firing modes are mainfire and altfire respectively, and make their special action into items, instead of keeping the special action on the altfire and use the item to switch the mainfire's weapon mode. I'm trying to make things a tad more streamlined, and having a toggle of any sort, whether it's switching weapons or the above-mentioned item, seems a lot more clunky and un-fun than the alternatives.
When was I defending the item-weapon switching? Orite, never.
Title: Re: Class based modification (V6A WOOO)
Post by: JaxOf7 on October 02, 2011, 07:49:10 PM
OOOOOkay, I guess no one liked using items to toggle weapons after all!
So, using items to attack eh? Actually not a fan of this either.
There's always reaching for my cloak but derping and using Carry instead.
I'm also perfecly fine with switching to change how my weapon works because that's exactly what you do in vanilla MM8BDM.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on October 02, 2011, 08:10:19 PM
Keep attacks, shields and dashes as mainfire or altfire

Keep extra abilities like invis or flying or other stuff that doesn't fit direct offense as item slot. Except, of course, when there are less than 3 special abilities in a given class.EDIT: A different way of seeing this is to leave all mobility-related abilities or other extra features as items.

For example, Shadow Man's Invis would be better off as an item wep rather than his alt. That way, we can readd his slide. Although it wouldn't be smart to go invis and slide your way out since the sound would give you away...

Gemini Man and Cloud Man is a good example on how item slot should be used. The problem arises when some classes *need* other items like Carry or M-Tanks. Item switch, or just deal with it?
Title: Re: Class based modification (V6A WOOO)
Post by: Beed28 on October 03, 2011, 04:03:39 PM
I finally downloaded the new version and here is what I have to say:

Warning: Rant inside!
(click to show/hide)
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on October 03, 2011, 08:41:26 PM
Quote from: "Beed28"
Please, please, PLEASE fix the ammo issue with bots.
This probably won't happen, as you're the only one complaining about it. Either play online or deal with it.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on October 03, 2011, 09:15:02 PM
Classes was meant for online play. Get online sometime, bro.

MM8BDM as a whole is so much more fun online.
I MIGHT fix it with CSCC, but I kinda doubt it since it would make certain class bots OP as f***.
Title: Power/control issues for everyone! Classy, bullying.
Post by: Tesseractal on October 04, 2011, 03:12:54 AM
He's proved the problem exists and given justification for fixing it. Are you really going to assume control of a project you aren't coding and tell him that a quick fix can't be done because he's unimportant? You could always consider doing things for the sake of completion and being an overall better mod as opposed to half-assing them, justifying mediocre features by the fact that they're unnoticed.

How about this: I would like infinite ammo for the bots. Guess he's not the only one "complaining" now, hmm?
Title: Re: Class based modification (V6A WOOO)
Post by: King Dumb on October 04, 2011, 04:48:14 AM
I don't see why YD shouldn't make the changes to the bots. It's not like it is hard, nor does it have any effect whatsoever on online play. There is no reason why this change to the bots shouldn't be implemented for the sake of those who do enjoy playing classes offline (or would enjoy, if the changes are made).

The superficiality of this discussion about where to map the altfires and seconds weapons is very blatant to anyone who hasn't participated in it. If you'd really like to put some thought into it, what Myroc has stated in his most recent post makes the most sense. No switching involved. It uses three keys that should already be close at hand: +attack, +altattack, and invuse. The pointless bickering about who said what is just that: pointless, and a hindrance to the smoothness of the project.

Anyone who finds some flaw with this idea seems to have two main qualms. The first is 'But I don't use that key!' This is not a problem considering that anyone can modify their configuration to fit the changes whenever they play classes (ie, put the invuse key closer to a dominant finger). Even more, it is easy to create specific configs for classes like Punk, Timeman, or Shadowman, or any other class without a simple mainfire-altfire setup, and these configurations can be bound to one key you can press whenever you need it (or, you could make an alias that both selects the playerclass AND changes to an appropriate mapping.)

The second qualm seems to be about the use of other inventory items with classes that would get the inventory-item treatment. While I would say this is also an unfounded argument considering the fact that you can bind a key to use an inventory item even if it isn't the one selected, I understand that not everyone has comfortable and ready access to enough keys around their movement keys to make room for such a bind. So instead, I'll say it is unfounded because of the sheer lack of actual issues that can be had with this. In practice, you won't accidentally use Carry instead of you're altfire; in practice, you won't even find a compelling use for Carry most of the time you're playing classes. For the times you do need it, consider this (mostly talking to JaxOf7 at this point): If you're willing to switch weapons, aren't you willing to switch items?

Also JaxOf7, people are trying to avoid switching as much as possible because they can. In vanilla 8BDM, of course there's no way to change weapons without switching. In classes, classes only have a limited number of three (possibly 4 in Shadow Man's case, I can't remember as I haven't played as him in a while - though if he has 4 that is too many) very similar, often intentionally combo-able attacks. I don't know about you, but I'd take having to switch items (which I'd rarely do) over having to switch weapons (which I'd have to do often for Punk, Shadow Man, or Time Man.


On another completely unrelated note, I posted my thoughts on Skull Man in the OP/UP topic. I will avoid posting it here for now until I really feel compelled to. I would however like it if people would go read that page 4. I've seen little to no direct contradiction or response to my opinions, and so therefore I must assume until further notice I've blown erryone's minds with either ignorance or clarity ololol.
Title: Re: Power/control issues for everyone! Classy, bullying.
Post by: Myroc on October 04, 2011, 06:14:35 AM
King Dumb explains the advantages far better than I ever would. The fact that people are still advocating keeping it the same because it is "good enough" isn't an excuse. It could be better. Plus I am quite sure at least one of you are disagreeing with me simply because they dislike me, not the idea itself.

Quote from: "Ice-IX"
He's proved the problem exists and given justification for fixing it. Are you really going to assume control of a project you aren't coding and tell him that a quick fix can't be done because he's unimportant? You could always consider doing things for the sake of completion and being an overall better mod as opposed to half-assing them, justifying mediocre features by the fact that they're unnoticed.

How about this: I would like infinite ammo for the bots. Guess he's not the only one "complaining" now, hmm?
I will second the infinite ammo for bots as well. While bots might be rather shoddy for offline play, they can still be used for light testing, which is currently impossible in its current state. I know I recently wanted to field-test how much damage Toad Man's Rain Flush did at point blank range, but was not able to since I could not get up close enough for my purposes before he wasted his one shot, which means I had to disappear out of his sight for him to be able to use it again.
Title: Ken, we should totally bug YD not to add this to spite Myroc
Post by: Bikdark on October 04, 2011, 10:38:47 AM
Quote from: "Myroc"
While bots might be rather shoddy for offline play, they can still be used for light testing, which is currently impossible in its current state. I know I recently wanted to field-test how much damage Toad Man's Rain Flush did at point blank range, but was not able to since I could not get up close enough for my purposes before he wasted his one shot, which means I had to disappear out of his sight for him to be able to use it again.
Firstly, you should learn to use the $health chat command  :ugeek:. Secondly, the more you badger me about this makes it less likely to actually happen. Thirdly, we're talking about more than half the classes that need changing. It would probably require extremely complicated coding just for an extremely small issue. IIRC, bots had infinite ammo in unmodded Skulltag as well, and are treated more or less like normal players, meaning we can't give them infinite ammo without worrying about it affecting online gameplay. Now, we COULD always make separate classes for bots, but that's unnecessary clutter. Inb4 everything I stated is wrong because I know nothing about how things can be handed out to bots.
Title: Spite? Grow up.
Post by: Shade Guy on October 04, 2011, 11:05:15 AM
Quote from: "Bikdark"
Secondly, the more you badger me about this makes it less likely to actually happen.
Badger you? You are not the leader of this expansion. Apologies to pull you out of your delusions of grandeur, but you are a tester. And if it does turn out that you somehow end up as leader of Classes, making decisions based on spite over rational thought is a surefire way to send Classes down the crapper. Not to mention that denying this to spite Myroc of all people is doubly childish when he was not the person who brought the topic up...It would favour more into the category of sheer bias. And when a number of people come together and suggest something, not whine or complain, it is generally a good idea to at least look into what they ask about.

To put it in your words...

>Implying you have more say than Yellow Devil
Kbro.

Anyway, it is true that testing damage can be done via more than one way. A simpler way without having to tolerate idiotic bots would be to summon Megaman via console, shoot him with your weapon and count how many shots it takes to kill him. Then divide the resulting number into 100 to find out roughly how much it does.
Title: Re: Class based modification (V6A WOOO)
Post by: Korby on October 04, 2011, 11:47:24 AM
The Hunter in GvH had a special bow for when he was a bot. You could probably apply that coding here.

Also, CutmanMike changed the bots in the game to use your classes. You could show him some thanks by actually letting them work for more than thirty seconds.
Title: Re: Class based modification (V6A WOOO)
Post by: Myroc on October 04, 2011, 11:58:14 AM
Quote from: "Bikdark"
Secondly, the more you badger me about this makes it less likely to actually happen.
Quote from: "Bikdark"
badger me
Since when are you the final judge over what ideas get accepted into classes and which doesn't? You are not in charge of this project. Know your place, boy. I like how people like you claim that I go around thinking I own the place, whilst paying no heed to your own actions? You have a worse ego than Tsukiyomaru. To be frank, I think he'd do a better job in testing and idea evaluation than you ever did. Oh, and I like this little tidbit:

Quote
Ken, we should totally bug YD not to add this to spite Myroc
So instead of just vaguely hinting that you're biased against me, you instead decide to outright confirm that you don't really care about the idea itself, just as long as I don't get my way? I repeatedly claim that this community is childish and immature, and knowing that perfectly well, you continue not only to be childish and immature, but to rub it in my face? How dare you?

Lastly, don't go bitching about how idea X is hard to implement if you don't even know if it is hard to implement. You're basically saying "Oh, it's too difficult to do this, unless it isn't.", which doesn't make any sense at all.
Title: Re: Class based modification (V6A WOOO)
Post by: MusashiAA on October 04, 2011, 12:31:36 PM
Some nice trolling going on in here. Bik using the mod he tests as e-peen enlargement. How fun.

The thing is simple:

Why making bot classes offline-friendly? For further testing purposes and for increased functionality. Also, bosses in MM games didn't run out of ammo and started shooting nothing at you.

Why not making bot classes offline-friendly? I don't even know why not. I can't grasp how that would be bad or unnecessary. There's no hindrance in doing the former, so this is just an attempt to pick on people that do feel it's neccesary.

owait

Quote from: "Bikdark"
IIRC, bots had infinite ammo in unmodded Skulltag as well, and are treated more or less like normal players, meaning we can't give them infinite ammo without worrying about it affecting online gameplay.

IIRC, all bots ever do is spam their primary until they come across a weapon, which is only then where they'll switch weapons and start spamming their other weapons. Or until, well, they run out of ammo and try to kill you with their mind or something.
Title: Re: Class based modification (V6A WOOO)
Post by: Balls on October 04, 2011, 06:43:08 PM
Guys, why can't we all be friends?
Title: Time to lay down some absolute red truths. Final Answer.
Post by: Tesseractal on October 04, 2011, 06:46:04 PM
Quote from: "Bikdark"
Thirdly, we're talking about more than half the classes that need changing. It would probably require extremely complicated coding just for an extremely small issue. IIRC, bots had infinite ammo in unmodded Skulltag as well, and are treated more or less like normal players, meaning we can't give them infinite ammo without worrying about it affecting online gameplay. Now, we COULD always make separate classes for bots, but that's unnecessary clutter. Inb4 everything I stated is wrong because I know nothing about how things can be handed out to bots.
TheBladeRoden gave bots infinite ammo in his classes mod, and had no adverse effect on online play. As for having to edit individual classes or bots? You will have no hand in it. There's no reason why you would refer to anything being developed as "we", as you are incapable of coding for or directly influencing the mod's coding. Because the initial complaint by Beed was made stating the problem was fixable and with TBR's classes as proof, you have proved that not only are you wrong, you are wrong because of your reading comprehension failure.
Quote from: "bikdark"
Firstly, you should learn to use the $health chat command  :ugeek:. Secondly, the more you badger me about this makes it less likely to actually happen.
Myroc wasn't able to calculate Rain Flush's point blank damage because of the bot's ammo consumption - when he reached point blank range, the bot had no ammo. It had nothing to do with his ability to use the $health command! Evidence of reading comprehension failure. As for the second statement: You are incapable of directly influencing the coding of the classes mod! You are a tester. Yellow Devil is a coder, and he is the one primarily responsible for the final code of the project. Any amount of badgering you, regardless of your perceived control of the project, will actually have zero direct impact on whether or not it is implemented. The "badgering" or request for the fix of genuine, objective flaws is directed at Yellow Devil, the *actual* head of the project.

Were that actually true (your second point), it would be thrilling. Your mod would most certainly die as players realized that improvements could only be made on your whims, and not in response to actual concerns (such as the bots' ammo). This is why I have never recommended you for a testing position. I have always considered you unfit for the role. Of course, what can we say about badgering? The more you badger others and attempt to discourage criticism (which is vital for anything to improve), the more detrimental you become to this mod and the validity and necessity of you being a tester will be questioned.
Title: Re: Class based modification (V6A WOOO)
Post by: Tails on October 04, 2011, 07:26:53 PM
Don't see why not to giving them infinite ammo :l
Title: Re: Class based modification (V6A WOOO)
Post by: BiscuitSlash on October 04, 2011, 07:41:42 PM
MERCY FOR BOTS!!!!!

Also, I noticed something while playing just now. If a player time slows Drillman and he goes down into the ground, you can still see a few afterimages of Drillman pointing his Drills around the place. Just a minor thing.
Title: Re: Class based modification (V6A WOOO)
Post by: xColdxFusionx on October 04, 2011, 08:08:44 PM
Sorry if my first post about infinite ammo sounded a bit too harsh. I was just under the impression that the Classes mod was meant for online play, and that bots weren't a very big concern.

Alternate weapons for bots actually doesn't sound like a bad idea. My only complaint is that that means 50+ extra weapons.
Title: Re: Class based modification (V6A WOOO)
Post by: TheDoc on October 04, 2011, 11:01:50 PM
Bots are good for practice.
Title: Re: Class based modification (V6A WOOO)
Post by: Bikdark on October 05, 2011, 12:42:18 AM
Quote from: "xColdxFusionx"
Sorry if my first post about infinite ammo sounded a bit too harsh. I was just under the impression that the Classes mod was meant for online play, and that bots weren't a very big concern.

Alternate weapons for bots actually doesn't sound like a bad idea. My only complaint is that that means 50+ extra weapons.
Which means doubling the size of the pk3  :|
Title: Check.
Post by: Tesseractal on October 05, 2011, 05:17:12 AM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
Sorry if my first post about infinite ammo sounded a bit too harsh. I was just under the impression that the Classes mod was meant for online play, and that bots weren't a very big concern.

Alternate weapons for bots actually doesn't sound like a bad idea. My only complaint is that that means 50+ extra weapons.
Which means doubling the size of the pk3  :|
Hardly an issue, because the mod is already riddled with unused and excessive coding, such as spheretimes. (And that's not even counting taunts, which increase the filesize on their own!) Optimizing filesize has never been an issue of this classes mod.

You continue to attempt to shut down ideas with vastly limited knowledge. I would recommend you stop doing this.
Title: Re: Class based modification (V6A WOOO)
Post by: Ivory on October 05, 2011, 05:56:54 AM
Yes because when you have code like this
Code: [Select]
actor NapalmBombBot : NapalmBombBoss2
{
Weapon.AmmoUse 0
States
{
}
}
It's really going to double the size of Classes.

Some class weapons may need additional little tweaks to make them work for bots, but you know... Inheritance is magic.

The only thing still missing is a method to replace the weapon for bots, but it shouldn't be that hard. I'm mostly showing that this won't double the size of classes.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 05, 2011, 08:22:33 PM
(http://i270.photobucket.com/albums/jj107/MaxPower7137/ded.png)

We're going to need three new classes testers.

Please apply here if you

- Play classes often
- Have a good sense of balance
- Have Skype
- Aren't Bikdark

Me and the remainders of my team will be deciding.

THANKS, AND HAVE FUN /gaben
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Red on October 05, 2011, 08:24:16 PM
I apply .

rawr.
Title: Inb82 Bik wins anyway.
Post by: Sora on October 05, 2011, 08:25:06 PM
I'd like to sign up but other people will probably take the spot!  I've played Classes quite a bit and I think I have a good sense of balance when it comes to the classes.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 05, 2011, 08:26:18 PM
-I love playing classes.

-I may not have a good sense of balance, but I can give lots of ideas on new features and fixes.

-I have Skype, but I'm not a talkative person (my main language is spanish, so my spoken english kinda sucks)

-Oh ship. Forget about it :cool:.

EDIT: But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: KillerChair on October 05, 2011, 08:35:06 PM
I would like to apply aswell.
Though i hope i will have the time for it ;)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Trollman on October 05, 2011, 08:35:31 PM
Crap, I am too slow. BTW, if some of these people get rejected/kicked I will be a tester.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 05, 2011, 08:36:46 PM
Quote from: "Musashi-COM"
But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.

Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 05, 2011, 08:40:52 PM
Quote from: "Yellow Devil"
Quote from: "Musashi-COM"
But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.


Super serious (http://ferretcomic.com/archives/Comic1040.png)

What about me? I'm even more super serious.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 05, 2011, 08:44:29 PM
Lololololol, I've done a good job. At this point, I don't really care about classes testing, and was thinking about leaving anyway, as I pretty much don't do anything.
Edit: And for another tester? I'd say musashi.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Captain Barlowe on October 05, 2011, 08:44:44 PM
Quote from: "Trollman"
Crap, I am too slow. BTW, if some of these people get rejected/kicked I will be a tester.
I feel slightly insulted by this. Meh.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Tails on October 05, 2011, 08:47:37 PM
If I get a chance at some point, I want to show the testers this really weird glitch with Skull...
Title: I nominate JaxOf7!
Post by: Kenkoru on October 05, 2011, 08:53:36 PM
I wanna be a tester!!1
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 05, 2011, 08:54:35 PM
Ok, son.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Magnet Dood on October 05, 2011, 08:57:32 PM
Can I be a tester?

I have regular access to cutstuff and a working computer now. So, sign me up, please?
Title: Re: I nominate JaxOf7!
Post by: Bikdark on October 05, 2011, 09:09:00 PM
Quote from: "Kenkoru"
I wanna be a tester!!1
I'm obviously more suited for the position  :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 05, 2011, 09:14:52 PM
Am I too late to apply? :?
oh yeah, how's Guts Man coming along
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Tails on October 05, 2011, 09:15:00 PM
No I'm totally more suited for being a testerrr
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: WheelieCarbonate on October 05, 2011, 09:15:18 PM
I like to test.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Alucard on October 05, 2011, 09:16:30 PM
You know what I should be here for. If not, I wanna be a tester.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 05, 2011, 09:19:58 PM
I don't wanna be a tester D:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 05, 2011, 09:43:12 PM
Wait, you kicked Bikdark?

I might reconsider my leaving.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 05, 2011, 09:47:08 PM
Quote from: "Korby"
Wait, you kicked Bikdark?

I might reconsider my leaving.
Love you too, korby :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 05, 2011, 09:50:14 PM
Don't we all?

 :ugeek:  :ugeek:  :ugeek:

Oh, I should probably say something that's relevant to the topic.

You should make the yellow shading on the HUDs less ugly. Use a nice orange instead of dark yellow(Like I did on Napalm), it looks way better.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 05, 2011, 10:27:35 PM
Y'know that auto-attack thing on spawn? Yeah, that's a problem with topman. Go to junkman and try to deal with that  :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Nostalgia on October 05, 2011, 10:40:27 PM
I could be a tester but I'd be terrible at it  :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 05, 2011, 11:00:20 PM
I could redeem the classes mod from where ever it feel down to. Since this is a popularity contest, I suppose I'll signup.
Hurts no one I suppose.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Tails on October 05, 2011, 11:14:09 PM
I guess I'll signup if possible.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Gummywormz on October 05, 2011, 11:17:38 PM
I'll sign up because no one else who signed up so far has decent coding experience. >_> <_<
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 05, 2011, 11:36:41 PM
Quote from: "SaviorSword"
I could redeem the classes mod from where ever it feel down to. Since this is a popularity contest, I suppose I'll signup.
Hurts no one I suppose.
What exactly did it fall down to, now? If it's currently one of the most played modes, it must not have "fallen."
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Magnet Dood on October 06, 2011, 12:22:17 AM
I'll sign up too.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LlamaHombre on October 06, 2011, 12:55:04 AM
I do not want to test.

I highly recommend Musashi and Jax, though.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 01:07:08 AM
Huh! This tester application looks reasonable!
-I am decent with balance. Every character should have their ups and downs.
-I have Skype. Lifeupjx6.
-And I LOVE classes!
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: TheMetalManu on October 06, 2011, 01:12:26 AM
Nop.

I recommend JaxOf7.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Red on October 06, 2011, 01:14:01 AM
Quote from: "Yellow Devil"
Quote from: "Musashi-COM"
But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.


Jaxof7 for testerrrrr
Title: I was the first to recommend it. >_> <_<
Post by: Kenkoru on October 06, 2011, 01:16:50 AM
Fourthing JaxOf7 for tester.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: TheMetalManu on October 06, 2011, 01:17:21 AM
JaxOf7 for president tester!
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 06, 2011, 01:21:00 AM
Half of the new stuff comes from Jax anyway, making him a tester would just make it official.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Davregis on October 06, 2011, 01:21:58 AM
Kenkoru? :mrgreen:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 01:22:27 AM
Might as well go for Jaxof7 YD. If hes good, as people say they are, he might be a good tester.
Yeah, Jax might be a good choice. But I'm not as bad as well...
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: TheMetalManu on October 06, 2011, 01:23:45 AM
No, you're not
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Tails on October 06, 2011, 01:35:02 AM
I should totally be tester right guys?! : D
D:
;_;
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 01:36:10 AM
Whatevers, its Yellow's decision anyways.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Mrguy891 on October 06, 2011, 01:40:52 AM
Mrguy can't be a tester because all his recomdatinationators would just make it seem like 5d
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 06, 2011, 02:10:00 AM
I have a dream. A dream where all classes from all instalments of the Mega Man series...Despite canonicity...Big and small, fast or slow, good or bad, and downright terrible...Can all be balanced. Yes, even Hard Man. No...Especially Hard Man.

I come to you, a simple man representing the minority group of Australian players (population 1) with a just cause...And a noble heart.

I guess I could fit most of the criteria but it's mainly the noble heart thing that counts.

Also, I must laugh a bit since the majority of these people that want to 'test' are in reality only applying for the position so they can play the latest release of Classes before anyone else.
That includes me too, but at least I'm honest about it
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Tails on October 06, 2011, 02:12:16 AM
I kinda want to test to find glitches with them.
I especially want to show the glitch with Skullman, but I haven't been successful with showing the testers.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 02:18:58 AM
Quote from: "Shade Guy"
I have a dream. A dream where all classes from all instalments of the Mega Man series...Despite canonicity...Big and small, fast or slow, good or bad, and downright terrible...Can all be balanced. Yes, even Hard Man. No...Especially Hard Man.

I come to you, a simple man representing the minority group of Australian players (population 1) with a just cause...And a noble heart.

I guess I could fit most of the criteria but it's mainly the noble heart thing that counts.

Also, I must laugh a bit since the majority of these people that want to 'test' are in reality only applying for the position so they can play the latest release of Classes before anyone else.
That includes me too, but at least I'm honest about it

*holds Shade Guy's arm in the air and points at him*
What he said!
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Ivory on October 06, 2011, 02:21:24 AM
I support JaxOf7 as well. I always see him doing large contributions to the project.

Also keep in mind.
Quote from: "YD"
three new classes testers.

So, you can vote for 2 others.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 06, 2011, 02:23:58 AM
Quote from: "Ivory"
I support JaxOf7 as well. I always see him doing large contributions to the project.

Also keep in mind.
Quote from: "YD"
three new classes testers.

So, you can vote for 2 others.

Jax, Jax, and me.

Because I totally can.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: ice on October 06, 2011, 02:28:42 AM
Well, I do have skype on my computer but no account * since I don't really know anyone that uses it*
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LlamaHombre on October 06, 2011, 02:30:09 AM
Musashi wins.

We need more Jax's than what we have.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 02:30:30 AM
Ok, I do infact have great balance about these Classes.
Burstman could use a bit of a buff.
Protoman could REALLY use a nerf.
Bass' buster could use a TINY bit of more attack power.
Skullman, as we all know should get nerfed. Keep his buster, its fine. Get rid of hyper mode, make his shield last a bit longer, and make his Skull Shield weapon gauge refill slower.
There. Is that good balance?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 06, 2011, 02:35:54 AM
Unfortunately, most of what you said is bound to get changed in 6B.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LlamaHombre on October 06, 2011, 02:36:37 AM
BURST MAN NEEDS A BUFF!?

Burst Man is already one of the most versatile classes!

He doesn't need a buff!
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Sora on October 06, 2011, 02:37:01 AM
Quote from: "Lifeup J"
Ok, I do infact have great balance about these Classes.
Burstman could use a bit of a buff.
3HKO?  Eh, not really.
Protoman could REALLY use a nerf.
No, just a tiny one.  Awesome at LMS/TLMS, not really good at DM/TDM.
Bass' buster could use a TINY bit of more attack power.
Bass is fine as-is.  Amount of buster shots makes up for attack power.
Skullman, as we all know should get nerfed. Keep his buster fine, get rid of hyper mode, make his shield last a bit longer, and make his Skull Shield weapon gauge refill slower.
Hyper mode IS the Skullman class.  Get rid of it and the class is ruined.  Instead, the shield could be possibly be nerfed in recharge and durability time, but, like Protoman, he really isn't that bad in DM/TDM
There. Is that good balance?

 :ugeek:

Edit: You ninjas.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 02:46:21 AM
Quote from: "LlamaHombre"
BURST MAN NEEDS A BUFF!?

Burst Man is already one of the most versatile classes!

He doesn't need a buff!

I dunno, I only found him useful in maps where there is height variation and/or inside a building where there is platforms and such where Burstman can protect himself.
I find it hard to aim his secondary, but its fixed in V6B.
Burstman can't do open-wided areas, such as MM2DW1.

EDIT: I heard someone on the servers saying that Burstman has defense armor. Is this a fact?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Ivory on October 06, 2011, 02:53:13 AM
Quote from: "Lifeup J"
Every character should have their ups and downs.

Quote from: "Lifeup J"
I dunno, I only found him useful in maps where there is height variation and/or inside a building where there is platforms and such where Burstman can protect himself.
I find it hard to aim his secondary, but its fixed in V6B.
Burstman can't do open-wided areas, such as MM2DW1.

I do believe you made a contradiction. That directly goes against the idea of having "ups and downs". If Burst Man were to perform as well in wide open areas as he does in more closed off areas or non-skybox ceilings, then that gives him more versatility and less downs.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 02:56:51 AM
True, but shouldn't Burstman have SOME long range factor?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Sora on October 06, 2011, 02:59:09 AM
Burstman isn't built for long range, though.  He's built for close range combat.

Simple solution to all of this?  MOVE CLOSER TO THE GUY YOU'RE TRYING TO KILL.  That is all.   :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 03:04:11 AM
But I don't like getting damaged!
Ok fine...
Does anybody but me think that Cloudman depends on his flying alt too much?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 06, 2011, 03:04:35 AM
Jaxof is simply the most qualified person to work on this expansion, if not run it himself.
Title: Does anyone like getting damaged?
Post by: Sora on October 06, 2011, 03:11:20 AM
Quote from: "Lifeup J"
But I don't like getting damaged!
Ok fine...
Does anybody besides me think that Cloudman depends on his flying alt too much?

Cloud's flying alt makes him unique.  Taking that away/altering it majorly will ruin his purpose as a bomber class and nerf him quite a bit.

Still, all of this is personal opinion and dependent on what mode Cloud is played in.  I think he's fine as-is in both LMS/TLMS and DM/TDM.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Awbawlisk on October 06, 2011, 03:42:20 AM
Let Lifeup J do it
Title:
Post by: Tesseractal on October 06, 2011, 05:44:17 AM
Quote from: "Yellow Devil"
We're going to need three new classes testers.
Please apply here if you
- Play classes often
- Have a good sense of balance
- Have Skype
- Aren't Bikdark
Hmm, Yellow Devil doesn't seem to fit the first two categories.  I'd recommend removing him as well.
Quote from: "Shade Guy"
I have a dream. A dream where all classes from all instalments of the Mega Man series...Despite canonicity...Big and small, fast or slow, good or bad, and downright terrible...Can all be balanced. Yes, even Hard Man. No...Especially Hard Man.
I have your dream. I assure you, an excellent classes mod is on the way. Don't look for it here, though.  
Quote from: "Shade Guy"
Also, I must laugh a bit since the majority of these people that want to 'test' are in reality only applying for the position so they can play the latest release of Classes before anyone else.
That includes me too, but at least I'm honest about it
This is an excellent point, Shade. Since everyone wants to be a tester, and Yellow Devil's likely incapable of selecting the few that are qualified (as demonstrated with bikdark), everyone should be a tester. The person in charge of the project posts the latest pre-release version on the forums, and makes a huge deal about it. No one's feelings get hurt by having to be judged worthy or unworthy of being a tester, and at the same time, everyone reporting all of the bugs and balance issues will speed up the bug fixing tremendously. The next day, the project leader releases the new version with all of the balance and bug issues fixed. It worked perfectly for mm8bdm v2a, so I see no reason not to do it here as well.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 06, 2011, 06:51:39 AM
Haha well ain't that nice

Anyway there's a major flaw with all this JaxOf lovin' : He hasn't signed up and I don't think he has skype. If he comes along though...
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 06, 2011, 06:57:57 AM
He doesn't need to be on the testing team, he does half the work for the expansion already.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: JaxOf7 on October 06, 2011, 08:20:47 AM
I would love to be a tester, thank you for the endorsements.
And I do have skype, just haven't used it.
Will post something more productive later.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Jc494 on October 06, 2011, 01:46:59 PM
/me thinks YD is lonely without me

YD best buddy don't add me or else I will leave again. Choose Jaxof7. kthnksbai
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Balrog on October 06, 2011, 07:16:52 PM

Sign me up!
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 08:31:57 PM
...So YD, who are your two other people? I'd be more than happy to... y'know... hook in that fish....
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: xColdxFusionx on October 06, 2011, 08:37:09 PM
Quote from: "Lifeup J"
...So YD, who are your two other people? I'd be more than happy to... y'know... hook in that fish....
Quote from: "Lifeup J"
hook in that fish....

...what.

Just...

...what.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 06, 2011, 08:38:35 PM
Lifeup, propose to me a change you think is balance worthy and I'll give you my opinion if you should be in or not.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 08:46:20 PM
My tier list is like 95% done. I'm done half the MM7 robot masters. As soon as I can get to the laptop the Word document is on, I'll post it.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 06, 2011, 08:52:12 PM
Quote from: "Korby"
Lifeup, propose to me a change you think is balance worthy and I'll give you my opinion if you should be in or not.
Yo whadup (http://cutstuff.net/forum/viewtopic.php?p=113615#p113615)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 06, 2011, 08:57:51 PM
I honestly have nothing to say about that, Smashbro. I've already read it and wasn't too sure about your thoughts then, and I'm still not sure.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Red on October 06, 2011, 09:16:06 PM
Quote from: "Lifeup J"
hook in that fish....

I'm a Macho Fisherman, i am totally going to become a tester.
Title: did we wong?
Post by: Sora on October 06, 2011, 09:20:36 PM
i 2 am a macho fisherman and he's a picture to visualize our moment of GLORY:
(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 06, 2011, 10:33:05 PM
Lifeup j? Tester?
Oh hell no. He thinks bass and burst need buffs, which they obviously don't. He lacks a sense of balance, and has no coding experience, which I also lack  :cool:
Edit: lolbadwording
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: xColdxFusionx on October 06, 2011, 10:34:44 PM
Quote from: "Bikdark"
He thinks bass and burst need buffs

My head just broke the speed of light on the way to the desk.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 06, 2011, 10:37:18 PM
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
He thinks bass and burst need buffs

My head just broke the speed of light on the way to the desk.
Pfffft, he also thinks he's qualified because he made a tier list.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 06, 2011, 10:38:16 PM
Looks like Jax and Musashi are the popular ones at the moment. I'll just give'em an early congratz.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 06, 2011, 10:50:02 PM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
He thinks bass and burst need buffs

My head just broke the speed of light on the way to the desk.
Pfffft, he also thinks he's qualified because he made a tier list.

Not really, I just wanted to make it.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SickSadWorld on October 07, 2011, 09:30:27 AM
Lifeup J is pro tester

Use also Bikdark
and

Aw
Baw
Lisk
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Gumballtoid on October 07, 2011, 08:15:01 PM
this mod is... just so great...  :mrgreen:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Balrog on October 07, 2011, 11:30:05 PM
Quote from: "SickSadWorld"
Lifeup J is pro tester

Use also Bikdark
and

Aw
Baw
Lisk

Please tell me you're joking.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: OZX on October 07, 2011, 11:32:08 PM
Quote from: "Balrog"
Quote from: "SickSadWorld"
Lifeup J is pro tester

Use also Bikdark
and

Aw
Baw
Lisk

Please tell me you're joking.

NO, HE ISN'T!HE IS EFFIN SERIO-*shot*

He's joking, i think.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 07, 2011, 11:43:28 PM
Doesn't his tier list tip ya off?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: lol on October 08, 2011, 12:13:55 AM
Quote from: "SaviorSword"
Doesn't his tier list tip ya off?

Thing is, he only ranked them by how he played them, and not by how most people do.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: OverlordCrono on October 08, 2011, 12:40:55 AM
I would sign up, but right now I simply don't have time, plus the factors that I don't have Skype, and I'm relatively unknown here still.

Anyways, I'll join the bandwagon and vote for Musashi and Jax, they seem the best for the job to me.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 08, 2011, 12:45:26 AM
Wait, is there going to be an actual point in time where all these random votes are going to get tallied, or will this just be an incoherent mess where the judges will say to themselves "Hm, I guess people like this guy so we'll get him on board".
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: TheDoc on October 08, 2011, 12:46:01 AM
I'd vote for Jax.
Title: Re:
Post by: Muzaru on October 08, 2011, 12:50:53 AM
Does this mean the others got removed or something?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 08, 2011, 01:19:55 AM
Apparently there are 3 spots open to replace Bikdark, Jack Corvus and Korby, who all left by some means.

As far as I know, the rest are fine.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Muzaru on October 08, 2011, 01:59:13 AM
Why did they all leave?
I feel sad now...
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Smunch on October 08, 2011, 03:24:06 AM
I've been a silent observer of this thread, and I'd be one more for the Jax bandwagon.  Musashi too seems good for it.  

I'd be willing to test too, but my skype/skulltag simultaneous internet connection doesn't work well.  Not a coder, not a great idea guy here.  Just a balance helper.  

But I'm pretty sure there's a 3rd person I missed that's much more fitting for the position
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Jc494 on October 08, 2011, 09:45:55 AM
Quote from: "Muzaru"
Why did they all leave?
I feel sad now...

I have my reasons, and I'm not sharing why. Otherwise quite a lot of people will disagree and raeg at me.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: xColdxFusionx on October 08, 2011, 03:27:00 PM
I've been thinking about the "Improve bots!!" argument, and I had some ideas for how they could be improved. Thoughts?

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Davregis on October 08, 2011, 08:23:25 PM
Shadow, Centaur, and Flashman would become nightmarish.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: JaxOf7 on October 08, 2011, 10:37:03 PM
Alright, so I learned that there are those who hate switching items, and those who hate swtiching weapons.

So why not please both?
Introducing custom settings.
http://www.mediafire.com/?vfz94d617rimz93
This build does not actually address the problem itself; it puts mmc_napalmskin in your config.
It demonstrates that custom settings can not only change your weapon loadout, but also your skin.
So even if mmc_condenseweapons is not agreeable, class selection would be less cluttered with alternate skins.

I have tested this online. I just had some weird flickering problem in the spawn state that I'm pretty sure I fixed.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 08, 2011, 10:49:03 PM
Quote from: "JaxOf7"
It demonstrates that custom settings can not only change your weapon loadout, but also your skin.
HOLY SHIT ON A SHIT SANDWICH.

I need to learn how this works. You've just blown the doors open for a multitude of mods, my friend. *downloads*
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 09, 2011, 08:40:35 PM
Ok sons and sonnys, the first two slots have been narrowed down to JaxOf7 (no surprise) and Musashi (moderate surprise). YOU lovely people shall vote for the third man as the skype chat (all 3 people online right now) can't decide.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Balrog on October 09, 2011, 09:25:44 PM
List of people who have expressed a wish to test:

Obviously need to thin the ranks a bit.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Magnet Dood on October 09, 2011, 10:10:57 PM
I vote for... me.  :geek:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 09, 2011, 10:29:52 PM
Damn, theres no need to be rude Balrog.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 09, 2011, 10:42:06 PM
To be honest, we were all thinking it, maybe not in that wording, but we certainly were.

I nominate myself for final tester
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 09, 2011, 10:43:50 PM
But...*sigh* >_>
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 09, 2011, 10:50:49 PM
Your thoughts of the tier list were just that. Your opinion. It wasn't fact which is usually required to make a tier list. You never gave me five reasons that would persuade me to vote for you.
Title: vote me for prez
Post by: Sora on October 09, 2011, 11:19:02 PM
Classes testers can't base their testing on how they play the classes, but rather how the classes play objectively.  The skill of the player only factors so much into playing a class, but the major part lies in the class's stats.  Example: Most anyone + Slashmang = powerful rush class; Celebi + Slashmang = Flying ninja death. Me + Slashmang = Hilariously flying off the stage

Point is, testers need to have an open mind to how a class functions before writing it off as powerful and weak.  They can't afford to have opinions.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 10, 2011, 12:44:00 AM
Quote from: "Balrog"
List of people who have expressed a wish to test:
    Lag Man
    KillerChair
    SmashBroPlusB
    Tails_Hatsune
    zeswissroll
    Alucard
    SaviorSword
    Gummywormz
    Star Dood
    Lifeup (fuck no)
    Shade Guy
    Sora
    Me :geek:
    Maybe Trollman
    Smunch (sorta)

Obviously need to thin the ranks a bit.

I've sorta been livin' under a rock for the 3rd spot status. Who has a commandin' lead or somethin' at the moment?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 10, 2011, 12:46:45 AM
I'm just gonna throw out that I have experience, since I'm the one making that sweet Battle Network classes thing.

Now watch me lose miserably under the wrath of 1000 Rocket Guts Punches. :cool:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 10, 2011, 12:49:18 AM
We could list all the pros and cons of all the other applicants. I usually roll with that kind of logic for my decision makin'.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 10, 2011, 01:07:34 AM
If you're going with pros and cons, I'm seriously signing up to be a tester. Again.

Though technically I helped make it so wouldn't that automatically net me a spot?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 10, 2011, 01:21:47 AM
Since ya've been part of the team, that's a big pro in my book. But why do ya want to join somethin' that ya quitted from?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 10, 2011, 01:48:54 AM
I quit because the people working on it, sans one or two people, were being incredibly stupid. With a team including Jaxof and Musashi, this now calls back to me.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Magnet Dood on October 10, 2011, 02:01:06 AM
My pros and cons?

+ Have seen many of the classes and provided some improvements over them.
+ Often plays classes and is a huge supporter of the mod.
+ Has some experience in testing (Saviorsword's weapon thing, independently tested many of the classes).
+ Somewhat liked around the community.
+ Has plenty of free time.

- Doesn't have many oppurtunites on Custuff (this isn't always true however).
- Loses many spots in many things around here.
- Often takes up too many things and almost never gets them done (I am going to change this around).
- Doesn't have skype.

I don't know. I'll most likely not get the spot anyway.

Even if I do, it'll probably get yanked away from me like a lot of other stuff...
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LlamaHombre on October 10, 2011, 02:06:15 AM
Quote from: "Star Dood"
My pros and cons?

+ Have seen many of the classes and provided some improvements over them.
+ Often plays classes and is a huge supporter of the mod.
+ Has some experience in testing (Saviorsword's weapon thing, independently tested many of the classes).
+ Somewhat liked around the community.
+ Has plenty of free time.

- Doesn't have many oppurtunites on Custuff (this isn't always true however).
- Loses many spots in many things around here.
- Often takes up too many things and almost never gets them done (I am going to change this around).
- Doesn't have skype.

I don't know. I'll most likely not get the spot anyway.

Even if I do, it'll probably get yanked away from me like a lot of other stuff...

Yeah.

The seven skins and two expansions of yours doing well?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Magnet Dood on October 10, 2011, 02:13:23 AM
Hmm... Let's see...

The MMI-IV expansion needs more tiles, so it's kind of at a stalemate there...

The Rockman & Forte 2 expansion just withered away. Due to the lack of tiles, there are no maps, which were really the only thing we needed...

Dyna Man is coming along pretty well, actually.
Oil Man has been halted until Dyna Man is finished... Perhaps I should get that Flash Man sheet from MM8BDM...

The four kirby skins have been halted due to lack of enthusiasm...

And Saturn is still pissing me off.

Did I miss anything?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 10, 2011, 02:15:09 AM
Yes. You said you're doing Astro Man's stage.
Title: Can there be such a thing as a "pro con?"
Post by: Sora on October 10, 2011, 02:56:07 AM
Pros: I'm Sora.

Cons: I'm Sora.

And now the world knows where I stand.  :ugeek:
Title: YD might want a self-promoter, in which case bik is perfect.
Post by: Tesseractal on October 10, 2011, 03:33:05 AM
SaviorSword stated that people could list the pros and cons of OTHER applicants! Not once did he ask or intend for people to list their own pros and cons!
Quote from: "Balrog"
Lag Man
KillerChair
SmashBroPlusB
Tails_Hatsune
zeswissroll
Alucard
SaviorSword
Gummywormz
Star Dood
Lifeup
Shade Guy
Sora
Balrog
Maybe Trollman

Smunch (sorta)
From this list, the people I have witnessed give feedback and judged their input as useful: SaviorSword, Shade Guy, and Smunch. (Possibly Gummy. I have difficulty remembering here.)  As for the others? It's entirely possible they are capable of giving feedback. I simply haven't seen them do it, or they have and I dismissed it as a detrimental or flawed claim.

Why is better that people list the pros and cons of others, and not themselves? Let's have a demonstration.
Quote from: "Star Dood"
My pros and cons?
+ Have seen many of the classes and provided some improvements over them.
+ Often plays classes and is a huge supporter of the mod.
Irrelevant to formation of feedback. Being in favor of the mod will actually create a tendency to ignore flaws to fit your idea that you support the mod - a "confirmation bias", so to speak.
+ Has some experience in testing (Saviorsword's weapon thing, independently tested many of the classes).
+ Somewhat liked around the community.
Irrelevant to producing feedback. If you are worried about others' conceptions of you, you will opt out of full disclosure of your opinion for fear of others changing their view of you.
+ Has plenty of free time.
The more you have of something, the less value it holds. Whether or not this trait is desirable depends on the amount of time the project head wishes to spend on testing! If he doesn't need a lot of time for people to do quick checks, this will be of irrelevance.

- Doesn't have many oppurtunites on Custuff (this isn't always true however).
Irrelevant to production of feedback; your ability to judge a work is unrelated to your time investment in a community.
- Loses many spots in many things around here.
Irrelevant for same reason above.
- Often takes up too many things and almost never gets them done (I am going to change this around).
- Doesn't have skype.
Skype is a testing requirement set by Yellow Devil! Your failure to adhere to a standard set prior voids all other pros and reasons you would have for becoming a tester. If you work at your own pace, your reliability is put into question.
The two relevant pros given are unreliable coming from a biased source. A person cannot be expected to describe their own impact on a work (credit themselves) if the results are subjective without embellishing it in some fashion; this is why Sword stated that credit should be received from others (effectively). The two cons, however, are certainly verifiable, as done by LlamaHombre. One of which disqualifies you from the position, leaving us with nothing more than a self-promotion that's inaccurate compared to the weight of others.
Title: But Sacior isn't in charge of this...
Post by: Sora on October 10, 2011, 04:12:41 AM
Roc are my pros and cons valid???????////

Yeah, just from a spectator's point of view, Korby or Smunch would be the most beneficial to the project in the long run out of all the applicants.  Still, I and everyone else would love to be a tester of this, but, eh, if I'm not, then that's the way the cookie crumbles.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 10, 2011, 06:25:33 AM
Honestly, I don't want Musashi to be a tester. From the argument about Quint, Musashi's original opinion was to make Quint immune to Gravity Hold. Everyone disagreed. He then proceeded to drop that idea and talk about how Quint needs to be faster in mid-air. Intelligent people then pointed out that Quint was already like that in KY's version :cool: . Then the subject quickly changed to Quint's buster, which I forget Musashi's views on.

The point is, he presented an argument with little evidence to back it up, and when people disagreed with him he changed his opinion to better suit everyone else's. It doesn't matter about how good he is at classes or how much he plays, you can't contribute if you're going to turn your back on what you said 5 seconds ago.

Jax still does half the work for the expansion so it doesn't matter if he gets on the team or not.

I have reviewed a number of classes with Savior in the past and he has thought of a number of ways to change these classes for the better. Even if his ideas get shot down, at least he's trying to contribute to how they can be improved.

Smunch seems like a jolly good fellow to me.

Also Tails, you don't have to get on to the testing team just to report one bug for Skull Man.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 10, 2011, 06:37:37 AM
Quote from: "Shade Guy"
Honestly, I don't want Musashi to be a tester. From the argument about Quint, Musashi's original opinion was to make Quint immune to Gravity Hold. Everyone disagreed. He then proceeded to drop that idea and talk about how Quint needs to be faster in mid-air. Intelligent people then pointed out that Quint was already like that in KY's version :cool: . Then the subject quickly changed to Quint's buster, which I forget Musashi's views on.

The point is, he presented an argument with little evidence to back it up, and when people disagreed with him he changed his opinion to better suit everyone else's. It doesn't matter about how good he is at classes or how much he plays, you can't contribute if you're going to turn your back on what you said 5 seconds ago.

It's called accepting your argument was flawed and moving on. Instead of, you know, thinking your logic is undeniable.

My views towards Quint's buster, IIRC, were that it was there to make up for Sakugarne's flaws, and that with an improvement on Sakugarne's mobility (something akin to KY's QuintClass's Sakugarne) would make the buster uncalled for. So I suggested that. EDIT: Along with some people as well.

I also didn't just suggest to make Quint inmune to Gravity Hold while using Sakugarne (which BTW I actually backed up by stating how it was an unintended weakness, since Quint spends 80% of his time in midair because it's his main ways of offense), but also thought of an alternate way to counter a natural, unintended weakness: adding a defense boost whenever Quint rides Sakugarne, akin to Enker's absorb alt boost.

I didn't just drop the idea, BTW. I was proven that my suggestion was way too uncalled for, and that it wasn't necessary, to which everyone followed (myself included, after a long arguing with Bikdark). Then I proceeded to argue how a a speed increase for Sakugarne could function as a means to make Gravity Hold less of a burden for Quint Class, as I was told by someone.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 10, 2011, 06:40:53 AM
Well I guess you backed up your stuff...So you've proved me wrong. Good job!

But still, I don't think a defense boost is neccessary if he was given a speed buff on his Sakugarne.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 10, 2011, 06:51:46 AM
Quint is a class that hops all over the place, leaving debris all around him with his altfire, and capable of plucking out too much health out of those who happen to be on his landing spot.

He stands out a lot, and can easily become the main target of everyone. You know, being the guy with the 2HKO pogo stick.

Sakugarne is a really powerful weapon, and with Quint Class's altfire, it's even more lethal. But its mobility is rather wonky (Mega Man's Copy Sakugarne suffered the same in 2GB), and a hoping Quint stands out a lot, so it becomes an easy target. I also think QuintClass's Sakugarne doesn't reflect projectiles like the boss counterpart.

I do agree that the speed boost would make Sakugarne an easier way of escaping and dodging and thus making a defense boost unnecessary. Things like defense boost and slight health and armor buffs are what testing is for.

If it proves to be too much, then forget about the defense boost. If it doesn't, then you try different defense stats until you reach a gray spot.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shmeckie on October 10, 2011, 07:52:39 AM
Yo, folks! Lifelong Mega Man fan and huge fan of the mod, here, and a few of y'all have probably seen me in some online games.

Not here to apply as a tester--I'm a perpetually busy freelance artist and I'd never have the time. All my free time has gone into the casual dicking around in MM8BDM I've been doing--but I did have one or two suggestions to throw your way. Take 'em, ingore 'em, it's all the same to me, but I thought I'd throw them out there...

First, regarding Snake Man's problem with aerial characters, I was wondering if it was possible to have him actually lob the Search Snakes upward before they fire forwards as usual. This is similar to how he shot them in the original game, after all. With a little added jumping ability (I remember him jumping pretty high in Mega Man 3 anyway, but it's been awhile), he could use this, and his wall climbing ability to jump up toward flying characters and toss his snakes at them, hitting them with the upward arc. If it's not possible to code the weapon to do this, maybe a regular old buster might alleviate the problem without having to make up some entirely new move.

I think we'd all agree Freeze Man needs some buffs. It makes me sad; he's one of my favorite Robot Masters of all time, but he's just so darn useless here! Again, I'm no coder, so I don't know what's possible and what isn't, but I do have a few suggestions for AltFire. If it's impossible to do, just go ahead and disregard it... One would be the ability to cover an area of the floor in ice. Not sure if it's possible to create slippery surfaces like that, but the major use of it would be to freeze the enemy in place at their feet, just like Freeze Man could do to you in the fight with him if you didn't jump his ground freeze. If one were to hit the ceiling with this move, maybe it could create multiple icicles, like a powered up version of his normal Freeze Cracker, except the icicles would drop in a random order, so it could be used as a tricky way to attack a preoccupied crowd, but not a reliable one-on-one technique. Hitting it against the wall could cause it to split into more fragments than usual. Basically, a powered up Freeze Cracker that would consume more ammo, but give him more tricks at his disposal, and make him a much more strategically-minded character.

Also, if it's possible, you gotta make it so the pickup variation of the Freeze Cracker will heal him if you hit him with it (http://www.youtube.com/watch?v=JFaD0u0p6G8). Bonus points if you can make him do the pose as he refills his health. That was hilarious and awesome in Mega Man 7, and it'd be a shame to see it overlooked here.

And--just throwing this out there--maybe adding the Dark Men as classes in a future version of the mod? :)

Anyway, thanks for listening, assuming you didn't totally disregard this post! :D
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 10, 2011, 08:00:07 AM
First, welcome to the forums!
Second, if Snakeman did have a slight arc buff on the Snakes, he could be even better...Hmm....
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 10, 2011, 09:11:22 AM
Oh my god yes.

Healing Freeze Man. Make it happen, guys. :ugeek:

Quote from: "SmashBroPlusB"
Now watch me lose miserably under the wrath of 1000 Rocket Guts Punches. :cool:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: KillerChair on October 10, 2011, 04:45:42 PM
Welcome to the forums!
And ive been whining about Snakeman needing something against flying targets like... forever!
And if Freezeman gets anything awesome i will be glad! Since Freezeman is also my favorite robot master ever. (<3 Megaman 7 <3 )
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: BiscuitSlash on October 10, 2011, 08:03:10 PM
Quote from: "Star Dood"
Hmm... Let's see...

The MMI-IV expansion needs more tiles, so it's kind of at a stalemate there...

The Rockman & Forte 2 expansion just withered away. Due to the lack of tiles, there are no maps, which were really the only thing we needed...

Dyna Man is coming along pretty well, actually.
Oil Man has been halted until Dyna Man is finished... Perhaps I should get that Flash Man sheet from MM8BDM...

The four kirby skins have been halted due to lack of enthusiasm...

And Saturn is still pissing me off.

Did I miss anything?
Are you still making the Chronoman skin? I really want to see a skin of that guy.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Magnet Dood on October 11, 2011, 12:10:06 AM
Oh shit I forgot about that.

Add him to the list too...
Title: Re: Can there be such a thing as a "pro con?"
Post by: Red on October 11, 2011, 03:59:25 AM
Quote from: "Sora"
Pros: I'm Sora.
And a macho fisherman-.

Cons: Red is also a macho fisherman

And now the world knows where I stand.  :ugeek:

fix'd


Pros: I'm a macho fisherman

Cons: Sora is also a macho fisherman
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Celebi on October 11, 2011, 05:28:16 AM
To lazy to read most of everything, but I got a general sum from a quick scan of the pages.

Jax and Musashi, seem fine to be testers.  Since there seems to be no absolute third choice, just leave it at two and head on.

On the small topic of Freezeman, he originally was healed by any freeze cracker, but this presented a problem with two Freezemen fighting each other.  In general, a solution to all those classes that "healed" off other weapons, they should instead be very resistant to the weapon of "healing" instead.

KYClasses, yes it has some good points here and there, but replacing classes entirely like many have been telling me? I think not.  The main point here, until KYClasses stops using an older "buggier" version of classes (infinite Gut Rocks anyone?) I'm going to completely avoid it.

That is all I can recall for now, here is something I had to test like about a week ago as a possible teaser.

(click to show/hide)
Title:
Post by: Tesseractal on October 11, 2011, 08:27:20 AM
King Yamato's classes is currently a pre-release version. It has never intended to replace classes entirely in its current state. In the official release any  neglected traits (such as item pick-ups, bots, etc.) have been addressed. Guts will not be as easy to use (and certainly not be "infinite" or "bugged" in the sense described), as one general idea is not to reward players with "free" things. If you let the minor unresolved issues bother you, that's perfectly acceptable - the currently distributed version has the shortcomings of a work-in-progress. Do not think for a second that these issues have not been resolved - they are and I need not address them here, for you will see them in the official release.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shmeckie on October 11, 2011, 10:21:13 AM
I'm only proposing that Freeze Man be healed by the pickup version of Freeze Cracker. The one from the normal game that mega Man/Proto Man/Bass can use. Just like in MM7.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 11, 2011, 12:49:16 PM
Quote from: "Celebi"
To lazy to read most of everything, but I got a general sum from a quick scan of the pages.

Jax and Musashi, seem fine to be testers.  Since there seems to be no absolute third choice, just leave it at two and head on.

On the small topic of Freezeman, he originally was healed by any freeze cracker, but this presented a problem with two Freezemen fighting each other.  In general, a solution to all those classes that "healed" off other weapons, they should instead be very resistant to the weapon of "healing" instead.

KYClasses, yes it has some good points here and there, but replacing classes entirely like many have been telling me? I think not.  The main point here, until KYClasses stops using an older "buggier" version of classes (infinite Gut Rocks anyone?) I'm going to completely avoid it.

That is all I can recall for now, here is something I had to test like about a week ago as a possible teaser.

(click to show/hide)

I really don't like those Metool Sentries. They look so out of place, being a Light bot the one who builds them. Why not stationary sentry cannons instead of mobile sentry bots?. And whatever happened to Auto's Bazooka?.

Oh well.

EDIT: About FreezeCrackerWep healing FreezeClass...

...not really. Just make him and only him very resistent to it.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Beed28 on October 11, 2011, 12:57:55 PM
While on the subject, how about making Shade Man be able to absorb the projectiles of the pickup version of Noise Crush used by Mega Man/Proto Man/Bass? :mrgreen:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 11, 2011, 01:39:32 PM
Quote from: "Beed28"
While on the subject, how about making Shade Man be able to absorb the projectiles of the pickup version of Noise Crush used by Mega Man/Proto Man/Bass? :mrgreen:

Uncharged NoiseCrushWep gets absorbed by Shade Class, allowing it to fire a fully charged shot. Charged NoiseCrushWep deals minimal damage.

JunkShieldWep refills Junk Class's scrap ammo.

WildCoilWep deals minimal damage to Spring Class

ThunderBoltWep makes Cloud Class shoot spread thunder bolts, akin to its flying attack.

SlashClawWep deals minimal damage to Slash Class

FreezeCrackerWep heals Freeze Class

DangerWrapWep does 1 damage to Burst Class, and the hit makes it spread bombs everywhere

ScorchWheelWep deals minimal damage and refills Turbo Class's ammo.

See the problem of following that line of thought? Just make each class very resistent to the CopyWep version of its special weapon. Isn't that already the case?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 11, 2011, 01:44:07 PM
I don't think EVERY class needs a "special boost" when they get hit by their own attack.

I still think Freeze Man should get his sexy pose healing though. :cool: Would make him suck considerably less.
Quote from: "SmashBroPlusB"
Now watch me lose miserably under the wrath of 1000 Rocket Guts Punches. :cool:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: ice on October 11, 2011, 05:47:33 PM
Quote from: "Musashi-COM"
I really don't like those Metool Sentries. They look so out of place, being a Light bot the one who builds them. Why not stationary sentry cannons instead of mobile sentry bots?. And whatever happened to Auto's Bazooka?.
I tried to fix it so it would be yellow in free for all games but that didn't work so well since the game thinks you're on the light team by default in non teams. Also, the mets are stationary and he dose have a bazooka

(I'm tweaking the class again changing some sprites)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Balrog on October 11, 2011, 11:20:45 PM
Quote from: "ice"
Quote from: "Musashi-COM"
(I'm tweaking the class again changing some sprites)

Replace the Metools with the pop-up cannons from Star Man's stage. They don't really look like "Light robots" or "Wily robots", and they seem pretty easy to palette-swap.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: ice on October 11, 2011, 11:39:01 PM
by light robots he ment the fact that they are blue and not yellow
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 11, 2011, 11:48:50 PM
Quote from: "ice"
by light robots he ment the fact that they are blue and not yellow

No, I meant that it looked out of place that a Light bot (Auto) was the one creating Metool sentries (Metools being a part of Wily's robotic army). But since canon is disregarded for this mod, I realized that I shouldn't take that as my main gripe. So I mentioned the "stationary sentry cannons instead of mobile sentry bots" deal.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 12, 2011, 12:07:44 AM
Technically, the Mets were Light bots in the show, but the pop-up cannons from MM5 would be much better.
Title: Re: YD might want a self-promoter, in which case bik is perf
Post by: SaviorSword on October 12, 2011, 12:26:42 AM
Here's all the pros and cons that I can think of others...
It's not all too detailed, but hey its somethin'...

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LlamaHombre on October 12, 2011, 12:31:31 AM
Skill level determines whether or not they should be a tester?

Fuck this then, Roc, get over here
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 12, 2011, 12:38:24 AM
Skilled folks have a better sense of the game. That's a good pro if ya ask me.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Laggy Blazko on October 12, 2011, 12:40:40 AM
Quote from: "SaviorSword"
Skilled folks have a better sense of the game. That's a good pro if ya ask me.
Experienced =/= Skilled.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 12, 2011, 12:41:32 AM
This whole "pros-cons" deal is so sad and dumb. I say we leave the new testers at two and then we all proceed to make an elitist party on v6b bet-ohwaitI dont even have v6b beta so whatever disregard this post
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 12, 2011, 12:46:16 AM
I just threw two cents in. Don't like it? Throw'em back at me.
(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: ice on October 12, 2011, 01:03:12 AM
(late reply) Mets are a light/wily design and so are sniper joes scince they were created before MM (pretty much every robot in MM was a Light/Wily design, wily just simply gave them guns), so ofcourse they both know how they are built and how they work (hence why he has one in his lab in MM7), and scince Auto learned everything he knows from Dr.Light, it makes sense that he would know how they are made also
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 12, 2011, 01:04:58 AM
Only basic code sense? Son I am disappoint.

Quote from: "SmashBroPlusB"
Now watch me lose miserably under the wrath of [redacted]
No more overused quotes for YOU, anyway.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shmeckie on October 12, 2011, 01:20:52 AM
Quote from: "SmashBroPlusB"
I still think Freeze Man should get his sexy pose healing though. :cool: Would make him suck considerably less.

Indeed! Not only is it closer to in-game canon, but it can add an extra bit of strategy; on TDM or TLMS, if someone's playing Freeze Man, someone can go Mega/Proto/Bass, pick up a Freeze Cracker, and basically back up the Freeze Man with some support healing. TF2 medic, anyone?

You don't have to make it heal him as much as it did in the original game, of course, but there's no major problems it would cause (Freeze Crackers aren't exacly super-abundant and overused), and it would add a rewarding extra to using Freeze Man (hear the sounds of someone using Freeze Cracker? Launch yourself into the fray for a nice "SURPRISE! Ya just healed meh, bitch!" action!).
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LifeCraft J on October 12, 2011, 01:26:58 AM
...But what if:
The two Freezeman are left in the TLMS. Who will win?!... neither! They keep healing each other and the round never ends!!
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: LlamaHombre on October 12, 2011, 01:30:38 AM
He means the ones that Mega Man, Proto Man, and Bass can pick up.

He shouldn't need to say it five times for you to get it.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 12, 2011, 01:33:44 AM
Quote from: "ice"
(late reply) Mets are a light/wily design and so are sniper joes scince they were created before MM (pretty much every robot in MM was a Light/Wily design, wily just simply gave them guns), so ofcourse they both know how they are built and how they work (hence why he has one in his lab in MM7), and scince Auto learned everything he knows from Dr.Light, it makes sense that he would know how they are made also

K then, canon it is.

According to japanese canon, Light and Wily actually never worked together in the first game (they only did in 3 and 10). They were just rivals. Wily stole Light's Robot Masters, and used them for his schemes. As far as the canon goes, Light is never credited for the creation of Wily's army of minion robots except for the Sniper Joe. Also, the original Met is just assumed as an industrial robot, but the subsequent upgrades probably suggest that Wily either decided to make Mets part of his army or that he was in fact the original creator of the Met series. So, Mets can be considered Wily bots more than Light bots.

Canon aside, why not using MM1's Metall (or MM9's Metall Beta, which are basically the same) instead of MM3's Metall DX? It fits both the Metall figure AND the stationary sentry cannon role!

EDIT: About Freeze Class being healed by the CopyWep version of Freeze Cracker, yet again...

IIRC, Freeze Class's new alt is basically FreezeCrackerWep. So, if two Freeze are left in TLMS, they can just hit themselves with the BossWep version (mainfire) instead of the CopyWep version (altfire). Now, I think it's possible to make FreezeCrackerWep the ONLY projectile that heals Freeze Class, while allowing his new(?) altfire to damage other Freeze Classes as well.

Basically:

FreezeCrackerWep (Pickup version) can heal Freeze Class by 4(?) HP

Freeze Class's altfire (same projectile and functionality as FreezeCrackerWep, but not the same weapon) does regular damage to other Freeze Classes.

So it's actually plausible. I think. Only if YD can pull off that last thing I said.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 12, 2011, 01:36:56 AM
Or make an 8-bit Powered Up Met. I just love the cute little tails they have. :p
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shmeckie on October 12, 2011, 04:07:00 AM
Quote from: "Musashi-COM"
Basically:

FreezeCrackerWep (Pickup version) can heal Freeze Class by 4(?) HP

Freeze Class's altfire (same projectile and functionality as FreezeCrackerWep, but not the same weapon) does regular damage to other Freeze Classes.

So it's actually plausible. I think. Only if YD can pull off that last thing I said.

Yezzir, that's exactly what I've been saying! :D

Also, I hate to throw around a ton of suggestions, but these are just a few leftovers I forgot. Only one is important, anyway...

In regards to Punk's rolling attack, I was just thinking maybe he could use a distance nerf. It's a liiiiiiittle nuts. I like the distance he covers in KY's mod, I think that's near perfect (maybe a little farther, just to match the distance Punk covered in MM10).

Okay, that's the last I'm gonna spew about gameplay matters.  But I'd be remissed if I didn't say that Blizzard Man's taunt HAS to be something from this! (http://www.hulu.com/watch/18879/saturday-night-live-blizzard-man)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: ice on October 12, 2011, 04:24:55 AM
Quote from: "Musashi-COM"
Canon aside, why not using MM1's Metall (or MM9's Metall Beta, which are basically the same) instead of MM3's Metall DX? It fits both the Metall figure AND the stationary sentry cannon role!
Because I'm lazy and used sprites already in the main pk3
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shade Guy on October 12, 2011, 05:11:57 AM
I admit, the biggest problem if I were to ever somehow become a tester is that most Classes discussion would be held while I'm asleep.

FFFFFF time zones
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 12, 2011, 05:46:07 AM
Quote from: "ice"
Quote from: "Musashi-COM"
Canon aside, why not using MM1's Metall (or MM9's Metall Beta, which are basically the same) instead of MM3's Metall DX? It fits both the Metall figure AND the stationary sentry cannon role!
Because I'm lazy and used sprites already in the main pk3

It's not a very hard skin to do.

The only matter left is:

Stationary sentry bots (akin to MM1's Met, stays hidden and deflects most shots until someone approaches, reveals itself to shoot 3 spread bullets at a rather slow rate of fire, can only be destroyed when their eyes are visible, hides back when there are no enemies in a fixed range)

or

Mobile sentry bots (akin to MM2's Neo Metall, stays hidden and deflects most shots until someone approaches, reveals itself to shoot 1 straight buster shot once and try to ram the enemy, can only be destroyed when their eyes are visible, hides back after running around for a bit)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: ice on October 12, 2011, 06:08:11 AM
Like I said, I was lazy and I'm currently editing Auto (making different sprites depending on level, adding a rocket lawnchair (inb4 no one gets the reference) to his fp sprites)

also atm they act just like TF2 sentries (minus lvl 3 having rockets, might change that) they sit there, when someone gets to close, it pops up and starts shooting, can take alot of hits except when hit by a explosion (the hiding under the helmet is cosmetic it dosent really block anything).
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Shmeckie on October 12, 2011, 07:27:52 AM
May I just say I love the idea of Auto being the Classes equivalent of the Engineer.

That is all.

Good show, gentlemen!
Title: Why not let your good friend Michael712 test stuff?
Post by: BiscuitSlash on October 12, 2011, 02:58:43 PM
Something tells me I should have signed up for this testing thing long ago. But then again, something tells me no one would like that.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bacon on October 12, 2011, 07:06:19 PM
Quote from: "SaviorSword"
Quote from: "Balrog"
List of people who have expressed a wish to test:
    Lag Man
    KillerChair
    SmashBroPlusB
    Tails_Hatsune
    zeswissroll
    Alucard
    SaviorSword
    Gummywormz
    Star Dood
    Lifeup (fuck no)
    Shade Guy
    Sora
    Me :geek:
    Maybe Trollman
    Smunch (sorta)

Obviously need to thin the ranks a bit.

I've sorta been livin' under a rock for the 3rd spot status. Who has a commandin' lead or somethin' at the moment?

Is it to late to apply? (im serious though)  :lol:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 12, 2011, 08:22:03 PM
Unfortunately you are too late! I have decided that the final tester will be SaviorSword.

I didn't want to add him in at first because of all the stuff he has said in the past, partly my fault though because I was a huge dick back during V3a/4a. After studying his ability to rank weapons, and his reasons, as well as other things like his enthusiasm and being able to host I decided that I cannot hold grudges and gave the spot to him after running it by the team.

Thanks to everyone who applied!

Korby you can come back in if you want...
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Hallan Parva on October 12, 2011, 08:24:29 PM
Quote from: "Yellow Devil"
I didn't want to add him in at first because of all the stuff he has said in the past, partly my fault though because I was a huge dick back during V3a/4a.

I decided that I cannot hold grudges and gave the spot to him after running it by the team.
Spoken by a true man. Congratulations on the new position, Swordy! Make daddy proud. :cool:
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Korby on October 12, 2011, 08:26:38 PM
Quote from: "Yellow Devil"
Korby you can come back in if you want...
Accepted. Thank you.

Congratulations, Savior. You really did deserve it.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: SaviorSword on October 12, 2011, 08:42:26 PM
Thanks folks for yar support! I'll make sure that I do my best to make all of ya proud. Or at least less disappointed...
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Sora on October 12, 2011, 09:29:25 PM
/me goes back to the dock to be a MACHO FISHERMAN along with Red.

Welp, if there's ever another opening, at least you know there's no lack of interest for it...  :p   Anyway, Sav's a good pick now put him to werk.
Title: Wait since when do I actually agree with Roc?
Post by: Bikdark on October 12, 2011, 10:35:44 PM
...Since when is sacior actually good at balancing? Let's look at Roc's and sacior's tier lists, shall we? While sacior uses elementary grading and how much HE likes the weapons, Roc uses usage stats, which are what tier lists are. While sacior bases his list on how much he likes Funder Beemz, Roc bases his list on metagame players, and how much they used every weapon, not his personal opinion.
Roc/Gummy would be much better testers than sacior would.
Good day.
Title: Re: Wait since when do I actually agree with Roc?
Post by: MusashiAA on October 12, 2011, 10:49:19 PM
Quote from: "Bikdark"
...Since when is sacior actually good at balancing? Let's look at Roc's and sacior's tier lists, shall we? While sacior uses elementary grading and how much HE likes the weapons, Roc uses usage stats, which are what tier lists are. While sacior bases his list on how much he likes Funder Beemz, Roc bases his list on metagame players, and how much they used every weapon, not his personal opinion.
Roc/Gummy would be much better testers than sacior would.
Good day.

kbro
Title: That's not even an argument j
Post by: Bikdark on October 12, 2011, 10:53:56 PM
If you supplied more than a one word response, that would be nice.
Title: Re: That's not even an argument j
Post by: MusashiAA on October 12, 2011, 11:02:00 PM
Quote from: "Bikdark"
If you supplied more than a one word response, that would be nice.

Actually, no.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Ivory on October 12, 2011, 11:15:41 PM
It's actually against the rules to be posting one word responses anyways.

Quote from: "Rules"
KEEP IT SANE - Unlike most forums I have little to no tolerance for retarded posts. What I mean by this is simply replying to a thread with pointless (i.e I lol'd) will result in a warn, ESPECIALLY if you just post a single picture. This isn't 4chan. Have a reason before you post, other than to humour others with stupid comments.

So sorry, you are warned.
Title: The grand circle of life...er, classes testing
Post by: Sora on October 12, 2011, 11:17:00 PM
Something interesting I've observed.  READ AT YOUR OWN PERIL!!!!111

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 12, 2011, 11:20:09 PM
And YD just sits around letting people argue.

@Bik : Listening to people and changing tiers =/= Only using own opinion
Title: Re: The grand circle of life...er, classes testing
Post by: xColdxFusionx on October 12, 2011, 11:23:00 PM
Quote from: "Sora"
Something interesting I've observed.  READ AT YOUR OWN PERIL!!!!111

(click to show/hide)

It's funny because it's true.

Me: "Bass has decent damage output, decent effective range, good mobility, and some really useful items. Shouldn't he be getting nerfs to balance all that out?"
Bikdark: "No, he's fine as-is." *no counterargument*
Me: "..."

Admittedly, it's kind of a small balance suggestion, but I still think it's worth taking a look at.
Title: Why has that topic not already been locked???!?!?!?!
Post by: Kenkoru on October 12, 2011, 11:23:42 PM
Quote from: "Ivory"
It's actually against the rules to be posting one word responses anyways.
Sup (http://www.cutstuff.net/forum/viewtopic.php?f=38&t=3100)
Title: Sora, I changed the topic just for you.
Post by: Bikdark on October 12, 2011, 11:25:13 PM
Quote from: "Yellow Devil"
Listening to people and changing tiers =/= Only using own opinion
Except sacior is extremely biased, Roc is not.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Ivory on October 12, 2011, 11:27:12 PM
I know Ken, but those forum games have some leeway. Same reason why Defeat something doesn't go against the rules of posting just images.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 12, 2011, 11:36:17 PM
To me, the whole idea of making tier lists is just pointless, very subjective and a waste of time. Each classes has its ups and downs, and two different players can have different understandings on ups and downs.

Some classes may end up having too much at their advantage OR too much against them compared to the rest and viceversa. The free discussion on how to solve this is what inspires balances, not attempting to categorize each class's performance based on a score system and trying to pass it off as well-based opinion, which in the end will always be inevitably full of subjectivity, no matter who does it.

Just stick to discussing about a class or ability that might be OP or UP and suggesting of ways that might solve such issues, and not attempting to make an absolute class performance list. It's so silly. In the end, we're just testers, and not YD's favorite advisors, so anyone should feel that their opinion is worth less than a tester's. It should, in fact, encourage people to learn, discover, and argue about issues that might be of importance to the ever-changing work on balancing classes.

This is all, of course, my opinion. So you shouldn't take it as fact.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: xColdxFusionx on October 12, 2011, 11:37:58 PM
While we're on the subject of tier lists and balance, Snakeman currently has no good defense against flying classes like Gyro and Wind. Any plans to fix this in the near future?
Title: Red is my hero~
Post by: Sora on October 12, 2011, 11:42:31 PM
IF ANYONE WANTS US MACHO FISHERMEN, HERE'S WHERE TO FIND US:

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 12, 2011, 11:42:53 PM
About buffing Bass:

He's a CopyWep class. He doesn't depend on his default Bass Buster all the time, unlike other classes. He can pickup and use weapons. Weapons which are a more viable and effective way of fighting, unlike just buster-onlying a whole match. Hell, it should be nerfed just to encourage Bass players to use weapons. Not really.

EDIT: Not only that, but he also has extra mobility as well! Imagine being able to dash while using Star Crash or Junk Shield!

About Snake's disadvantage against flying classes:

Snake has a OHKO melee move, the ability to scale walls, and a much more efficient Search Snake. His disadvantage against flying enemies is, if not should be, intented.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Max on October 12, 2011, 11:47:54 PM
Quote from: "Musashi-COM"
Snake has a OHKO melee move,

Haha what no

Snake will get some sorta anti-flying thingymabob in 6b once I figure out what to do
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: MusashiAA on October 12, 2011, 11:49:56 PM
Quote from: "Yellow Devil"
Quote from: "Musashi-COM"
Snake has a OHKO melee move,

Haha what no

Snake will get some sorta anti-flying thingymabob in 6b once I figure out what to do

Damn, I knew it was a joke.

I was just thinking about adding some sort of controllable dash that can climb up walls. A sort of snake transformation that literally makes Snake Class a Search Snake, which he can use to damage enemies and climb walls or something.

EDIT: Maybe allowing a Snake Class to walljump while climbing, thus allowing him to hit an airbone enemy with a Search Snake?
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Bikdark on October 12, 2011, 11:51:07 PM
It was to show that sacior isn't WORTHY of being a tester, as he is biased as hell. Roc doesn't put his personal opinions into balancing or lists. Roc wouldn't just say, "Yep Hardman is op because I can't fight him correctly," he would give actual reasons for this op-ness. And yes, it is quite amusing to see a turning of the tables in this situation.Hardman is actually fine, I just used him as an example, of course
Oh, and Coldfusion, not all classes have to be good against all classes. Such is countering.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: xColdxFusionx on October 12, 2011, 11:56:17 PM
Quote from: "Bikdark"
Oh, and Coldfusion, not all classes have to be good against all classes. Such is countering.

That doesn't mean one class has to be almost completely defenseless against another.

If this was about countering, I'd say: "Hey, remember that instant-death weakness Hardman had to Magnet Missile? Why don't we bring that back?"

Unfortunately for you, this is not the issue.

They may not have to be good against everyone, but that doesn't mean they have to die horridly when another class just looks at them.
Title: Bik put more effort into your post subjects.
Post by: Sora on October 12, 2011, 11:57:05 PM
Any Snakeman player worth his salt knows that, if confronted with a flying enemy, stall in a corner where flying isn't effective and spam Search Snakes until you get 'em or die trying j

Still, it would be nice to see Snakeman with some sort of anti-flying move, as long as it's not too effective to the point of being OP.
Title: Re: Class based modification (POPULARITY CONTEST)
Post by: Tails on October 13, 2011, 12:03:49 AM
I'll take this time to post about what I think about the classes, what should be added, etc. It will be in no particular order. Due to size, this will be spoilered.
(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 13, 2011, 12:20:36 AM
Snakeman isn't totally defenseless though, he can still damage them. He can also stall, himself.
Title: Why Dee no want make better Metal Man.
Post by: Kenkoru on October 13, 2011, 12:34:30 AM
Quote from: "Tails_Hatsune"
I'll take this time to post about what I think about the classes, what should be added, etc. It will be in no particular order. Due to size, this will be spoilered.
(click to show/hide)

Argle bargle
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 13, 2011, 12:38:00 AM
Knight already has a shield, he doesn't need more defense. Yamato could use a tad more hp, even if it is just 10-20.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 13, 2011, 12:42:59 AM
All I know is, Snakeman is PRETTY good at LMS.
He can camp, since that is what hes good at doing. Then if an enemy is coming towards you, Snakeman can run backwards and shoot Snakes as he runs. He is also a nice escaper, considering his mobility and climbing skills.
Maybe Snakeman should get slight armor or something.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 13, 2011, 01:06:40 AM
As I have said since his current form, Snakeman is perfect the way he is. If anything, maybe a higher snake throwing arc. Every class has their downs and ups. If you hide in a corner against a flying class, they'll have to come get you eventually.

They also have to land eventually.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 13, 2011, 01:13:50 AM
Actually, if the ceiling is high enough, Cloud Man can stay mid-air as long as he wants by recharging as he falls.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 13, 2011, 01:25:05 AM
Shh, the general public don't know that.
Title: Someone's grumpy about getting kicked off the testing team..
Post by: Shade Guy on October 13, 2011, 07:27:07 AM
Am I the only one that finds it humourous that Bikdark of all people wants Roc as a tester? No offense to Roc, but I think we all know where he stands on these classes.

Despite Bik's biased words (which provides some irony on the matter), good luck on the testing team Savior, and don't use the oppurtunity just to get prereleases like someone before you did.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 13, 2011, 03:07:28 PM
Snakeman is perfectly fine the way he is. You just need to use him a bit and get to grips with his gameplay style. I was using him constantly at one point! If you're ever fighting a flying enemy that camps in a camping spot that you can't reach too much, then you could always try evading them and bore them to death!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Celebi on October 13, 2011, 05:07:57 PM
Had some time to kill before work and stuff so here is a quick list.
General tips/humor
(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 13, 2011, 10:00:25 PM
Quote from: "Celebi"
(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 13, 2011, 10:05:59 PM
So Quickman's general speed is slower but he's probably going to be getting a new alt that makes him super boost?

Well, it's better than what we have.

EDIT: Also, Cold, Plantman's getting an update as we saw earlier. He can apparently spawn flowers with items on them.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 13, 2011, 10:28:55 PM
Quote from: "Korby"
EDIT: Also, Cold, Plantman's getting an update as we saw earlier. He can apparently spawn flowers with items on them.

No

Quote from: "xColdxFusionx"
Quote from: "Celebi"
(click to show/hide)

Shooting down your hopes and dreams since 1987
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 13, 2011, 10:36:22 PM
I have been lied to.
And/or misinterpreted a screenshot I saw earlier.
But probably the lies!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 13, 2011, 10:40:05 PM
Quote from: "Yellow Devil"
Quote from: "xColdxFusionx"
Quote from: "Celebi"
(click to show/hide)

QUOTE CHAIN~
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 13, 2011, 11:03:21 PM
Freeze Class is getting a CopyWep doppelgänger of Freeze Cracker.

Wily Class is getting a revamp

That Plant Medic screenie was from one of Jax's experiments.

Slash Class doesn't need to blow his cover, since he depends on both surprise and back attacks.

I don't like how Celebi's calling Quint "a Mega Man with infinite Top Spin and Sakugarne", but he kinda is. Should totally not be that way, though.

pew pew
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Duora Super Gyro on October 13, 2011, 11:21:11 PM
I actually use Gyroman as a distance fighting class, and when I think I need to run, I do.
Napalm is what I call my assault class, I make plenty of kills when Im using him.
But after eading all of this, I now relize that I need to try out some more classes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 14, 2011, 03:34:04 AM
I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 14, 2011, 10:44:21 AM
Quote from: "Tails_Hatsune"
I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.

Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 14, 2011, 10:50:24 AM
Quote from: "Lifeup J"
Quote from: "Tails_Hatsune"
I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.

Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
lolno, Sakugarne's mostly instakill. People will only use the rocks to stabalise themselves or hit below enemies. The rest will just use the abundance in main fire to kill people.
What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Hypocriteeeeee
You've said in the past you don't want Mega Man clones, but now you're trying to create them Smooth.
Title: Quint Jackson's Altwalker
Post by: Shade Guy on October 14, 2011, 10:52:34 AM
When you see people spamming the altfire and running everywhere instead of, you know, jumping around on Sakugarne, something's wrong.
Title: LolmyThoughtsOnQuint.
Post by: Jennifer on October 14, 2011, 12:12:41 PM
Quote from: "LlamaHombre"
Quote from: "Lifeup J"
Quote from: "Tails_Hatsune"
I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.

Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
lolno, Sakugarne's mostly instakill. People will only use the rocks to stabalise themselves or hit below enemies. The rest will just use the abundance in main fire to kill people.
Sakugarne's Alt is very powerful, but it's chance of hitting is a bit low. That is to say, I mostly just charge at someone using it like Junk shield or Star Crash.

What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Hypocriteeeeee
You've said in the past you don't want Mega Man clones, but now you're trying to create them Smooth.

Maybe allow Quint to fire a spread shot, Like treble boost, instead?
Title: THE ARGUING CYCLY CONTINUES
Post by: Sora on October 14, 2011, 03:46:00 PM
I KNOW HOW TO USE COLORS TOO
Quote from: "LlamaHombre"
Quote from: "Lifeup J"
Quote from: "Tails_Hatsune"
I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.

Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
lolno, Sakugarne's mostly instakill. People will only use the rocks to stabalise themselves or hit below enemies. The rest will just use the abundance in main fire to kill people.
Sakugarne's Alt is very powerful, but it's chance of hitting is a bit low. That is to say, I mostly just charge at someone using it like Junk shield or Star Crash.
Spam Alt-fire + JUMP onto someone + ??? = PROFIT Don't run into people with shields and aim harder then. -_-

What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Hypocriteeeeee
You've said in the past you don't want Mega Man clones, but now you're trying to create them Smooth.

Maybe allow Quint to fire a spread shot, Like treble boost, instead?
Then why would people play Bass for Treble Boost if Quint has an infinite version of his weapon, aarg.
Title: Re: Quint Jackson's Altwalker
Post by: MusashiAA on October 14, 2011, 04:22:13 PM
Quote from: "Shade Guy"
When you see people spamming the altfire and running everywhere instead of, you know, jumping around on Sakugarne, something's wrong.

Quoting for future reference
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 14, 2011, 06:31:54 PM
Hence my random alt ammo idea.
Take it if you want, or do whatever you want :/
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 14, 2011, 06:44:31 PM
Another possible alt for Metal Man (He should have one, he's too vanilla...) would be something akin to Nitro Man's Wheel Cutter, where Metal Man would be able to hold and spin a metal blade before launching it. May or may not include climbing with it, who knows.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 14, 2011, 07:27:59 PM
All I want for metalman is his damage factor to be 1 and not 1.5. He is basically Megaman with a buffed buster, SLIGHTLY higher jump and cannot use weapons or items. I think it would be balanced enough without weaker amour.

Also change springman to red and shadowman to blue and white plz.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 14, 2011, 08:44:27 PM
Give Metalman a high lob metal blade(read: non-bouncing screw crusher).
That is all.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 14, 2011, 10:06:25 PM
I'm just gonna leave this in here...

(click to show/hide)

...and say that Metal Class should jump just as high, if not close, as Crash Class.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 14, 2011, 10:19:50 PM
Quote from: "Michael712"
All I want for metalman is his damage factor to be 1 and not 1.5. He is basically Megaman with a buffed buster, SLIGHTLY higher jump and cannot use weapons or items. I think it would be balanced enough without weaker amour.

Also change springman to red and shadowman to blue and white plz.
First off, it's 2.0, not 1.5. Secondly, it's not just a buffed buster. It's a ~25 damage stunning ripping projectile, giving him more Hp would just be a stupid idea. Metalman already rapes enough, and just needs an alt to compensate for the blandness of the class.
Title: And we should take advice from a comic strip because whyyyy?
Post by: Sora on October 14, 2011, 10:21:25 PM
But KY's Metalmang already has an alt pretty much dose that

I kinda like Finite's idea of revving up a metal blade, but that kinda leaves nothing for the Nitroman class...I think the easiest solution is to give him a meter to stop spamming and buff his damage output a little.  But I'm not part of the development team, so doh ho ho
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 14, 2011, 10:25:57 PM
Well, I don't think Nitro Man would have that attack. In MM10, he doesn't hold his Wheel Cutters.
Title: Re: And we should take advice from a comic strip because why
Post by: WheelieCarbonate on October 15, 2011, 12:06:22 AM
Quote from: "Sora"
But KY's Metalmang already has an alt pretty much dose that
Speaking of that,where can I get KY's classes?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 15, 2011, 12:06:55 AM
wadhost, I believe.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: WheelieCarbonate on October 15, 2011, 12:08:59 AM
Quote from: "FiniteZero"
wadhost, I believe.
But wadseeker dosen't work for meeee   :cry:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 15, 2011, 12:26:16 AM
google wadhost, its not that hard. :geek:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Laggy Blazko on October 15, 2011, 12:37:54 AM
http://wadhost.fathax.com/files/Classes-KYV5Y.zip (http://wadhost.fathax.com/files/Classes-KYV5Y.zip)
LOL i haven't downloaded it yet.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 15, 2011, 09:52:40 AM
Quote from: "Bikdark"
First off, it's 2.0, not 1.5.
(click to show/hide)
I still think he has 1.5 damage factor
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Beed28 on October 15, 2011, 11:31:13 AM
Quote from: "Laggy Blazko"
http://wadhost.fathax.com/files/Classes-KYV5Y.zip
LOL i haven't downloaded it yet.

Reminds me of when I made my own classes mod once, which I never released and I never will. Each class was like Mega Man but their default weapon was their own weapon with infinite ammo. There was no balance at all. :mrgreen:

But, I managed to give Gutsman and Hardman an earthquake ability from falling too high, which caused everyone else to harmlessly bounce. The only problem was that it affected the entire map rather than a certain range...
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Balrog on October 15, 2011, 05:51:32 PM
Quote from: "Beed28"
But, I managed to give Gutsman and Hardman an earthquake ability from falling too high, which caused everyone else to harmlessly bounce. The only problem was that it affected the entire map rather than a certain range...
http://zdoom.org/wiki/A_Quake (http://zdoom.org/wiki/A_Quake) with Damagetype Wind (or something similar) would probably work.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: TheBladeRoden on October 15, 2011, 07:14:38 PM
Metal Man's alt should change the floor into a conveyor belt
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ivory on October 15, 2011, 07:15:14 PM
Quote from: "TheBladeRoden"
Metal Man's alt should change the floor into a conveyor belt

That would be the most awesome thing in existence.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Balrog on October 15, 2011, 07:48:33 PM
Quote from: "Ivory"
That would be the most awesome thing in existence.
Except it would also be a glitchy mess, the effectiveness of which would be entirely dependent on the map layout.

Maybe when somebody makes Final Smashes for all the classes, but not really suitable as an alt. (Unless there's a secret way to make conveyor belt actors that I don't know about, that is.)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ivory on October 15, 2011, 07:54:35 PM
I'm well aware unfeasible it really is. But the mere concept of it is awesome.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 15, 2011, 08:10:18 PM
Yeah, I do believe Iceman needs a change.
His alt can be easily spammable because of lack of ammo reduction. I propose that Iceman still uses his alt in the next version, but it decreases ammo over time.
This way, less spam happens. And also, it might reduce lag it might make (?)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 15, 2011, 08:24:08 PM
(http://i270.photobucket.com/albums/jj107/MaxPower7137/Screenshot_Doom_20111015_211651.png)

Denied
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 15, 2011, 08:29:27 PM
If the obituary doesn't stay I will never play this mod again.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 15, 2011, 08:45:01 PM
Something tells me Freeze Man got Ice Man's alt.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on October 15, 2011, 08:47:28 PM
Quote
Freezeman
Freezeman with his main and alt will be what kills you and not the dinosaurs!
It will be interesting to see what Freezeman's alt will be.
Freeze Cracker lol
...Goddamnit.

Something tells me no lol. And I fail quotes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 15, 2011, 08:53:28 PM
Quote from: "Yellow Devil"
Denied
So you're refusing my proposal for whatever that is or is it a new alt?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 15, 2011, 10:16:30 PM
Quote from: "LlamaHombre"
If the obituary doesn't stay I will never play this mod again.

No

No no no no no no no no no

That obituary needs to be replaced with something along the lines of "player was coolified by player's altfire"

That one is just dumb.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 15, 2011, 10:25:25 PM
If you listen to Musashi I will melt my face off and break 17 lamps

Keep the obituary the way it is, please
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 16, 2011, 12:32:40 AM
I demand a better alt for Freeze Man. >:(

Grrrrrbitchbitchbitchwhinewhinewhine!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 16, 2011, 12:37:50 AM
Wait, so Icicle Storm wasn't canon enough...So it got changed to snowflakes?

I definitely recall Ice Man throwing snowflakes in MM1.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 16, 2011, 12:38:28 AM
I assume waiting for KY Freeze is the best we can do.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 16, 2011, 01:06:00 AM
Well it seems Ice's alt looks less spammy at least. AT least compared to his original alt.
Title: First post from my 3DS, woo
Post by: Sora on October 16, 2011, 04:37:37 AM
Grr, I'm late, but:

Quote from: "LlamaHombre"
If the obituary doesn't stay I will never play this mod again.

Yes, this must be kept, or I will eat five poodles :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 16, 2011, 07:19:51 AM
...You guys gave Ice Man Blizzard Attack?! O.o
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 16, 2011, 10:04:42 AM
(http://i270.photobucket.com/albums/jj107/MaxPower7137/icealtson.png)

So canon
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 16, 2011, 10:10:11 AM
Hey, might as well give Metal Man sawblades on his feet while you're at it.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 16, 2011, 10:26:36 AM
...So you dropped an attack he had in the games for something he used in the cartoon?!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 16, 2011, 10:45:26 AM
His old one proved to be very imbalanced, I suppose.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 16, 2011, 10:49:01 AM
Why not just balance it, instead of replacing it with something non-canon? Limit the amount of icicles, give the attack limited ammo, something along those lines.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 16, 2011, 10:53:00 AM
Cause it's harder than it sounds.

Sometimes it's useless, sometimes it's OP. It really didn't help Iceman as a class.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 16, 2011, 02:44:44 PM
[Basing this off of the image seen]

Instead of just giving him Blizzard Attack, Ice Man should be able to shoot rapid, but weak snowflakes similar to Frostbite's Ice Breath.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 16, 2011, 02:49:55 PM
Although I'd rather have Iceman not changed, I'l be happy as long as his taunt stays.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 16, 2011, 04:11:08 PM
Damn. I like Iceman the way he is now! His alt is fun to use. :l
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 16, 2011, 04:13:11 PM
But it's too spammy and broken at the moment, due to the fact the ammo, at least, doesn't drain when in use.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 16, 2011, 04:20:07 PM
Just give Iceman an ammo guage thingy, then hes good to go! All balanced!
(inb4 a few classes versions later that give most classes buffs and nerfs that make Iceman OP/UP)

Classes will never be balanced. Lets just be glad its more balanced than COD.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: TheMetalManu on October 16, 2011, 04:36:36 PM
Yeah balanced...Iceman can't do many things alone, the problem is when they pull the front of the exit of a teleport, especially this concerns in an LMS or TLMS, and to a lesser extent in DM, TDM, and so on. I agree to changing the Alt of Iceman.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 16, 2011, 04:45:46 PM
Quote from: "Korby"
I assume waiting for KY Freeze is the best we can do.

I'm afraid that will never happen. I saw King Yamato a few weeks ago, and I asked him about whether or not he'll finish the MM4 classes.

He said he would, but after those, he was going to quit due to lack of interest.

but hey, at least we get Toad Man
Title: Why Dee listen to me
Post by: Kenkoru on October 16, 2011, 05:48:27 PM
Quote from: "LlamaHombre"
Instead of just giving him Blizzard Attack, Ice Man should be able to shoot rapid, but weak snowflakes similar to Frostbite's Ice Breath.
That's what he dose. I'd rather he have the current icicle storm alt, though.

Quote from: "Star Dood"
Quote from: "Korby"
I assume waiting for KY Freeze is the best we can do.

I'm afraid that will never happen. I saw King Yamato a few weeks ago, and I asked him about whether or not he'll finish the MM4 classes.

He said he would, but after those, he was going to quit due to lack of interest.

but hey, at least we get Toad Man

He also said, in the same sentence, that he would have others finish the Mega Man 7 classes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 16, 2011, 05:57:16 PM
Oh, great!

That makes me feel better.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 16, 2011, 06:42:09 PM
Icicle Storm has proved to be easily exploitable, with no real risk in doing it other than being spotted in your hidey hole, which you can easily face by fighting back with Ice Slasher. Making Icicle Storm consume ammo would just make it even more useless, because although it would halve its abusive nature, it would also halve its inmediate usefulness, since it's a very hit-and-miss weapon.

Just wait until you see the new alt, and then formulate your own opinion about wether to keep the new alt or the old alt.

BTW, that picture of Ruby Spears Iceman is strange. Ice Man uses Ice Slasher by putting his hand in front of his mouth and shaping the incoming cold breath into a sharpened projectile. In a matter of speaking, he can blow supercold air from his mouth, but not from his hands.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 16, 2011, 07:13:03 PM
How about this idea for an alt:

Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.

Because that's how MMPU's Iceman Special Move actually worked.

It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.

Make it happen, YD!

>inb4 "No, screw you"
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 16, 2011, 08:39:15 PM
I'd support this, but I haven't gotten to try out new Iceman yet so I can't tell if it's better or not.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 16, 2011, 08:56:47 PM
Yeah, I like that idea as well.

I was gonna point out how Ice Class's alt was not MMPU Ice Man's super ability. IIRC, they were 3 giant solid icicles that Mega Man had to jump over PLUS avoiding Ice Man's Ice Slasher.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 16, 2011, 09:01:36 PM
I would suggest Guts's alt being his burrowing, which is his super ability.
But then again, that's basically Drillman with a Gutsblock.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 16, 2011, 09:07:32 PM
Nah, Guts Punch is ok for Guts Man.

Which also reminds me, I wonder if there's a way to make a Robot Master class drop 1 out of his two weapons in CopyWep version. You know, like when you kill a Bright Class, you have a chance to get either Bright Bulb or Flash Stopper.

If it can be done, we can make each classes's altfire an alternate CopyWep! Like, if you kill a Guts Man, you can get either Super Arm or Guts Punch! Or killing a Crash Man would yield either Crash Bomber or Crash Mine!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on October 16, 2011, 09:09:31 PM
And kill gyro and get Gyro Attack or fly.... I think that would make the weapon grabbers too good in my opinion.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 16, 2011, 09:13:38 PM
Quote from: "Ukiyama"
And kill gyro and get Gyro Attack or fly.... I think that would make the weapon grabbers too good in my opinion.

Well, you could just get Rush Jet from flying classes as alt weapons.

Gyro Man: Either Gyro Attack or Rush Jet

Wind Man: Either Wind Storm or Wind Gyros, no Rush Jet

Cloud Man: Either Thunder Bolt or Thunder Spreader (Cloud Man's aerial attack)

Shade Man: Either Noise Crush or Life Drain (a melee attack that recovers a bit of HP on hit)

EDIT: All RM classes drop a one-time grab CopyWep right now. The CopyWep classes don't even get random weapons on LMS.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 16, 2011, 09:17:07 PM
There is a way to do it, but there's no way I'm doing it!

Also why the Icealt hate? The old one might be fun but damn was it useless.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 16, 2011, 11:52:13 PM
Plus it spawned a weird Iceforce group dedicated to it.
Personally, I found it buggy.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 12:10:24 AM
Quote from: "Yellow Devil"
Also why the Icealt hate?

Because Iceman having Blizzard Attack makes no sense.
Title: PLEASE KEEP OLD ALT WITH NEW OBITUARY PLOX
Post by: Sora on October 17, 2011, 12:15:56 AM
I'm actually liking the idea behind new new Icemang Alt because now we'll have two Blizzardmen ekeke
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Laggy Blazko on October 17, 2011, 12:25:04 AM
I like the Ruby Apears attack too, but... I don't care if it's in this mode.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on October 17, 2011, 12:41:41 AM
Well if Iceman gets a move based on the cartoon... Metalman with blades on his boots that allow him to temporarily move faster seems like it would be a good idea for a alt considering his glass cannon like armor...
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 17, 2011, 12:43:40 AM
Quote from: "xColdxFusionx"
Quote from: "Yellow Devil"
Also why the Icealt hate?

Because Iceman having Blizzard Attack makes no sense.
Nah, ken told me about this alt. He told me it's more like a really weak piercing fast firing verticle bass buster-like spread that stuns. Other than that I've got no idea.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 01:00:53 AM
...That makes even less sense!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Laggy Blazko on October 17, 2011, 01:03:20 AM
Quote from: "xColdxFusionx"
...That makes even less sense!
Freezing wind.
'Nuff said.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 01:04:22 AM
Isn't that basically what Ice Slasher is supposed to be?

I'm still not sure I support this.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: SaviorSword on October 17, 2011, 01:06:44 AM
Think of it as old Yamato Man's chainsaw that does less damage and a bit more escapable that runs on ammo.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 01:42:05 AM
...And this fits a support class how?

Sorry if I'm taking this "roles" thing too literally. I'm just a bit confused why Iceman is getting such a drastic change.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 17, 2011, 02:04:56 AM
Quote from: "xColdxFusionx"
How about this idea for an alt:

Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.

Because that's how MMPU's Iceman Special Move actually worked.

It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.

Make it happen, YD!

>inb4 "No, screw you"

This. Do this. Because Games > Ruby Spears cartoon any day of the week.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 17, 2011, 02:06:09 AM
I'm actually excited to see this new alt.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 02:12:21 AM
Cold, just wait for the damn next build

It's not Blizzard Attack, it justs uses the same graphics as it.

It's not Icicle Storm anymore (for now)

It's something new, which is being discussed, and can be subject to change at any given time.

Geez.

On a completely different topic, I've just tinkered with Sakugarne's values. SakugarnerBoss (Quint Class's Sakugarne) is basically SakugarneWep (Mega Man's copied Sakugarne) in essence, with the extra bit for the drilling altfire attack.

SakugarneWep does 20 damage per tic (each hit in a ripping attack), plus the Area of Effect damage, which can oscillate between 20 and 80 damage, according to the wikia. These values were intented for a rare weapon with finite ammo.

Quint Class's Sakugarne runs on infinite ammo.

Now, I tried to modify the damage per tic value of SakugarneWep from 20 to 10. The weapon became ridiculous. Not only did it took quite a bit of time to kill someone while on top of it (which is normallly an assured rape), but it also kept the intented feature of SakugarneWep of being too slow, and thus being unreliable in a more prolonged use.

So I thought about modifying Sakugarne's base speed while in the air. I tried a speed increase placebo effect beforehand with runes, and it proved to be much more comfortable to maneuver.

So how about creating a whole separate weapon entity for Quint Class's Sakugarne, that differentiates it entirely from SakugarneWep? Most important differences would be a speed increase while Sakugarne is on the air; a slight damage per tic decrease of, say, 15-18; and a speed decrease while altfire is fired? That way, Quint Class's Sakugarne stops being a carbon copy of Mega Man's copy Sakugarne, and becomes a trustable weapon of prolonged usage.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 17, 2011, 02:20:21 AM
Maybe you can have use ammo over time to nerf it a bit, and you use your buster while it recharges.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 02:28:33 AM
Quote from: "Tails_Hatsune"
Maybe you can have use ammo over time to nerf it a bit, and you use your buster while it recharges.

Maybe you can use Sakugarne as a bashing melee weapon. You know, holding it with your hands and then hitting people with it.

And forget about giving a pogo stick fuel.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 17, 2011, 02:36:00 AM
Well hey, don't forget the pogo stick's a robot too. It could run on ammo :/
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: OverlordCrono on October 17, 2011, 02:43:18 AM
Honestly, that sounds like a nice fix to me. Quint, as of now in my eyes, is a gimmick character, with nothing much going for him except trolling with the alt. Any kind of adjustment to make him better overall would be welcome.

Also, I did some studying myself with Freeze Man, and I'd like to say, could we possibly get a damage buff for the roof and floor icicles? Considering he'll get the norm Freeze Cracker for alt, that splits into six unlike the primary's four, that will be the better choice for most encounters. But considering the primary's icicles do the same damage, or very close to it, as the regular projectile, while also being quite harder to land, they'll feel useless. Giving them a damage increase will give a reason to use the primary, instead of being forgotten, and give more utility to Freeze Man. Thoughts?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 02:49:51 AM
The thing has a spring on it. It's a jackhammer/pogo stick with a robotic brain.

The only thing it would require to use energy for would be for drilling, not for hoping up and down. That's what Quint is for.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 17, 2011, 03:02:43 AM
Quote
The Sakugarne (????? Sakug?n?) is Quint's drilling robot from Mega Man II. Being a remodeled jackhammer robot Sakugarne is able to smash solid rock to pieces[1].
Actually it's a robot. I'm just saying that it would minimally lose ammo and then wait about 4 seconds for it to recharge.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 03:11:21 AM
Quote from: "Mega Man Knowledge Base"
Quint (???? Kuinto?) is Mega Man from a peaceful future that was modified by Dr. Wily to fight against Mega Man in the present in Mega Man II. His main weapon is Sakugarne, a digging robot that looks like a combination of a pogo-stick and jackhammer.

Quote from: "[url=http://en.wikipedia.org/wiki/Quint_%28Mega_Man%29#Mega_Man_Killers
This Wikipedia article[/url]"]Quint is not a Mega Man Killer, but is confused by fans to be one as he serves a similar role in Mega Man II, although he is not actually part of that line of robots. However, he does appear in Mega Man V after Enker is defeated, which confuses the fans further. His weapon is a jackhammer/pogo stick amalgamation called "Sakugarne" which can attack his foes by digging into the ground and creating debris to fly up and hit Mega Man.

>giving ammo to a melee weapon

I would disagree on making Sakugarne use ammo for hoping, but for drilling I would kinda agree. I say "kinda" since I already suggested a speed nerf for whenever Quint's altfire is fired.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: SaviorSword on October 17, 2011, 04:04:17 AM
Just throwin' this out there.
I've been rather busy with homework and stuff for upcomin' exams that I have, so I haven't had much time to give my inputs so far. After the exams come by I'll be able to have a lot more time on my hands.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 17, 2011, 04:39:57 AM
Quote from: "Musashi-COM"
>giving ammo to a melee weapon
>slashclawwep
>topspinwep
:|

I personally don't think it should use WE when he's hopping around, considering that's his main mobility thing. Otherwise he's a Megaman without a slide. It should, however, require ammo for the alt attack.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 17, 2011, 04:52:36 AM
Quote from: "Korby"
Quote from: "Musashi-COM"
>giving ammo to a melee weapon
>slashclawwep
>topspinwep
:|

I personally don't think it should use WE when he's hopping around, considering that's his main mobility thing. Otherwise he's a Megaman without a slide. It should, however, require ammo for the alt attack.

This all day long. Infinite bouncing is fine, but Vibro-Saku needs limited ammo.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 17, 2011, 04:04:34 PM
Saku alt ammo limitations sound fine to me.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 05:00:10 PM
Guys

What would you say if Crystal Man somehow gets a mainfire charge shot that, when fully charged, fires a big Crystal Eye that, upon contact with a wall, splits into 4 smaller projectiles that can only bounce 3 times?

The big Crystal Eye would do 40 damage, while the small ones would do 10 each.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Sora on October 17, 2011, 05:49:44 PM
Quote from: "Musashi-COM"
Guys

What would you say if Crystal Man somehow gets a mainfire charge shot that, when fully charged, fires a big Crystal Eye that, upon contact with a wall, splits into 4 smaller projectiles that can only bounce 3 times?

The big Crystal Eye would do 40 damage, while the small ones would do 10 each.

Sounds the effect would be limited in tight corridors, since they would only be able to bounce thrice.

I really think Crystal is fine as-is.  He's extremely powerful in tight corridors, but not to the point where he dominates everyone.  Still, I'm not part of the development team and all this talk of OP and UP classes is opinionated, so doh ho ho
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 17, 2011, 06:26:02 PM
Quote from: "Musashi-COM"
Guys

What would you say if Crystal Man somehow gets a mainfire charge shot that, when fully charged, fires a big Crystal Eye that, upon contact with a wall, splits into 4 smaller projectiles that can only bounce 3 times?

The big Crystal Eye would do 40 damage, while the small ones would do 10 each.

I dunno, I don't think he had that in Mega Man 5, and I'm not too keen on making up attacks unless you have to. Part of the fun in Classes is playing the Robot Masters as they were in the games they're from.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 17, 2011, 07:01:18 PM
After a long testing session of 5 hours, 2 servers, 13 disconnects, +500 bots killed, +3000 frags and an injured puppy, Class Based Modification has finally achieved perfect balance. Such achievement was made possible by creating the most possibly OP weapon ever imagined, and basing the whole mechanics of the game around every weapon having a way to overcome one tiny speck of a flaw in it.

And so, we bring you...

ICEMAN'S NEW ALTFIRE

(click to show/hide)

Dr. Wily really did make him the coolest guy in the world!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 07:03:32 PM
Quote from: "Yellow Devil"
After a long testing session of 5 hours, 2 servers, 13 disconnects, +500 bots killed, +3000 frags and an injured puppy, Class Based Modification has finally achieved perfect balance. Such achievement was made possible by creating the most possibly OP weapon ever imagined, and basing the whole mechanics of the game around every weapon having a way to overcome one tiny speck of a flaw in it.

And so, we bring you...

ICEMAN'S NEW ALTFIRE

(click to show/hide)

Dr. Wily really did make him the coolest guy in the world!

I suggested that.

Freaking love it.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 07:04:39 PM
Quote from: "Yellow Devil"
After a long testing session of 5 hours, 2 servers, 13 disconnects, +500 bots killed, +3000 frags and an injured puppy, Class Based Modification has finally achieved perfect balance. Such achievement was made possible by creating the most possibly OP weapon ever imagined, and basing the whole mechanics of the game around every weapon having a way to overcome one tiny speck of a flaw in it.

And so, we bring you...

ICEMAN'S NEW ALTFIRE

(click to show/hide)

Dr. Wily really did make him the coolest guy in the world!

...What.

Just...

What.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Celebi on October 17, 2011, 07:04:49 PM
Quote from: "Yellow Devil"
(click to show/hide)

Using that new alt was so much fun, everyone is going to love it.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 07:06:01 PM
Waitwaitwaitwaitwait.

This is something that's actually going into the game?

...

* xColdxFusionx has disconnected.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 17, 2011, 07:08:03 PM
Quote from: "Yellow Devil"
ICEMAN'S NEW ALTFIRE

(click to show/hide)

Dr. Wily really did make him the coolest guy in the world!
Please tell me this isn't a joke.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 07:10:02 PM
Quote from: "Michael712"
Quote from: "Yellow Devil"
ICEMAN'S NEW ALTFIRE

(click to show/hide)

Dr. Wily really did make him the coolest guy in the world!
Please tell me this isn't a joke.

It's not a joke. It's in the game. And it was built specially for a cool class like Ice.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 17, 2011, 07:14:51 PM
Oooh, I get it. They switched weapon with the Iceman class. It's really a Wily/Wily Capsule class. Because obviously, Iceman wouldn't be grey.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 17, 2011, 07:24:37 PM
Now that I see it I agree with Tails_Hatsune, thx for telling me.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 07:25:30 PM
Quote from: "Tails_Hatsune"
Oooh, I get it. They switched weapon with the Iceman class. It's really a Wily/Wily Capsule class. Because obviously, Iceman wouldn't be grey.

That is a random fluke, yes.

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 17, 2011, 07:50:17 PM
So, it is seriously? This is ridiculous.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 17, 2011, 07:52:55 PM
Quote
Dr. Wily
Big surprise next version! No more alien!
The Alien in question could be replaced by the Capsule, and they're just tricking us :p
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 07:56:59 PM
Quote from: "xColdxFusionx"
How about this idea for an alt:

Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.

Because that's how MMPU's Iceman Special Move actually worked.

It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.

Make it happen, YD!

I love how this was talked about in a grand total of 2 posts...

Quote from: "xColdxFusionx"
>inb4 "No, screw you"

Then this prediction came true.

Thanks, YD, for listening to your supporters. Thank you SO much. [/sarcasm]
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: FCx on October 17, 2011, 08:03:54 PM
Quote from: "Yellow Devil"
(click to show/hide)
Dr. Wily really did make him the coolest guy in the world!
That's right  :cool:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 08:06:48 PM
More screenies

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 17, 2011, 08:17:12 PM
I like how no one gets the joke. That's actually one of wily's forms.
Quote from: "xColdxFusionx"
Quote from: "xColdxFusionx"
How about this idea for an alt:

Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.

Because that's how MMPU's Iceman Special Move actually worked.

It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.

Make it happen, YD!

I love how this was talked about in a grand total of 2 posts...

Quote from: "xColdxFusionx"
>inb4 "No, screw you"

Then this prediction came true.

Thanks, YD, for listening to your supporters. Thank you SO much.
But cold, you're the only one who wants that idea. Things don't get in mods just because one person wants them.
Edit: And then trollman came along and agreed with him.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 17, 2011, 08:18:36 PM
I do agree with ColdFusion.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 08:40:31 PM
Quote from: "Korby"
I'd support this, but I haven't gotten to try out new Iceman yet so I can't tell if it's better or not.
OK, so it wasn't TOTAL agreement, but he at least looked at it.

Quote from: "Musashi-COM"
Yeah, I like that idea as well.

Problem, Bikdark?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 17, 2011, 08:54:08 PM
Quote from: "Bikdark"
I like how no one gets the joke. That's actually one of wily's forms.

Quote from: "Tails_Hatsune"
Oooh, I get it. They switched weapon with the Iceman class. It's really a Wily/Wily Capsule class. Because obviously, Iceman wouldn't be grey.

Quote from: "Tails_Hatsune"
Quote
Dr. Wily
Big surprise next version! No more alien!
The Alien in question could be replaced by the Capsule, and they're just tricking us :p

o3o
The grey Iceman before kinda gave it away.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 17, 2011, 09:01:36 PM
Excuse me while I go stab the dev team for trolling you all.
(click to show/hide)
Title: Hatters gonna hatt
Post by: Max on October 17, 2011, 09:04:04 PM
Quote from: "xColdxFusionx"
Thanks, YD, for listening to your supporters. Thank you SO much.

Bad ideas = No feedback

BTW guys the whole Iceman thing was a joke idea by Musashi, but it actually worked out well and we kept it.

EDIT : korbyyyyyyyyyy!!!!!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 17, 2011, 09:19:27 PM
(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)

Disclaimer: BTW guys, this is a joke, and those are edited screenies. Ice Man's new alt isn't Wily Capsule, and Wood Man is not getting a new alt that involves buttrockets.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 17, 2011, 09:22:54 PM
Just make Ice Man a skin for Wily.

He'll still be the coolest guy in the world. :cool: :p
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 17, 2011, 09:23:06 PM
Quote from: "Musashi-COM"
Disclaimer: BTW guys, this is a joke, and those are edited screenies.
I had a feeling this was the case, but the fact that you brought it up fairly closely after I suggested an idea pissed me off.

Quote from: "Yellow Devil"
Quote from: "xColdxFusionx"
Thanks, YD, for listening to your supporters. Thank you SO much.

Bad ideas = No feedback

How about you actually try it out before you dismiss it as a bad idea? (http://www.mediafire.com/?5qn1gf88c0phynh)
OK, so I changed it into more of a wall, there's a minor glitch where the user can get stuck in it, and it may need some tweaks, but I think it could work.
Title: Icemang is just so cool
Post by: Sora on October 17, 2011, 09:26:44 PM
I do believe your third image is broken.  :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 17, 2011, 11:16:11 PM
Quote from: "xColdxFusionx"
Quote from: "Musashi-COM"
Disclaimer: BTW guys, this is a joke, and those are edited screenies.
I had a feeling this was the case, but the fact that you brought it up fairly closely after I suggested an idea pissed me off.

Quote from: "Yellow Devil"
Quote from: "xColdxFusionx"
Thanks, YD, for listening to your supporters. Thank you SO much.

Bad ideas = No feedback

How about you actually try it out before you dismiss it as a bad idea? (http://www.mediafire.com/?5qn1gf88c0phynh)
OK, so I changed it into more of a wall, there's a minor glitch where the user can get stuck in it, and it may need some tweaks, but I think it could work.
I tested it and it's sincerely a good thing, it can be used as a more durable but ground only item 1.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 18, 2011, 05:26:08 AM
In other news, Geminiman is bullshit.
A rebounding infinite ammo 4ko with a clone? Yeah, that could use a bit of changing. 5ko and/or an ammo would be nice. Also the clone should die when the player who summoned him dies to prevent trolling and for canonocity.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Sora on October 18, 2011, 05:34:08 AM
Not sure about ammo issues (since his projectiles are slow and easy to dodge in most situations), but:

Quote from: "Bikdark"
Also the clone should die when the player who summoned him dies to prevent trolling and for canonocity.

I totally support this.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 18, 2011, 06:02:03 AM
The only situation where the lasers are easy to dodge is in Airman.
Title: And that clone with an IQ of 2 isn't anything to worry about
Post by: Shade Guy on October 18, 2011, 06:31:05 AM
Hmm yes, it's definitely quite difficult to avoid a slow moving projectile. Lrn2dodge mate.

Gemini Man is good in maps with closed hallways. Incidentally, he is worse in open spaces. Don't nerf him because he's good at what he's supposed to do.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 18, 2011, 06:58:02 AM
I do agree that the clone should die when he dies, though.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Myroc on October 18, 2011, 08:51:50 AM
Quote from: "Shmeckie"
I do agree that the clone should die when he dies, though.
Gonna have to second this. The clone could use an overhaul either way.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 18, 2011, 07:09:00 PM
EDIT: This has been already fixed for v6b.

The clone no longer fires Gemini Laser now. He now shoots Gemini Buster shots, like in the games. You know, those buster shots that travel quite fast, but not Skull Sniper fast.

Still, Gemini Laser is quite easy to dodge. The problem arises in medium-sized and smaller maps, where the clone will literally spam the living crap out of Gemini Laser. The fact that Gemini Laser is a very spammy weapon by itself doesn't help either.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 18, 2011, 07:19:49 PM
Don't give Gemini an ammo bar or 5HKO or anything like that. He's fine as he is.
Title: OPINIONS HO
Post by: Sora on October 18, 2011, 07:38:56 PM
After thinking about it for a while, I think Gemini should at least have some sort of ammo bar.  The fact that Gemini doesn't have one currently leads him to spam his laser blindly, hoping to hit someone instead of aiming like all other classes do.  Combined with the fact the laser is currently 4HKO, this could make him a tad OP.  With an ammo bar, at least he couldn't spam as much.  :ugeek:

Also, Gemini is one of the only classes who doesn't have some form of ammo currently.  I don't really see it as fair balancing if everyone has one and Gemini is exempt.

Edit: 600th post, what?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 18, 2011, 07:44:24 PM
One thing that annoys me however is that sometimes the class weapons are weaker than the normal weapons. If the robot master is the master at using their weapon, then why should it be weaker in any way?
Title: I can't think of anything creative to put up here
Post by: Sora on October 18, 2011, 07:50:08 PM
Quote from: "Michael712"
One thing that annoys me however is that sometimes the class weapons are weaker than the normal weapons. If the robot master is the master at using their weapon, then why should it be weaker in any way?

Because Robot Masters have a rechargeable ammo meter and can infinitely use their weapons.  Hardmang would be beyond OP, while Firemang would be amazingly UP.  :geek:
Title: Hi
Post by: BiscuitSlash on October 18, 2011, 08:02:43 PM
But what I mean is, why would it ever be less damaging? I can't see any logic behind the master of the gemini laser having a weaker one than Megaman.
Title: No
Post by: Sora on October 18, 2011, 08:14:17 PM
Quote from: "Michael712"
But what I mean is, why would it ever be less damaging? I can't see any logic behind the master of the gemini laser having a weaker one than Megaman.

...Ahem.

Quote from: "Sora"
It is because Robot Masters have a rechargeable ammo meter and can infinitely use their weapons.  If every robot master had their own weapon, Hardman would be beyond OP, while Fireman would be amazingly UP.

There's no point to having logic in this if it ends up with horribly unbalanced classes.  Plus, the Gemini class is already killer enough; changing it from 4HKO to 3HKO with no ammo meter would lead to much Opness. Dr. Light could have designed the Megabuster to take weapons and make them stronger than when the Masters themselves had them, doh ho ho
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 18, 2011, 08:24:19 PM
Hey Michael, Hardman would like to have a word with you.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Smunch on October 18, 2011, 09:17:54 PM
I'm only gonna say this once: Sparkman kinda sucks.

Why?  Not the alt.  Not because of the delay between mainfire shots.  I'm talking about the delay before the first shot.  

2 scenarios:
Old Sparkman: "I'll keep on a firing my spark shots no matter what and you can't do anything about it lolololol"
New Sparkman: "Oh look its a Skullman, I'll shoot it while its clo- nope, already gone.  Maybe I'll get the Proto- Nope.  Or That Starman- no."

Let's looks at other classes that have delays before their shots.  Needleman is the most notable:  His delay is longer than Spark's, but grants an exponentially better stream of attack.  Flashman also has a delay about as long as sparks:  However, it is a one time, and allows a steady stream of fire afterwards.  Though this fire is arguably weaker and shorter range, the allowance of so much fire is so much more useful.

Now, if the delay between shots was not before the shot, and the delay were after each shot, then his mainfire would be more useful, while still not being spammy.  The first shot is key to Sparkman's success, and without it, he's somewhat screwed and UP.  A minor change, but I feel like it could help out the poor guy.

/end minor quip
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 18, 2011, 09:27:49 PM
You realize you're supposed to use his alt, then rape with mainfire, right?

The reason he nerfed it is because people just kept spamming his main like a baus and forgettingt his alt.
Title: You have no idea why it was nerfed, yo.
Post by: Kenkoru on October 18, 2011, 09:30:32 PM
Quote from: "Star Dood"
You realize you're supposed to use his alt, then rape with mainfire, right?

The delay when firing the first mainfire shot dosent help.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 18, 2011, 09:33:25 PM
The alt is supposed to give you time to shock him into submission.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Hallan Parva on October 18, 2011, 09:33:59 PM
Quote from: "Star Dood"
The reason he nerfed it is because people just kept spamming his main like a baus and forgettingt his alt.

Quote from: "Smunch"
Why? Not because of the delay between mainfire shots. I'm talking about the delay before the first shot.  

-snip-

Now, if the delay between shots was not before the shot, and the delay were after each shot, then his mainfire would be more useful, while still not being spammy.  The first shot is key to Sparkman's success, and without it, he's somewhat screwed and UP.  A minor change, but I feel like it could help out the poor guy.
learn2read :ugeek:

In all seriousness though, I agree with him. An aware opponent can still wiggle out of the stun due to the delay between shots, but now Spark Man actually has a chance of, you know, hitting something without relying on the chancy alt of his.
Title: I is stoopid
Post by: Magnet Dood on October 18, 2011, 09:38:01 PM
Oh, now I see.

Still, that's what I do when I play with Spark Mang.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 18, 2011, 09:42:42 PM
Perhaps you're doing it wrong.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Smunch on October 18, 2011, 09:48:10 PM
I've seen a few other people playing as Sparkman today, and how did they get around this?  They try to spam the altfire.  How well does that work for them?  Absolutely poorly.  

Another tried fighting a Hardman with Spark's mainfire.  The Hardman had a much easier time landing hits than the Spark.  That's a scary thought really, taking in all the factors.

Edit:  Check out my join time and my post count
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: OverlordCrono on October 18, 2011, 11:09:16 PM
Quote from: "OverlordCrono"
Also, I did some studying myself with Freeze Man, and I'd like to say, could we possibly get a damage buff for the roof and floor icicles? Considering he'll get the norm Freeze Cracker for alt, that splits into six unlike the primary's four, that will be the better choice for most encounters. But considering the primary's icicles do the same damage, or very close to it, as the regular projectile, while also being quite harder to land, they'll feel useless. Giving them a damage increase will give a reason to use the primary, instead of being forgotten, and give more utility to Freeze Man. Thoughts?

Would like at least someone's opinion on this.

I don't see the problem with Spark Man, honestly. The Spark Shocks aren't meant to kill, they were designed to stun, and let you combo with other weapons. Spark Man is a support and teamwork-oriented character, holding enemies in place so others can land their powerful weapons. Try teaming up with a Cut Man or Guts Man, you'll see what I mean.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Alucard on October 18, 2011, 11:23:20 PM
But most of the time, Classes is played with DM or LMS. Modes that don't use teamwork.

Sparkman, while being a good support class, isn't too good by himself. Sparkman doesn't have as much to work with as other Robot Masters without being unoriginal. Not to mention, his mainfire is pretty much a carbon clone of Megaman's Spark Shock with a bigger hitbox and a bit more power. It should at least get a higher RoF. Sparkman also can't pick up weapons, he's stuck with slow Shock, or weak Shock. It's a lose or lose deal.

And when a HARDMAN has an easier time scoring hits than a Sparkman, there are problems.

Now, I also think he should be able to zap his enemies with his prongs for more damage, at the cost of being real close, but I think that's just me. Though it would be kinda interesting.

Anyway, Sparkman does need to be able to fight on his own. It's just kinda unfair for Sparkman to be strictly a support class.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on October 18, 2011, 11:28:23 PM
So any possibility of Spark just having his old fire rate with a slow regenerating ammo bar? :D Felt like he was nerfed a little too hard.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Smunch on October 18, 2011, 11:38:32 PM
Killing isn't really at all my concern.  My concern is hitting.

Spark's mainfire isn't too speedy projectile, so you have to lead the shot somewhat.  The 1 second long charge up time for the shot makes leading it a pretty difficult process.  

You can't combo with other classes if you can't start the combo.


Now I see I was ninja'd.  Seeing Alu's post, I agree for the most part.  The RoF is fine, just the delay would be much more convenient to happen after each shot.   I'm also on the fence about the prong zapping; Somewhat unecessary, but it seems plausible.  

Now I see I was ninja'd twice.  Can't play and post I suppose.  Well, old Spark was kinda abusable with the spark stun.  Easy to kill and not let them escape.  I'd say the slow ammo bar, high RoF would be still a bit unfair.

There goes my perfect 111 posts
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: TheDoc on October 19, 2011, 01:19:23 AM
Quote from: "OverlordCrono"
Also, I did some studying myself with Freeze Man, and I'd like to say, could we possibly get a damage buff for the roof and floor icicles? Considering he'll get the norm Freeze Cracker for alt, that splits into six unlike the primary's four, that will be the better choice for most encounters. But considering the primary's icicles do the same damage, or very close to it, as the regular projectile, while also being quite harder to land, they'll feel useless. Giving them a damage increase will give a reason to use the primary, instead of being forgotten, and give more utility to Freeze Man. Thoughts?

I agree with this. It's hard enough to hit with the icicles at all (mayb that's just me), let alone, say, the Skull Castle Entrance stage. I think the icicles should have SOMETHING going for them. Then again, you can make quite a lot in a short amount of time, so.....yeah.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: OverlordCrono on October 19, 2011, 05:12:31 AM
While I still kinda feel Spark Man is okay, I can understand everyone else's problem with him, after playing with him a bit more today. I would be more than accepting of Smunch's idea of moving the delay to after firing, it will help a tad in aiming, while still keeping him balanced.

Quote from: "TheDoc"

I agree with this. It's hard enough to hit with the icicles at all (mayb that's just me), let alone, say, the Skull Castle Entrance stage. I think the icicles should have SOMETHING going for them. Then again, you can make quite a lot in a short amount of time, so.....yeah.

Glad to see someone agrees with me with Freeze Man, at least.
Title: Sure let's stand next to the Hard Man he won't hurt us
Post by: Shade Guy on October 19, 2011, 05:16:52 AM
I never thought I would have to say this, but Hard Man was never OP. People never adapted to killing him properly, so they continuosly let themselves get stunned and punched. People started complaining about him because Celebi beat everyone with him. In that case, they should be whining about how good Celebi is instead of how OP Hard Man is.

Also, that's the thing about classes. Something's slightly overpowered, so it gets nerfed to hell and back and quickly becomes useless. Also predicting that to happen to Skull Man.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 19, 2011, 09:12:48 AM
Hard Man's not that difficult. Just strafe him, blast away, and dodge incoming Hard Knuckles. I find it pretty easy to take him down with Napalm Man and Punk, so I'm not seeing why folks would have an issue with him unless they're being dumb and bum rushing him.

And I'm also gonna throw my hat into the whole "buff Freeze Man's icicles" thing. Hell, I assumed they would be stronger when I first started playing, as a matter of common sense. I was legitimately surprised to find they weren't. Buffing them would greatly increase Freeze Man's viability in matches.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Hallan Parva on October 19, 2011, 09:26:08 AM
Remember when Yellow Devil said Top Man was frail enough, and people were complaining because Pink was just godly?

Then (I think) OJ said "nerfing Top Man would be like nerfing Pink at this stage of the game".

Then guess what, a few months later HE NERFS TOP ANYWAY. Now he sucks robot bollocks.

Then Hard Man's slow ass fists get WEAKER than Mega Man even though his are slower, and his movement's slower.

Yeah, I gave up hoping for reasonable nerfs a long time ago. :?

AND YOU STILL NEVER RESPONDED TO MY BROTOMAN DEFENSE / BASS ATTACK IDEA
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Lobsters on October 21, 2011, 09:02:46 AM
HEADS UP LIKELY TO CONTAIN TYPOS Odd, since I am quite a nuisence at the very subject from time to time.


Well my complaints thoughts Cough Cut Man Cough on balance (LOL lobster u never post'd in this her' topic b4) aside. I would like to say this. Most of us discuss [Just to put it lightly] about this balance. The best way I can put this is. Think of Fighting Games when it comes to balance. In most cases it is more balanced when there is a smaller cast.

EX Garou: Mark of the Wolves Compared to a cast like Marvel Vs Capcom 2 or Capcom vs Snk 2. Not saying there are cases about smaller casts having CHEAP characters, being non-existant. Not at all.  

Garou (12 playable characters includes the 2 bosses, Grant and Kain)

Marvel Vs Capcom 2: New Age of Heroes (52-56 somewhere in there playable Characters and one non-playable boss, Abyss [through normal means])

Capcom Vs Snk 2 (44 characters I think, including the 2 Mid Bosses Playable (M. Bison/Vega and Geese) and the 6 Playable Bosses [Akuma/Gouki, Shin Akumi/Gouki, Rugal, God/Ultimate Rugal, Evil Ryu, Riot of the Blood/Orochi Iori)

Such a nerd :)


Let's see there are atleast 50+ Classes

caution some sort of Math stuff ahead
(click to show/hide)

In total there are eighty (80) classes. Now I don't pay enough attention to this mod/If 6B is out and added more classes than whatever.
With the clones it is atleast 87-88 (not sure if there are two extra Bass classes or still just one)
And if you want to be a smart-ass +1 for the CTF Doc-Robot.
If I missed one all well.

Now sure, they might have 1-3 attacks each class. But, the more you add the more it takes to balance things out people. Sure Balance =/= Fun again that is true unless you give me a definition in a dictionary that states they are similar in meaning. Woot being a smart ass!

Now I am not saying let the balancing quarrels stop and leave it as is. Just saying people to stop being so bitchy demanding about balance you can't get everything you want. Well unless.... (goes into a long speech about possibilites of this old saying being wrong. That concludes with "Hopefully, Murphy's Law will sort 'em out.")


So my long post that will not be read and I won't stick up to since I have better things to do with my spare time then argue with Teens and Pre-Teens and the few the proud older folks here. All I care is that this gets my point across.

Also good luck to these new tester people and I don't know why nor care why the older testers aren't well testing. And well have fun argueing discussing and compromising agreeing. :D

- Lobsters


EDIT: Congrats if you read this. Bravo! :D also I realised my whole lecture thing here woulda been more relevant to posts maybe 5-10 posts ago. Still I guess it can well be relevant still. So, yeah.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 21, 2011, 10:51:07 AM
Quote from: "Lobsters"
HEADS UP LIKELY TO CONTAIN TYPOS Odd, since I am quite a nuisence at the very subject from time to time.


Well my complaints thoughts Cough Cut Man Cough on balance (LOL lobster u never post'd in this her' topic b4) aside. I would like to say this. Most of us discuss [Just to put it lightly] about this balance. The best way I can put this is. Think of Fighting Games when it comes to balance. In most cases it is more balanced when there is a smaller cast.

King of Fighters 2002 Unlimited Match.

60+ characters, near-flawless balance. Only the bosses are OP, and they were intended to be.
No one's asking for that level of balance anyway. Just enough so that you can play as your favorite character, and if you have the skill, you can win no matter who you or your opponent(s) pick.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 21, 2011, 10:54:51 AM
Unfortunately, you are comparing the mainstream Classes team to a series of professional coders and balancers that are paid do tweak the balancing to perfection. Most of the people here are just some guys who like to modify maps and coding from a pre-made engine and game.

Maybe if we pay these guys they'll get their act together :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 21, 2011, 02:12:43 PM
>implying my act needs getting together

ANYWAYS I have no idea if we're still merging with KY but I kinda doubt it now which is a shame because me gusta both versions and me no gusta splits  :|

EDIT Confirmed Seperation.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Hallan Parva on October 21, 2011, 02:38:39 PM
Didn't Chimera also work on the KY mod though?

If you asked REEEEEEEEEEEEAL nicely I'm sure he might still have the source. :cool:
totally unrelated but how do I make AquaGuts not weak to fat people anymore?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 21, 2011, 05:36:56 PM
The whole balance discussion is being taken out of context.

There's currently 5 (if not, 4) OP classes, 2 (if not, 1) of which can be nerfed, while the other 3 can't be nerfed because there are reasons not to, or because they're a WIP.

You can't apply the TF2 concept and application of balance (how does x class interact with each class, and what should be an intented downside), because there's too many classes in this mod, and because we don't need to preview every single scenario with each class.

Snake Class sucks against flying enemies because SearchSnakeWep is useless against RushJet users, so it's an intended downside for him. Yet, he can still fight.

Flying classes are all naturally weak (read, naturally, not literally) against Gravity Man because that's how GravityHoldWep works against airbone enemies, so it's an intended downside for them. Yet, they can still fight.

Burst/Crystal Class is less efficient in open spaces because DangerWrapWep/CrystalEyeWep are just as efficient in the same type of spaces. Yet, they can still win.

Slash Class can be easily taken down by long range enemies because SlashClawWep is a powerful short range-only weapon, so it's also an intended downside for him. Yet, he can still fight.

You just need to add a little sense to why x class sucks against y class. Fixing a downside is just gonna take the fun challenge factor out of the class.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 21, 2011, 06:40:31 PM
I used Snakeman class quite a bit at one point, and I'l be perfectly honest, I NEVER encountered any real problems with hurting particular classes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: KillerChair on October 22, 2011, 11:17:22 AM
Dat time when i spent alot playing snakeman i saw people class switching to gyroman alot >.<
Im not gonna play snakeman untill he gets something to kill flying classes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 22, 2011, 11:21:06 AM
Changelog cuz curiousity

(click to show/hide)

Leaving for a week soon
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 22, 2011, 11:40:56 AM
Yes, it is possible to kill Gyro Man with Snake Man. However, attempting to do so will drag out any mode much longer than it should. Saying "he can still kill him so it's okay" doesn't fix the problem...
Snake Man can easily dodge any incoming gyros with ease...But Gyro can easily dodge any incoming snakes with ease.
Also, a bit of shameless advertising, but Snake Man has an aimable primary in the KY Classes. I'm not sure if this helps Snake compete with flying classes, but it was intended to...At least, I intended it to...

/me sees YD post while I'm typing

Hey! Aimable snakes, whaddya know...

Also, if you're going to give in to the horde and edit Metal Man, you're doing it wrong. What made KY Metal Man interesting was never the altfire (although it helps), but his ability to burst fire. YD Metal Man will still have a bland primary.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Myroc on October 22, 2011, 11:51:03 AM
Quote from: "Shade Guy"
Also, a bit of shameless advertising, but Snake Man has an aimable primary in the KY Classes. I'm not sure if this helps Snake compete with flying classes, but it was intended to...At least, I intended it to...

/me sees YD post while I'm typing

Hey! Aimable snakes, whaddya know...
We honestly had no clue that KY was going to add aimable snakes to his classes version. Hell, at the point we came up with the idea, I didn't even know he was still working on the thing. Great minds think alike.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 22, 2011, 12:06:17 PM
Indeed. To be honest, if it makes him more useful, I'm happy to see it in both versions...And from playing the latest KY Classes, it seems it has.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 22, 2011, 12:28:55 PM
You forgot to fix Springman's colours. Is he red yet?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 22, 2011, 12:34:46 PM
Other than what Michael712 said, it looks like V6B will be one of the best versions. BTW, I suggest giving springman Drillman colors.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 22, 2011, 12:42:11 PM
Springman is not red. Granted, the pink I used was too light, but his RM7FC sprite is definitely not red.

Changed.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 08:03:00 PM
Quote from: "Yellow Devil"
Changelog cuz curiousity
Time to see what the hell's going on this time...

(click to show/hide)

Leaving for a week soon
k

I died a little inside reading this. Specifically, the parts about Oilman, Iceman, and (especially) Protoman. What the heck did he do to deserve a nerf? And if he's getting nerfed, why isn't Megaman?!

EDIT: Almost forgot about Quint. ...WHY.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Sora on October 22, 2011, 08:09:44 PM
Protoman currently has a shield, with which he can hide behind while charging his lightning-fast 2HKO.  Megaman has a slower projectile, a 2HKO as well, and no shield, so he could be very easily killed before firing a shot.  Plus, YD said it was a strong 3HKO.  40 damage per hit doesn't seem that bad of a nerf to me.  At least there's more motivation to play Megaman now.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 08:12:32 PM
Quote from: "Sora"
Protoman currently has a shield, with which he can hide behind while charging his lightning-fast 2HKO.  Megaman has a slower projectile, a 2HKO as well, and no shield, so he could be very easily killed before firing a shot.  Plus, YD said it was a strong 3HKO.  40 damage per hit doesn't seem that bad of a nerf to me.  At least there's more motivation to play Megaman now.

But Protoman also has lowered health, and Megaman's buster has a massive hitbox + faster non-charged firing rate. I don't think the nerf was really necessary.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Sora on October 22, 2011, 08:15:23 PM
I believe all this got hashed out over here (http://cutstuff.net/forum/viewtopic.php?f=34&t=3415&start=40), my good man.  :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Myroc on October 22, 2011, 08:31:46 PM
Quote from: "xColdxFusionx"
If you're going to reject my idea, at least freaking tell me why!
I'll tell you why, then. It's quite out of place and really not as useful as you think it is.

First of all, if the icicle is going to drop out of the sky in front of you in a similar fashion to the random icicles of the current version does, it's going to be a die-roll as to whether it hits or not. Timing a hit with it is going to be ridiculous, and almost completely luck-based.

The secondary function has slightly more merit to it, but a makeshift barrier is going to work for an all of two or three seconds unless you use it in a very small corridor, after that people can easily sidestep it. Finally, Ice Man as a class does not need something like this. Sorry, CF, but there are other better ideas for altfires out there, and quite frankly I think the current new one is one of them.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Beed28 on October 22, 2011, 08:32:13 PM
Quote from: "Yellow Devil"
[*]Bots get infinite ammo!... Have fun trying to beat the campaign now!

Finally! :) But I assume that the class bots are supposed to be played in Skirmish and servers and not the campaign; I mean, how are you supposed to defeat Gamma as anyone other than Megaman, Protoman or Bass? For example, how much of a little chance is Gutsman able to defeat him without Hard Knuckle, Rush Coil and Top Spin?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 22, 2011, 08:50:43 PM
Hey guys

What's a good idea for a Metal Man altfire?

Well, it doesn't HAVE to be a good idea. But try aiming for that. Or something :|
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 08:56:35 PM
Quote from: "Myroc"
Quote from: "xColdxFusionx"
First of all, if the icicle is going to drop out of the sky in front of you in a similar fashion to the random icicles of the current version does, it's going to be a die-roll as to whether it hits or not. Timing a hit with it is going to be ridiculous, and almost completely luck-based.
Hence why it deal 60 damage per hit. If you manage to hit with it, you deserve a big hit.

The secondary function has slightly more merit to it, but a makeshift barrier is going to work for an all of two or three seconds unless you use it in a very small corridor, after that people can easily sidestep it.
Hey, you're forgetting something; it also provides a platform so you can basically Item-1 your way up to certain platforms.

Finally, Ice Man as a class does not need something like this. Sorry, CF, but there are other better ideas for altfires out there, and quite frankly I think the current new one is one of them.
Ice Man also doesn't need to turn into Yamato Man. Did you ever think about that?

Quote from: "Sora"
I believe all this got hashed out over here (http://cutstuff.net/forum/viewtopic.php?f=34&t=3415&start=40), my good man.  :ugeek:

>implying Bikdark's opinion is legit

Also, it sounds like we have a similar problem to what people say Hardman's problem was; no one is fighting Protoman correctly!
Would you backstab a Sniper who's wearing a shield on his back? No! It's called finding a weak point!
Attacking from behind, returning attacks, and splash damage all work really well.

If you're going to nerf him, here's a different idea: Make Proto Buster's hitbox smaller, like MM8BDM-v1a size. That way, you have no reason to complain about getting hit by it.

I don't see people in TF2 complaining that the Sniper is OP because he can one-shot people and has some protection, and that's pretty much what I see Protoman as; he's using a Sniper Rifle and a reverse Razorback.

Quote from: "Musashi-COM"
Hey guys

What's a good idea for a Metal Man altfire?

Well, it doesn't HAVE to be a good idea. But try aiming for that. Or something :|

Metalman jumps on one of those gears from his stage and starts rolling around. Hey, it's at least somewhat original.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 22, 2011, 09:07:22 PM
Quote from: "xColdxFusionx"

>implying Bikdark's opinion is legit

Bikdark's opinion is just as legit as yours.

Quote from: "xColdxFusionx"

Quote from: "Musashi-COM"
Hey guys

What's a good idea for a Metal Man altfire?

Well, it doesn't HAVE to be a good idea. But try aiming for that. Or something :|

Metalman jumps on one of those gears from his stage and starts rolling around. Hey, it's at least somewhat original.

God damnit >_>

I was thinking more about a forward jumpslash melee attack, akin to Link's Z-targetting jumpslash. If you press altfire while jumping, you would be propelled diagonally into the ground and perform a slash attack akin to Cut Man's. If you press altfire while in the ground, you jump forward, and then dive down and do a slash attack.

Or something.

No, seriously. We need more ideas.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Myroc on October 22, 2011, 09:08:52 PM
Quote from: "Musashi-COM"
Quote from: "xColdxFusionx"
Metalman jumps on one of those gears from his stage and starts rolling around. Hey, it's at least somewhat original.

God damnit >_>
Come now, Musashi, atleast now I'm not the only one who supports the idea.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 22, 2011, 09:09:27 PM
How about a Toadman-like jump that's moreso horizontal than vertical? As he makes long jumps during the match, I think it would fit.
Weapon wise, I think you would hold the altfire, and depending on how long you held it, the fast it goes. Whether it would have an arc or not they could decide.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Red on October 22, 2011, 09:10:30 PM
how about...

an instagib metal blade, that recharges very slowly
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 22, 2011, 09:20:30 PM
Quote from: "Lag Man"
how about...

an instagib metal blade, that recharges very slowly

Ok guys, you need to understand something

Metal Man does not need an altfire because he's currently useless. Metal Man is ok as is. He needs an alt just for the sake of making him a more versatile, fun to play class. Metal Man is currently just Mega Man with a buffed Metal Blade and an increased jumpheight. If you're fine with that, well bummer, because the rest apparently isn't.

Which is why it's a good idea to keep your altfire ideas to something not too groundbreaking or super powerful, because he really doesn't need more power than the one he currently has.
Title: no need to be bik about it
Post by: Red on October 22, 2011, 09:26:07 PM
okay, no need to be all serious about it! you could've said that earlier!

then make it a giant metal blade that you can stand of it and be faster, or a conveyor belt or whatever.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 22, 2011, 09:28:13 PM
As long as long as Metal's new alt isn't that silly gear idea I came up with pre-v4a that somehow got into the mod then got removed, I'm ok with anything.
Edit: Oh and please, not more melee.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 09:29:15 PM
About that whole Protoman thing...
Alright, let's see how you can counter Proto's Shield from the front...

Hyper Bomb (splash)
Rolling Cutter (returns)
Fire Wave (Not 100% sure on this one)
Time Bender (Mainly, Time Bender + Flash Buster combo)
Crash Bomb (splash)
Gemini Laser (bounce)
Top Spin (Not 100% sure on this one) (splash)
Magnet Missile (to an extent; homing)
Magnet Pull (area)
Hard Stomp (area)
Ring Boomerang (returns)
Drill Bomb (splash)
Rain Flush (area)
Dust Crusher (shatters)
Flash Bulb (splash)
Gravity Sphere (splash)
Star Crash (area)
Crystal Eye (shatters)
Power Stone (Not 100% sure on this one) (side attack)
Stone Stomp (area/top attack)
Split Buster (shatters)
Centaur Flash (area)
Knight Crush (returns)
Yamato Chainsaw (area)
Sakugarne (area/top attack)
Screw Crusher (to an extent) (bounce)
Punk Rush (Not 100% sure on this one) (area)
Ballade Cracker (splash)
Noise Crush (bounce)
Wild Coil (bounce)
Slash Claw (Not 100% sure on this one) (splash)
Thunder Bolt (can be used for side attack)
Lightning Bolt Drop (top attack/can be used for side attack)
Burst Mines (splash)
Burst Bubbles (pin-point)
Scorch Wheel (splash)
Car Form (Not 100% sure on this one) (area)

And those are just the ones that I can think of off the top of my head.

Also, that's attacking from the front. If you attack from the back, he's pretty much dead.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Balrog on October 22, 2011, 09:33:11 PM
Quote from: "Yellow Devil"
Changelog cuz curiousity Comments cuz bandwagon

(click to show/hide)

Leaving for a week soon
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Sora on October 22, 2011, 09:37:34 PM
Which is why any Protoman player worth his salt keeps his distance from everyone.  He snipes with a 2HKO, and a shield makes it almost impossible to hit him effectively.  Keyword: effectively.  While most weapons can hit past Protoman's shield, you're factoring out the player's capability to dodge along with blocking attacks.  Admittedly, Protoman is not hard to hurt, providing that he's dumb enough to stand still and let you kill him.

Also, if Protoman's buster nerf (which I must point out is his only nerf) is too much, YD can just as easily fix it back to the way it was.  It's not like this is the final version of Classes or anything.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 09:49:31 PM
Quote from: "Sora"
Which is why any Protoman player worth his salt keeps his distance from everyone.  He snipes with a 2HKO, and a shield makes it almost impossible to hit him effectively.  Keyword: effectively.  While most weapons can hit past Protoman's shield, you're factoring out the player's capability to dodge along with blocking attacks.  Admittedly, Protoman is not hard to hurt, providing that he's dumb enough to stand still and let you kill him.
You seem to be factoring out the other player's ability to dodge the Protobuster. Again, he's basically a Sniper; his attack has a small hitbox, and that's how it's balanced. Why not just make it smaller?

Also, if Protoman's buster nerf (which I must point out is his only nerf) is too much, YD can just as easily fix it back to the way it was.  It's not like this is the final version of Classes or anything.
It's called "getting it right the first time." It works a lot better.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 22, 2011, 10:09:28 PM
42 damage is more than enough damage to do work with.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 22, 2011, 10:28:43 PM
Let's put it in simple words for little Cold:

Since you are the only one complaining about the Proto Buster's charge shot damage nerf, and because the whole dev team (and the mayority of this mod's followers) have agreed to it...

... would you just mind to deal with it? Your constant bickering is just that: constant, very annoying bickering over something that will not change, no matter how much you whine about it.

Proto Man has a shield, a 3HKO super fast charge shot, and most importantly (and if I could stress this enough, believe me, I would) THE ABILITY TO PICK UP COPY WEAPONS.

If you're complaining about a CopyWep class getting a default weapon damage nerf, then you're playing CopyWep classes WRONG.

Please be kind and intelligent enough to shut your trap and reconsider your arguing about a class that can copy over 90 weapons getting a damage nerf for it's default weapon. I'm pretty sure you can.

EDIT: PERIOD
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 22, 2011, 10:50:19 PM
Quote from: "Bikdark"
Musashi, thank you for most likely shutting Cold's trap.

That's a bit direspectful, don't you think?  :|
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 22, 2011, 10:53:35 PM
Musashi pretty much said the same thing as me, I just put it in a more condensed form.
Title: You can simply not agree with someone without insulting them
Post by: Sora on October 22, 2011, 10:54:24 PM
Quote from: "LlamaHombre"
That's a bit direspectful, don't you think?  :|

Yes, yes it is.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ivory on October 22, 2011, 10:59:06 PM
Bik, keep it friendly.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 11:08:37 PM
I love how I suggest ideas and all I get is crap from everyone.

Quote from: "Bikdark"
Musashi, thank you for most likely shutting Cold's trap.

I love how you think I'm actually going to shut up just because someone is whining at me.

Quote from: "Musashi-COM"
If you're complaining about a CopyWep class getting a default weapon damage nerf, then you're playing CopyWep classes WRONG.

OK, I get this. He's a CopyWep class. Megaman's a CopyWep class too. But guess what? He got BUFFED. His MegaBuster was perfectly fine. But it got buffed to the point where it could rival the RM weapons. You can play an entire round with the MegaBuster and do quite well. And you don't see anyone complaining about him, now do you?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 22, 2011, 11:21:59 PM
I know how disrespectful my last comment was

Still, that doesn't make it any less necessary to point out. If you can't break a block with kind words, try tougher words.

Or you can just ignore the block and move on.

Like I should've done.

But I like doing snide comments once in a while :cool:

EDIT: I will consider Cold's hopeless arguing as spam from now on.
Title: Rebuttles =/= whining. Continual repetition with caps = whin
Post by: Bikdark on October 22, 2011, 11:43:14 PM
Quote from: "xColdxFusionx"
I love how I suggest ideas and all I get is crap from everyone.

Quote from: "Bikdark"
Musashi, thank you for most likely shutting Cold's trap.

I love how you think I'm actually going to shut up just because someone is whining at me.
It's because you shove them down everyone's throats if they don't notice it enough or don't like it. People said they didn't like your Iceman altfire, yet you continued to tell them to put it in. Also, that wasn't whining. You're the one whining here.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 22, 2011, 11:55:21 PM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
I love how I suggest ideas and all I get is crap from everyone.

Quote from: "Bikdark"
Musashi, thank you for most likely shutting Cold's trap.

I love how you think I'm actually going to shut up just because someone is whining at me.
It's because you shove them down everyone's throats if they don't notice it enough or don't like it. People said they didn't like your Iceman altfire, yet you continued to tell them to put it in. Also, that wasn't whining. You're the one whining here.

The reason I'm still arguing about Iceman's altfire is that "it's a bad idea" with no further explanation does not count as a reason.

Also, learn to read; I was talking about Musashi, not you.

On a somewhat related note, I just played several rounds as Protoman on the TLMS server. I lost every single one. That charged shot is not nearly as fast and accurate as everyone is making it out to be.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 22, 2011, 11:58:11 PM
I think you should stop here, man. They're clearly not gonna change their minds at this point.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 22, 2011, 11:59:19 PM
Technically it's up to YD and I don't recall him saying anything on the matter.
And he won't be saying anything on the matter for another week.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Orange juice :l on October 22, 2011, 11:59:44 PM
I was there. Every time I saw you, you flew right into the crowd and weren't even charging your shots. Protoman isn't meant to be played like Needleman..  :|
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 22, 2011, 11:59:59 PM
On a different note, copywep classes don't get random weapons in LMS and TLMS. This should be fixed for v6b. Hopefully.

Also, new Quint is boss, and I'll make sure to drill that into your skulls <3
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 23, 2011, 12:00:23 AM
On an unrelated note, I found a bug with Protoman where you can block Yellow Devil parts with the shield to screw up his formation.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 23, 2011, 12:02:22 AM
Quote from: "Trollman"
On an unrelated note, I found a bug with Protoman where you can block Yellow Devil parts with the shield to screw up his formation.

Class based modification wasn't really meant to be played in campaign mode, actually. So that's something that won't probably be fixed lol
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 23, 2011, 12:02:37 AM
Quote from: "Orange juice :l"
I was there. Every time I saw you, you flew right into the crowd and weren't even charging your shots. Protoman isn't meant to be played like Needleman..  :|

Because I couldn't hit anything at a range! Again, the charged buster isn't as accurate as people are making it out to be.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 23, 2011, 12:05:57 AM
Charged buster? Not accurate? You might want to see if you were trying to juggle chainsaws while on a unicycle first. Really, it's easy.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 23, 2011, 12:05:57 AM
Quote from: "Musashi-COM"
Quote from: "Trollman"
On an unrelated note, I found a bug with Protoman where you can block Yellow Devil parts with the shield to screw up his formation.

Class based modification wasn't really meant to be played in campaign mode, actually. So that's something that won't probably be fixed lol
I know and I wouldn't care if this was fixed or not, it just looked funny to share (Protip: To make it better, activate fly and god modes and move around all you can and you eventually will block all the parts and only the eye spawns).
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 23, 2011, 12:16:54 AM
Quote from: "Bikdark"
Charged buster? Not accurate? You might want to see if you were trying to juggle chainsaws while on a unicycle first. Really, it's easy.

The thing is, it's not a railgun. It's still a projectile, and it still takes a good second or two to reach its target. By which time they've usually seen it and sidestepped it.

I'm not saying it's not accurate. I'm saying you people make it sound like it's impossible to dodge/miss with.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 23, 2011, 12:22:59 AM
I think it was just you that's too used to the slow projectiles of this game. Protobuster goes about double the speed of most projectiles in the game, so predicting using the protobuster is harder to get used to.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 23, 2011, 12:30:09 AM
Nah, I must be too used to the Skull Buster+ speed projectiles from CSCC. My shots were landing short.

...I need to play vanilla more. Why are there never any good vanilla servers up?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 23, 2011, 12:32:05 AM
...There was a vanilla TLMS server today.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 23, 2011, 12:34:07 AM
Really?

That's what I get for doing something on a Saturday...
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 23, 2011, 02:09:13 AM
Yep. The vanilla tlms server was called,"The sun".
You didn't miss much though. The map rotation was on ONLY MM5STA and MM6MRX. No other maps.
You didn't miss a thing.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 23, 2011, 02:15:39 AM
That's why I played on MM1CUT and several other maps, right?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 23, 2011, 02:17:31 AM
Quick question: How did they get the bots to be specific classes? (Like Cut Man bot being the Cut Man class)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Red on October 23, 2011, 02:20:35 AM
i don't know, maybe this will help?

viewtopic.php?f=30&t=2624 (http://cutstuff.net/forum/viewtopic.php?f=30&t=2624)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 23, 2011, 02:22:15 AM
v2a made it so all bots try and pick their respective classes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 23, 2011, 02:26:44 AM
Quote from: "Korby"
v2a made it so all bots try and pick their respective classes.

How? I want to know, because I'm making a quick edit of it (for myself, of course) with a Sniper Joe class, mainly for Campaign reasons.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Alucard on October 23, 2011, 02:39:45 AM
Important text in bold.

Quote from: "BOTINFO Template from Squidgy"
{
   name = "cnMegaman"
   accuracy = 4
   intellect = 3
   evade = 2
   anticipation = 1
   reactiontime = 2
   perception = 1
   favoriteweapon = "MegaBusterWep"
   color = "00 00 00"
   gender = "male"
   skin = "Base"
   class = "Megaman"
   revealed = true
   script = "humanbot"
   chatlump = BOTMEGA
   chatfrequency = 50
}

You just type the name of the Class in the "Class" section. All there is to it. :| Now, say you were making the Bass bot...

(click to show/hide)

That's what'd happen.

Simple as that.  :ugeek:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 23, 2011, 02:43:31 AM
I know how to add bots. The thing is, that the Classes mod somehow altered the bots already there into that, or something like that. I'm just wondering where that is, in the Classes-6a file thingy.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 23, 2011, 02:46:56 AM
Cutmanmike changed the bots ingame to change their classes to support the Classes mods of the world.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 23, 2011, 02:50:36 AM
Oh.

*looks at MM8BDM code, crosses fingers*

Yay! Aight, now the bot class works. So, uh, how do I get it so the class doesn't pick up weapons?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 23, 2011, 04:07:10 AM
Proto Man is a dilemma, because people want to play as him in two different ways. The first one is where the user hides behind his little shield forever (this playstyle is the one that caused the nerf to his Buster). This is most commonly used in LMS, since players are only given their Buster. This style justifies his severe lack of health.

However, there is a second playstyle that people like to try to use. This is where they act similar to Mega Man and use other weapons. This is used mainly in most modes that aren't LMS...Or Buckshot. While he should be allowed to do this, this is also where it becomes problematic. As people who do this are no longer using their Buster, they aren't using their shield. This means all justifications for giving him low health are now useless.

Basically, these nerfs to Proto Man will only work for the people who spam Proto Buster. Everyone else is left to suffer.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Hallan Parva on October 23, 2011, 04:40:49 AM
Quote from: "Shade Guy"
Proto Man is a dilemma, because people want to play as him in two different ways. The first one is where the user hides behind his little shield forever (this playstyle is the one that caused the nerf to his Buster). This is most commonly used in LMS, since players are only given their Buster. This style justifies his severe lack of health.

However, there is a second playstyle that people like to try to use. This is where they act similar to Mega Man and use other weapons. This is used mainly in most modes that aren't LMS...Or Buckshot. While he should be allowed to do this, this is also where it becomes problematic. As people who do this are no longer using their Buster, they aren't using their shield. This means all justifications for giving him low health are now useless.

Basically, these nerfs to Proto Man will only work for the people who spam Proto Buster. Everyone else is left to suffer.
This. Oh dear lord, this.

You see, this is why I suggested a semi-overhaul to both Proto Man and Bass. Proto would be getting a shield with every weapon but a weaker buster to compensate (and justify the HP loss), and Bass would become more attack-oriented with a rare but powerful Super Dash.

EDIT: Korby you jerk, you never did respond to this, did you?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 23, 2011, 05:33:28 AM
Quote from: "SmashBroPlusB"
EDIT: Korby you jerk, you never did respond to this, did you?
Quote from: "CutmanMike"
KEEP IT FRIENDLY - No flaming other users. Heated debates are fine, but if it gets to the point you're calling each other names then action will be taken.
Excuse me?

I think it's fine as is.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 23, 2011, 05:37:05 AM
Even though I felt ignored anyway, I found out how to finish my Sniper Joe thingy on my own, yays.

...Of course, I'll need to do this again when 6b comes out...
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Smunch on October 23, 2011, 05:47:14 AM
Today, I thought "How could Chargeman be made to not suck?"  I thought and thought, and then in a server I asked the question on my mind.  Celebi came up with a good idea:  Give Chargeman x2 (or 1.5, or whatever) defense while charging.  No power buff, no ammo buff.  

Now before you say it'd make Charge OP; go to the nearest classes server and play as Charge.  Reconsider.  Other than that, thoughts?

Next UP class, here I come to defend you
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on October 23, 2011, 05:50:37 AM
I recall Kenkoru suggesting something very similar to that a while ago. With balancing Charge Man, I think it would be best to take his word since he's probably the most experienced Charge Man user.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 23, 2011, 05:57:32 AM
Quote from: "Korby"
I think it's fine as is.

Same here.

If it were for me though, I would nerf all CopyWep charge shots to 30 damage, 40 damage TOPS (and it would probably be just for the Mega Buster), just to encourage more copy weapon usage.

I would only go as far as to give copywep classes a slide/ground dash even when they're using copy weapons, though. No fancy shield or anything. And still, that would be quite a stretch.
Title: lol wat a shame. YD doesn't nerf proto cuz its his fav
Post by: Awbawlisk on October 23, 2011, 06:00:15 AM
I shoulda asked this long long long looooooooooooooong l- *shot* time ago but does protoman take double damage like in the MM9 and MM10?
Title: Shade wins for best Coal Shot suggestion ever.
Post by: Kenkoru on October 23, 2011, 06:05:09 AM
Quote from: "Shade Guy"
I recall Kenkoru suggesting something very similar to that a while ago. With balancing Charge Man, I think it would be best to take his word since he's probably the most experienced Charge Man user.
KY's Charge Man is perfect look at his.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 23, 2011, 10:50:37 AM
Quote from: "Korby"
Technically it's up to YD and I don't recall him saying anything on the matter.
And he won't be saying anything on the matter for another week.

Boo. Situational Wi-Fi!

Protoman is 1.2, so the health loss is pretty minor.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 23, 2011, 06:10:19 PM
Just been trying out Oilman, and I actually think he's pretty good, but is his oil going to be floatable and burnable in the next version? That would make it more fun.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 23, 2011, 07:08:32 PM
Quote from: "Michael712"
Just been trying out Oilman, and I actually think he's pretty good, but is his oil going to be floatable and burnable in the next version? That would make it more fun.

It is already burnable in v6a. And if by "floatable", you mean like capable of floating on Wave water, then yes, it also is floatable in v6a as well.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 23, 2011, 07:16:08 PM
I meant water like Iceman water. Apparently V6A uses the V1A/B MMPU Oil Slider, in which it doesn't float.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 23, 2011, 09:27:34 PM
I propose a change to Ballade, because as of right now, Ballade is very "cheap".
He's able to throw a cracker for moderate damage, then run away easily with about 3-5 crackers, it depends sometimes. Repeat these steps to get a false sense of accomplishment. Seriously, I don't find throwing a weapon and then running away easily that fair. Granted, other classes like Wily can run away, however, they've been restricted to where it isn't as easy. Let's compare Wily and Ballade for this. Wily shoots and needs to stand to recharge, while Ballade can recharge anyway. If they need to back up a little, Wily cannot go as far, as he didn't stand to recharge as this is a perilous situation. On the other hand, Ballade gets exceptional distance and height away, having the opponent desperately trying to find him.
This is kinda why I request a change to Ballade of some sort.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: SaviorSword on October 23, 2011, 09:52:08 PM
Don't worry Tails, we will deal with Ballade and Wily had an overhaul. Although I liked the Wily's overhaul direction, I hated the end result. I tried to convince some of the team that the current Wily's form is a bad idea, but some aren't budgin' on Wily at the moment. Public opinion would be suffice to warrant a change. But as of now, the next version will probably have the new Wily that I hate.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 23, 2011, 10:32:24 PM
Turboman taunt away!
(click to show/hide)
0:09 "So zetta slow!" If this doesn't make it in I will be severely disappointed and amd.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Sora on October 23, 2011, 10:36:19 PM
As much as I love TWEWY...
(click to show/hide)
It's turbo time.  :cool:
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 23, 2011, 10:54:23 PM
My taunt idea is manlier.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on October 23, 2011, 10:55:16 PM
Your taunt idea doesn't even fit.

I prefer Sora's.
Title: YOU'RE TOO SLO-OW!
Post by: Bikdark on October 23, 2011, 11:18:32 PM
Mine fits perfectly fine. Turbo = Fast, so it works.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Red on October 23, 2011, 11:23:29 PM
why not sonic's you are too slow!!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 23, 2011, 11:26:59 PM
I have to agree with Fusion. I find Sora's more fitting.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LifeCraft J on October 24, 2011, 01:15:17 AM
Okay lets see...
Protoman is getting a nerf.
Wily is getting an upgrade. or downgrade??
Springman is changed to red.
Junkman can now do stuff with his junk block.
I don't know about Skullman...
Metalman and Freezeman getting alts.

Correct me if I'm wrong on anything here. I want to make sure if I'm following all this right.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 24, 2011, 01:38:38 AM
What's your problem?

We need something transformer related. "AUTOBOTS, ASSEMBLE!"
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 24, 2011, 06:47:09 AM
"Autobots, roll out!" would totally be better.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 24, 2011, 08:55:01 AM
Nah, gotta be Turbo Time. The guy was called Turbo Man in the movie, for cripes sake!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 24, 2011, 09:17:10 AM
Well, can't argue with that. It's totally why we got "WHAT KILLED THE DINOSAURS!?" anyway.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 24, 2011, 10:14:22 PM
Oh, come on.

Turbo Man was directly based on the Transformers. (Or at least the japanese version anyway)

He has to have a Transformers thing.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Awbawlisk on October 24, 2011, 10:20:22 PM
A Transformers taunt. HANDS F'ING DOWN!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Balrog on October 26, 2011, 08:54:51 PM
As funny as Turbo Tiem would be, I'll have to go with Transformers on this one too. Should probably be G1 Jazz.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on October 26, 2011, 09:15:31 PM
Quote from: "Korby"
"Autobots, roll out!" would totally be better.

This would be our best candidate for a Transformers taunt.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: TheDoc on October 27, 2011, 03:33:41 AM
I like Turbo Time
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: zblueboltz on October 27, 2011, 12:11:08 PM
Quote
Proto Man is a dilemma, because people want to play as him in two different ways. The first one is where the user hides behind his little shield forever (this playstyle is the one that caused the nerf to his Buster). This is most commonly used in LMS, since players are only given their Buster. This style justifies his severe lack of health.

However, there is a second playstyle that people like to try to use. This is where they act similar to Mega Man and use other weapons. This is used mainly in most modes that aren't LMS...Or Buckshot. While he should be allowed to do this, this is also where it becomes problematic. As people who do this are no longer using their Buster, they aren't using their shield. This means all justifications for giving him low health are now useless.

Basically, these nerfs to Proto Man will only work for the people who spam Proto Buster. Everyone else is left to suffer.
Why not make Megaman, Protoman and Bass' alt-fire work with the added abilities?
It makes more sense since Megaman and Bass could slide kick with their weapons in the game anyway, so why not?

Alternatively, make it so the shield drops after a while but health stays normal.

Also yes, Turbo time is better and funnier than the rubbish Zetta dialouge.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 27, 2011, 12:20:35 PM
Quote from: "zblueboltz"
Why not make Megaman, Protoman and Bass' alt-fire work with the added abilities?
It makes more sense since Megaman and Bass could slide kick with their weapons in the game anyway, so why not?
Because it would mean remaking nearly all the original weapons to give them the slide altfire, along with recolouring them all. However, I do think this is a good idea in terms of colours....

Didn't someone already make different weapon colours for protoman's buster?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 27, 2011, 07:20:31 PM
Napalm Man's taunt at 0:25! (http://www.youtube.com/watch?v=sBksHaTQCbU)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 27, 2011, 08:21:01 PM
I still think Napalm shouldn't get a taunt because he never appeared in the show.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: zblueboltz on October 27, 2011, 10:43:28 PM
Quote from: "Shmeckie"
Napalm Man's taunt at 0:25! (http://www.youtube.com/watch?v=sBksHaTQCbU)
That's probably as appropriate as we can get.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 28, 2011, 04:00:30 AM
Quote from: "Korby"
I still think Napalm shouldn't get a taunt because he never appeared in the show.

Neither did anyone else with a taunt not from the show.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 28, 2011, 05:58:53 AM
Yeah, but Napalm never even appeared in the show. He was in the opening for about one second and you never hear from him again. Personally, I find this to be hilarious and think Napalm shouldn't get a taunt because of that.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 28, 2011, 09:18:20 AM
Never thought it was really that funny... >.> He's one of my favorite RMs, and I was always bummed as a kid that we never got to see him.

Supposedly it was because the name "Napalm Man" would be touchy for a kid's cartoon. Something generic like "Bomb Man" is one thing, but Napalm is a pretty heavy thing to bring up, what with vietnam, and what it actually does, and all. Which would mean Napalm Man is too hardcore for the cartoon, which means someone that hardcore deserves--nay, demands--a taunt.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 28, 2011, 09:33:58 PM
Are there any feet related robot masters, or will this work for a Soldier Auto? (http://www.youtube.com/watch?feature=player_detailpage&v=p8H1RjjoGKs#t=62s)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Alucard on October 28, 2011, 09:53:32 PM
Napalm...Isn't that just supposed to be gas and dish soap? So it sticks and burns?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 28, 2011, 10:14:49 PM
Quote from: "LlamaHombre"
Are there any feet related robot masters? (http://www.youtube.com/watch?feature=player_detailpage&v=p8H1RjjoGKs#t=62s)
I think the closest is Charge Man (His weapon is Charge Kick).
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 29, 2011, 12:56:05 AM
Quote from: "Alucard"
Napalm...Isn't that just supposed to be gas and dish soap? So it sticks and burns?
It's like gasoline/acetone and a thickener, like styrofoam. I also have no idea why Napalm Man was just your average explosives robot. I expected some sort of carpet bombing fire attack thing.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 29, 2011, 02:22:40 AM
It can also do some pretty horrific shit. Check YouTube, for instance.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 29, 2011, 08:04:53 PM
Oh by god, that is horrible. I see why they wouldn't put it in an NES game for kids, but that doesn't mean we can't. Napalm Man doesn't really need a change, but I'm just throwing things out there just in case people whine and keep calling him OP.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: easyaspi on October 30, 2011, 03:18:00 AM
Download 6a from 4Shared won't work for me.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 30, 2011, 08:35:42 AM
It should be on wadhost too.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 30, 2011, 11:26:47 AM
I've had an idea. Y'know how chargeman idle frame is animated? Could we do that same thing for fireman?

Also I still think Metalman, Elecman and Shadowman should not have 1.5 amour. If you're going to make Metalman more fun, I suggest changing his resistance to 1.2 instead. that would still be balanced
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 30, 2011, 02:12:35 PM
Had time to kill

(click to show/hide)

UPDATE cuz I forgot RKN
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Beed28 on October 30, 2011, 02:21:28 PM
I have a small suggestion:

When Hardman and Stoneman do their ground pound, it should shake the screen. Prehaps this action special should do it. (http://zdoom.org/wiki/Radius_Quake)

BTW, Gutsman should also do this as well since he was able to shake the ground in Mega Man 1.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 30, 2011, 02:31:17 PM
So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?
Edit: Oh Yd, you forgot the MMPU classes on that chart.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: KillerChair on October 30, 2011, 02:45:35 PM
A change to Fireman?
What for? He's fine to me.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 30, 2011, 03:05:07 PM
I guess he's just a tad bland.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on October 30, 2011, 04:34:45 PM
Quote from: "Bikdark"
So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?

He needs more weapons

Shoulder missles!
NAPALM!
He's a tank fer god's sake

Quote from: "KillerChair"
A change to Fireman?
What for? He's fine to me.

Flameman is the exact same, I thought I'd change Fireman to fit because well I CAN
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Bikdark on October 30, 2011, 05:22:31 PM
Quote from: "Yellow Devil"
Shoulder missles!
NAPALM!
He's a tank fer god's sake
Possibly an item to set napalm trails, and use the bombs to light it? In Battle Network 5, he had a Fire Vulcan ability, which was essentially a machine gun, cross-explosion napalm bombs and turrets.
I can see Napalm Man having 5-6 weapons. That's assuming you count every mainfire/altfire combo as 2 weapons.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on October 30, 2011, 05:36:04 PM
I'm surprised to see Quickman in white

What's wrong with Hardman anyways? I see nothing wrong with him, neither was he ever unbalanced.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 30, 2011, 06:02:19 PM
You missed the PU robots, YD. Both are fine anyways. You also did Quint's colors wrong.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 30, 2011, 06:19:48 PM
Quote from: "Yellow Devil"
Quote from: "Bikdark"
So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?

He needs more weapons

Shoulder missles!
NAPALM!
He's a tank fer god's sake

He used his shoulder missiles in Power Fighters. You could take a look at that for inspiration.

That said, as far as I'm concerned he's fine as is. This mod already takes a few too many liberties with the characters, which hurts that whole "emulate the Robot Masters as they appeared in the games " feel to it. I understand some are necissary, but this whole "because I CAN" thing just feels like you're going overboard with the whole thing.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Davregis on October 30, 2011, 06:39:43 PM
Quote from: "Shmeckie"
Quote from: "Yellow Devil"
Quote from: "Bikdark"
So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?

He needs more weapons

Shoulder missles!
NAPALM!
He's a tank fer god's sake

He used his shoulder missiles in Power Fighters. You could take a look at that for inspiration.

That said, as far as I'm concerned he's fine as is. This mod already takes a few too many liberties with the characters, which hurts that whole "emulate the Robot Masters as they appeared in the games " feel to it. I understand some are necissary, but this whole "because I CAN" thing just feels like you're going overboard with the whole thing.


Mr.Yellow seems famous for that.

And NVM Doc Robot. He's the only example of a supposedly UP character being close to OP at the SAME time.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 30, 2011, 10:09:07 PM
Actually, Shmeckie, this project is more about, ahem, "funnocity" than being true to the NES games, as you can see with things such as the Slash Dash(well, that's SNES, but still) and Dive Mines. If you want accuracy, I highly suggest trying out the KY mod.

Or at least, that's what I went for when I made things for it.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: MusashiAA on October 30, 2011, 10:23:56 PM
I've been actually thinking that YDClasses is more about exploiting the RM's canon battle capacities rather than a bossport mod. It evolved from that, probably because YD wanted to, well, be a little bit more creative.

I think we should forget that YDClasses's main goal is to port the game bosses's abilities into MM8BDM. After all, KYClasses just did that (and very well, if I do say so myself). So I think we should differentiate each class mod by the creativeness each mod allows itself to have when balancing or adding new content.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 30, 2011, 11:56:27 PM
Quote from: "Yellow Devil, 3rd post on the topic"
Each robot master should play just how they did in game!

I find all of this hilarious to read.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on October 30, 2011, 11:59:19 PM
On that same post he also said Hard Man's fist would go back to him after firing.... idea right there for Hard Man?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 31, 2011, 12:03:39 AM
Quote from: "Yellow Devil, 3rd post on the topic"
Each robot master should play just how they did in game!
Quote from: "Musashi-COM"
I've been actually thinking that YDClasses is more about exploiting the RM's canon battle capacities rather than a bossport mod. It evolved from that, probably because YD wanted to, well, be a little bit more creative.

Personally, I prefer it the way it is for this mod. If I want accuracy and a more fun Hardman I'll play KY. If I want more classes that I personally find fun IE Woodman then I'll play YD's.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: LlamaHombre on October 31, 2011, 12:05:10 AM
I'd honestly prefer it if this mod focused more on Battle & Fighters than it does currently.

B&F Pharaoh Man, for example, would be awesome.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 31, 2011, 12:06:20 AM
Well that's where he got his gliding from.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: JaxOf7 on October 31, 2011, 12:07:07 AM
(http://i683.photobucket.com/albums/vv191/JaxOf7/Screenshot_Doom_20111029_220645.png)
Just showing stuff off.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 31, 2011, 12:07:42 AM
Well, I wasn't going to mention that, but okay.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on October 31, 2011, 12:38:30 AM
Danmaku Crash Bomb?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 31, 2011, 12:45:12 AM
Oh, yeah, forgot.

(click to show/hide)

It's very simple. Can't pick up weapons, no shield, alt is just a jump (because they do that in MM1, I believe).

Made it so that the Sniper Joe bots would have a class in the campaign. The fact that those bots went un-classed in the campaign was slightly annoying, so, well, yeah.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on October 31, 2011, 12:47:54 AM
I guess I can see the logic of differentiating the classes mods by making this one the "experimental" one while KY remains the canon one... Still, I see this getting out of control real fast, until we get to version 10c where we've got moves from the cartoon show, the OVA, internet meme attacks, attacks inspired by the taunts, etc.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on October 31, 2011, 12:53:35 AM
Wily as a ninja would make me laugh so hard though but yea I agree with the above.

(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 31, 2011, 12:54:33 AM
Quote from: "Ukiyama"
Wily as a ninja would make me laugh so hard though but yea I agree with the above.

(click to show/hide)

We need this as a Shadow Man skin because yes.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Beed28 on October 31, 2011, 12:59:32 AM
Quote from: "FiniteZero"
Oh, yeah, forgot.

(click to show/hide)

It's very simple. Can't pick up weapons, no shield, alt is just a jump (because they do that in MM1, I believe).

Made it so that the Sniper Joe bots would have a class in the campaign. The fact that those bots went un-classed in the campaign was slightly annoying, so, well, yeah.

What about DocRobot and the Darkmen? Don't they need classes as well?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on October 31, 2011, 01:02:25 AM
There was a day when there was an "extra classes" topic.

Nobody cared for it, so they never got in.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 31, 2011, 01:26:00 AM
Quote from: "Beed28"
Quote from: "FiniteZero"
Oh, yeah, forgot.

(click to show/hide)

It's very simple. Can't pick up weapons, no shield, alt is just a jump (because they do that in MM1, I believe).

Made it so that the Sniper Joe bots would have a class in the campaign. The fact that those bots went un-classed in the campaign was slightly annoying, so, well, yeah.

What about DocRobot and the Darkmen? Don't they need classes as well?

Doc Robot could just be the flag bearrer class with the ability to pick up weapons, and, well, the Dark Men... Someone should actually get working on that.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Tails on October 31, 2011, 02:20:58 AM
I feel that I should dump an idea here for another class, namely the faithful companion of Megaman: Rush.
Rush would be a support-based character, with a bit of speed, but with less strafe speed. His attacks would be consisted of:

Main- Rush Shot: Rush Shot would be the equivalent of the MM8 upgrade he receives. It would basically be a spreadrune megabuster; because of this it would do 8 damage a piece, a little less than the megabuster to distinguish it. It would have infinite ammo.

Alt-Rush Search: This alt would have an ammo bar, recharging very slowly to avoid it becoming cheap. It would pop out a variety of items in front of the player, including ammo, energy, possibly even tanks, or nothing. This is to either have the player recharge energy, or give to his/her teammate. The only problem I see with this alt is that your opponet would get access to this, so maybe flags would be set in order to give it to the red/blue team only?

Secondary Fire- Rush Coil: Spawns a rush coil for a teammate/self to reach high heights. Would share RS's ammo bar, using up half of it.

Secondary Alt- Rush Jet: Spawns a jet in front of player. Would have the same function as Coil, only this time it's to cover distance, not height.

Take this idea into consideration, if you want. I do realize there's no skin of Rush, so that would be a problem.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Hallan Parva on October 31, 2011, 03:03:15 AM
Why not use the Rush Bike attack from MM8? He can move faster but gets crap strafing, and can fire single shots forward quickly.


Also I'm just gonna leave this here. (if you're reading this YD you already replied to me, so don't yell at me a second time)
(click to show/hide)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on October 31, 2011, 03:48:23 AM
By the by, I created Dark Man 1-3 classes. 1 and 2 are dull, due to having only one attack each, but 3 looks promising.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: ice on November 01, 2011, 12:56:26 AM
If you're adding random classes might as well add my joe, eddie, and reggae ones

as for napalm man, the NES one used his shoulder rockets and not his head one, as for fireman his shots should drop flames
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: TheDoc on November 01, 2011, 01:27:06 AM
Speaking of random, could there possibly be a "random" bot selection when doing bot setup on offline skirmishes? This way, the randoms would be different each round and you wouldn't have to go back in bot setup, clear the list, and set different bots each time you wanted to change up the bots.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Magnet Dood on November 01, 2011, 01:44:56 AM
Quote from: "FiniteZero"
By the by, I created Dark Man 1-3 classes. 1 and 2 are dull, due to having only one attack each, but 3 looks promising.

Dark Man 1 could go faster as he takes damage. Or, you could give him some sort of 'hasterune' as an alt and he goes faster.

Dark Man 2... Uh... I don't know about him. He could throw the electromagnetic net from the cartoon though.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Davregis on November 01, 2011, 01:46:49 AM
Yet still no Doc Robot... Why not just make him like KY's?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 01, 2011, 01:53:08 AM
I actually made a Doc Robot, too. Basically the flag bearer class with the ability to pick up weapons.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on November 01, 2011, 06:03:32 AM
Dark Man 1 and 2 could both have an alt fire similar to the speed-up Quick man's going to get; a temporary speed boost. It could possibly allow for higher jumps, as well, to give it more usefulness beyond an escape tool. Dark Man 1 could have a buster (it would have to be a powerful one, though, to justify having to weapon but a blaster), while Dark man 2 could have a shield he can fire, similar to Leaf Shield.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on November 01, 2011, 05:12:00 PM
My idea for Darkman 1 class (even though someone made it):

He can travel at quite a good speed and when moving forward, anyone in his way will take some damage. His main fire fires a powerful plasma shot (which really is quite fast and powerful). Not too sure about what his alt fire could be though. He has 0.8 damagefactor for all weapons except water wave. The only problem is, he cannot strafe or jump. (Think about it, this would actually be quite fun!)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 01, 2011, 10:03:17 PM
Maybe I could put out what I got so far, and you guys could play around with it?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: TheDoc on November 01, 2011, 10:13:19 PM
Quote from: "TheDoc"
Speaking of random, could there possibly be a "random" bot selection when doing bot setup on offline skirmishes? This way, the randoms would be different each round and you wouldn't have to go back in bot setup, clear the list, and set different bots each time you wanted to change up the bots.

AHEM. This is still here.
Title: BTW, TheDoc's post doesn't go there and isn't relevant enoug
Post by: Trollman on November 01, 2011, 11:31:59 PM
Quote from: "FiniteZero"
Maybe I could put out what I got so far, and you guys could play around with it?
I would love to play with Dark Men and another Doc robot, so go ahead for me.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on November 01, 2011, 11:33:43 PM
Quote from: "TheDoc"
Quote from: "TheDoc"
Speaking of random, could there possibly be a "random" bot selection when doing bot setup on offline skirmishes? This way, the randoms would be different each round and you wouldn't have to go back in bot setup, clear the list, and set different bots each time you wanted to change up the bots.

AHEM. This is still here.

Console
Removebots
Close console
Spam "Add Bot" key
Problem Solved
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 01, 2011, 11:44:17 PM
Quote from: "Trollman"
Quote from: "FiniteZero"
Maybe I could put out what I got so far, and you guys could play around with it?
I would love to play with Dark Men and another Doc robot, so go ahead for me.

I'll put it up in a sec. I worked on Dark Man 1, and am going to finish up Dark Man 3.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 02, 2011, 12:28:08 AM
(I know I'm not supposed to double post, but I thought this would be worth it. Maybe? Hopefully? Please?)

Done.

First, to note: These classes are technically incomplete, as they need custom HUDs, something I do not have the skill to do. Second, the Dark Man 4 class is directly imported from the KY classes, simply for the sake of having all four Dark Men. And thus, my new classes:
-Sniper Joe. Main is basic buster, alt is a small leap.
-Doc Robot. A no-effort class made by copying the Flag-Bearer class and giving him weapon pickup abilities.
-Dark Man 1. Main is a powerful buster, alt is charging at the enemy. Slow class with lots of health.
-Dark Man 2. Very basic class, all he has is the Dark Shield thing.
-Dark Man 3. Mainfire is a weaker Dark Buster, but rapid fire. Alt is his Dark Stopper shot thingy.

Try it out here: http://www.mediafire.com/?8b8unutvlaq3tdd
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Ukiyama on November 02, 2011, 12:47:11 AM
I'm just gonna say that Dark Man 1 without having at least normal jump height would not help at all since he needs to be able to make certain jumps in stages. Dark Man 2 should have the shield launch and maybe the electric net from the cartoon to give him more variety. Dark Man 3 plays like a alternate to Flash Man that I actually do enjoy a bit, Sniper Joe is basic but he is what he always was. Even though they may or may not be in this particular mod, they are pretty nice. As far as Doc Robot though, he just seems like a weaker Megaman clone, but should be implemented in CTF to at least let him try to be a threat.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Davregis on November 02, 2011, 01:03:03 AM
Quote from: "Michael712"
My idea for Darkman 1 class (even though someone made it):

He can travel at quite a good speed and when moving forward, anyone in his way will take some damage. His main fire fires a powerful plasma shot (which really is quite fast and powerful). Not too sure about what his alt fire could be though. He has 0.8 damagefactor for all weapons except water wave. The only problem is, he cannot strafe or jump. (Think about it, this would actually be quite fun!)

THIS.

1.Powerful shot
2.Contact damage (No stunlock,  mind you)
3.  0.8 damage from weapons

Just make him be able to strafe/jump...
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on November 02, 2011, 01:11:37 AM
I don't care about the lack of strafe, but he needs to be able to jump.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: xColdxFusionx on November 02, 2011, 01:13:35 AM
Quote from: "Daveris"
Quote from: "Michael712"
My idea for Darkman 1 class (even though someone made it):

He can travel at quite a good speed and when moving forward, anyone in his way will take some damage. His main fire fires a powerful plasma shot (which really is quite fast and powerful). Not too sure about what his alt fire could be though. He has 0.8 damagefactor for all weapons except water wave. The only problem is, he cannot strafe or jump. (Think about it, this would actually be quite fun!)

THIS.

1.Powerful shot
2.Contact damage (No stunlock,  mind you)
3.  0.8 damage from weapons

Just make him be able to strafe/jump...

>implying that that's balanced with strafing

Make him able to jump (a lot of the maps require lots of jumping to navigate), but the strafe should be left out, Napalmman style.

EDIT: KORBY YOU NINJA
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on November 02, 2011, 01:19:15 AM
Technically, Napalm Man can still strafe, but very slowly. If he has a slow speed, cannot strafe, and has a low jump(just low enough to get around) it should be fine.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 02, 2011, 02:11:33 AM
For Doc Robot, what if I gave him a one-use alt that gave him a random weapon?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on November 02, 2011, 02:25:45 AM
You could just have him spawn with all of the MM2 weapons(and time bender) and have ammo for them. Give him a relatively weak unique buster as well.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on November 02, 2011, 02:53:20 AM
Do not give Dark Man 1 a lack of strafing.

That will make him a sitting duck in firefights. He'll be screwed.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 02, 2011, 03:07:03 AM
His armor and powerful weapon, as well as his dashing ram helps him out.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on November 02, 2011, 06:26:12 AM
Strafing makes up 50% of this game. Take that away, and he's only half as good as anyone else.

A better idea would be to simply have him move more slowly when strafing than when moving forward.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 02, 2011, 07:23:46 AM
Hmm, or simply give a health boost... He IS supposed to be a tank, more or less. A slow, powerful, durable, and anything but agile tank.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on November 02, 2011, 09:03:54 AM
All a health boost will do is make it take longer to kick his ass.

Slow strafing. Much better idea.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shade Guy on November 02, 2011, 09:31:46 AM
Quote from: "Shmeckie"
All a health boost will do is make it take longer to kick his ass.
True that. Exhibit A! Hard Man. I think you people know how I feel about him and how useless he can be due to his nerfs.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on November 02, 2011, 02:37:06 PM
I've tried not jumping at all in roboenza using the Darkman1 skin and I found it very fun!

Also, if we have a Sniper Joe class, here's my view on it:

-Has a shield. Only drops it when attacking
-Main fire is a fast and small bullet that does around 15-20 damage
-Altfire throws a grenade
-Very slightly higher speed and jump, but not by much.
-1.6x damagefactor. Maybe somewhere around it.

Maybe the amour and attack damage will need a buff but oh well. He should be too powerful in any way. My view is based around the MM1 joes (there is a skin for that) with the addition of grenades.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on November 02, 2011, 04:08:03 PM
I agree.
BTW, the classes are fine. But Darkman 1 is too slow, Darkman 2 is too much defense and almost nothing attack, Darkman 3's alt is useless, Darkman 4's main fire screws up with the alt on and Sniper Joe lacks his shield. Other than that, the classes are good.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on November 02, 2011, 04:32:35 PM
(click to show/hide)
So I made a thing, but I haven't pitched it to the team yet so it's not even slightly attempting to be implemented.
Armor Value: 0.8
Pellets: 12 damage each, fires two in succession(a la needleman, which is why I stole the HUD)
Altfire: Increases speed and firing rate for a short time.
Notes: Cannot strafe, Projectiles cannot rip through Darkman1, works with bots.

I'm uploading a video that I'll post later/on this post. I may or may not do the other two. (Won't be making four as he's just an upgraded version of them all.)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: ice on November 02, 2011, 04:41:54 PM
Quote from: "Michael712"
Also, if we have a Sniper Joe class, here's my view on it:

-Has a shield. Only drops it when attacking
-Main fire is a fast and small bullet that does around 15-20 damage
-Altfire throws a grenade
-Very slightly higher speed and jump, but not by much.
-1.6x damagefactor. Maybe somewhere around it.
made a joe class a while ago but never bothered to upload it

has a sheild
attack is basicly a megabuster with reskinned bullets
tosses a grenade
same stats as megaman
takes more damage
gets a wavebike weapon when he jumps on one
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Korby on November 02, 2011, 04:50:05 PM
(click to show/hide)
Doodeedoooo.

I completely fail at using my own class to its fullest!
Note: some changes have been made since this video was made(thirty minutes ago).
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on November 02, 2011, 05:07:04 PM
Looks great! Only thing I'd suggest is to give it a more evil/dark sounding fire sound, like that sound effect that enemies make when they shoot. (Unless you changed that).
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Shmeckie on November 02, 2011, 09:00:47 PM
Dark Man 1 looks great so far, but I think you should test it with people. His lack of strafing worries me that he's going to be an easy target, and you should make sure that is or isn't the case before he's officially added as is.

Quote from: "Michael712"
I've tried not jumping at all in roboenza using the Darkman1 skin and I found it very fun!

Also, if we have a Sniper Joe class, here's my view on it:

-Has a shield. Only drops it when attacking
-Main fire is a fast and small bullet that does around 15-20 damage
-Altfire throws a grenade
-Very slightly higher speed and jump, but not by much.
-1.6x damagefactor. Maybe somewhere around it.

Maybe the amour and attack damage will need a buff but oh well. He should be too powerful in any way. My view is based around the MM1 joes (there is a skin for that) with the addition of grenades.

I like this idea...! I do think a notably higher jump would be in order, though. Joes usually jump pretty high.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: BiscuitSlash on November 02, 2011, 09:24:56 PM
There is a skin of the classic MM1 joe. I think squidgy made it. If I get time I might make my own Sniper Joe class (I think it would be hell fun to use in Campaign mode)
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 02, 2011, 09:31:46 PM
...Did I just start a thing?  :mrgreen:

In any case, the main reason I didn't do the shield thing was because lack of spriting skill...
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on November 02, 2011, 09:38:55 PM
1: Rip the protoshield sprite
2: Reshape it to make it square
3: Recolor it's borders
4: Recolor the X buster from the MMX classes
5: Put both sprites on a HUD
6: Repeat steps 4 and 5 with X buster's other frames.
7: Put the sprites on the weapon
8: Profit!
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Max on November 02, 2011, 09:48:30 PM
I don't mind Darkmen but Sniper Joe is just going too far
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: -FiniteZero- on November 02, 2011, 09:52:43 PM
Quote from: "Yellow Devil"
I don't mind Darkmen but Sniper Joe is just going too far

But there are Sniper Joe bots used in the campaign. We should make a class for that.
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: KillerChair on November 02, 2011, 10:46:21 PM
Wasnt there a thread for megaman enemy classes anyways?
Title: Re: Class based modification (POPULARITY CONTEST FIN)
Post by: Trollman on November 02, 2011, 11:32:59 PM
Yeah but I think we'd necrobump it, wich results in a warn and a lock.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Ivory on November 02, 2011, 11:50:26 PM
No. Not unless Ice resurrects it, or there's an actual purpose to why it was bumped. I'm not going to lock a topic of a still alive (I think?) Project.
Assuming things is bad for your health.  :ugeek:
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Trollman on November 02, 2011, 11:55:19 PM
Quote from: "Ivory"
No. Not unless Ice resurrects it, or there's an actual purpose to why it was bumped
Oh, thanks for telling me.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on November 03, 2011, 02:11:56 AM
it's not exactly dead, I've just been busy with other things, I still add things from time to time
Title: Say it with me: dou-ble stan-dard!
Post by: Shade Guy on November 03, 2011, 05:08:39 AM
You're making an Auto class, who has only ever been seen in battle with a bazooka. You're making him the equivalent to the TF2 Engineer.

How is making a Sniper Joe class too far?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: SaviorSword on November 03, 2011, 05:37:53 AM
Sniper Joe is hardly a character! If we follow that logic, we might as well add in a Metoll class as well.
In short, this mod has limits that we are settin'.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on November 03, 2011, 06:07:13 AM
That "hardly a character" excuse isn't one at all. Because if that was the terms we were going by, we'd have Roll by now. Twice.

Darkmen are fortress bosses, and unexplained ones at that, as well. Are they any more developed as a character than an enemy that's been seen in every Megaman game to date?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on November 03, 2011, 07:52:15 AM
Sniper Joes are mass-produced weak bots with little more than a buster. Robot masters, and Darkmen (I guess) are individuals with powerful abilities.

Quote from: "Shade Guy"
You're making an Auto class, who has only ever been seen in battle with a bazooka. You're making him the equivalent to the TF2 Engineer.

How is making a Sniper Joe class too far?

Auto is not in. At least not yet.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: MusashiAA on November 03, 2011, 12:03:41 PM
Why don't we just ignore all this unnecessary banter and agree with the Joe and the Darkmen classes "just for the sake of bot functionality"?

YD already stated that he won't make them, but if someone else did, he will add them.

On the topic of a Sniper Joe class, I have my own take on him:

Mainfire is literally Vanilla 8BDM's Mega Buster, with a different hud (I mean, this is obvious, Sniper Joes have a different buster design), different projectile sprites, and using the enemy shot sound effect instead of the Mega Buster shot sound effect. It should also sport the same damage value as the Vanilla Mega Buster.

Altfire activates his shield. Pressing altfire again would deactivate it. Firing while having Joe's shield active would result in decreasing his buster's rate of fire to something similar to the Proto Buster, while also sporting the same damage. Not only that, but activating Joe's shield would decrease his velocity to, say, 25%. The defensive aspect of Joe's shield would be just like Proto Man's shield.

Itemfire makes Joe throw a grenade that explode after a set amount of time, doing high enough damage (say, 30-40). Said attack would be regulated through an ammo bar, and would regenerate at a normal pace.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: KillerChair on November 03, 2011, 02:34:31 PM
While i like the idea of a joe class, I would not place him in the normal classes mod.
Making a bunch of optional classes in a extra pack will be ok though.
Personally i would place auto in there aswell then cause im not sure if auto would fit with a bunch of RM's and other bosses.
Since all classes are either playable characters or bosses and all.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on November 03, 2011, 04:17:15 PM
I'm going to make my own Sniper Joe class. It will be good, as I've thought it out really well. Hopefully I wont need help with the FPS view.

This is how it will work:

Skin: Squidgy's Classic Joe skin with a shield.
Speed: Slightly higher than Megaman, but not much
Jump: Same as above
Amour: 1.6x (might make this higher)
Main fire: Fires a small bullet (MM1 bullets) that travels at around 85-90 speed and does 19 damage. Fire rate is roughly the same as gravityman, if not then slightly slower.
SAlt fire: Tosses a grenade. It bounces a bit. After a few seconds after throwing it, it explodes and hurts players (even yourself). You get 3 to start with (5 in LMS), which you can refill by collecting large weapon energy capsules. You can only hold up to 8 of them.
Special Stuff: Has a shield, which he only ever drops when attacking.
Role: Soldier/Assault (i think)
Weapon dropped: None, but he might drop health or weapon energy capsules.

I really do hope you consider it. Bare in mind that Sniper Joe is one of the main(ish) characters in the MM series, due to the way he constantly appears. (Mets might not be strong enough to have in this mod)

EDIT: Okay, I think I might need some help with the FPS view. I'm not going to be able to make that Joe Blaster thing look correct.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: MusashiAA on November 03, 2011, 09:27:30 PM
Although Auto may no be currently in, he DOES spawn (as far as we know right now) Mets as mobile sentry units. So they're in, in a sense.

My point still stands: YDClasses's class conundrum isn't about the "why", but more about the "why not".
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on November 03, 2011, 09:36:27 PM
Within reason, of course
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TheBladeRoden on November 04, 2011, 08:20:31 PM
Quote from: "SaviorSword"
Sniper Joe is hardly a character! If we follow that logic, we might as well add in a Metoll class as well.
In short, this mod has limits that we are settin'.

What a splendid idea!
This Metool sounds fun
I fully endorse it
Let's try it at once!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TheDoc on November 04, 2011, 08:33:06 PM
"MM enemy classes" is what you're lookin for

http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2199
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on November 04, 2011, 09:03:11 PM
in enemy classes joe and met were done a very long time ago, joe made by me and met made by korby
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on November 04, 2011, 09:05:47 PM
The Sniper Joe class I'm making might be quite a bit different. Mine is based mainly around the MM1 joes, with grenades added in.

All I need help with is the HUD view :/
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: skully on November 04, 2011, 09:23:35 PM
Why i see in doomsekeer servers with classes 6B? if its not relased?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on November 04, 2011, 09:34:59 PM
They be beta testing right now.
Title: I'm suprised this hasn't been done before
Post by: Trollman on November 04, 2011, 11:42:51 PM
As everyone knows, Megaman's current taunt can be barely heard in game (This is weird, because it has normal volume when heard on SLADE or another editing program), however, I buffed it in audacity so it's normal volume in game. You can get it here (http://www.mediafire.com/?djba9vf3x249enf). I'd highly suggest to implement this file on V6B.

BTW, I am also highly suprised this actually worked, I was expecting it to sound horribly in-game or something like that.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Tails on November 05, 2011, 01:16:15 AM
I'm assuming taunt ideas that have been ripped correctly can be sent via pm?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Zombie on November 05, 2011, 01:22:41 AM
I have been playing the classes in Single player, and I have noticed that Doc Robots, and three Dark Man types have no classes and show up as Mega Man

What would the proper Class setup be for Doc Robots considering Doc Robots in MM3 could use Complete  Robot Master attacks?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on November 05, 2011, 04:09:01 PM
Quote from: "Zombie"
I have been playing the classes in Single player, and I have noticed that Doc Robots, and three Dark Man types have no classes and show up as Mega Man

What would the proper Class setup be for Doc Robots considering Doc Robots in MM3 could use Complete  Robot Master attacks?

I think it'll be a Megaman class without weapons; that's what's being said(Personally, I think YD should just use the KY one) and the Dark Man classes are in discussion over at the KY classes topic.

Does CentaurMan have a taunt (and buster/health buff) now?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Ukiyama on November 05, 2011, 04:20:28 PM
*Inserts crazy and no way will ever be excepted idea for Doc Robot*
What if Doc Robot could have a random MM2 main and alt for like 20 seconds and then it flips to another random MM2 main and alt (example when he spawns he gains Quick Man's boomerang and Heat Man's heat tackle, after 20 seconds he rotates to Bubble Man's bubble lead and Flash Man's broken time stopper, and repeat). And it seems like that could be the idea if you look at Doc Bots actual art work.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on November 05, 2011, 07:11:39 PM
Quote from: "Ukiyama"
*Inserts crazy and no way will ever be excepted idea for Doc Robot*
What if Doc Robot could have a random MM2 main and alt for like 20 seconds and then it flips to another random MM2 main and alt (example when he spawns he gains Quick Man's boomerang and Heat Man's heat tackle, after 20 seconds he rotates to Bubble Man's bubble lead and Flash Man's broken time stopper, and repeat). And it seems like that could be the idea if you look at Doc Bots actual art work.

Sounds decent(except for those who LIKE the random weapon switch)

That could actually work.Doesn't sound that hard to program, either.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on November 05, 2011, 08:33:32 PM
Lego did something similar for his 8-10 Buckshot mode, if I recall.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Tails on November 05, 2011, 09:30:22 PM
There's a glitch where if Punk holds down his other main, or the regular-ish Screw Crusher weapon, and you pick up an item RM's normally cannot get to, you can activate it as long as you hold down the other main (EX. I pick up Rush Jet while using it and activate it normally without it disappearing it, allowing Punk to fly)
The same can happen to Drillman while underground, although he cannot use items such as Rush Coil and Rush Jet, at least without it being stolen if that case were to occur.

This same Item Activation glitch could probably happen to more RMs, but I only happened to notice this with these two.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Trollman on November 06, 2011, 01:43:54 AM
If a class picks up an item for half a second, you can be very fast and trigger it the extremely short time it's still there (I use this for making use of E-Tanks)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Tails on November 06, 2011, 01:50:03 AM
Yes, but in these two cases, they don't disappear.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on November 06, 2011, 03:32:48 PM
Quote from: "Trollman"
If a class picks up an item for half a second, you can be very fast and trigger it the extremely short time it's still there (I use this for making use of E-Tanks)

You too? XD I use it for Tango, mainly.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on November 06, 2011, 10:01:47 PM
That's been fixed, Classes don't pick up items, weapons or ammo anymore. thanks jax
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: KillerChair on November 07, 2011, 05:25:36 PM
Awesome! :D
Now thats what i call an update!
This means that in LMS classes cant destroy dropped weapons anymore?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Celebi on November 07, 2011, 05:33:29 PM
Aye, Jax has done a lot of small fixes here and there that will help greatly.  An example, copy classes are not able to pick up ammo with their buster equipped, unless they have the energy balancer.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: KillerChair on November 07, 2011, 06:15:51 PM
Hmm... Cant that be used for non-classes 8bdm when using one of the buster upgrades aswell?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TaggerungZX on November 09, 2011, 10:50:55 PM
Hi, I was wondering if it is possible to create a bot that uses a random class, as "Random" is a choice in the class selector. I used "Random" in the class of a bot, and it defaulted to Megaman. Is this even possible?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Knux on November 09, 2011, 10:55:30 PM
From what I understand, choosing the Roll bot produces random ones.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TaggerungZX on November 09, 2011, 10:59:41 PM
Roll always seems to become Megaman for me.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on November 09, 2011, 11:07:33 PM
If you want a random bot, open up the console and type "addbot"
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TaggerungZX on November 09, 2011, 11:35:49 PM
Ok, sorry if I'm making you angry, but I wanted to create a bot that would change classes every time it died, like the player if you select "random" as your class.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Trollman on November 10, 2011, 12:00:20 AM
Just edit a botdata on the part where it says it's class and put random instead.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TaggerungZX on November 10, 2011, 12:01:31 AM
Thanks, but I tried "Random", "random", and "RANDOM", and none of them worked.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on November 12, 2011, 05:48:25 PM
This post has been deleted
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: KillerChair on November 12, 2011, 05:51:03 PM
Thanks but no thanks... I'd rather wait till YD releases it oficially.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on November 12, 2011, 05:51:42 PM
Quote from: "KillerChair"
Thanks but no thanks... I'd rather wait till YD releases it oficially.

Did you have to come see that 5 seconds after I posted?

XD I thought YD had released the beta to the public. Apparently not.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: OZX on November 12, 2011, 07:05:23 PM
He rather have his testers find some bugs and glitches then release it to public.

So just wait for the real version to come out.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on November 12, 2011, 08:49:43 PM
I just had a bizzare idea for a Crash Man skin:

Clash Man.

This skin has him and his weapon in monochrome, and styled after Clash Man from Mega Man II on gameboy.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: JaxOf7 on November 12, 2011, 10:26:44 PM
Quote from: "FiniteZero"
I just had a bizzare idea for a Crash Man skin:

Clash Man.

This skin has him and his weapon in monochrome, and styled after Clash Man from Mega Man II on gameboy.
The alternate crashman skins will probably just be using the different crash bomb graphics.
One NES, the other Power and Fighters.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on November 22, 2011, 08:10:45 AM
not sure if this is currently usable but might be helpful in the future (its annoying when a teammate intentionally kills your gemini clones, might also help to make a red/white clone too)

Quote
DesignatedTeam team (development version r3113+ only)
Assigns the actor to the specified team by number. In team play, the actor will not take friendly fire from teammates unless the teamdamage CVAR is set. If the monster is friendly, it will not target said teammates.
quoted directly from the wiki page http://zdoom.org/wiki/Actor_properties (http://zdoom.org/wiki/Actor_properties)

and also on the subject of the clones, I'm saying this as the person that created them, remove the FLOAT flag, it causes the monster to fly up to a target if it's above them (I coded it from my RMpack monsters code and found out this error later on), instead use MaxStepHeight 64, it will simulate jumping and help the clone navigate more easily and hopefuly remove it's "LE HERPADERP I LIKE WALKING INTO WALLZ" behavior (I feel bad for the poor thing getting stuck in a simple pit)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Ivory on November 22, 2011, 08:35:24 AM
You do realize that applies to the ZDoom development version, not Skulltag, right?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on November 22, 2011, 08:42:57 AM
nope, no I do not
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on December 04, 2011, 08:23:17 PM
KY Napalm Man makes me feel like a baus, he just has such low damage output.

Now, I realize this mod is the "More Creative" one, so I have a proposal. Make him like KY, except with an altweapon (Actual napalm?) with an altfire (Slow rockets), and perhaps another item (Grenades?)

Now, I know this is probably a horrible idea, but playing as a living tank with SIX, or even FIVE weapons would be simply incredible, regardless of the damage output.

KY already allows me to single-handedly fill the screen with explosions- I may not frag anyone, but regardless, it's amazing.

Please?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 04, 2011, 08:40:07 PM
6 WEAPONS?  kjijhnbfffrescdffhbgfgrfdswsd *nuke goes off*

 
i think its best to stay with just 1 or 2 weapons. besides, it would take while to get sprites. that and HUD's that  tell you what weapon you are using. besides, napalmman is fine as is.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Laggy Blazko on December 04, 2011, 08:48:49 PM
Yeah, his current weapons are OK, but I usually see Napalm Man as a robot with lots of weapons.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on December 04, 2011, 09:09:42 PM
Quote from: "Laggy Blazko"
Yeah, his current weapons are OK, but I usually see Napalm Man as a robot with lots of weapons.

(He's UP in KY, but he has 3 weapons, and his basic weapon fires 2 packets)

Exactly. He's a TANK, and has absolutely NO napalm, despite that being his name. Look at one of the Capcom pictures of him. He's shown having arm rockets, a missile launcher on his head, shoulder cannons, possibly a chest launcher (used in KY), possibly foot rockets, and a Missile launcher on his back..
He also has TREADS, not feet.

Right there. 6 Weapons. Why not?

Edit- I realized, the Jetpack was a missile. Why would you put a jetpack on a tank?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 04, 2011, 10:07:14 PM
Napalmman has been targeted for an overhaul. However, since 6b is taking so long, we'll be saving the rest of Rainbow Whale (Hard, Centaur, Napalm etc.) and the Darkmen for 6c. There are only a few fine tunings needed before 6b is complete, so hold on to your anuses!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: KillerChair on December 04, 2011, 10:21:26 PM
Quote from: "Yellow Devil"
There are only a few fine tunings needed before 6b is complete, so hold on to your ani!
Fixed ;)

Anywayz... I'm exited to see how Freezy has been changed.
...
And ofcourse the other changes  :mrgreen:
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 04, 2011, 10:24:29 PM
I know it's kinda old by now, but wasn't there a version of 5d that let Mega Man and Proto Man slide even with other weapons equipped? I was curious why that was never put in.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 04, 2011, 11:06:00 PM
It's in now. I'll provide a full changelog tomorrow (warning : it's hueg man, hueg!).
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 04, 2011, 11:11:40 PM
Ooh, I like huge changelogs, and I cannot lie!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TheDoc on December 05, 2011, 12:58:38 AM
I hope it's not one of those logs that are just made of buffs and nerfs. I WANNA SEE SOME NEW SCHTUFF!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LifeCraft J on December 05, 2011, 01:03:09 AM
Oh look this thread is revived.
Well, I hope we all should be getting that Skull buff nerf like we always wanted.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on December 05, 2011, 02:14:03 AM
Quote from: "Yellow Devil"
Napalmman has been targeted for an overhaul. However, since 6b is taking so long, we'll be saving the rest of Rainbow Whale (Hard, Centaur, Napalm etc.) and the Darkmen for 6c. There are only a few fine tunings needed before 6b is complete, so hold on to your anuses!


THANK YOU MR.DEVIL SIR.

Centaur and Napalm.
Now, all I need is KY Enker in this mod and it'll be perfect!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 05, 2011, 02:28:16 AM
Quote from: "Daveris"
Now, all I need is KY Enker in this mod and it'll be perfect!

Personally, I prefer the air Enker of this mod over the other Enker, though that's just me.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 05, 2011, 04:56:37 PM
(click to show/hide)

Hueg
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 05, 2011, 05:08:32 PM
Quote from: "Yellow Devil"
[*]Slight Fireman changeup. His mainfire no longer rips, but it spawns a stationary flame on hit. He also uses the Firestorm shield like he did in Powered Up. To compensate for this firepower increase he takes more damage.
Hmmmm, I can't exactly say I will fully like this, but I might do. It better not be 1.5x like Metal and Elec -_-
[*]Cutman, Quickman and Slashman can now walljump by hiting jump in midair next to a wall.
Awww yeah! Just like Rockman Cro- *shot*
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -Daiki-TheOni on December 05, 2011, 06:10:26 PM
Why Quint Buster have the spread thing? is only a question...  :)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Laggy Blazko on December 05, 2011, 06:16:27 PM
So geminiman and diveman won't change, huh?  :twisted:
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: MusashiAA on December 05, 2011, 07:41:19 PM
Quote from: "TheunlosingQuint"
Why Quint Buster have the spread thing? is only a question...  :)

Quint doesn't have a buster in the main canon, so we thought that, if he somehow could get his hands on one, he wouldn't be able to use it as effectively as Mega Man.

TL;DR, he sucks at aiming, and his buster sucks because of Wily's reprogramming into a melee fighter.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Knux on December 05, 2011, 07:56:36 PM
Quote
[*]Cutman's jumpheight nerfed.
Bye Cutman, nice playing as you.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: MusashiAA on December 05, 2011, 08:24:29 PM
Quote from: "Knux"
Quote
[*]Cutman's jumpheight nerfed.
Bye Cutman, nice playing as you.

Quote from: "Yellow Devil"
[*]Cutman, Quickman and Slashman can now walljump by hiting jump in midair next to a wall.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 06, 2011, 04:25:42 AM
Oooo, I like that Punk bailout! I can also see potential for psych-outs, as well!

Also looking forward to the new Wily class, and improved Freeze Man!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: MusashiAA on December 06, 2011, 04:31:56 AM
Allow me to say this:

YOU GOT PUNK'D
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Knux on December 06, 2011, 11:56:08 PM
Quote from: "Musashi-COM"
Quote from: "Knux"
Quote
[*]Cutman's jumpheight nerfed.
Bye Cutman, nice playing as you.

Quote from: "Yellow Devil"
[*]Cutman, Quickman and Slashman can now walljump by hiting jump in midair next to a wall.
Hey, I had already read that. It's nothing more than a useless gimmick the way I see it. Much of my success as Cutman is thanks to that high jump, and nerfing it sounds more like the idea came from someone who always gets their ass kicked by the class when they can just get away from it. It certainly doesn't help the fact that Cutman's armor is lower than Megaman's and that projectile classes nearly always have the advantage. And don't even get me started on camping flying classes when it comes down to 2 people in LMS/TLMS.

A faster rolling cutter is not helping much, either. It's essentially the same as giving it a damage nerf as it passes the opponent too quickly to do as much ripping damage. It might have a merit in catching up to a class quicker while chasing, but Cutman's speed is already great and he's probably better off without it.

...Well, that's my two cents. When V6B comes out, I'll get to test things out for myself and come to (hopefully) a better conclusion.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 06, 2011, 11:58:27 PM
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman'sENERGY LEGS jump getting nerfed in the process is a fair trade off. and if we give naplamman the demo's (TF2) taunt "KABOOOOOOOOOOMMM", i will walk a happy man.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Knux on December 07, 2011, 12:03:05 AM
Quote
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman's ENERGY LEGS jump getting nerfed in the process is a fair trade off.
It's not.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 07, 2011, 12:12:35 AM
Quote from: "Knux"
Quote
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman's ENERGY LEGS jump getting nerfed in the process is a fair trade off.
It's not.
then perhaps when i try it for myself i'll  see which way is better, since cutman is my primary class.  perhaps i'll understand where you are going with this. now about that napalmman taunt...   sheesh, psp typing is a pain in the arse.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on December 07, 2011, 12:43:49 AM
Quote from: "PLAINOLDLUIS"
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman'sENERGY LEGS jump getting nerfed in the process is a fair trade off. and if we give naplamman the demo's (TF2) taunt "KABOOOOOOOOOOMMM", i will walk a happy man.

But I love the smell of napalm in the morning.

Unfortunately, the Centaur and Napalm updates are what i'm really looking forward to.

Bass got a boost XD
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: OverlordCrono on December 08, 2011, 12:36:47 AM
Quote from: "Yellow Devil"
Dat changelog

It's... Too beautiful. Punk alt cancel? A Metal Man alt? Gravity Man can finally walk on the ceiling? All those balance changes I wanted?

I think I'm in love. I truly cannot wait to try out 6b, it shall be amazing.
Title: High jump + high speed + cutter = hit 'n run all day err'day
Post by: Bikdark on December 08, 2011, 01:06:34 AM
Quote from: "Knux"
Quote
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman's ENERGY LEGS jump getting nerfed in the process is a fair trade off.
It's not.
It's a fine tradeoff, considering Cutman can do upwards of 60 damage with one cutter. That's not even factoring in the rebound.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Knux on December 08, 2011, 01:39:51 AM
Well, that's what happens when you let him get close!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Mr. X on December 08, 2011, 02:23:18 AM
Quote from: "OverlordCrono"
Quote from: "Yellow Devil"
Dat changelog

It's... Too beautiful. Punk alt cancel? A Metal Man alt? Gravity Man can finally walk on the ceiling? All those balance changes I wanted?

I think I'm in love. I truly cannot wait to try out 6b, it shall be amazing.

I usually don't comment in classes topics, but those are already in King Yamato's version.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 08, 2011, 02:25:13 AM
King Yamato, you mean.

And Punk can't cancel from his alt in KY's Classes.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Mr. X on December 08, 2011, 02:27:21 AM
WHAT?  I NEVER SAID ANYTHING THAT WASN'T KING, NOPE.

Also, still, the other two are the bigger changes since they're new abilities.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Bikdark on December 08, 2011, 04:01:33 AM
Knux, remember, he's getting a jump nerf in exchange for a walljumping maneuver that you can use to get out of many sticky situations with. It's not a speed/damage nerf. A slight jump height change isn't anything to fuss about.
Title: Shade here, reporting from Bogan Country
Post by: Shade Guy on December 08, 2011, 05:14:39 AM
Normally, I would respond with 'oh balls what did they do with the robot masters (namely Plant Man)', but I would be rebutted with an 'it's not supposed to be canon all these changes are good' by someone who hasn't been involved with any class expansion for quite some time.

In light of that, I will instead say this. My main gripe with these classes was that it was a pretty half-arsed job. Sure, they were playable, but each class was lacking in originality. Pretty much all the classes were Mega Man with edited stats, a new primary (with all the coding taken from vanilla) and an alt, shoddily slapped on. King Yamato went and edited each class and put a crap ton of detail into each one, despite his views on canonicity. And no, this doesn't just mean he edits the sprites of the projectiles. Take a look at Wave Man. In YD's, he's a simple fellow who has a basic projectile shooty-shooty for a primary, and Mega Man's Water Wave for an alt. In KY's, the only thing Wave's alt shares with the vanilla Water Wave is the sprites. Even if he made Wave's alt make him hop onto a Wave Bike and proceed to do some robot roadkill (good idea for Classes with Science yes?), it's different, it's not heavily based on someone else's coding, and you don't see that work put into these classes.

So with some of these changes to make each class distinctive, even if it is completely stupid, I must at least commend you from straying away from the vanilla weapon coding a little more...So you made one step forward, even if it was most likely in the wrong direction. You've still got a long way to go.

Besides, I'll let any lingering balance issues be handled by the impatient folk who wanted to see an early version of 6B the testers.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 08, 2011, 07:54:51 AM
i don't even know why i bother
Title: Re: Shade here, reporting from Bogan Country
Post by: JaxOf7 on December 08, 2011, 08:59:00 AM
Quote from: "Shade Guy"
Even if he made Wave's alt make him hop onto a Wave Bike and proceed to do some robot roadkill (good idea for Classes with Science yes?), it's different, it's not heavily based on someone else's coding, and you don't see that work put into these classes.
So make heavily different things with no quality control whatsoever?
I'm sure everyone shares your sentiment.

By the way, what you described would not even be hard to do and would also be quite MM8BDM-v2c.pk3 derivative. You'd be surprised at what truly takes programming effort, since that concerns you so much for some reason.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 08, 2011, 09:16:38 AM
I think you're heavily exaggerating his point. Abrasive as it was, there is a point to be made; a lot of the classes in this mod just seem to have their copywep attacks and a simple filler altfire. Not all of them do, mind you, but he does have a point in that some of the classes need an extra something, and Wave Man's a good example.

That said, he's being a bit extreme about it. Shit, many of the classes in KY's mod are almost identical to YD's. Including m'boi Punk.

Some classes do need more of a creative touch, though, and Wave Man was a good example to make that point; his copywep weapon and a buster is pretty plain, all things considered. But, you seem to be making strides in that area, so I can't hammer on you guys too much for that.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: MusashiAA on December 08, 2011, 03:21:44 PM
"Wave Man is just Mega Man with a different buster, different stats and infinite Water Wave. He needs to be more original"

"Let's give him *random ability*"

PROBLEM SOLVED


KYClasses and YDClasses differentiate from each other because the former limits its classes's abilities to what the numbered NES games dictate for the sake of consistency, where the latter broadens itself to what more games dictate for the sake of creativity. Even so, there is a limit between what is doable and what is not when it comes to class development in YDClasses, which is mostly determined by the general official Classic canon, which encompasses almost any Classic game.

Demanding more creativity to Wave Class (and specifically demanding it through giving him a wave bike) is like that old joke about giving the TF2 Heavy class a jetpack.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shade Guy on December 08, 2011, 11:09:22 PM
Of course balancing still matters...Apologies if I implied otherwise. My point was that these classes are breaking through on a more creative front, but on that front alone.

...And yes, I do realise now that my Wave Bike example was a bit shoddy in the sense that it strays away from vanilla coding. Think of a better one yourself.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 09, 2011, 12:33:56 AM
I just had a strange idea for a class:

Weapons Archive (from MM10). It works a little like Random Class, where it gives you a random class weapon, however your speed, armor, jump and such are like Mega Man's.
Title: yd wanted this from the beginnig
Post by: LlamaHombre on December 09, 2011, 03:45:35 AM
And then people dominate with Hard Man
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 09, 2011, 06:51:06 AM
Can't wait to get the new version of the Classes mod!

In the meantime, for no particular reason, I changed my "Sniper Joe" version thingy.

Don't ask me why, I dunno. (http://www.mediafire.com/?7gnp037etez14my)

Basic changes are to the Dark Man classes. DM1 is unchanged, DM2 is buffed, as well as DM3. I don't remember if I made any other changes.

Think of this as something to mess around with until the next classes thing or something, I don't know.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 09, 2011, 07:08:02 AM
Quote from: "Musashi-COM"
"Wave Man is just Mega Man with a different buster, different stats and infinite Water Wave. He needs to be more original"

"Let's give him *random ability*"

PROBLEM SOLVED


KYClasses and YDClasses differentiate from each other because the former limits its classes's abilities to what the numbered NES games dictate for the sake of consistency, where the latter broadens itself to what more games dictate for the sake of creativity. Even so, there is a limit between what is doable and what is not when it comes to class development in YDClasses, which is mostly determined by the general official Classic canon, which encompasses almost any Classic game.

Demanding more creativity to Wave Class (and specifically demanding it through giving him a wave bike) is like that old joke about giving the TF2 Heavy class a jetpack.

I'd at least suggest taking a page from KY's book with Wave Man. More creative, closer to the games, and less copywep copypasta.

I'm all for giving Napalm Man an arsenal, though, as was suggested earlier. Power Fighters might have a few tricks you might be able to import...
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Tails on December 09, 2011, 08:18:03 PM
From what I've seen from the beta, when Metalman uses his alt on the floor, he is randomly suspended in mid-air :/
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 09, 2011, 08:20:14 PM
It's a metal blade that he uses to climb things, like Wheel Cutter.

I don't quite get it either but it's hilariously fun.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Tails on December 09, 2011, 08:22:21 PM
No, I know that. I mean he climbs on nothing when pointed to the floor.

Also, you can still kill a skull man who spectated while using his alt.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Magnet Dood on December 09, 2011, 10:43:11 PM
Finite, I think something's wrong with your pk3.

I keep on getting an unknown texture error that says "NO PHAH1 TEXTURE" or something like that.

Am I doing it wrong?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 09, 2011, 10:44:23 PM
Huh, let me take a look... I'll be back in a sec.

EDIT: ...Weird. I'll go fix it real quick.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Magnet Dood on December 09, 2011, 10:49:48 PM
Question: This does include the Dark Men, right?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 09, 2011, 10:51:13 PM
My version? Yes, it does.

Anyways, here. (http://www.mediafire.com/?sx8ceav3evv6fke)

This one may not say "v2", but it is.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on December 10, 2011, 12:12:29 AM
Quote from: "Shmeckie"
Quote from: "Musashi-COM"
"Wave Man is just Mega Man with a different buster, different stats and infinite Water Wave. He needs to be more original"

"Let's give him *random ability*"

PROBLEM SOLVED


KYClasses and YDClasses differentiate from each other because the former limits its classes's abilities to what the numbered NES games dictate for the sake of consistency, where the latter broadens itself to what more games dictate for the sake of creativity. Even so, there is a limit between what is doable and what is not when it comes to class development in YDClasses, which is mostly determined by the general official Classic canon, which encompasses almost any Classic game.

Demanding more creativity to Wave Class (and specifically demanding it through giving him a wave bike) is like that old joke about giving the TF2 Heavy class a jetpack.

I'd at least suggest taking a page from KY's book with Wave Man. More creative, closer to the games, and less copywep copypasta.

I'm all for giving Napalm Man an arsenal, though, as was suggested earlier. Power Fighters might have a few tricks you might be able to import...

Yes, I prefer KY due to the... variety. MetalMan's actually FUN to use, Napalm fills the screen with explosions despite being seriously UP, Enker plays like a baus, and such.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Magnet Dood on December 10, 2011, 01:09:32 AM
Toyed around with the Dark Men, Finite. They were pretty fun to use, but there were some major flaws that I noticed.

- ORIGINAL HUDS ARE BADLY NEEDED. The current Mega Buster ones just look terrible.
- Not terribly important, but Dark Man 3's color scheme is off. I think his second shade is a light purple.
- Dark Man 1's alt takes up too much ammo to be useful. Plus, his buster shot takes up ammo too. I would make his buster shot not run on ammo, but instead have it stop the reloading process.
- Dark Man 2 is OK, but I think he could use something more. Perhaps you could give him the electromagnetic net from the cartoon as an alt, or an item.
- Dark Man 3 is fine, except I really think he should have a faster RoF.
- Dark Man 4 is identical to KY's, yet there isn't anything wrong with that.

Conclusion: Good start, but some of the kinks have to be worked out.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hunter_orion on December 10, 2011, 02:20:59 AM
I've that the ammo bars on all of YD's classes do not show up when you use this mod. Maybe a collaborative effort is needed to fix this?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 10, 2011, 02:22:22 AM
When you use my mod? Well, just load it by itself, not with the original v6a.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hunter_orion on December 10, 2011, 05:11:53 PM
Well, don't I feel stupid? I guess I shouldn't have assumed that it needed the classes mod. Thanks for that.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 10, 2011, 11:29:20 PM
Anyways, made a new version. (http://www.mediafire.com/?nwd2dukadduj78h)

Changes:

-Dark Man 1's buster uses no ammo, and alt uses less ammo.
-Dark Man 3's buster shoots faster
-New Sniper Joe alt

What I want to do, but can't:

>Dark Man 2 alt. No sprites for it.
>Custom HUDs. I have no spriting ability, unfortunately.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Magnet Dood on December 11, 2011, 12:49:40 AM
Here's a Dark Man 1 buster. Put two together. Make the one on the left fire.

Easy-peasy lemon squeezy.

(http://img7.imageshack.us/img7/775/drmba0.png) (http://imageshack.us/photo/my-images/7/drmba0.png/)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 11, 2011, 01:31:14 AM
Already have one, silly.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Magnet Dood on December 11, 2011, 01:56:49 AM
Whaddya mean?

The one in there now is just a recolor of Mega's Buster.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 11, 2011, 02:41:07 AM
Needleman's HUD, and considering Needle's and Darkman's busters are pretty much the same...

If you'd make a Darkman3 buster, that'd be nice though.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Magnet Dood on December 11, 2011, 02:46:25 AM
That's basically just a cylindar with a rectangle at the end, right?

Eh, maybe. I'm not great with that kinda stuff.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 11, 2011, 03:38:09 AM
There's also another class I want to add, but I'm still waiting on Blaze's permission.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hunter_orion on December 12, 2011, 08:21:03 PM
Ooh, Roll? (Only kidding, but if that's right that would be fun to see...)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 12, 2011, 10:26:17 PM
Nope. Bond Man.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LlamaHombre on December 12, 2011, 10:33:46 PM
I personally think that Roll is a very boring character and a class of Roll would be very boring.

You get a mop.

Big fucking whoop.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 12, 2011, 10:37:42 PM
SOMEONE UNDERSTANDS
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LifeCraft J on December 12, 2011, 10:42:25 PM
Quote from: "LlamaHombre"
I personally think that Roll is a very boring character and a class of Roll would be very boring.

You get a mop.

Big fucking whoop.

...Wouldn't it be fun to use a horrible class, and then use that class to pwn everyone?
Thats what I did with Bombman.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LlamaHombre on December 12, 2011, 10:43:35 PM
Bomb Man at least has explosives that can clear out crowds.

Not just a melee attack that's focused on one target.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hunter_orion on December 12, 2011, 11:52:10 PM
I understand why Roll doesn't exactly get the vote of popularity. She hits things with a broom. It's pretty useless compared to some of me and my friend's favorite classes. But at the same time, I see other sides to this.

A) I'm not an expert at coding, but would it really take that much effort? Couldn't one just do a "copy Rollswingwep, paste as primary, change a few things here and there, be done."?

B) Much like FZ's Darkmen, it would bring a new challenge to the table. Maybe this is just me, but I use each class to its fullest so that I can be best prepared for its strengths and weaknesses should it come up through random. Roll would be just another character to master.

C) Who says that she has to just swing her broom? She's just like Megaman and Protoman, and last I remember, she's able to copy weapons just like they can. The class is as fun as the creator makes it out to be (like in PIM's case, she likes Spring Man because of his jumping ability).

Furthermore, you clearly missed the part in parentheses
Quote
Only kidding, but if that's right that would be funny to see...
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Laggy Blazko on December 12, 2011, 11:54:28 PM
Maybe someone should make a "extra class pack" for characters which don't fit neither these classes nor the enemy classes.
IE: Roll, tango, reggae, Brain bot from the cartoon show, the MM8 thief bot who appears in a flashback...
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LlamaHombre on December 12, 2011, 11:56:41 PM
If Powered Up is to be considered canon, Roll's only ability is melee attacks. There's no copywep or any of that shit.

Thank god she's not, either. Copywep classes are always OP and there isn't a thing you can do to nerf them without making them UP.

Project Jitterskull proves this.

Also, there is a topic for an expansion pack to this. Stop ignoring it. (http://cutstuff.net/forum/viewtopic.php?f=37&t=2625)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on December 13, 2011, 12:58:45 AM
not to mention I already made eddie and reggae
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Smunch on December 13, 2011, 01:05:24 AM
I'm not really all about pushing the whole Roll class idea but I just thought of something.  Anyone remember her in Tatsunoko vs. Capcom? Favorite character in itShe had a bunch of broom attacks as well as attacks with that bucket of hers.  You could leave a puddle on the ground to be tripped over, or splash the whole thing at your opponent.  Another House-cleaning based weapon for Roll, apply to MM8BDM physics, rim-bam-bam and you're done.

[END OVERSIMPLIFICATION]
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 13, 2011, 01:07:00 AM
Also, if anyone was willing to:

A) Make a Dark Man 3 HUD
B) Make a Bond Man HUD
or C) Get Blaze to let me know if I can use his Bond Man skin or not

I'd be grateful.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 13, 2011, 01:19:23 AM
Quote from: "LlamaHombre"
I personally think that Roll is a very boring character and a class of Roll would be very boring.

You get a mop.

Big fucking whoop.

B-but I needs to play as kawaii ritturu giiiiiru!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Laggy Blazko on December 13, 2011, 01:56:42 AM
Quote from: "Shmeckie"
Quote from: "LlamaHombre"
I personally think that Roll is a very boring character and a class of Roll would be very boring.

You get a mop.

Big fucking whoop.

B-but I needs to play as kawaii ritturu giiiiiru!
Then let's make a bunch of roll classes for the extra classes. (Classic roll, ninja roll, alley cat roll...)
Wait a sec... Actually I think that would be a good idea... If someone wants to make them.
(I mean the roll classes, not the "kawaii" thing)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 13, 2011, 03:22:34 AM
Quote from: "FiniteZero"
A) Make a Dark Man 3 HUD
This one's needed for the actual mod so anyone who does this is pretty cool
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LlamaHombre on December 13, 2011, 03:29:22 AM
I want to bash in my skull at the thought of multiple Roll classes

And if Dark Man 3 wasn't my least favorite, I'd take him.

I've always found 2 and 4 to be loads cooler, and 1 is just funny to watch
Title: That and there is not a single good idea for a Roll class
Post by: Sora on December 13, 2011, 03:45:48 AM
ROLL ISN'T EVEN A BOSS IN MM GAEMS AND ALL SHE DOES IS CLEAN AND SHOOT TOAST AT PEOPLE.  DO YOU WANT TOAST TO FLY INTO YOUR FACE??????////

I rest my case~
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: lol on December 13, 2011, 04:09:10 AM
Toaster Gun.

Sora, You're an absolute genius.

But in all seriousness, no Roll class, please. If you're aiming to make her a melee-only class, then lrn2play Slashman class.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: JaxOf7 on December 13, 2011, 06:45:48 AM
Personal Current Roll Class plan (would be working on this but trying to get 6b released first):
Weapon 1: Roll Swing.
Weapon 2: Roll Bucket. (A weak arching shot that stays on the ground for a few seconds. Don't slip on it!)
Alt fire: Rocket broom dash.
Item that charges through bar: Heal pray.
Has access to Rush, Tango, and Tanks.
Light/glass armor.

Actually aiming for versatility here rather than pure melee or power.
Ton of stuff from TvC by the way.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 13, 2011, 07:18:06 AM
Y'know, guys, I was gonna play as the walking tank guy, but then I saw that you can play as the cutesy maid girl, and I said FORGET THAT MESS! Grab 'dat broom and SUIT UP! That walking tanks myriad of explosives and horrifying namesake can't stand up to MAH TOAST!

Joking aside, any plans for MM8-10 Robot Master classes in the future?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 13, 2011, 07:50:55 AM
Yeah
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: GameAndWatcher on December 13, 2011, 12:56:42 PM
You can call me handsome guy! That's nice to know.
Title: You guys really annoy me >_>
Post by: BiscuitSlash on December 13, 2011, 05:09:25 PM
....or you could upgrade her and give her some kind of Roll buster -_-. Since when was this mod still going by that "emulate their original counterpart" thing?

Quote from: "Sora"
That and there is not a single good idea for a Roll class
Not one? Not even the fact that Roll bot will always be Megaman?

Personally, I think we're all forgetting that she doesn't have to be a boring class. Everyone keeps moaning about how Metal and Freeze have only one attack and how Napalm "needs more weapons. He's a tank".
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 13, 2011, 05:28:38 PM
if roll is gonna be a melee class, then i think that either a high speed or a very powerful melee attack is needed, to balance that low armor.where there's toasters,theres, roll class....and toast
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 13, 2011, 05:38:11 PM
But like already said, we already have quite a few melee classes, and if Roll was a melee class, it would be quite boring. All we need to do is think up some really awesome idea for a Roll class so that we can actually have a likeable one.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 13, 2011, 05:58:28 PM
perhaps this...

wep1-roll buster
generic buster, fast shot speed
alt-rose bombs
much like a grenade, with a great smell at that.


speed-faster then megaman
armor-less then megaman
can use  other weps
can use tango roll, rush jet, item1, rush coil, eddie call
maybe give a morph for super adapter or something?
make rose bombs run on a energy gauge that fills after 15 sec?

was gonna say copy roses, like in mvc1, but might not be code-able
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 13, 2011, 06:22:49 PM
It should probably be MvC inspired, definitely. My idea was basically your idea but with Roll Swing for the alt and the buster being slightly weaker.

I think Sniper Joe would be good too, but partly because then we would have almost the complete set of RMs for campain and stuff. I've made sprites of squidgy's Classic joe with the shield, but not sure if other people will find them useful :/.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 13, 2011, 06:29:14 PM
hence the thought of a super roll. the copy roses would work like this: throw them, hit them, copy their weapon. only the weapon currently equiped, so you don't get a complete class.
ex...
 hit hardman, get hard knuckle. hit flashman, get bass buster(preventing the flash stopper abuse, unless given a long recharge time...)
hit megaman, get... nothing.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Knux on December 13, 2011, 06:43:06 PM
I was thinking that if the Roll class is implemented, her Roll Swing should knock away enemies. As in, hold down Fire to charge up the swing and the more it is charged, the farther away the enemy will be uhh... swept. No other class does this yet (at least with a melee), so I think it would be unique.

As for how much damage that would do (IF you do decide to code this), I'll leave it up to you.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hallan Parva on December 13, 2011, 07:00:14 PM
You know what? I'm getting tired of all this "I'm a troll, there's no Roll" crap. I'll just make the attacks myself.

I just need a bucket HUD and someone to handle the "classes" side of things. I'll handle the weapons and such.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: SaviorSword on December 13, 2011, 07:33:58 PM
What boggles my mind is that folks dump in Roll ideas here while it should be all sent to the "Extended" classes topic.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 13, 2011, 07:43:12 PM
It's because Roll is a character that is should be worthy of this mod, partly because of the bot thing I guess. and because he's a great character

But if we ever do, we really need to think of a FUN idea for it. Not just a boring melee class.

Also, that extended class mod never really seems to have taken off. Look at the new title for it....
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 14, 2011, 10:20:23 PM
Quote from: "Michael712"
It's because Roll is a character that is should be worthy of this mod, partly because of the bot thing I guess. and because he's a great character
     

lolwut? are we still talking about roll??  

i fear for my life...
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 15, 2011, 04:47:38 AM
A lot of people really like their moe robot maid girls...

Quick question: are the Dark Men gonna be incorporated, or are you guys gonna release 6b without 'em? Or are they not being added at all and am I way off base?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 15, 2011, 07:18:04 AM
They're not finished yet, so they're probably not going to be in 6b.

By the way, I'd like some thoughts on some ideas for 3 and 4.
(click to show/hide)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 15, 2011, 09:54:03 AM
Dark Man 3a is definitely the way to go. Your setup on 4, though, is trying way too hard to be different. There's nothing wrong with him being like KY's (hell, several of KY's classes are just like YD's). Maybe a few tweaks (like replacing that godawful firing sound, and maybe a disguise option. He was named "Dark Man" for a reason...), but KY's Dark Man 4 is very solid and is pretty much the way to go. Gives you all the options he had in Mega Man 5, and makes for a solid class.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on December 15, 2011, 01:55:26 PM
...but wait, wasen't darkman 3 a machine gunner not a sniper?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: JaxOf7 on December 15, 2011, 02:27:02 PM
Quote from: "SmashBroPlusB"
You know what? I'm getting tired of all this "I'm a troll, there's no Roll" crap. I'll just make the attacks myself.

I just need a bucket HUD and someone to handle the "classes" side of things. I'll handle the weapons and such.
I already said I was making Roll but ok.


Agree with Schmeckie.
Except Darkman3A's carry and 1.75 armor sound pretty bad. Snipers are fought by getting up close to them; if he has the ability to take higher vantage points, how do you get close to him? Stun rings (and a little more armor) are enough.


It's a long barrel weapon, so yeah, we interpreted that as a sniping role. Also, a class that stuns you to run away and snipe you is more interesting than the other classes that stun you and proceed to kill you in place, especially since Darkman2 is supposed to join those ranks.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hallan Parva on December 15, 2011, 02:30:29 PM
Quote from: "JaxOf7"
Quote from: "SmashBroPlusB"
You know what? I'm getting tired of all this "I'm a troll, there's no Roll" crap. I'll just make the attacks myself.

I just need a bucket HUD and someone to handle the "classes" side of things. I'll handle the weapons and such.
I already said I was making Roll but ok.
lol okay, that's fine. I'll just do more BN stuff then.

EDIT: To emphasize the whole "stun then run away and shoot" thing, would it be possible to make his shots grow stronger over distance? For example, a close-ish shot would only do about 5 damage, but a sniped shot could do up to 25 damage? (Please please PLEASE place some sort of damage cap.)
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 15, 2011, 06:32:28 PM
For 4, I was attempting to emulate the other three in lesser extents, but alright. One more like actual Darkman 4 would work, I guess.

The carry was for the purpose of getting to decent points to actually snipe people, and I figured there were enough classes who could get him when he's on those points anyway. However, if you think it wouldn't work, guess I won't do it.

Also, yes, Smashbro, that's what he will be doing...as I said in my previous post.

Also also also, the wiki (http://www.themmnetwork.com/wiki/index.php?title=Dark_Man_3) totally says Darkman 3 is a sniping robot. Justification, ho!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Bikdark on December 15, 2011, 10:16:49 PM
Quote from: "JaxOf7"
It's a long barrel weapon, so yeah, we interpreted that as a sniping role. Also, a class that stuns you to run away and snipe you is more interesting than the other classes that stun you and proceed to kill you in place, especially since Darkman2 is supposed to join those ranks.
For the love of crap, make sure he has a scope.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 15, 2011, 10:26:50 PM
Haha no  :cool:

It's not hitscan anyway, a scope would be kind of pointless.
Title: BODY SHOT!!!!
Post by: TeirusuNuigurumi on December 15, 2011, 10:36:50 PM
scope would'ent be for head shots. just to see far targets better and get a better shot while hiding.

just gonna drop this here...

wep1-dark buster.

alt-dark sniper.
Title: Re: BODY SHOT!!!!
Post by: Shmeckie on December 16, 2011, 07:10:35 AM
Quote from: "PLAINOLDLUIS"
scope would'ent be for head shots. just to see far targets better and get a better shot while hiding.

just gonna drop this here...

wep1-dark buster.

alt-dark sniper.

And where would his trademark stun shot come in?

Yeah, Dark Man 3a sans carry is the best route, as is authentic Dark Man 4. Set 'em up like that, and I think we got us some fun Dark Man times, ladies and gents.

Maaaaaaaaaaybe a disguise option of some kind for Dark Man 4, too. I dunno, maybe it wouldn't work, but it might be fun. The guy IS named after a movie character who was all about disguises, after all.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 16, 2011, 07:18:03 AM
But we already have a spy

I'm not sure if a disguise system would really be that useful or practical. Mind elaborating on how you'd want it to be executed?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 16, 2011, 07:40:31 AM
Well, I can think of a few alternate methods...

Perhaps he could appear as Protoman, as something of a psych-out/joke. This wouldn't have PRACTICAL applications beyond maybe pulling a fast-one on someone not paying attention, but it'd make for a fun extra.

Perhaps he could turn into a random class, possibly one on the field, with an icon on the HUD showing who he's turned into. Yes, this would effectively make him TF2's spy, and I'm sure you don't want a bunch of TF2 imitation classes, but if that doesn't phase you too much, it's something to consider.

It wouldn't have game-changing applications, but it could make for some interesting moments. Imagine getting right in a class' face, thinking you're safe in close combat situations, only to find you've been psyched out by a Dark Man 4 who activates his Dark Man Wall and hugs the shit out of you. Imagine a Top man spotting a Shadow Man, and going for a Top Spin, only to have said Shadow Man say "nuh-uh, biznatch!" and turn into Dark Man and throw up the Dark Man Wall. It could be classified as an item, and Dark man would change back upon attacking (yes, like the Spy. Damn you, TF2...).

If this doesn't work for you, that's cool, but I figured it was something to consider.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 16, 2011, 03:29:09 PM
If it turned him into a random class, it could at times be incredibly unreliable which is a sufficient nerf...

...Except for the fact that that class is going to have a hell lot of states for each and every class he can pretend to be.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 16, 2011, 04:52:43 PM
the stun would come from the sniper shot, but it'd be weaker then the buster.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 16, 2011, 05:05:48 PM
My idea for Darkman 3 (which seems very obvious).

Speed: Normal
Amour : Normal
Main fire: Rapid fire shooting with the arm cannon thing. Shoots at bullets at high speed with a very high RoF (double M.Buster) and with about 4-5 seconds worth of ammo.
Alt fire: Stands still and shoots 3 stun rings that do 1 damage and freeze the enemy for a few seconds. Uses a lot of ammo.

I'm writing it because it will probably be ignored, so don't take notes or anything.

I like Korby's idea and all....but 1.75x amour? Hell no. It's bad enough that Elec, Metal and Shadow have 1.5, but 1.75 for Darkman3?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 16, 2011, 05:09:53 PM
The idea is that he's a sniper and should not be in the heat of the battle, but again, tweaking is required. Making up numbers on the spot, you see. During actual testing I'll try 1.5 or 1.25.

Glad to see that actually letting you know what the Hell I'm planning on doing is getting nice feedback.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Bikdark on December 16, 2011, 05:13:13 PM
Darkman3a looks like the best out of the two. I just hope he won't utterly fail it due to Mm8bdm lacking many sniping areas.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 16, 2011, 05:17:42 PM
i still like the sniper role better, giving the alt from my idea the stun effect would be great for a 2 second stun at a fire rate of 1 shot every 4 seconds.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on December 16, 2011, 05:33:35 PM
let me guess, all we need is the medic and we can have a TF2 mod right?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 16, 2011, 05:50:19 PM
Quote from: "ice"
let me guess, all we need is the medic and we can have a TF2 mod right?


heck we have a spy, heavy, demo. why not??
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 16, 2011, 08:55:31 PM
Because Snipers are only from TF2, right? And the one in this mod is going to be so much like them all, yeah? He doesn't even have a scope.

Even if we have classes that are inspired from TF2, not a single one is directly ripped from it. Shadowman doesn't have a revolver or a knife that instantly kills on backstabs. He has a boomerang. Needleman doesn't have a hitscan weapon, or a shotgun/way of healing. He has a stabby pokey thing, like in MM3. Crash's only similarity to Demo is his remote mines, which are in several games, not just TF2.

In other news, there probably isn't a single class that could function as a medic so yeah.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LifeCraft J on December 16, 2011, 09:03:01 PM
Quote from: "Korby"
Because Snipers are only from TF2, right? And the one in this mod is going to be so much like them all, yeah? He doesn't even have a scope.

Even if we have classes that are inspired from TF2, not a single one is directly ripped from it. Shadowman doesn't have a revolver or a knife that instantly kills on backstabs. He has a boomerang. Needleman doesn't have a hitscan weapon, or a shotgun/way of healing. He has a stabby pokey thing, like in MM3. Crash's only similarity to Demo is his remote mines, which are in several games, not just TF2.

In other news, there probably isn't a single class that could function as a medic so yeah.

*coughAutocough*
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 16, 2011, 09:20:26 PM
Quote from: "Lifeup J"
Quote from: "Korby"
Because Snipers are only from TF2, right? And the one in this mod is going to be so much like them all, yeah? He doesn't even have a scope.

Even if we have classes that are inspired from TF2, not a single one is directly ripped from it. Shadowman doesn't have a revolver or a knife that instantly kills on backstabs. He has a boomerang. Needleman doesn't have a hitscan weapon, or a shotgun/way of healing. He has a stabby pokey thing, like in MM3. Crash's only similarity to Demo is his remote mines, which are in several games, not just TF2.

In other news, there probably isn't a single class that could function as a medic so yeah.

*coughAutocough*
And Eddie....think about it. He's be great in team modes!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 16, 2011, 09:35:18 PM
hmm...

scout- bass

soldier- drillman

heavy- needleman

demo- napalmman

spy- shadowman

engie- none

sniper- darkman3

medic- plantman

pyro- fire/flameman

i'd say that the way these guys behave/used would make them close to the tf2 class shown, either by wep or ablilty.

example- bass is like scout do to the double jump. needle cause of the primary's way of firing. drill cause of the drill bombs, and the way he behaves with the alt
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 16, 2011, 09:40:39 PM
Quote from: "PLAINOLDLUIS"
scout- bass
Double Jump is from Rockman and Forte.

soldier- drillman
Blame Capcom

heavy- needleman
He is the class most suited to be the Heavy, yes, but he's not a carbon copy as most people seem to believe.

demo- napalmman
Not really. The only thing similar would be the Napalm Bombs, but the Demoman doesn't have trouble strafing and certainly doesn't fire rockets out of his head.

spy- shadowman
Again, yes, his cloak was inspired by the Spy's.

engie- none
You could argue that Geminiman is an engineer as he spawns clones.

sniper- darkman3
Yes, but not like a traditional sniper.

medic- plantman
Medics can heal more than one person.

pyro- fire/flameman
The pyro has a short ranged flamethrower and an airblast. Neither Fire nor Flame Men have either of these.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 16, 2011, 09:43:47 PM
inb4 demo gets to shot rockets out of his head. hell why not, the scout already beats the living crap out of people with a fish.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 16, 2011, 10:45:36 PM
Because a fish is a plausible melee weapon whereas headrockets aren't possible within the timeframe.
No, laser weaponry doesn't count.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: SaviorSword on December 16, 2011, 10:46:11 PM
I believe yar lookin' for this (http://cutstuff.net/forum/viewtopic.php?f=17&t=3092).
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: KillerChair on December 17, 2011, 12:21:36 AM
Quote from: "PLAINOLDLUIS"
soldier- drillman
I'd like to see the soldier hide underground for an ambush attack.

Also, Who cares if anything is similar to TF2.
Its a damn good game.

And we could be comparing any game to any other game.
Everything is similar along the lines that this mod is compared to TF2.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LifeCraft J on December 17, 2011, 03:00:25 AM
Quote from: "KillerChair"
Also, Who cares if anything is similar to TF2.

I agree. Though this mod does not need to be a clone of TF2.
Title: Garlic Pistachios
Post by: Bikdark on December 17, 2011, 03:03:32 AM
There's no shame in borrowing ideas, but making it a carbon copy is just silly.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 18, 2011, 06:05:15 PM
How do you guys feel about Plantman being able to heal teammates?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 18, 2011, 06:09:10 PM
he heals himself, why not?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 18, 2011, 06:10:35 PM
I see nothing wrong with the original plantman, as he's prefectly balanced and enjoyable and stuff. Healing teammates might make him a tad OP.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 18, 2011, 06:14:02 PM
i highly dislike his slow buster, though
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Ukiyama on December 18, 2011, 06:19:39 PM
Think the buster is a rapid fire arc shot on plantman now :P
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 18, 2011, 06:21:42 PM
i have the latest wad, and its still slow traveling shots.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 18, 2011, 06:24:02 PM
Apparently v6b will have some sort of plant spread instead of plant buster.

I don't like the sounds of that passive healing disabled in LMS. Does that mean he can no longer heal himself in LMS mode? :/
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 18, 2011, 06:26:58 PM
Healing while standing around will no longer heal him in LMS so that he can't get the upper hand so easily.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 18, 2011, 06:29:49 PM
so long camp'n'heal
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 18, 2011, 06:31:10 PM
So any other advantages for him? tacticallywait'n'heal was a really good and balanced feature for him
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 18, 2011, 06:32:47 PM
can he still hug'n'heal?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: LifeCraft J on December 18, 2011, 06:35:25 PM
Quote from: "Michael712"
I see nothing wrong with the original plantman, as he's prefectly balanced and enjoyable and stuff. Healing teammates might make him a tad OP.

He really takes the role of a medic now!
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Myroc on December 18, 2011, 06:41:31 PM
Plantman will always have the passive, slow regeneration in non-LMS modes, even when he's not standing still. In LMS, that feature is absent. The Plant Barrier saps health just the same, and is constant through all modes.

And I personally don't think this game/mod needs a medic. This ain't TF2, where health is scarce and respawning is a lot slower. I'm content with Plantman as he is.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 18, 2011, 06:46:53 PM
Personally I think we'd be also taking the healing thing too far if we let him heal teammates. How often does Plantman ever have healing powers exactly? I mean really, it's a great feature as it blends in very well with his element, but it's fine as is, and it shouldn't be taken too far.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hallan Parva on December 18, 2011, 08:34:22 PM
I'd appreciate a Plant Medic though :(

Imagine having Plant Man back you up in Team Possession, or relying on your wingman to safely escort the flag in CTF.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Tails on December 18, 2011, 10:56:25 PM
Well is there not a class in the future who could heal others? Like Dynamo Man or Splash Woman or something?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Davregis on December 19, 2011, 04:23:54 PM
Quote from: "Tails_Hatsune"
Well is there not a class in the future who could heal others? Like Dynamo Man or Splash Woman or something?

Hey, Dynamo Man would work, if the MM8 expansion ever comes.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Ivory on December 19, 2011, 04:42:56 PM
Dynamo Man is MM&B, not MM8.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Beed28 on December 19, 2011, 04:43:45 PM
Quote from: "Daveris"
Hey, Dynamo Man would work, if the MM8 expansion ever comes.

Wasn't Dynamo Man in MM&B instead of MM8?

EDIT: Curses! Ivory beat me to it.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 19, 2011, 07:22:50 PM
Dynamo Man healing people wouldn't exactly make sense, if you ask me.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 19, 2011, 07:44:45 PM
Quote from: "Korby"
Dynamo Man healing people wouldn't exactly make sense, if you ask me.


cause he only healed himself, with a machine.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: xColdxFusionx on December 19, 2011, 07:49:16 PM
I can see Oil Man, Plant Man and Plug Man as better healers than Dynamo.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Bikdark on December 19, 2011, 08:18:31 PM
Plug healer sounds like a pretty good idea, actually.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: TeirusuNuigurumi on December 19, 2011, 08:41:29 PM
nothin' beats oilman spraying his oil on you to heal you
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: -FiniteZero- on December 19, 2011, 09:00:26 PM
Quote from: "PLAINOLDLUIS"
nothin' beats oilman spraying his oil on you to heal you

That sounds... Suggestive. Zelda 2 all over again...
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: BiscuitSlash on December 19, 2011, 09:06:51 PM
Nah, Gutsman should be a healer! Imagine having your teammate throw a massive bolder at your face then having your life restored! Why not?

If we were going to have Dynamoman class in the future, I think his healing thing should be an item that he gets if someone else gets to the #-5 fraglimit. You'd get about 3 or 4 for the rest of that match, and you can use them to heal yourself until you are revived or the machine is broken. Or something like that.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 19, 2011, 10:31:54 PM
Wouldn't we need 8-Bit Dynamo Man skins first before anything else?
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Hallan Parva on December 19, 2011, 10:37:38 PM
We already have one somewhere... but it's not being shared (pooh-pooh for us).
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Korby on December 20, 2011, 03:59:15 AM
Actually, no one's made the Dynamo Man skin yet.
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: ice on December 20, 2011, 04:33:35 AM
actually, one was made, was rejected due to running animations, I volunteered to fix them, made some progress, then completly forgot about it, and now I'm off to finish it
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Shmeckie on December 20, 2011, 07:10:42 AM
We'd still need the other MM&B Robot Masters...

And the MM8 Robot Masters before that...
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: Max on December 20, 2011, 02:14:14 PM
HAHA THE NEXT POSTER GETS THE NEXT PAGE MEANING EVERYONE HAS TO GO BACK A PAGE TO READ THE CHANGELOG

anyway 6b

(click to show/hide)
Title: *shoots an arrow at the next posters knee*
Post by: BiscuitSlash on December 20, 2011, 02:32:23 PM
Yay it's finally here! I happy now!
Title: Re: Class based modification (6B)
Post by: Ukiyama on December 20, 2011, 03:25:17 PM
YAY ITS LIKE EARLY CHRISTMAS :D
Title: Re: Class based modification (Not much, 6b almost finished)
Post by: xColdxFusionx on December 20, 2011, 05:40:43 PM
Quote from: "Yellow Devil"
[*]Added a second weapon for Shadowman.
[*]Magnetman pull alt now pushes.
[*]Classes just don't pick up ammo anymore.
[*]Gravityman can flip onto the ceiling with his item.

Why do these changes sound familiar...

...Oh yeah, that's right! (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3519)
Title: Re: Class based modification (6B)
Post by: Chimera Man on December 20, 2011, 05:50:49 PM
Just a warning: you won't get away with that.
Title: Re: Class based modification (6B)
Post by: Max on December 20, 2011, 06:29:21 PM
Alright (http://wiki.teamfortress.com/w/images/c/cd/Spy_laughlong01.wav)
Title: Re: Class based modification (6B)
Post by: Clayton on December 20, 2011, 07:23:11 PM
Man, these classes are better than 6b, the only things that I have to bring into light, is wood man

I am disappointed that woodman is the same as he was inside v6a, i was hoping for a change. maybe making his leaf shots more rapid fire or something

I am happy you change elec man and quick man's speed. But for quick man, i would have preferred if he did not have the quick boomerang that megaman uses, i find that a little cheap.

Eventually, by the time the megaman 8-10 robot masters are done, I hope that everyone gets taunts. I just think that if everyone were to get taunts it would make things a lot more interesting.

Ice man is now cheap, the blizzard alt fire does way too much damage. I think that if you are to do that, than you should give it less range, and do less damage. That way i think he would be less cheap.

Good job, with junk man. I was wondering how you were going to manage that, but great job.

I was hoping for that dive charge on dive man, it would have made him complete

I am very disapointed in drill man, either he does more damage or his shots are make them more controlled. I find it very difficult to hit people with his drill bomb, and his drill dig should do a bit more damage. So far, I have never defeated one person with the drill dig, ever.

Give shadowman his slide, and change his color, he doesn't look right. And since you got the wall jump going give shadowman his wall jump, he would be way better.

Wily, is awesome. I am sooo happy that you changed him, now he isn't so bad. The only thing is that i am sad you took away his alien, i liked that enhancement. But i am surprised that you gave him the wily capsule, very good.

I think that the only solution for fixing spring man is giving his spring punch less range, like a boomerang. That way it would go a certain range like in the game, and making it easier to use. But that is only a suggestion.

I don't know if that is possible, but i hope you can make burst man encase people in bubbles, that would be way better.

shade man should drain peoples health on contact, i don't know if that is possible. And give him his medusa, turning people into stone move, then he would be perfect.

i cannot believe napalm man does not have a taunt, it shouldn't be that hard to give him a taunt.

Ring man is soo weird, i think i may need more practice, but i will bring it to your attention if there are still problems.

other than those comments i think that these classes are great. they have improved from v6a classes. So great work and best wishes for future projects
Title: Re: Class based modification (6B)
Post by: lol on December 20, 2011, 07:40:41 PM
6b was an improvement for some, and not for others. Now, I would be going into detail but I feel like my opinions are not strong enough to be backed up. All in all, I like it, but...












I miss the old Wily already.
Title: Re: Class based modification (6B)
Post by: Ukiyama on December 20, 2011, 07:50:58 PM
Quote
Ice man is now cheap, the blizzard alt fire does way too much damage. I think that if you are to do that, than you should give it less range, and do less damage. That way i think he would be less cheap.

Yea I went from spamming his alt to... spamming his alt, so I think that it does need a nerf somewhere, point blank is the biggest threat thanks to the wonderful stun lock so less range probably wouldn't help.
Title: Re: Class based modification (6B)
Post by: Knux on December 20, 2011, 08:33:24 PM
Testing this version offline, I found out that Ice, Metal, Top and Turbo Man can all pick up a TangoSummon if they go over it. Speaking of Metalman, the chainsaw alt distance should be shorter since you can climb a wall from like 64 units away from one.

As for Cutman, I'm relieved that the wall jump is not limited to just one, but the new cutter feels a lot like a carbon copy of Knight Crush. Not much difference between the two. At least the altfire is useful now. He's alright overall.  :|
Title: Re: Class based modification (6B)
Post by: Korby on December 20, 2011, 09:06:21 PM
Quote from: "Chimera Man"
Just a warning: you won't get away with that.
Just going to say that if having changes like that aren't allowed, then having an Airman class when you guys already do is also illegal.
Title: Re: Class based modification (6B)
Post by: Myroc on December 20, 2011, 09:20:05 PM
Adding to that, considering that your entire mod was based upon this original to begin with, you're really in no position to talk.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 20, 2011, 09:30:05 PM
Quote from: "MegaLAD1514"
I am disappointed that woodman is the same as he was inside v6a, i was hoping for a change. maybe making his leaf shots more rapid fire or something

Quote from: "Yellow Devil"
(click to show/hide)
This needs to be updated, although last time I actually discussed with the testers, there were no proposed Wood Class changes...

Quote from: "MegaLAD1514"
Eventually, by the time the megaman 8-10 robot masters are done, I hope that everyone gets taunts. I just think that if everyone were to get taunts it would make things a lot more interesting.
It's not necessary to add taunts for everyone. It's mostly very situational, and depending on the RM and quote. But then again, YD will probably go all like "if you find them and everyone thinks it's super cool, I'll add them"

Quote from: "MegaLAD1514"
Ice man is now cheap, the blizzard alt fire does way too much damage. I think that if you are to do that, than you should give it less range, and do less damage. That way i think he would be less cheap.
You can't hurt armored enemies using Ice Man's altfire, which is what counters it. Those classes who don't, well, they're fucked. Sorta.

Quote from: "MegaLAD1514"
I was hoping for that dive charge on dive man, it would have made him complete
Again, check that image on the first response. Dive Man needs no changes.

Quote from: "MegaLAD1514"
I am very disapointed in drill man, either he does more damage or his shots are make them more controlled. I find it very difficult to hit people with his drill bomb, and his drill dig should do a bit more damage. So far, I have never defeated one person with the drill dig, ever.
As far as I'm concerned, Drill Man's altfire is more of a escape ability rather than an actual attack. Yes, you can kill people with it, but it's very hard to pull off, and we're not really going all the way to make it more kill-friendly when it's mobile purpose is much more rewarding than it's offensive purpose. See it as a sort of rocketjump.

Quote from: "MegaLAD1514"
Give shadowman his slide, and change his color, he doesn't look right. And since you got the wall jump going give shadowman his wall jump, he would be way better.
Well, he does have a wall jump in the arcade games. And a giant frog summon. And a kunai. And clones. And a slide.

Quote from: "MegaLAD1514"
Wily, is awesome. I am sooo happy that you changed him, now he isn't so bad. The only thing is that i am sad you took away his alien, i liked that enhancement. But i am surprised that you gave him the wily capsule, very good.
In a sense, Capsule form is the Alien's spiritual succesor. You just have to wait more to use it again, which was kinda what made Old Wily cheap, aside from the old Wily Gun damage values. Also I just realized this was my first time trying out the latest Wily holy shit.

Quote from: "MegaLAD1514"
I don't know if that is possible, but i hope you can make burst man encase people in bubbles, that would be way better.  
That would be OP

Quote from: "MegaLAD1514"
shade man should drain peoples health on contact, i don't know if that is possible. And give him his medusa, turning people into stone move, then he would be perfect.  
That would require an overhaul of the class (the SPARK crusade). And his flying attack already sucks people's health, so there's no need to make it more user-friendly.

Quote from: "MegaLAD1514"
Ring man is soo weird, i think i may need more practice, but i will bring it to your attention if there are still problems.
Altfire and mainfire are the same, they're just individual rings. Press once to release, press again to call the ring back.
Title: Re: Class based modification (6B)
Post by: Mendez on December 20, 2011, 09:31:07 PM
I'm still curious as to why Air Man still hasn't gotten any tweaks for quite a long time. In LMS, I can easily spam his alt to keep myself alive for a while. Let's also consider that Air Man has a shotgun for a main and is pretty fast, meaning that I can easily run circles around people and kill them before they have much clue as to where I'm going. Is Air Man going to get nerfed, or is Air Man staying the same?
Title: Re: Class based modification (6B)
Post by: Chimera Man on December 20, 2011, 10:08:53 PM
Quote from: "Korby"
Quote from: "Chimera Man"
Just a warning: you won't get away with that.
Just going to say that if having changes like that aren't allowed, then having an Airman class when you guys already do is also illegal.
One thing is to take a different direction, innovating and reworking classes, another one is scavenging and flat out copying codes that are already released. But oh well, I know nothing, right?
Title: Re: Class based modification (6B)
Post by: Max on December 20, 2011, 10:09:48 PM
Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably

Here's your update Mushahsuahsuahushasu

(click to show/hide)
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 20, 2011, 10:15:39 PM
I can attest to that. YD reminded Jax to code things from scratch even if they were already coded by someone else and all of us to try to be more creative and only resort to borrow when nothing else could be thought of.

If Jax used part or the entirety of your coding, you have all the right to reclaim its removal. But this could've not been the case, seen how we demanded him not to.
Title: Re: Class based modification (6B)
Post by: Chimera Man on December 20, 2011, 10:17:46 PM
Sorry for being hot-headed. I just thought it would be better if he added credit...
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 20, 2011, 10:21:19 PM
Quote from: "Chimera Man"
Sorry for being hot-headed. I just thought it would be better if he added credit...

Credit for conceptual collaboration?

Nah

EDIT: Well, it's up to YD. CMM credited me for "coming up with Sakugarne's functionality", so I should not be the one to speak
Title: Re: Class based modification (6B)
Post by: Atticus on December 20, 2011, 10:22:22 PM
While I like the walljumping, I think Slashman should've kept the dash cancel (hitting alt to cancel mid-dash). I don't want to have to attack to cancel my dash, wasting all my ammo, and eliminating the element of surprise I could've gotten by dashing and then walljumping at an opponent to disorient them. It just feels more awkward then v6a Slash.

On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah. Oh and, where is the Freezeman altfire that was promised a while ago?

Over great update.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 20, 2011, 10:24:42 PM
Quote from: "coolguy773"
On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah.

Known issue. Probably left in because of it's inpractical usage.

You can also pull that off with Quick Man's speed boost. Slash's is just more blatant.
Title: Re: Class based modification (6B)
Post by: Chimera Man on December 20, 2011, 10:26:47 PM
I see... Just saying, KY included everyone that were on YD's group on his versions's credits, together with his own group.
Title: Re: Class based modification (6B)
Post by: Myroc on December 20, 2011, 10:27:26 PM
Something to add to the earlier discussion. You are both basically making the same mod from different points of view. Trying to not have one side influence the other in anyway is impossible, and if one side comes up with a neat idea it's bound to wind up on the other as well, in one shape or another.

And I'll mention this again. You copied this mod to make yours to begin with. Trying to claim code/concept copyright just makes you into hypocrites.

But let's put the hostilities aside. We need some healthy, mutual respect from both sides if we ever want both these versions to co-exist.
Title: Re: Class based modification (6B)
Post by: ice on December 20, 2011, 10:30:11 PM
Quote from: "coolguy773"
On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah.

suddenly thinking of the mmx classes
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 20, 2011, 10:30:33 PM
Let's not get into a fist fight for a silly modification. Chimera already apologized for being too hot-headed. Let's not add insults and callouts to the basket.
Title: Re: Class based modification (6B)
Post by: Myroc on December 20, 2011, 10:31:49 PM
Quote from: "coolguy773"
On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah.
I believe this is actually intentional. Doesn't explain why Cut Man still has it, though.
Title: Re: Class based modification (6B)
Post by: Chimera Man on December 20, 2011, 10:31:58 PM
Technically, I just wanted credit due if that was the case... but indeed, let's just let it be.
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 20, 2011, 10:41:26 PM
Playing the mod a bit. I notice that the MM1 classes are moving more and more towards the Mega Man Powered Up versions of them.

Also, I can't help but wish Flame Man's taunt was "Thank you, come again."

Also also, I'd imagine, eventually, waaaay down the line, Pirate Man's taunt will be "You are a pirate!"
Title: Re: Class based modification (6B)
Post by: Beed28 on December 20, 2011, 10:46:24 PM
The dropped weapons needs to have some sort of time limit otherwise the maps will get clogged with dropped weapons, if noone bothers to play as any of the copy weapon guys.

Also, when Wily gets in his capsule, this song (http://www.youtube.com/watch?v=nGkt2TZZpg4) needs to overide the current music.
Title: Re: Class based modification (6B)
Post by: Korby on December 20, 2011, 10:48:00 PM
Actually, putting a time limit on the dropped weapons isn't a half bad idea.

Quote from: "FiniteZero"
Also also, I'd imagine, eventually, waaaay down the line, Pirate Man's taunt will be "You are a pirate!"
He'll probably end up with a Demoman quote, as he's rather begging for one.
Title: Re: Class based modification (6B)
Post by: Beed28 on December 20, 2011, 11:04:58 PM
Quote from: "Korby"
He'll probably end up with a Demoman quote, as he's rather begging for one.

What about this one, then? (http://www.tf2sounds.com/2402#p=3&w=Demoman&s=2)

P.S. Something seems wierd with the TF2 Demoman for me in general. I can't quite put my finger on it though.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 20, 2011, 11:09:29 PM
naplam needs a demoman taunt.
Title: Re: Class based modification (6B)
Post by: Myroc on December 20, 2011, 11:10:33 PM
And thus sparked a ridiculously meaningless argument about whether or not Pirate Man should have a demoman taunt.

Although really, Pirate Man needs to sound like an actual stereotypical pirate. Such a voice clip cannot be supplied by the demo and his overly scottish accent. Scotsmen and pirates may share a good deal of qualities, but they're still distinctly different.

Edit: And Napalm Man should have something more along the lines of a typical american military patriot voice, akin to that of a drill seargant.
Title: Re: Class based modification (6B)
Post by: Clayton on December 20, 2011, 11:11:04 PM
As far as I'm concerned, Drill Man's altfire is more of a escape ability rather than an actual attack. Yes, you can kill people with it, but it's very hard to pull off, and we're not really going all the way to make it more kill-friendly when it's mobile purpose is much more rewarding than it's offensive purpose. See it as a sort of rocketjump.

I see, but the drill bomb does little damage, and is hard to control the amount you shoot. Having hard to control the timing of the shot makes it harder to hit the enemy. I do not like blasting all my shots out at once because even if i use the drill dig I pretty much never get the change to fire my own shot in time.

and PLainoldlius is right about the naplam man demoman tuan
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 20, 2011, 11:15:01 PM
What the hell is it with everybody wanting TF2 taunts in this? This isn't TF2!
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 20, 2011, 11:18:24 PM
Quote from: "MegaLAD1514"
PLainoldlius

Quote
PLainoldlius
   

AND THUS MY EVIL ALTER EGO IS BORN...


and a great pirateman taunt would be from sonic rush adventure's whisker. just a thought.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on December 20, 2011, 11:26:17 PM
While we're on the topic of TF2 taunts... (http://www.tf2sounds.com/2054#q=think%20fast%20chucklenuts&w=Scout&s=2)
Title: He may be hot-headed, but I prefer his attitude.
Post by: Tesseractal on December 20, 2011, 11:30:38 PM
Quote from: "Musashi-COM"
Credit for conceptual collaboration?

Nah

EDIT: Well, it's up to YD. CMM credited me for "coming up with Sakugarne's functionality", so I should not be the one to speak
No, you are one to remain silent. Do not kid yourself for a second that any of the changes you made are "collaboration".
None of the changes present in this mod were originally conceived by you, nor any of the testers in YD's mod. None of the changes made in King Yamato's mod were made with the intent of helping you, and none of them were "conceived" with any help from you or YD's testers.

Justify the changes however you want, but to imply any sort of collaboration is nothing more than a farce.
Quote from: "Myroc"
But let's put the hostilities aside. We need some healthy, mutual respect from both sides if we ever want both these versions to co-exist.
Yes, but ripping concepts from one mod and grafting them onto another is neither mutual nor respectful.

Again, justify your mod in any manner you wish, but implying that we want both versions to co-exist is nothing more than a farce.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 20, 2011, 11:35:29 PM
Pirate Man's taunt (http://wiki.teamfortress.com/w/images/2/20/Demoman_specialcompleted02.wav). If not, this one. (http://wiki.teamfortress.com/w/images/d/d3/Demoman_specialcompleted01.wav)

EDIT: Woah, I feel like a thousand demons trampled on my grave. You're just begging for a flame war here.

EDIT2: Nope. Not gonna argue it. Yes, we are evading and excusing our lack of creativity, we are a bunch of lowlife hypocrites. You win. I ask for the removal and ban of this mod from the MM8BDM community, please.
Title: roc likes the word "farce"
Post by: Bikdark on December 20, 2011, 11:40:50 PM
They're not taking ideas from KY, Roc, they're taking ideas from the games.
Title: Re: Class based modification (6B)
Post by: Max on December 20, 2011, 11:43:18 PM
no bik no you doomed us all
Title: Re: Class based modification (6B)
Post by: Beed28 on December 20, 2011, 11:44:25 PM
Found a much better Pirate Man taunt. (http://www.youtube.com/watch?v=GVXCr6upWUo)

At least it's not Demoman this time round.

Moving along, it's nice to see the bots have infinite ammo (no more sitting ducks), but how about making some of them use their altfire occasionaly, like KY's classes?
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 20, 2011, 11:45:09 PM
nah. SRA's whisker sayings are way more fitting. like...(can't provide links but this is what he says in battle)

"TO DAVY JONES WITH YA!!!" ( yelled when he attacks during the boss battle)
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 20, 2011, 11:49:09 PM
Quote from: "Beed28"
Found a much better Pirate Man taunt. (http://www.youtube.com/watch?v=GVXCr6upWUo)

Already suggested that myself, but whatever.
Title: Re: roc likes the word "farce"
Post by: xColdxFusionx on December 21, 2011, 12:08:14 AM
Quote from: "Bikdark"
They're not taking ideas from KY, Roc, they're taking ideas from the games.

...*xColdxFusionx tries to hold back a laugh*

*snicker*

*snicker*

BWAHAHAHAHAHAHAHAHAHAHAHA!! OH THIS IS PRICELESS!!

Take a good look at those changes. Take a good look at the KY versions. Now, look me in the eyes and tell me they weren't copied.

Quote
*blah blah KY has no right to be talking blah blah blah*

The difference between this and KY's mod is that KY made changes that altered the entire mod in ways that hadn't been done before. Sure, he used YD's classes as a base, but where he did change things, he changed them into new, unique ideas that hadn't been tried before. YD just took those ideas and added them in.

I admit that Gravity Man was altered to make him more unique, but it doesn't save him from looking just like KY's version. And Shadow Man...

Quote
*blah blah Collaboration of ideas blah blah*

Collaboration implies that both parties explicitly gave permission for the idea to be used. In this case, KY was rather upset to see his hard work hijacked. That's like a thief saying "I'm only borrowing!"
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 21, 2011, 12:20:38 AM
That "you are a pirate" clip is just too...obvious.

I'd rather have Pirate Man say "And that's what you get for touching that!" than sing, heavy accents aside ._.

EDIT: But at any rate, why are we discussing MM&B class taunts when we don't even have a vanilla MM8 expansion pack to serve as prequel for the MM&B expansion pack that should serve as basis for v7whatever?
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 21, 2011, 12:25:38 AM
Quote from: "Musashi-COM"
That "you are a pirate" clip is just too...obvious.

Like obvious is BAD. Obvious means it's so fitting that everyone thinks of it, thus, it's perfect.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 21, 2011, 12:27:14 AM
Quote from: "FiniteZero"
Quote from: "Musashi-COM"
That "you are a pirate" clip is just too...obvious.

Like obvious is BAD. Obvious means it's so fitting that everyone thinks of it, thus, it's perfect.

We need to be more hipster.

We need to go with the least common denominator.

pirateman>remote mine>sticky bomb>demoman

EDIT: Well, not "least common" but come on! It's not like we can't avoid to look at them both and say they can do the same thing!

Also, how are we going to differentiate Crash Man from hypothetical PirateDemo Man now?
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 21, 2011, 12:33:45 AM
Quote from: "FiniteZero"
What the hell is it with everybody wanting TF2 taunts in this? This isn't TF2!

^
This is my response to that.
Title: Why should anyone give a fuck in the first place? It's a mod
Post by: Bikdark on December 21, 2011, 12:40:01 AM
Why are you implying that KY himself came up with the idea of Gman ceiling walking, CF?
Title: Re: Why should anyone give a fuck in the first place? It's a
Post by: xColdxFusionx on December 21, 2011, 12:44:18 AM
Quote from: "Bikdark"
Why are you implying that KY himself came up with the idea of Gman ceiling walking, CF?

Nah, just implying you guys saw that he got it to work and ripped him off.
Title: Re: Class based modification (6B)
Post by: ice on December 21, 2011, 12:45:49 AM
This whole classes war is what killed classes for me (also why I made enemy classes a standalone), heck, I'm wondering why the heck there are 2 classes mods to begin with
Title: Re: Class based modification (6B)
Post by: Korby on December 21, 2011, 12:46:29 AM
Please don't bring that up, I don't want another five page war as to why there's two classes mods.
Title:
Post by: Bikdark on December 21, 2011, 12:51:15 AM
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
Why are you implying that KY himself came up with the idea of Gman ceiling walking, CF?

Nah, just implying you guys saw that he got it to work and ripped him off.
And KY didn't rip off the entire YD mod?
And on the topic of the Pirateman taunt, PLEASE no tf2 or "you are a pirate!" crap.
Title: Re: Class based modification (6B)
Post by: Shade Guy on December 21, 2011, 12:56:45 AM
Rip off implies a shoddy knockoff of the original. As you probably haven't seen, KY Classes has become an expansion of its own.

Rip off would better be used to describe Jax's attempt at taking what worked for the KY Classes and acting as a parasite, feeding off its success.
Title: Bik, put down the shovel. You're not helping yourself.
Post by: xColdxFusionx on December 21, 2011, 01:04:20 AM
Quote from: "Bikdark"
And KY didn't rip off the entire YD mod?

Well, if you want to put it technically, in a way he did.

But he changed it in meaningful and original ways. The changes to how they work in YD's mod were not overly significant, instead being mainly cosmetic changes.

Time to time-travel because I missed something that relates to this
Quote from: "Yellow Devil"
Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably

Considering how blatant and accurate the changes were, I wouldn't be surprised if he simply re-typed the code line for line.

Quote from: "Shade Guy"
Rip off implies a shoddy knockoff of the original. As you probably haven't seen, KY Classes has become an expansion of its own.

Rip off would better be used to describe Jax's attempt at taking what worked for the KY Classes and acting as a parasite, feeding off its success.

KY's about as much a rip-off of this as Skulltag is a rip-off of Doom.

Taking an idea and improving on it is a good thing. Taking an idea and simply adding it without doing anything to improve it is not.
Title: All the fucks I give, Cold, you're drowning in them.
Post by: Bikdark on December 21, 2011, 01:27:45 AM
Quote from: "Shade Guy"
Rip off implies a shoddy knockoff of the original. As you probably haven't seen, KY Classes has become an expansion of its own.
"Rip-off" does not directly imply shoddy.
Rip off would better be used to describe Jax's attempt at taking what worked for the KY Classes and acting as a parasite, feeding off its success.
KY leeched off of the success of YD's classes, Jax takes an idea from MM5 and made it slightly better than KY's ceiling switching by flipping the hud.
I'm not posting anymore about this apparent idea theft. It's an idea, not something with actual value.
Title: *sigh* perhaps i should stay away from cutstuff for a while.
Post by: TeirusuNuigurumi on December 21, 2011, 01:32:22 AM
ugh...

 someone tell me when this thread gets calm.

im gonna just throw this out there, not to fuel anything else...


KY simply was trying to further replicate how the RM's were in the nes games. sure he might have copied YD on most aspects, but in a way i liked how close he gets to actually copying the nes/snes games. where YD had woodman shoot leaves foward, KY made leaves rain, much like how woodman really does. same for gravityman. KY made him fly to the ceiling, YD simply made him a  anti air.
Title: Re: Bik, put down the shovel. You're not helping yourself.
Post by: JaxOf7 on December 21, 2011, 02:37:33 AM
Quote from: "xColdxFusionx"
Time to time-travel because I missed something that relates to this
Quote from: "Yellow Devil"
Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably

Considering how blatant and accurate the changes were, I wouldn't be surprised if he simply re-typed the code line for line.
You honestly don't notice how my gravity accelerates upward.
Or how it travels normal speed on the ceiling.
Or how firing the buster has no effect on the drain of the bar.
Or how normal speed the reverse jumps are.

All the result of me not following KY's code and just doing it on my own.
Title: Re: Class based modification (6B)
Post by: LlamaHombre on December 21, 2011, 03:23:16 AM
Nobody plays Gravity Man anyways so let's all stop and do something else.

Also,

Quote from: "Bikdark"
All the fucks I give, Cold, you're drowning in them.

this implies one or more fucks, depending on the comparitive size.
Title: Re: Class based modification (6B)
Post by: Laggy Blazko on December 21, 2011, 03:30:27 AM
Both gravityman classes don't even work the same.
Title: if Roc tries to counter-argue this it'll only prove my point
Post by: Hallan Parva on December 21, 2011, 04:12:13 AM
Quote from: "JaxOf7"
Quote from: "xColdxFusionx"
Time to time-travel because I missed something that relates to this
Quote from: "Yellow Devil"
Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably

Considering how blatant and accurate the changes were, I wouldn't be surprised if he simply re-typed the code line for line.
You honestly don't notice how my gravity accelerates upward.
Or how it travels normal speed on the ceiling.
Or how firing the buster has no effect on the drain of the bar.
Or how normal speed the reverse jumps are.

All the result of me not following KY's code and just doing it on my own.
I just fired up 8BDM to see if this was true... and he's right. You might not like it, but face it, Jax did all the work on his own.

I mean seriously, why doesn't everybody explode over Awesome Network? Stun Blast is pretty much a higher-damaging Spark Shock, Twister was BLATANTLY ripped off of Air Shooter, Flamethrower was stolen from YD's entry in the weapons compo, etc., etc., but is there a huge outcry of "smashturd you unoriginal douche"? NO. All I see is praise and enjoyment of the mod (and, I'll admit, a lot of complaints over Cannon).

This is why RM Classes stopped being fun. This is why I don't like to join servers with classes in them. This is why I don't even want to hear the word "classes" unless in passing or when referring to Awesome Network. Okay, maybe MMX. People don't realize the point of ROBOT MASTER classes is to enjoy playing like your favorite ROBOT MASTER. Who cares about which team "stole" code first? Hell, most of the RMs have slightly changed-up copyweps for attacks! I mean, look at Yamato Man or Snake Man for once. And the similarities between classes? Bilzzard Man, Skull Man and Punk would like a few words with you. Who wants to argue over what weapons are OP and what ones aren't? The VANILLA Tomahawk is a 3HKO for crying out loud, yet you want the MASTER of Silver Tomahawk to have a WEAKER version. Who gives two left fucks over which mode is more balanced? They both have obvious flaws, but WILL grow better over time if you get some damn patience and wait.

FUCK, people. This is why some of our best members leave the forums. This is why there's a huge war over which classes mod is best. This is why it took over TWO MONTHS to update the "almost finished" 6B. I should know. I left and came back, and it was STILL a work-in-progress because of never-satisfied piranhas like all of you who think they are the all-seeing eyes of balanced perfection, constantly clamoring for X class to get Y change only to realize "shit, Y was a bad idea, let's change X back" and clamor some more.

I don't care if you get anything out of this. I at least HOPE you take something from this, but... fuck. I just don't know anymore. I don't think I can make it to Christmas at this rate. I know Unspoken Melody's keeping me here, but you get the point.
Title: Re: Class based modification (6B)
Post by: Smunch on December 21, 2011, 04:32:26 AM
Response: I read Smash's post, and its almost similar to my thoughts:  Basically, try posting relevant things that will contribute to the mod; if all the garbage was cut out of this topic, it'd be well under 150 pages rather than over 400, with relatively the same amount of progress.

Praise (since it's deserved but not necessarily given): Love Sparky's minor change, love Springy's change, and love Bomb's alt now.

Fact: Shooting Cutman/Knightman's Boomerang type wep into the skybox (or wherever it gets lost in space, hell if I know) loses it temporarily, causing minor inconvenience.  Why is this bad?  Springman; if he shoots into the space between spaces with his fist, he's stuck in midair.  For a while.  Quuuiiite a while.  With no projectile.  And that's just sad and super inconvenient.

Question: Is it possible to rectify the boomerang loss?

Opinion (meaning this part doesn't matter):  Ring Man is super awkward.  I always click the fire when I want to altfire and vice versa.  But I still love it.  Sorta.
Title: Re: Class based modification (6B)
Post by: Korby on December 21, 2011, 04:46:31 AM
Quote from: "Smunch"
Question: Is it possible to rectify the boomerang loss?
After a set amount of time, your boomerang returns to you even if it hasn't actually returned to you. This is to make it so that if you lose your boomerang, it's not gone forever, but people can't have ~5 boomerangs out at the same time(outside of Waveman)

Also, Smash, while I agree with a lot of what you said, Tomahawk already has a more powerful version. It's rapid fire.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 21, 2011, 04:53:37 AM
God dammit guys don't start dickwaving over your classes mods. Please. No one but you gives a crap, anyway. The rest of us just want to have fun (much like girls) with all our lovely character classes because we like Mega Man games and Robot Masters are cool.

Any internet drama beyond that is pointless.

In mod related stuff: How the blankity blank does Heat man's alt work?!
Title: Re: Class based modification (6B)
Post by: Korby on December 21, 2011, 04:55:36 AM
If I recall, get shot with it up, but I don't remember.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 21, 2011, 05:03:22 AM
Quote from: "Shmeckie"
In mod related stuff: How the blankity blank does Heat man's alt work?!

Hold it for activation. Get hit while holding altfire to go into Heat Tackle mode. You can tackle enemies for a little while without suffering any damage from projectiles. Problem is, the speed at which you travel is quite high, so you'll find it very useful when attacking a large groups of enemies shooting all over the place.

Just hold altfire when you think you'll get hit, and dash into the enemy. Also, you don't need to hold altfire for the Heat Tackle dash to work: once you're hit while on Heat Tackle stance, you'll automatically zip for a short while.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 21, 2011, 05:27:37 AM
Ah, so he's basically in the same "family" as Skull Man, then? Interesting...
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 21, 2011, 05:23:00 PM
Quote from: "Shmeckie"
Ah, so he's basically in the same "family" as Skull Man, then? Interesting...

He's like a poor man's Skullman: Easier to use, but fits the same niche.

Quote
*blah blah STFU NOOB blah blah*

OK, me pointing the finger and screaming my head off was kind of dumb in retrospect. But why is YD just adding this now after Gravity Man's been out for several full version numbers? Hell, why is YD just now giving Shadowman his split shot after he's been out since v1a? This seems a bit too much like simply cashing in on someone else's idea...
Title: Re: Class based modification (6B)
Post by: Magnet Dood on December 21, 2011, 05:41:13 PM
I agree with SmashBro. It's fine to point out flaws and bugs, considering those have to be changed, but the Overpowered and Underpowered stuff is absurd.

Here are two prime examples of this point.

Tomahawk Man (Both) is OP? No. The only reasons he's 'OP' is either because you can't beat him consistently, or someone has mastered him. Yeah, sure, he's fast. His tomahawks do good damage and fire fast. But, fuck, that doesn't make him unbeatable. He's got the same health as everyone else, so just go long or mid-range- he's not exactly great with either of them.

Napalm Man (KY) is UP? No. The only reasons he's 'UP' is you're not great with him. His rate of fire isn't wonderful, his ammo consumption isn't great, and he's slow. Big whoop. There's a really easy solution to not complain about UP classes- don't play as them, or play with them until you get better with them.

See, this is why poor YD had to make 4 different versions of the same wad- because some people keep moaning about 'this class is terrible, add this', which makes it outclass other classes (no pun intended) so something has to be added to them, and then it outclasses others, and the cycle keeps going.

Shut up and practice with what you have, people. It's the simplest solution to end this classes war.
Title: Re: Class based modification (6B)
Post by: BiscuitSlash on December 21, 2011, 06:29:12 PM
Y'know what I used to find hilarious about all the OP Hardman ranting? He was barely changed at all from the original Hardman. He was still slow, his fists still did 80 damage etc., yet suddenly everyone started crying because he was apparently "OP". Was he actually any different to the original back when everyone was calling him OP? or you were all just bullying yd
Title: Re: Class based modification (6B)
Post by: Hunter_orion on December 21, 2011, 07:24:10 PM
No, not at all. It's an issue now because everyone is clearly running out of complaints, so they're gravedigging a dead horse so they can beat him again.  And honestly, I do believe very strongly in this phrase right here:

Quote
Shut up and practice with what you have, people. It's the simplest solution to end this classes war.

This is exactly what I've said numerous times now.  I had so many people in previous versions that would say "Hey your really good with _________, why not just use him?"  Because I didn't want to rely on one class alone!!  I have used random so that I could practice every class in every situation.  Now, while I try to rely on one class mainly, I still have many others that I am able to turn to when the situation calls for it.  Melee fighter? No problem, I'll use Magnet. Speedy character? I'll either stop time, or make sure it takes a long time to take me down. Like to use flying classes? Gravity will clip your wings quite nicely.  It's because of everyone's lack of practicing that many good classes have been ruined, and have been made wimpy as hell.  Stop complaining about it and appreciate what you have been given, people. There's nothing wrong with these classes, or KY's
Title: Re: Class based modification (6B)
Post by: Magnet Dood on December 21, 2011, 07:29:31 PM
Thank you.

That couldn't have made my point any clearer.

Unfortunately, many probably won't listen, and we'll be going onto another 400 or so pages of changes...
Title: Re: Class based modification (6B)
Post by: SaviorSword on December 21, 2011, 08:49:21 PM
Quote from: "Michael712"
Y'know what I used to find hilarious about all the OP Hardman ranting? He was barely changed at all from the original Hardman. He was still slow, his fists still did 80 damage etc., yet suddenly everyone started crying because he was apparently "OP". Was he actually any different to the original back when everyone was calling him OP? or you were all just bullying yd
That was when Celebi DOMINATED EVERYONE with Hard Man. Which I can parallel that with me usin' KY's Tomahawk and when Rose (PinkKittyRose) dominated as Top.
The previous version of KY's Tomahawk and the current version are exactly the same. Heck, even when I was part of the KY development team for a little bit, no one had brought up Tomahawk as a problem. It was that fateful night with I visited Smeckie's server and... ya guessed it... dominated the server with Tomahawk. I find these kind of situations rather silly since folks want to nerf a class just because a single person made the class look all too powerful for any good. The solution to these said problems is to simply get better.
Title: Re: Class based modification (6B)
Post by: Orange juice :l on December 21, 2011, 09:07:52 PM
Same with Wily. If he's giving you trouble, just don't let him get away  :|
Title: 404 page: Class based modification not found
Post by: MusashiAA on December 21, 2011, 10:14:47 PM
Please list which classes you think have seen an unfair nerf, compared to those that have seen a fair one. Then we can argue about the possibility of unnerfing them back.

But don't end it by saying everyone needs to man up and get better. Makes you look like a very uppity ass person.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 21, 2011, 10:17:41 PM
Quote
if wily is giving you trouble, then don't let him get away

same for every low armor/fast class. kill them while they are there so they can't run. hardman can easly be taken down at a distance. i could write a book explaining how to deal with each class and probably won't be done till' the next version is released.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 21, 2011, 10:40:37 PM
Quote from: "SaviorSword"
I find these kind of situations rather silly since folks want to nerf a class just because a single person made the class look all too powerful for any good. The solution to these said problems is to simply get better.

Finally, THE VOICE OF REASON!
Title: Re: Class based modification (6B)
Post by: Magnet Dood on December 21, 2011, 10:47:36 PM
Well, good. That means an Uppity Ass person is a correct person.

Everybody does need to man up and get better. Complaining about classes that you can't win against and classes you can't win with isn't going to solve the problem Hell, that's how we got into this freakin' cycle anyway.

Practicing is the only way these nerfings and buffings will be rendered meanigless.
Title: Still I must clarify, it seems.
Post by: Tesseractal on December 21, 2011, 11:08:34 PM
Quote from: "SaviorSword"
That was when Celebi DOMINATED EVERYONE with Hard Man. Which I can parallel that with me usin' KY's Tomahawk and when Rose (PinkKittyRose) dominated as Top.
The previous version of KY's Tomahawk and the current version are exactly the same. Heck, even when I was part of the KY development team for a little bit, no one had brought up Tomahawk as a problem. It was that fateful night with I visited Smeckie's server and... ya guessed it... dominated the server with Tomahawk. I find these kind of situations rather silly since folks want to nerf a class just because a single person made the class look all too powerful for any good. The solution to these said problems is to simply get better.
You never influenced any changes on Yamato's mod.

Nor did you ever "dominate" on the level that Rose or Celebi did. Any victories you had with Tomahawk were hardly exclusive.

Your importance is overestimated.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 21, 2011, 11:10:05 PM
Even with Savior's good point, there are some cheap classes that we can all agree on right?
Ex: Skull Man.
Title: Re: Class based modification (6B)
Post by: Magnet Dood on December 21, 2011, 11:13:20 PM
He's not cheap.

You're just doing it wrong.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on December 21, 2011, 11:45:13 PM
I'd really like gyroman to have a slightly faster fire rate. Other then that, I dont see anything wrong with them.
Edit: Skullman is really OP if you know how to use him. I literaly cant beat him with a single class when my brother uses him... Or most people online who use him.
He needs a nerf on his skull barrier... And whats with the hyper mode thing. NERF.
His buster is fine. He just needs a tiny nerf on his shield and remove the wierd hyper thing.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 21, 2011, 11:55:37 PM
skullman is 100% fine as is. you know, i hear shreaders are his weakness.
Title: Re: Class based modification (6B)
Post by: Bikdark on December 22, 2011, 12:05:17 AM
Skull's barrier is fine. It takes crackerjack timing to get rage mode going, and somewhat low ping.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on December 22, 2011, 12:08:01 AM
Quote from: "PLAINOLDLUIS"
skullman is 100% fine as is. you know, i hear shreaders are his weakness.
Nobody wants thier favorite classes nerfed because we love
being able to own with them all the time. Skullman is not 100% fine and we all know it... No class is perfect
id put it at about 85%. Hes an awsomeclass but he is OP. If anything, just remove the hyper mode thing.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 22, 2011, 12:10:58 AM
pretty much. say how's the cutman class now.  i have not yet tried v6b.

and duora. he NEEDS the hyper mode. why do you think his barrier is so short?
Title: Re: Class based modification (6B)
Post by: Bikdark on December 22, 2011, 12:15:55 AM
Skullman is like old Wily, he's only op if you let him be op. If you're not smart, you're going to die.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on December 22, 2011, 12:18:43 AM
No. Skullman is OP if used right, you cant just stop it.
His shield is fine the way it is. The hyper mode does not need to be included. He's already Powerful enough.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 22, 2011, 12:21:24 AM
bik, ever so true. the point to beating a skullman is simply missing on purpose. once he uses that barrier, there really ain't much ol'skully can do. i can defeat airman skullman, ya just need patience. trust me, play as skullman for a whole match. you'll see why he needs that rage boost.    

now about my favorite class, cutman. can i still play as him the way i always do?
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 12:23:39 AM
protip: infinite ammo + homing = OP
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on December 22, 2011, 12:25:07 AM
I'v used Skullman plenty of times, And the rage isnt really needed. I can handle my self without it.
And I know the pros can too.
Title: skullman is fine. leave him be.
Post by: TeirusuNuigurumi on December 22, 2011, 12:27:41 AM
AND NOW FOR SOMETHING COMPLETELY DIFFERENT....


any other changes i should know about before i get v6b?
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 12:32:16 AM
yep, wily has a infinite ammo homing weapon and the wily gun, and the wily capsul boss's attacks
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 22, 2011, 12:35:14 AM
Quote from: "ice"
yep, wily has a infinite ammo homing weapon and the wily gun, and the wily capsul boss's attacks


well thats.... interesting...


any others?
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 12:37:32 AM
iceman and plantman now has stunlock attacks, shadowman can 1 shot you at pointblank range, starman is more flurry spammy, ballades flying was taken away, metalman can climbwalls and has a floor hugging attack
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 22, 2011, 12:42:14 AM
shadow... WITH A OHKO????? HOW DOES THAT WORK???????

and metalman... climbing walls...
with a metal blade...
can he chainsaw with that blade??
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 22, 2011, 12:42:28 AM
Quote from: "ice"
yep, wily has a infinite ammo homing weapon and the wily gun, and the wily capsul boss's attacks

Nerfed versions of the Capsule attacks.
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 12:43:57 AM
that still freezes you in place when hit
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 22, 2011, 12:54:59 AM
Quote from: "PLAINOLDLUIS"
shadow... WITH A OHKO????? HOW DOES THAT WORK???????

and metalman... climbing walls...
with a metal blade...
can he chainsaw with that blade??




I MUST KNOW THESE THINGS!!!!
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 12:58:22 AM
Quote from: "PLAINOLDLUIS"
shadow... WITH A OHKO????? HOW DOES THAT WORK???????
has 2 weapons, megaman's shadowblade, and the shadowman one, hit someone point blank causes instant double hit and instant KO

and metalman... climbing walls...
with a metal blade...
can he chainsaw with that blade??
yes

also on the upside, megaman now starts with weapons in lms now
Title: Re: Class based modification (6B)
Post by: Crystal King on December 22, 2011, 01:42:27 AM
Skull's easy to beat with the right class. You just gotta fake 'em out. Turbo's the easiest way to fake out a Skull.

Also, I find Metal Man's changes to be pretty needed. He was really boring before, now there's actually an element of strategy to Metal Man now other then SPAM SPAM SPAM DEM BLADES.

Also, Wily's homing weapon doesn't appear to preform as well as Dive's missiles. (at least, from what I've experienced in combating Wily. The projectiles appear to be about the same speed, but also seem to home differently. Haven't tested damage, though.) Aside from that, when firing that weapon his alt doesn't charge, so he can spam that all he wants but he'll never get a full alt, which is his main method of attack. Exploiting that isn't too much of a hassle unless he uses the Wily Capsule. Short story short, once you see a Wily, don't let him go till he's dead. Same for classes like Skull, Dive, and Magnet. They aren't really as bad as people complain they are. You just have to gun for them first. But be mindful, in a team mode, generally a class like Dive or Magnet will have someone protecting them (if the team is competent) so in a team mode you'll want to bring a buddy to distract the protector, or just to gang up on the guy.
Title: /me inhales
Post by: Orange juice :l on December 22, 2011, 01:48:06 AM
Whyly: a list of grievances and recommendations.

V6A Dr. Wily was famous and infamous. As a joke, he was the life of the party. As a class, he was the bane of some people's existence. In V6B he saw devastating nerfs, making him helpless at short to mid range and mediocre at long range, and altogether useless in Deathmatch. The new Wily has no burst damage, completely separating him from his previous incarnation and dispelling all his versatility. His flight is harshly limited and his "giant shot of death" is amazingly underwhelming, firing slowly for 25 damage at the most from only the first shot. His final attack is effectively a dive missile, but seemingly less apt to home in. This new Wily is complicated, entirely different, and underpowered.

Wily's old class was feared, dishing out enough damage to kill most classes in two seconds flat. This is impressive, yes, but look deeper than that. His bullets are bright, slow, and large- they tend to end up in the wall more often than the enemy. Though his first two shot levels deal heavy damage, his green-level blasts are entirely useless at killing any competent foe with nearly any class. Wily's strong point tends to be backstabbing and corner quick-draws; situations easily avoidable by a wary player. Without an opportunity for a sneak attack, old Wily is reasonable, if not on the weaker end of the class spectrum. His damage multiplier and requirement to stand still are the Achilles heel so many players ignore. His alien form runs off the same ammo he uses to fight with; the same ammo that needs to be full to use his meaningful first shots. If an enemy chases old Wily down, he's doomed to die as he runs away, unable to recover ammo.

Dr. Wily has also been singled out somewhat unfairly, as a few other classes have similar playstyles. Slashman, for example, shares the same effective range, comparable attack power, and ammo that can be used for both offense and retreat; a retreat much harder to pursue, especially with his ability to recharge it while moving.

The class was, admittedly, somewhat strong when taken at face value. A reduction in alien flight time or main shot damage (80 to 60 or so- NOT to 25.) could be reasonable. The new capsule and skull suit forms over complicate the class, who was already more in depth than some other classes. The proposed Wily would be like the old Wily, although perhaps in the Skull Suit with the jet alt to replace the alien form. His gun should fire at the old rate, with the first shot doing 60, the 3 yellow shots doing 35, and the green shots doing 15. His alt should drain a full ammo bar in five seconds at most.

All in all, old Wily was a class feared for his burst damage. What the masses don't realize is that in-depth, old Wily is difficult to play as and quite balanced when the enemy knows how to counter him (simply chasing him down after he's shot his first two levels of bullets instead of backing off).

/me catches breath
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 22, 2011, 02:00:24 AM
I'm going to dumb it down for OJ.

V6A Wily was balanced. Very fine.
V6B Wily is UP, and is too complicated to use.
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 02:12:34 AM
try using wily in a big wide open stage and spamming his infinite homing attack (worse than diveman with that)
Title: Re: Class based modification (6B)
Post by: Bikdark on December 22, 2011, 02:24:20 AM
Since new Wily can charge his gun while moving, and fire infinite dive missiles, I find him about as good as the old Wily. The capsule isn't useful except for catching yourself if you happen to fall.
Title: Re: Class based modification (6B)
Post by: Davregis on December 22, 2011, 02:43:14 AM
I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.

That is all.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 22, 2011, 02:46:35 AM
Quote from: "Daveris"
I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.

That is all.

"Wily is balanced. He's OP as [BEEP] in every situation."

...Get out of this thread before I lock you in a room with Elena.
Title: Re: Class based modification (6B)
Post by: Tails on December 22, 2011, 02:49:16 AM
If you can use them right, the homing missiles can be quite a nuisance, actually. O:

Oh yeah Happy 1000st post yaaay i guess
Title: Re: Class based modification (6B)
Post by: Bikdark on December 22, 2011, 02:49:58 AM
Quote from: "xColdxFusionx"
Quote from: "Daveris"
I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.

That is all.

"Wily is balanced. He's OP as [BEEP] in every situation."

...Get out of this thread before I lock you in a room with Elena.
Are you kidding me? Wily is completely fine.
Title: Re: Class based modification (6B)
Post by: Orange juice :l on December 22, 2011, 02:51:52 AM
Try using Dive missile in a vanilla duel and get back to me. Besides, I'd rather use diveman because his missiles aim better.

If I wanted a 25 damage shot, I'd use tomahawk or flame. Any weapon can do a lot of damage shooting into a crowd- Wily can't survive in one with his low armor.

His capsule lasts about seven seconds and recharges in thirty. It's not even very accurate.

I'm not saying remove this wily, maybe make a second class with the old wily feel.
Title: Re: Class based modification (6B)
Post by: Tails on December 22, 2011, 03:06:32 AM
I say just make him less complicated. I mean if you want another form for him because why not, maybe just keep the Capsule and change it a bit. I would only disagree with a change involving having the Old Wily back, and if he does, have the charging be a bit slow, only because in 6A it was almost like he was "impossible".
Title: Re: Class based modification (6B)
Post by: Knux on December 22, 2011, 04:10:30 AM
Quote
This new Wily is complicated, entirely different, and underpowered.

What's so complicated about spamming homing shots? Or altfire for charge shots? You can always run away if there's too much crowd, like any class not Hard Man (who shouldn't be retreating anyway), and fire charge shots at chasers. Also, the Capsule's alt is devastating and you sound like you haven't been able to hit someone with it. >_> No offense.

He's fun, really. I like it the way Wily is now, though I never really played much as him.
Title: Re: Class based modification (6B)
Post by: Korby on December 22, 2011, 06:20:26 AM
He's probably referring to having three classes built into one.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 22, 2011, 06:42:33 AM
(click to show/hide)

tl;dr, I preferred old Wily's hit and run gameplay, and would've preferred nerfs instead of an overhaul. No flight for Skull Suit sucks. Won't be playing as Wily as I used to before.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on December 22, 2011, 10:23:28 AM
In other news.
I tried out Metal Man as soon as I read about the whole wall climbing attack and learned a little more about him.
He is officially anti any class that has a gun that shoots things that travel on the ground(Water wave, Search Snake).
But he is much more awsome now.

Edit: One fix for skullman could probably give him infinite ammo for his buster and remove the hypermode.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 22, 2011, 11:04:16 AM
Personally, I love this new Wily class. He has so much to him, and taking people out with the Capsule feels rewarding as hell. Plus it feels more like I'm playing Wily, and not some half-assed "civilian with a strong gun" class. I can see myself playing as Wily almost as much as I use Punk! Though I gotta say, the Wily Capsule item icon... well, it looks like ass. Why not use the skull icon used in fortress maps? That'd look way better that the deformed gourd it is now!

That said, A+ job on the Wily class, I absolutely love it!

And my god, how I missed playing with a Napalm Man that wasn't utterly useless!

One qualm I have with this update is how you guys seem to have gone crazy with making classes weak to busters, of all things! Wily, the Mega Man Killers, Proto Man, what the hell?! That's way too all-encompassing a weakness. And why the Mega Man Killers?! They had weaknesses already; Enker to Ballade, Ballade to Punk, Punk to Enker. And why not make Wily's weaknesses all the weaknesses he had in previous final battles (Bubble Lead, Wild Coil, Silver Tomahawk, etc.)?! Why make them weak to probably the most common and easy-to-use attack in the game?! Speaking of weaknesses, I like the added touch of the super-effective sound effect!

I can definitely see the work you guys put into this. I can't really call it more balanced than KY's classes, though. Unlike KY's classes, where most of the Robot Masters are powerful, many of them feel incredibly weak, here. Spark Man especially stands out; his post-mainfire lag is way too long, and not strong enough to justify a RoF like that. But, this mod definitely lacks the ridonkulousness of the likes of KY Tomahawk Man and Metal Man. Here, there seems to be the problem of several classes skewing too weak, rather than skewing too strong. Not sure which is worse...

Still, overall, the update is great, and you've done a great job, here! It's not perfect, but it's hella-fun, and that's what counts!
Title: Re: Class based modification (6B)
Post by: Beed28 on December 22, 2011, 11:33:14 AM
I just noticed the weakness sound effect isn't in 8-bit, which needs to be fixed. Wily's capsule is too short a duration, oh and remove it's ability to move and give it a teleporting ability.

Also, I thought KY's Napalmman was bad, but the Junkman here is downright LAUGHABLE. Once you use one of his two attacks, that's it. You can't attack anymore and you're doomed. How does he work?

EDIT: It's strange how he doesn't have this problem as a bot. (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheComputerIsACheatingBastard) Although if you're Junkman and the bot is Junkman, you can at least steal some of his ammo.
Title: Re: Class based modification (6B)
Post by: Max on December 22, 2011, 11:45:53 AM
Instant-kill fast moving (if punched) junk blocks aren't to be laughed at
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 22, 2011, 12:38:20 PM
Oh, one thing that really bugged me; still no custom animation for Magnet Pull?! What gives?!
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 22, 2011, 02:15:35 PM
There were multiple candidates for the super effective sound, which I half-assed off the MM2 hit sound.

Jax coded the thing, didn't feel like they were super effective-ish enough, so we stuck with Pokemon Red/Blue's super effective sound, ripped off from an MP3 file, which had echo effects added to it. (http://wiki.teamfortress.com/w/images/8/82/Demoman_jeers05.wav)

If you guys wanna hear the candidates anyways, say aye.

EDIT: Hey wait a minute what the hell! This isn't that sound! It was changed!

Don't like it, change it.

EDIT2: Also, I'd like to point something out...

In MM8BDM, only 3 hit sounds are used: The MM2 player pain sound, the MM2 enemy and boss pain sound, and the MM3 enemy and boss pain sound (which there also is a MM4 variant, which sounds exactly the same). I can work on making super-effective variants of these sounds very easily.
Title: Re: Class based modification (6B)
Post by: Beed28 on December 22, 2011, 02:59:01 PM
Quote from: "Yellow Devil"
Instant-kill fast moving (if punched) junk blocks aren't to be laughed at
Quote from: "Yellow Devil"
if punched
Quote from: "Yellow Devil"
if punched
Wait, you can punch with Junkman?! :shock: How can you do that, then?
Title: Re: Class based modification (6B)
Post by: BiscuitSlash on December 22, 2011, 03:06:52 PM
As of v6B, you can punch them with your new altfire with the 2nd weapon
Title: Re: Class based modification (6B)
Post by: ice on December 22, 2011, 04:19:22 PM
Quote from: "Beed28"
Also, I thought KY's Napalmman was bad, but the Junkman here is downright LAUGHABLE. Once you use one of his two attacks, that's it. You can't attack anymore and you're doomed. How does he work?
toss small junk shots around, you'll get more back than you tossed
Title: Re: Class based modification (6B)
Post by: Beed28 on December 22, 2011, 07:09:50 PM
Aha! His second weapon was hidden way up in the seventh slot, no wonder I had no idea. Thanks for helping, he's not as useless as I thought! :D
Title: Re: Class based modification (6B)
Post by: Orange juice :l on December 22, 2011, 08:03:28 PM
I tested Wily's skullsuit "old gun" on a summoned megaman, and his large shot killed him in four shots. 25 damage.

I'm not saying new Wily's sit and camp mechanic is bad, I'm saying it's boring. Old wily was fun and exciting, and the nerf Mushashi suggested would have been absolutely fine. Instead, the crew decides to scrap it altogether for no reason. It's like if we made hardman a sniper because there's controversy over whether he's OP or not.
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 22, 2011, 10:49:04 PM
Alright, I created the Sniper Joe version of 6b.

And here it is. (http://www.mediafire.com/?474h1im5sbd11tz)
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 22, 2011, 11:36:46 PM
Quote from: "Bikdark"
Quote from: "xColdxFusionx"
Quote from: "Daveris"
I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.

That is all.

"Wily is balanced. He's OP as [BEEP] in every situation."

...Get out of this thread before I lock you in a room with Elena.
Are you kidding me? Wily is completely fine.

Read the first post in the chain again. Then you'll see why I raged.

Personal opinion: Wily feels kinda powerful. Mainly because what is essentially infinite v1a Magnet Missile + (slightly) nerfed Wily Pistol + Super Mode = something pretty ridiculous. I like the idea; I just think it could use a little tweaking.
Title: Re: Class based modification (6B)
Post by: Davregis on December 23, 2011, 12:40:44 AM
Yes, I dare to comment on Wily again. He's powerful, but weak to busters. The same thing that makes KY Metalman almost tolerable (easy way to kill) except, in YD, busters are common as... They're very common.

I love the 3 classes, and the effort OBVIOUSLY invested into him. The only nerf I could give him would be on the homing gun, making the homing effect...Less.
Title: Re: Class based modification (6B)
Post by: Orange juice :l on December 23, 2011, 01:54:29 AM
Quote from: "xColdxFusionx"
Personal opinion: Wily feels kinda powerful. Mainly because what is essentially infinite v1a Magnet Missile + (slightly) nerfed Wily Pistol + Super Mode = something pretty ridiculous. I like the idea; I just think it could use a little tweaking.

What? He has dive missiles that can't even aim as well, his wily pistol has been nerfed into the ground (80 damage to 25. That's not slightly) and his "super mode" takes around 30 seconds to charge and lasts for about 5. It's not the fact that new wily is UP, it's the fact that it's not similar to old fun wily at all. It's sit and fire. It's boring.
Title: Re: Class based modification (6B)
Post by: Smunch on December 23, 2011, 02:43:42 AM
Minor grievance about Junkman here:

Put down Junk Block, Switch weapon, alt punch.  

That's how goes it.  But wouldn't it be exponentially easier if it were set up..

Put down Junk Block, alt punch.

I often find myself accidentally using my shield and missing my chance to punch.  Occasionally I also switch and accidentally mainfire.  For convenience purposes, since alt punching is probably Junk's best way of attack, should it be paired Block/Punch and Throw/Shield?  I understand that the HUD setup uses the twirly arm animation for the shield, but could the aesthetics be sacrificed for flow?
Title: Re: Class based modification (6B)
Post by: arkman on December 23, 2011, 05:03:35 AM
I have a complaint,  :lol:

Centaurman is still missing his height offset. He needs to feel taller trust me it's awsome.

On the topic of junkman, I do think having to switch weapons is annoying, but it adds to the "Im a robot master" feel which is the whole reason i play this mod. I think it would be nice if the cooldown animation could be a bit quicker and you could switch weapons faster.

I also would like to hear the opinions on the wall jump. When I was messing around offline it was kinda fun and I planned out a couple different tricks to try online, but when I actually got online I never actually tried it out.

I also want to point out that jet megaman and powermegaman break the alternate weapon slide. Not sure if there is a way to fix that or if it worth fixing.

Lastly... heatman... I just can't get into his new alt. I know it was changed due to similarities with punk, turboman, and chargeman, but I never really used heat's alt for attack, I just used it to get around quicker. I suppose this does contridict the purpose but just my 2 bits.

suggestion: in mm3 snakeman's snakes would block bullets and take damage, not the most intresting tweak but It came to mind.
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on December 23, 2011, 05:12:34 AM
Quote from: "arkman"
I also want to point out that jet megaman and powermegaman break the alternate weapon slide. Not sure if there is a way to fix that or if it worth fixing.

This is probably on purpose. In MM6, you can't slide with those things equipped.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 23, 2011, 08:19:56 PM
ok. tried 6b, and heres my 2cents.

ring is slighly confusing. sure he can throw 2 rings but once they go far they take forever to return.

the range on metal's alt could use tweaking.

its troublesome to push the block as junk. its difficult to pull off.

ice.... not even gonna comment on the alt.

plant is now good... at close range...

wily is just... boring

ballade... he needs his pigeon dropings again

magnet's alt is actually rape when cornered.

cloud&wind can fly by alt/item and shoting forever
Title: slooowpoooke o_,,_o
Post by: ice on December 23, 2011, 08:47:54 PM
also, hardman seems to suffer v6a sparkman syndrome, powerful slow moving easy to dodge hard to hit with small hitbox shots, slow movement, and massive wind down time for his alt makes him nothing more than a big hulking chew toy for ranged classes. atleast give a window of time to atleast pop off 1 shot with his alt stun
Title: Re: Class based modification (6B)
Post by: Myroc on December 23, 2011, 09:22:08 PM
Hard Man is part of operation Rainbow Whale, so he'll most likely see an overhaul in the next version.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 24, 2011, 11:32:05 AM
Found a nasty glitch with Wily.

Apparently, if you combo enough of his capsule shots together, and you kill the opponent, rather than registering as a frag for the Wily player, it registers as a suicide for the victim. So the Wily player gets no points, and the fragged player loses one. This usually occurs if the victim is fragged during a multi-hit attack, like the fire shot.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 24, 2011, 05:03:00 PM
Quote from: "Shmeckie"
Found a nasty glitch with Wily.

Apparently, if you combo enough of his capsule shots together, and you kill the opponent, rather than registering as a frag for the Wily player, it registers as a suicide for the victim. So the Wily player gets no points, and the fragged player loses one. This usually occurs if the victim is fragged during a multi-hit attack, like the fire shot.

Quote from: "Shmeckie"
fire shot

And there's your problem. The MM7 Wily Fire shot uses a damagetype that will result in the player damaging itself, which will result in a suicide.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 24, 2011, 07:12:43 PM
...That doesn't make any sense... It's multiple hits coming from the effects of Wily's shot, so why wouldn't the damage count as coming from Wily, and not the player damaging themselves?
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 24, 2011, 07:31:58 PM
Quote from: "Shmeckie"
...That doesn't make any sense... It's multiple hits coming from the effects of Wily's shot, so why wouldn't the damage count as coming from Wily, and not the player damaging themselves?

Let's take a look at the coding, shall we?

Code: [Select]
Pain.WilyFire:
PLAY H 0 //A_ChangeFlag("SHOOTABLE",0)
PLAY H 0 A_SpawnItemEx("ImOnFire")
PLAY H 0 A_GiveInventory("FireVision",1)
Goto Pain

Code: [Select]
actor ImOnFire
{
+MISSILE
+RIPPER
+NOGRAVITY
+NOINTERACTION
States
{
Spawn:
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("ImNotOnFireNow",1)
stop
}
}

Code: [Select]
actor OnFireDamage : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 DamageThing(4)
stop
}
}

Since the Fire Damager is in the player's inventory, it counts as him dealing damage to himself. Hence, suicide.
Title: Re: Class based modification (6B)
Post by: Celebi on December 24, 2011, 09:52:43 PM
All right, as a tester I have different views on everything, I'm going to recollect on what I REMEMBER was changed and state opinions.

Changes from v6a to v6b
Ensue WALL OF TEXT
(click to show/hide)
I might have forgot something, but gimme a break there were A LOT of changes.  Jax changed so many core things that greatly helped with a lot of things, such as improve the responses of weapons.  If I missed something, tell me, cause I probably did.  Also as well, excuse my grammar.
Title: Re: Class based modification (6B)
Post by: KillerChair on December 24, 2011, 11:35:57 PM
Doesnt Flameman's alt move a bit curvy now?
Title: A bit of clarification.
Post by: Tesseractal on December 25, 2011, 01:59:52 AM
Quote from: "Celebi"
(click to show/hide)
[/spoiler]
As a tester I can confirm the majority of changes to King Yamato's mod as they happened. Many of these changes (and more) are repeats of things I have already seen; this does not begin to cover all of them. This is primarily to clear up any confusion one might have about the two mods; be it known are large amount of these changes did not originate here.

This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 25, 2011, 02:11:51 AM
Quote from: "KillerChair"
Doesnt Flameman's alt move a bit curvy now?

It always has.

Quote from: "Ice-IX"

This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!

...You have some major 'splaining to do, YD/Jax/other devs.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 25, 2011, 02:28:57 AM
lol I can spot the changes I thought of on that list by myself(?).

Anyways, maybe we should get onto changing Hard Man, regardless of what people say about the final product.

In MM3, Hard Man shot only two Hard Knuckles directly at your position, rather than a fixed trajectory, then proceeded to jump a varying height and pummel to the ground (sometimes triggering what I believe was a glitched sound effect), stunning you for a short while and, if you were directly stomped by him, oneshoting you. Said Hard Knuckles had the ability of boomerang their way back at you, depending on your position, instead of strictly returning to Hard Man. His ability of jumping is possible thanks to a cannon installed into his body.

2 semi-homing, non-ripping projectiles that return to the boss, and the ability of jumping very high and stunning everyone in the vecinity and OHKOing the dumb fucker that gets squashed by him.

Eeek.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 25, 2011, 02:39:50 AM
and then everyone would try to stomp everyone to one hit them. sure why not. top can already one shot in the air and now on the ground.

and star's alt be glitchin'.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 25, 2011, 03:51:32 AM
Quote from: "PLAINOLDLUIS"
and then everyone would try to stomp everyone to one hit them. sure why not. top can already one shot in the air and now on the ground.

and star's alt be glitchin'.

Hey, I haven't suggested that. I was just pointing out what Hard Man mostly is according to the games.

So I've been thinking.

How about making Hard Knuckle a slightly slower Rocket Punch Buster projectile that homes onto people, but once it reaches a certain distance it returns to Hard Man? Each Knuckle would use half of Hard Man's total ammo, and when one of the Knuckles return to Hard Man, he recovers half of his total ammo instantly.

For his altfire, a Jet Mega Man-esque hovering attack: hold to slowly gain altitude, release to dive into the ground. No oneshotting, but dealing high damage in a very small area surrounding Hard Man and stunning everyone in a bit wider area sorrounding Hard Man. Hard Man is not able to jump normally like other Robot Masters because he weights a ton, which is why he has a cannon (a rocket booster in Ariganon) installed in his body, which would also explain why he can jump so high despite his weight.

Just food for future argumentation.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 25, 2011, 04:01:09 AM
Quote from: "Musashi-COM"
Quote from: "PLAINOLDLUIS"
and then everyone would try to stomp everyone to one hit them. sure why not. top can already one shot in the air and now on the ground.

and star's alt be glitchin'.

Hey, I haven't suggested that. I was just pointing out what Hard Man mostly is according to the games.

So I've been thinking.

How about making Hard Knuckle a slightly slower Rocket Punch Buster projectile that homes onto people, but once it reaches a certain distance it returns to Hard Man? Each Knuckle would use half of Hard Man's total ammo, and when one of the Knuckles return to Hard Man, he recovers half of his total ammo instantly.

For his altfire, a Jet Mega Man-esque hovering attack: hold to slowly gain altitude, release to dive into the ground. No oneshotting, but dealing high damage in a very small area surrounding Hard Man and stunning everyone in a bit wider area sorrounding Hard Man. Hard Man is not able to jump normally like other Robot Masters because he weights a ton, which is why he has a cannon (a rocket booster in Ariganon) installed in his body, which would also explain why he can jump so high despite his weight.

Just food for future argumentation.

I don't think we will need yet ANOTHER boomerang-like class. (Ex: Cutman, Knightman, etc)
But I like the rocket idea.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 25, 2011, 05:59:34 AM
Quote from: "Musashi-COM"
lol I can spot the changes I thought of on that list by myself(?).

Anyways, maybe we should get onto changing Hard Man, regardless of what people say about the final product.

In MM3, Hard Man shot only two Hard Knuckles directly at your position, rather than a fixed trajectory, then proceeded to jump a varying height and pummel to the ground (sometimes triggering what I believe was a glitched sound effect), stunning you for a short while and, if you were directly stomped by him, oneshoting you. Said Hard Knuckles had the ability of boomerang their way back at you, depending on your position, instead of strictly returning to Hard Man. His ability of jumping is possible thanks to a cannon installed into his body.

2 semi-homing, non-ripping projectiles that return to the boss, and the ability of jumping very high and stunning everyone in the vecinity and OHKOing the dumb fucker that gets squashed by him.

Eeek.

So, he'd be Quint with Ring Boomerang, then?

Quote from: "xColdxFusionx"
Quote from: "Shmeckie"
...That doesn't make any sense... It's multiple hits coming from the effects of Wily's shot, so why wouldn't the damage count as coming from Wily, and not the player damaging themselves?

Let's take a look at the coding, shall we?

Code: [Select]
Pain.WilyFire:
PLAY H 0 //A_ChangeFlag("SHOOTABLE",0)
PLAY H 0 A_SpawnItemEx("ImOnFire")
PLAY H 0 A_GiveInventory("FireVision",1)
Goto Pain

Code: [Select]
actor ImOnFire
{
+MISSILE
+RIPPER
+NOGRAVITY
+NOINTERACTION
States
{
Spawn:
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("ImNotOnFireNow",1)
stop
}
}

Code: [Select]
actor OnFireDamage : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 DamageThing(4)
stop
}
}

Since the Fire Damager is in the player's inventory, it counts as him dealing damage to himself. Hence, suicide.

It's not like I think you're lying or anything, that's just a terrible idea.
Title: Re: A bit of clarification. No.
Post by: JaxOf7 on December 25, 2011, 08:33:28 AM
Quote from: "Ice-IX"
Quote from: "Celebi"
(click to show/hide)
[/spoiler]

This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
Do remember that I only have access to KYNESV2. If you described things from KY betas, I have no way of knowing about them.
Title: Re: A bit of clarification. Take your merger and drown in it
Post by: Myroc on December 25, 2011, 11:44:52 AM
Quote from: "Ice-IX"
As a tester I can confirm the majority of changes to King Yamato's mod as they happened. Many of these changes (and more) are repeats of things I have already seen; this does not begin to cover all of them. This is primarily to clear up any confusion one might have about the two mods; be it known are large amount of these changes did not originate here.

This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. But we weren't even aware of HALF of these allegedly copied features. Not to mention some of it is, as Jax mentioned, simply swapping out one number or variable for another. Trying to claim credit for that is just pathetic. Others are just minor ideas of the neat or sensible variety that we were not aware you were doing as well, and I know I myself suggested one or two ideas that apparently were in your mod without any prior knowledge that they were.

I've had enough of you claiming credit for every single little thing that's so much as remotely related to your version. The world doesn't revolve around you or your mod, boy.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 25, 2011, 12:40:43 PM
Seriously, Roc, you're acting like a baby, and you're making your entire project and team look bad in doing so.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on December 25, 2011, 03:48:00 PM
Quote from: "Celebi"
Magnetman
Magnet pull changed to magnet push.  The push itself will do 1 damage min or 5 damage max, so don't rely on it to kill.  (Personally I wish magnet had both Push and Pull)
Legend of Zelda, anyone? :cool:

An item known simply as the Magnetic Gloves first appeared in the Oracle games for the Game Boy Color. Their purpose was to attract or repel specially-marked magnetic objects to help Link solve puzzles... or, he could attract/repel HIMSELF with heavy immovable pillars to push/pull himself across bottomless pits.

How does this apply to a combat-themed game like 8BDM, you ask? Simple. The Magnetic Gloves (name aside) consisted of ONE item and, as such, was only mapped to ONE button. Both the North "red" and South "blue" polarities were used in this one item mapped to this one button, and I think the same application can be used with Magnet Man's alt-fire.

Magnet Man's HUD will be changed to display an image of Magnet Man crouching with little magnet waves coming from his sides. This image (I'll call it his "pulsing stance") will display in the top-right of the screen, like Needle Man's "stabbing" icon or KY Doc Robot's selected Robot Master icon. The pulsing stance depicts Magnet Man's current polarity, and as the image shows Magnet Man under normal (red colour) conditions, he will have a red polarity.

When the alt-fire button is pressed, Magnet Man will start to attract nearby enemies and continually damage them with his Magnet Pull. Magnet Man will continue to attract (and damage) enemies UNTIL the alt-fire button is RELEASED. When alt-fire is no longer being held down, Magnet Man's polarity will change, and the pulsing stance HUD icon will turn blue to reflect this. Now, when you use the alt-fire, Magnet Man will instead REPEL nearby enemies with Magnet Push UNTIL the alt-fire button is released. When Magnet Push is no longer being used, the polarity will switch again and the pulsing stance HUD icon reverts to red.



If you've never played a Zelda Oracles game and you can't comprehend what I'm saying, here's a video to help you out:

Title:
Post by: Tesseractal on December 25, 2011, 04:47:42 PM
Quote from: "Myroc"
Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. Trying to claim credit for that is just pathetic.

I've had enough of you claiming credit for every single little thing that's so much as remotely related to your version. The world doesn't revolve around you or your mod, boy.
If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.  

And on the contrary, king, you seem to be suggesting something exactly opposite of what has been stated. Jaxof7 himself has made clear he's had access to the latest version of Yamato's mod. Implying that he hasn't been influenced is simply declaring that Jax has an unrealistic and implausible impartiality that frankly. You could claim being unaware of the changes if the two versions were released concurrently (e.g. lobbing snakes weren't released when you decided to make that change).  But making a change that's been present in an older mod (and for some time) and calling the idea "yours" is a bit unfair to people who don't know the whole story, don't you think? I have never used this topic for attacking YD's classes; only to explain the differences to the best of my ability where I think so needed. You insist on denying behavior I have not once criticized since your last release, nor do I have no intention of stopping. Continue to make this mod as good as YD will allow it, and I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
Title: SmashBro won the thread, gg
Post by: Hallan Parva on December 25, 2011, 05:00:00 PM
Quote from: "Ice-IX"
I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
Quote from: "Shmeckie"
Seriously, Roc, you're acting like a baby, and you're making your entire project and team look bad in doing so.
Now go two posts up and look at my magnet gloves. :ugeek:
Title: Re: SmashBro won the thread, gg
Post by: -FiniteZero- on December 25, 2011, 05:13:24 PM
Quote from: "SmashBroPlusB"
Quote from: "Ice-IX"
I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
Quote from: "Shmeckie"
Seriously, Roc, you're acting like a baby, and you're making your entire project and team look bad in doing so.
Now go two posts up and look at my magnet gloves. :ugeek:

I like the Magnet Gloves idea.
Title: Re:
Post by: JaxOf7 on December 25, 2011, 05:27:12 PM
Quote from: "Ice-IX"
Quote from: "Myroc"
Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. Trying to claim credit for that is just pathetic.

I've had enough of you claiming credit for every single little thing that's so much as remotely related to your version. The world doesn't revolve around you or your mod, boy.
If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.  

And on the contrary, king, you seem to be suggesting something exactly opposite of what has been stated. Jaxof7 himself has made clear he's had access to the latest version of Yamato's mod. Implying that he hasn't been influenced is simply declaring that Jax has an unrealistic and implausible impartiality that frankly. You could claim being unaware of the changes if the two versions were released concurrently (e.g. lobbing snakes weren't released when you decided to make that change).  But making a change that's been present in an older mod (and for some time) and calling the idea "yours" is a bit unfair to people who don't know the whole story, don't you think? I have never used this topic for attacking YD's classes; only to explain the differences to the best of my ability where I think so needed. You insist on denying behavior I have not once criticized since your last release, nor do I have no intention of stopping. Continue to make this mod as good as YD will allow it, and I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
And you missed the point of my post.
Half the things you said came from King Yamato's mod are not in KY's.

If you're gonna say stuff I took from another mod, makes sure they are in that mod.



Phew. Anyways, magnet pull and push?
Gotta say I have been skeptical of giving him a pull since as a long range class, would he not want to keep opponents away from him?
I guess I have come to see some of the use, but it is not gonna be anything like the sheer rape it was in v6a.
Title: Re:
Post by: Myroc on December 25, 2011, 05:27:57 PM
Quote from: "Ice-IX"
If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.
Oh please. I can read between lines. The fact that your wordplay doesn't outright literally state any sort of disapprovement isn't enough to obscure the real meaning behind the message. Stop toying around with subtle implications and attempts at literary confusion, and just be clear with the real message. That you think that all we are doing is copying you and trying to take credit for it.

Quote from: "Ice-IX"
And on the contrary, king, you seem to be suggesting something exactly opposite of what has been stated. Jaxof7 himself has made clear he's had access to the latest version of Yamato's mod. Implying that he hasn't been influenced is simply declaring that Jax has an unrealistic and implausible impartiality that frankly.
Yes. Which I pointed out. Multiple versions of the same goddamn thing is bound to influence each other one way or another. Denying that is impossible. That's not the issue at hand...

Quote from: "Ice-IX"
You could claim being unaware of the changes if the two versions were released concurrently (e.g. lobbing snakes weren't released when you decided to make that change).  But making a change that's been present in an older mod (and for some time) and calling the idea "yours" is a bit unfair to people who don't know the whole story, don't you think?
...the issue is that you're trying to claim credit for every single goddamn thing, no matter how minor, that are as much as a sliver similar to something in your version. Like our famous edit of Bubble Man's bubble bounce height, which consisted of going into the code and changing a single variable. That's like trying to claim rights to the act of adjusting your chair.

Quote from: "Ice-IX"
I have never used this topic for attacking YD's classes; only to explain the differences to the best of my ability where I think so needed. You insist on denying behavior I have not once criticized since your last release, nor do I have no intention of stopping.
I must simply laugh. Again with the denial of the real reason behind this message. This is an outright attack at YDs mod and trying to claim otherwise is futile, and will convince no one. You're being about as subtle as a brick applied to the cranium.
Title: Re: Class based modification (6B)
Post by: DarkAura on December 25, 2011, 05:29:29 PM
Quote from: "SmashBroPlusB"
Quote from: "Celebi"
Magnetman
Magnet pull changed to magnet push.  The push itself will do 1 damage min or 5 damage max, so don't rely on it to kill.  (Personally I wish magnet had both Push and Pull)
Legend of Zelda, anyone? :cool:

An item known simply as the Magnetic Gloves first appeared in the Oracle games for the Game Boy Color. Their purpose was to attract or repel specially-marked magnetic objects to help Link solve puzzles... or, he could attract/repel HIMSELF with heavy immovable pillars to push/pull himself across bottomless pits.

How does this apply to a combat-themed game like 8BDM, you ask? Simple. The Magnetic Gloves (name aside) consisted of ONE item and, as such, was only mapped to ONE button. Both the North "red" and South "blue" polarities were used in this one item mapped to this one button, and I think the same application can be used with Magnet Man's alt-fire.

Magnet Man's HUD will be changed to display an image of Magnet Man crouching with little magnet waves coming from his sides. This image (I'll call it his "pulsing stance") will display in the top-right of the screen, like Needle Man's "stabbing" icon or KY Doc Robot's selected Robot Master icon. The pulsing stance depicts Magnet Man's current polarity, and as the image shows Magnet Man under normal (red colour) conditions, he will have a red polarity.

When the alt-fire button is pressed, Magnet Man will start to attract nearby enemies and continually damage them with his Magnet Pull. Magnet Man will continue to attract (and damage) enemies UNTIL the alt-fire button is RELEASED. When alt-fire is no longer being held down, Magnet Man's polarity will change, and the pulsing stance HUD icon will turn blue to reflect this. Now, when you use the alt-fire, Magnet Man will instead REPEL nearby enemies with Magnet Push UNTIL the alt-fire button is released. When Magnet Push is no longer being used, the polarity will switch again and the pulsing stance HUD icon reverts to red.



If you've never played a Zelda Oracles game and you can't comprehend what I'm saying, here's a video to help you out:

Mind if I leave these here?
(http://img809.imageshack.us/img809/5197/magnetu.png)
Title: no
Post by: Laggy Blazko on December 25, 2011, 05:42:25 PM
Now I hate Docrobot's UP-ness because we can't play 1 vs 1 CTF and Docrobots need a companion but he may be busy defending the flag if it's 2 vs 2.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 25, 2011, 07:24:17 PM
I also like the Magnet Glove idea (or should I say Magnet Force?), but I'm curious on how it would actually work out in the battlefield. Seems very fishy to me.

Also, seeing there's now enough people trying to put Roc in his place, I'll share my thoughts on the whole affair:

(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Hunter_orion on December 25, 2011, 08:06:48 PM
No, I get tired of this because of all the drama that comes with one release.  It won't be out for even a week and already people are liniing up with their "Buff this, nerf that, this is stolen"  I'm not going to discount the fact that legitimate problems may arise and attention needs to be brought to them like drillman and his item abuse (old issue, I know, but it's the best I had on the top of my head), or maybe an additional feature like magnet having a polarity change. But it's everything else that irks me, because when it comes to who took from who, WHO CARES?? Are you suggesting that KY was planning on making his own classes from V1A?  I doubt it.

Furthermore, Musashi thoughts hits my opinions spot-on.  This is a re-take on a genuine game that we should all thank our lucky stars that Capcom hasn't been a dick and said that it can't exist because of copyright issues.  Why make it worse for everyone else and complain about something that is just a game???
Title: Magnet Force is a cooler name. Thanks Musashi-COM.
Post by: Hallan Parva on December 25, 2011, 08:17:35 PM
I know how this thread can get and whenever an argument starts people tend to ignore good ideas and genuine feedback.

REPOSTING FOR JUSTICE BECAUSE YES

Quote from: "SmashBroPlusB"
Quote from: "Celebi"
Magnetman
Magnet pull changed to magnet push.  The push itself will do 1 damage min or 5 damage max, so don't rely on it to kill.  (Personally I wish magnet had both Push and Pull)
Legend of Zelda, anyone? :cool:

An item known simply as the Magnetic Gloves first appeared in the Oracle games for the Game Boy Color. Their purpose was to attract or repel specially-marked magnetic objects to help Link solve puzzles... or, he could attract/repel HIMSELF with heavy immovable pillars to push/pull himself across bottomless pits.

How does this apply to a combat-themed game like 8BDM, you ask? Simple. The Magnetic Gloves (name aside) consisted of ONE item and, as such, was only mapped to ONE button. Both the North "red" and South "blue" polarities were used in this one item mapped to this one button, and I think the same application can be used with Magnet Man's alt-fire.

Magnet Man's HUD will be changed to display an image of Magnet Man crouching with little magnet waves coming from his sides. This image (I'll call it his "pulsing stance") will display in the top-right of the screen, like Needle Man's "stabbing" icon or KY Doc Robot's selected Robot Master icon. The pulsing stance depicts Magnet Man's current polarity, and as the image shows Magnet Man under normal (red colour) conditions, he will have a red polarity.

When the alt-fire button is pressed, Magnet Man will start to attract nearby enemies and continually damage them with his Magnet Pull. Magnet Man will continue to attract (and damage) enemies UNTIL the alt-fire button is RELEASED. When alt-fire is no longer being held down, Magnet Man's polarity will change, and the pulsing stance HUD icon will turn blue to reflect this. Now, when you use the alt-fire, Magnet Man will instead REPEL nearby enemies with Magnet Push UNTIL the alt-fire button is released. When Magnet Push is no longer being used, the polarity will switch again and the pulsing stance HUD icon reverts to red.



If you've never played a Zelda Oracles game and you can't comprehend what I'm saying, here's a video to help you out:

Title:
Post by: Tesseractal on December 25, 2011, 09:42:13 PM
Quote from: "Myroc"
Oh please. I can read between lines. The fact that your wordplay doesn't outright literally state any sort of disapprovement isn't enough to obscure the real meaning behind the message. Stop toying around with subtle implications and attempts at literary confusion, and just be clear with the real message. That you think that all we are doing is copying you and trying to take credit for it.
Good. Because the exact same scenario applies to Jax and while he doesn't outright copy code, the "real message" is obvious.
Quote from: "Myroc"
I must simply laugh. Again with the denial of the real reason behind this message. This is an outright attack at YDs mod and trying to claim otherwise is futile, and will convince no one. You're being about as subtle as a brick applied to the cranium.
Yes, because I'm demonstrating a point. All of my statements are explicitly made as compliments to Jax and his mod, in the same manner that Jax does not explicitly copy Yamato's coding.
Quote from: "Musashi-COM"
As far as I know, no one owns ideas in this community, and there is no such thing a "burrowing a conceptual feature", because that would imply that the first person that included an specific feature in a mod owns that feature, and credit repartition becomes mandatory whenever someone else includes the same feature in a mod of their own.

No, there is no such thing as that. What kind of dimwit implies the existence of patents in modifications for a modification of an illegitimate digital carbon copy of a 15-year old shooter made by a game company? It's mind-absent, hot-headed flame bait argumentation.
Who are you referring to? Certainly not me, because I have never stated that any sort of patent belongs to an idea behind classes. I have never stated that any of the ideas in either classes mod belong to Yamato. Only that he did them first. There's a large difference between those two things, but you seem to have pigeonholed the beliefs of others onto me because it makes me easier to target.

Quote from: "Musashi-COM"
Be kind enough to follow the green line and get out of here if you plan on "proving YDClasses and their devs are lying, non-creative scumbags because they are copying KYClasses". Your subtle flaming and your approval of fanboyism not only disgust me, but are also what is keeping people away from enjoying both mods and begin meaningful discussion of what they both offer.
I don't need to state that; Occam's Razor does that just fine. I have simply said "numerous changes that have occurred in YD's mod replicate changes that originated in KY's." Once you see that KY's mod came first, and that Jax's alterations of the classes began largely after he played Yamato's mod, the implication of such is obvious and nothing more needs to be said. Rather, it is YD's testers such as you who feel the need to assert the implausibility that you are NOT copying Yamato, when my primary assertion is simply that Yamato's came first (despite whatever subtext Myroc claims).

Which tester needs to put dissenters "in place"? What kind of person has to prove a point by putting words in my mouth that I didn't say? I certainly wouldn't call him a dimwit, though. That would be far too generous.
Title: Feel free to yell at me.
Post by: Korby on December 25, 2011, 09:58:51 PM
I find it funny how everyone's getting over this huge war of stealing ideas, when in reality stealing from Roc's KY's classes is no different than what KY did, which is steal from CAPCOM's games. Stop complaining about ideas that you do not own being stolen.
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 25, 2011, 10:15:52 PM
I know y'all discourage the use of macros here and such, but you gotta give me this one...

(http://i44.tinypic.com/303jo6g.gif)

Also, I gotta say I'm not a huge fan of the Magnet Man polarity idea. I think what he has is fine, though it might push people a bit too far away. But then again, maybe that's for the best. I'll have to see it in actin some more, but it kinda feels like a free frag reducer on stages like Air Man...
Title:
Post by: MusashiAA on December 25, 2011, 10:27:47 PM
(click to show/hide)

Again, first I want to see this Magnet Polarity Switch idea put into action.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 25, 2011, 11:30:41 PM
Quote from: "Shmeckie"
It's not like I think you're lying or anything, that's just a terrible idea.

I know. It's just that the above method is the only way you can really code burn damage correctly...
Title: Re: Feel free to yell at me.
Post by: KillerChair on December 25, 2011, 11:46:32 PM
Quote from: "Korby"
Stop complaining about ideas that you do not own being stolen.
People should stop complaining overall...

[message to complaining people]
This is a good mod right? [answer] Yeah! [answer] Well there you go.
If things are unbalanced then the testers will feel that.
If they cant find whats wrong then they could always post on the forums for a public opinion.

(also, i love the Freezeman update)
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 25, 2011, 11:48:59 PM
Yes, Freeze Man can actually frag people and win matches now.

Hallelujah.
Title: Re: Class based modification (6B)
Post by: MusashiAA on December 26, 2011, 02:56:54 AM
On a different note, I got some crit sound effects ready. Just gimme a holla and I'll show 'em.
Title: Re: Class based modification (6B)
Post by: OverlordCrono on December 26, 2011, 09:27:48 PM
Oh wow, what a Christmas present this is! My computer finally gets fixed after two weeks, and 6B is here to welcome me! I'm going to have to download everything again, but I'll make sure to get on this week and check it out. Hope everyone else had a good holiday.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 29, 2011, 06:57:21 PM
YD, we have a problem.
If Woodman uses his Leaf Shield while grabbing the circuit board in Possession, its infinite. No one can hurt him, he can't die if he falls in pits.
Fix this now.
Title: Re: Class based modification (6B)
Post by: Magnet Dood on December 29, 2011, 07:05:23 PM
Maybe it was on purpose.  ;)

I'm a little confused on the Wily Shot. Is it like a semi-homing thing, or does it work like Dive Missile essentially?
Title: Re: Class based modification (6B)
Post by: Davregis on December 29, 2011, 07:34:27 PM
Quote from: "Star Dood"
Maybe it was on purpose.  ;)

I'm a little confused on the Wily Shot. Is it like a semi-homing thing, or does it work like Dive Missile essentially?


I wondered this myself. It seems to be a semi-dive missile, without sharp turns, but capable of following across courses.

On the other hand, can someone explain Skullman? I don't understand how he plays.
Title: Re: Class based modification (6B)
Post by: Bikdark on December 29, 2011, 08:30:33 PM
Quote from: "Daveris"
On the other hand, can someone explain Skullman? I don't understand how he plays.
Mainfire fires stunning buster shots. The altfire is Skull Barrier, but if you put it up right as you're about to be hit, you go into a "hyper mode" that grants you double speed, double fire rate, and powered up buster shots which gain power as you lose buster ammo.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 29, 2011, 08:47:24 PM
wily ain't to bad, its the fact he can spam those homing shots infinately. its all to easy to bombard someone with them. and you can kill with the capsule, seeing as there is a chance of the target suiciding from some shots.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 29, 2011, 09:10:33 PM
Quote from: "Star Dood"
Maybe it was on purpose.  ;)

So Woodman is supposed to be ridiculously freaking glitchy and overpowered in Possession?

...If I was not feeling too lazy to go hunting for it right now, I'd put a picture of the Jean-Luc Picard Facepalm here.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 29, 2011, 09:12:42 PM
cold would you rather have the wood jesus glitch where he could walk over water forever?
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 29, 2011, 09:19:13 PM
Quote from: "PLAINOLDLUIS"
cold would you rather have the wood jesus glitch where he could walk over water forever?

...How does that tie into this? These two glitches are not mutually exclusive.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 29, 2011, 09:47:34 PM
cause wood jesus can't be killed in all game modes. the glitch is dead but just pointing it out.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on December 29, 2011, 09:51:58 PM
Quote from: "PLAINOLDLUIS"
the glitch is dead

...Then how is it relevant?
Title: Re: Class based modification (6B)
Post by: SaviorSword on December 30, 2011, 12:37:25 AM
This mod did not have possession in mind when it's made. Possession itself has some rather menacin' problem it needs to deal with itself first.
Title: Re: Class based modification (6B)
Post by: Bikdark on December 30, 2011, 01:56:02 AM
Quote from: "SaviorSword"
This mod did not have possession in mind when it's made. Possession itself has some rather menacin' problem it needs to deal with itself first.
Especially the "jump in a pit and ze circuit board's gone forever!" thing.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on December 30, 2011, 01:57:37 AM
Quote from: "xColdxFusionx"
Quote from: "PLAINOLDLUIS"
the glitch is dead

...Then how is it relevant?


because its the same setup

something happens to woodman while shield is up, and he becomes practicly invincible. derp
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 30, 2011, 02:13:58 AM
Lol, I was the first one to find out that glitch w/Woodman.
I was in Human Destroyer's HD classes possession server, and we were on MM2HEA. Some idiot dropped the circuit board in some lava, so me, being Woodman, went to get it using my Leaf Shield.
So many people were surrounding me, attacking me. I laughed, 'cuz none of their attacks did damage!
I was then on a short debate on whether to tell them if I hacked the server, or it was a glitch.
It was very tempting to tell them that I haxxed, but my good angel on the right side of my shoulder told me to tell the truth.
Title: Re: Class based modification (6B)
Post by: SaviorSword on December 30, 2011, 02:43:08 AM
The "glitch" is a lot older than ya think Lifeup. Hence why Time Stopper and Skull Barrier and gone in vanilla possession.
Title: Re: Class based modification (6B)
Post by: Davregis on December 30, 2011, 02:59:48 AM
Change of subject, but why is Skullman considered OP? I know the RAIG has been toned down a fair amount, and considering that it takes his ENTIRE AMMO BAR to kill ONE megaman, assuming NO SHOTS MISS, and that his barrier lasts about a second...

Why is he considered OP? Low damage (Except for RAIG), medium health, not much barrier. I could understand if he got a 3 second barrier, or if just opening the barrier put him in RAIG, but how he is, I get so few frags...

Jax? Shmeckie? SS? ColdFusion?
Title: Re: Class based modification (6B)
Post by: HD_ on December 30, 2011, 04:00:44 AM
Other possession glitches:

Flying classes get infinite flight.
Shield classes get infinite shield.
Didn't experiment yet, but I think Charge Man gets his dash indefinitely.

I think that's it.

As for Skull, he isn't OP. The best definition of OP is a class that you can easily win with without any skill whatsoever. UP means people who are good with the class have to struggle too much to win.

Therefore, I consider Skullman to be perfectly balanced.
Title: Re: Class based modification (6B)
Post by: Bikdark on December 30, 2011, 04:02:10 AM
Quote from: "Daveris"
Change of subject, but why is Skullman considered OP? I know the RAIG has been toned down a fair amount, and considering that it takes his ENTIRE AMMO BAR to kill ONE megaman, assuming NO SHOTS MISS, and that his barrier lasts about a second...

Why is he considered OP? Low damage (Except for RAIG), medium health, not much barrier. I could understand if he got a 3 second barrier, or if just opening the barrier put him in RAIG, but how he is, I get so few frags...
Skullman is only op if you let him be. If you feed him easy to predict shots, you're fucked. If you fake him out or stall, he'll be left with just the barrier, and no Rage mode.
Title: Re: Class based modification (6B)
Post by: Korby on December 30, 2011, 06:20:42 AM
Skullman is considered OP because everyone shoots him.

Metalman is considered OP because nobody shoots him.

Strange, isn't it?
Title: Re: Class based modification (6B)
Post by: Shmeckie on December 30, 2011, 07:16:26 AM
Quote from: "Korby"
Skullman is considered OP because everyone shoots him.

Metalman is considered OP because nobody shoots him.

Strange, isn't it?

Haha! I love this quote. It's so true...!

Also, guys? That Ice Man alt has got to be toned down. He can frag you in a split second with it. I can understand making it strong, but as it is it's way too strong.
Title: Re: Class based modification (6B)
Post by: ice on December 30, 2011, 08:02:50 AM
also for canonocity reasons and for sure why not reasons, make it so all the mm1 RMs except fireman are immune to his alt
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 30, 2011, 04:19:21 PM
I liked the old Iceman better.
Now Iceman seems like an all-projectile class.
Maybe icicle storm was a little cheap, but perhaps maybe you guys should bring it back and then nerf it a little bit.

OR, you could do what Shmeckie just said.
Title: Re: Class based modification (6B)
Post by: Davregis on December 30, 2011, 04:43:58 PM
Quote from: "Shmeckie"
Quote from: "Korby"
Skullman is considered OP because everyone shoots him.

Metalman is considered OP because nobody shoots him.

Strange, isn't it?

And because I never shoot Metal, and always run for Skull...
Title: Re: Class based modification (6B)
Post by: Myroc on December 30, 2011, 05:18:05 PM
Quote from: "Lifeup J"
I liked the old Iceman better.
Now Iceman seems like an all-projectile class.
Maybe icicle storm was a little cheap, but perhaps maybe you guys should bring it back and then nerf it a little bit.

OR, you could do what Shmeckie just said.
Old Ice Man's alt was axed because it encouraged people using it to hide, camp and in general use a playstyle that caused a lot of frustration. The new alt refocuses his role to be on the offense a lot, which is a large improvement over the previous one. The power of the new alt can be tweaked, however.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on December 30, 2011, 05:34:52 PM
Maybe I could learn to like this Iceman...

Anyhow, I can now use Burstman without difficulty! Thanks to his more-accurate alt!
Now Junkman is one of my favorite classes! You gotta really learn to use this guy to make him good.
Title: Re: Class based modification (6B)
Post by: Magnet Dood on December 30, 2011, 05:44:50 PM
Quote from: "xColdxFusionx"
Quote from: "Star Dood"
Maybe it was on purpose.  ;)

So Woodman is supposed to be ridiculously freaking glitchy and overpowered in Possession?

Sorry for the late response, but...

(http://3.bp.blogspot.com/-ij6khZoO9OU/Tc8P8IkfcHI/AAAAAAAAAqs/DTUvKBqh5RY/s1600/BisonYes.jpg)

I believe he explains everything.

I noticed this when playing with Star Man as well. You're able to be on the offensive for a while with S. Crash. Not too big a problem, but still a problem.
Title: Re: Class based modification (6B)
Post by: Davregis on December 31, 2011, 10:44:35 PM
Yes?

...

O rly?
Title: Re: Class based modification (6B)
Post by: Bikdark on January 01, 2012, 11:15:11 PM
You may want to consider giving Gemini an ammo bar.
Infinite Gemini Lasers in any map = nono
Title: Re: Class based modification (6B)
Post by: HD_ on January 01, 2012, 11:47:48 PM
He has one. It just...doesn't do anything?
Title: Re: Class based modification (6B)
Post by: Captain Barlowe on January 01, 2012, 11:54:58 PM
It used to be for the old gemini, when his clones were dependent on the bar. Full bar generates 1 clone, if I can remember. You can probably figure how this turned out to be.
Title: Re: Class based modification (6B)
Post by: HD_ on January 02, 2012, 12:54:58 AM
Wow. I should start hosting old versions just for the lulz. XD
Title: Re: Class based modification (6B)
Post by: OverlordCrono on January 02, 2012, 02:00:19 AM
As of now, I haven't finished trying out all the classes yet for 6B, but three classes in particular I want to comment on right now.

Wily: I love the new Wily. I liked the previous version too, but new Wily has so much more to him. The homing shots feel like they follow better and faster than Dive Missile, and they're infinite, which make them an excellent scout and sniper tool, even with their pitiful damage. The alt shots charge fast enough, and they're great for close encounters. Capsule form takes forever to charge, but the flying, power, and the drawback of naked Wily form afterwards balances it out. Wily is easily one of my favorites now.

Ring Man: Who butchered Ring Man? Seriously, I had no qualms with 6A Ring Man, and now he's entirely useless. The rings fly off for ages at a time, do usually poor damage, and you stand defenseless until the rings feel like coming back. I'm sorry, but if this was what he was intended to be, then he was intended to be horrible. I highly recommend going back to 6A Ring Man.

Shadow Man: Long range capability for Shadow Man, sounded fine. Then I see it has double blades, does large damage, and instantly kills up close, making his primary completely pointless. Who thought this was a good idea?! I heard people apparently asked for it. I wish I could've slapped them for that. Remove the second blade, and I think he'll be fine.
Title: Re: Class based modification (6B)
Post by: SaviorSword on January 02, 2012, 02:17:34 AM
Quote from: "Bikdark"
You may want to consider giving Gemini an ammo bar.
Infinite Gemini Lasers in any map = nono
So same goes for Crystal too? I think not.

Quote from: "OverlordCrono"
As of now, I haven't finished trying out all the classes yet for 6B, but three classes in particular I want to comment on right now.

Ring Man: Who butchered Ring Man? Seriously, I had no qualms with 6A Ring Man, and now he's entirely useless. The rings fly off for ages at a time, do usually poor damage, and you stand defenseless until the rings feel like coming back. I'm sorry, but if this was what he was intended to be, then he was intended to be horrible. I highly recommend going back to 6A Ring Man.
It had to do with some Rin' bug as far as I remembered. Not too sure though.

Shadow Man: Long range capability for Shadow Man, sounded fine. Then I see it has double blades, does large damage, and instantly kills up close, making his primary completely pointless. Who thought this was a good idea?! I heard people apparently asked for it. I wish I could've slapped them for that. Remove the second blade, and I think he'll be fine.
The non-boomerang version does more damage than the boomerang one (As me and Celebi tested and found out.) in close range, so there will be a tweak on it so don't worry about it.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 02, 2012, 02:44:39 AM
The glitch was that his rings usually got stuck in walls or other spaces if fire is held too long, leaving the player somewhat defenseless.  True, they could always use the alt-fire, but using that is more for someone trying to sneak up on you, not a primary attack.  This was even more obvious with the Ringman bot.  Since it's their main strategy to hold down the fire button, a Ringman bot was completely defenseless, since he was unable to stop holding down the fire button.  And since his only attack is the primary, the Ringman bot had no choice but to be a sitting duck just waiting to be creamed.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 02, 2012, 03:45:42 AM
Quote from: "OverlordCrono"
Ring Man: Who butchered Ring Man? Seriously, I had no qualms with 6A Ring Man, and now he's entirely useless. The rings fly off for ages at a time, do usually poor damage, and you stand defenseless until the rings feel like coming back. I'm sorry, but if this was what he was intended to be, then he was intended to be horrible. I highly recommend going back to 6A Ring Man.
IIRC, the way he was intended to be was: hit main/altfire and the ring will go flying until you hit that respective fire button again, then it will return. I could be wrong, though.
Title: Re: Class based modification (6B)
Post by: Ivory on January 02, 2012, 05:21:47 AM
Actually, the way I intended him to be had no ring toss at all. He had two rings only(got ammo back when one returns, or if the failsafe kicks in, whatever came first), and could throw forward and backwards.

Mike decided that was boring and made him into the ring tosser.
Title: Re: Class based modification (6B)
Post by: OverlordCrono on January 02, 2012, 09:54:22 AM
The problem with this new Ring Man, though, is that the issues 6A had do not seemed to be resolved. They always soar away, often getting stuck in a far off corner, and clicking again to return them never works. Honestly, I'd choose the buggy, but still good 6A Ring Man over the buggy and horrible 6B Ring Man. I just have nothing but bad experiences with 6B Ring Man, and it seems that others agree, as people avoid using him and comment how bad he is now.

Maybe others have better results with him, I don't know, but it doesn't seem like it.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 02, 2012, 07:28:15 PM
Tested the new Ringman in a server yesterday, and I can say, OverlordCrono, that clicking the respective fire button that you used to fire a ring will return said ring. You just seem to be doing it wrong.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 02, 2012, 07:40:58 PM
Yeah, this 6b Ringman is quite buggy....

inb4wewant6CtocomeouttofixRingman.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 03, 2012, 12:23:34 AM
Ideas to make Crashman not suck:
-Make the bombs explode on contact when they've been set
-Remove crashbomb explosion on contact, 8 stickies at once, possibly more ammo
-Buff damage on set crash bombs, give crashman a heads up when someone's near his bombs
-give him a heads up when someone is near his bombs, some other way to attack so the set bombs aren't exploding when he doesn't want them to
-Make him the sniper we always wanted.
-Land mines
-Remove bomb explosion on contact, can detonate bombs faster
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 03, 2012, 12:26:34 AM
Quote from: "Bikdark"
Suggestions to make Crashman not suck:
-Make the bombs explode on contact when they've been set
-Remove crashbomb explosion on contact, 8 stickies at once, possibly more ammo
-Buff damage on set crash bombs, give crashman a heads up when someone's near his bombs
-give him a heads up when someone is near his bombs, some other way to attack so the set bombs aren't exploding when he doesn't want them to
-Make him the sniper we always wanted.
-Land mines

<Translator On>
"I want to dominate servers without actually trying. Make Crashman's mines OP as hell."
Title: Re: Class based modification (6B)
Post by: Bikdark on January 03, 2012, 12:30:30 AM
Nah, it would just be nice if he could actually frag effectively though.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 03, 2012, 12:34:41 AM
Crash needs a buff, not godhood

Also, why 8 Crash Mines? How about 6? How about a faster priming time?

How about: 6A mainfire, current mainfire phased into altfire, detonation through itemslot?

EDIT: No, really. 8 freaking mines? That's too much.

Player-sensitive mine sensor? Hacks. This is Crash Man, not Demo Man (hell, Demoman doesn't even have that and he's fine)
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 03, 2012, 12:34:52 AM
I liked Crashman in 6A. For some reason, I find his kills to be SO satisfactory.
But like Bikfark said, giving a Crashman a sound signal, or like a HUD picture to let him know that theres players near his mines, is a good idea.
Title: They were ideas, bro, not demands.
Post by: Bikdark on January 03, 2012, 12:42:21 AM
Quote from: "Musashi-COM"
How about: 6A mainfire, current mainfire phased into altfire, detonation through itemslot?
Sounds decent, but how about some distinction between the two types? But also explosion on contact plz
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 03, 2012, 12:50:17 AM
I think Star Dood's "no kills =/= UP class" logic falls right into place here.

8 Crash Mines would be too many. Buffing the mine's damage is just the icing.

Player-sensitive mine alerts is hack-bordering and extremely cheap.

Bombs exploding on contact could work, but ionno.

They all look like features that would make Crash Man very cheap to use.

6A Crash Bomber projectile had explosive stunning. 6B does not. This was an underestimated nerf by Jax, but then again, it was a nerf to something cheap (bombstunning). Crash doesn't need extra abilities, and the only buff he needs is a time-related one, since it's exactly what was nerfed here: his offensive output. 6A Crash Man was very versatile on the battlefield, thanks to his mainfire. Now that it was mixed with his altfire and nerfed, it's mostly an area denial class now, instead of the behemoth he used to be.

EDIT:

Quote from: "Bikdark"
Quote from: "Musashi-COM"
How about: 6A mainfire, current mainfire phased into altfire, detonation through itemslot?
Sounds decent, but how about some distinction between the two types? But also explosion on contact plz

There WAS a graphical distinction between Crash Bombers and Crash Mines:

Crash Bomber's projectile used a rotation of Rockman 2's Crash Bomber sprites. (http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/crashsheet.gif)

Crash Mine's projectile used a rotation of Rockman: Battle & Fighters's Crash Bomber sprites. (http://www.sprites-inc.co.uk/files/Classic/PowerBF/Boss/crashbfsheet.gif)
Title: Re: Class based modification (6B)
Post by: Bikdark on January 03, 2012, 12:51:38 AM
Remember, Musashi, they were ideas being thrown around, not well thought out demands.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 03, 2012, 12:58:00 AM
I like Musashi's "fire/alt/item-slot" idea though. Crash Demo sounds fun to me, and pretty darn useful to boot.

Heck, Crash Demo sounds so good he doesn't need the explosion stun anymore.

You already have Demo Knight so WHY NOT
Title: Re: Class based modification (6B)
Post by: Magnet Dood on January 03, 2012, 01:20:01 AM
All right, hold up. I believe I forgot that I said something earlier, and I better change my statement.

Here goes:

Most classes depend on the player's skill; however, the only thing that can constitute as an OP/UP class is if they have too many good points/bad points with nothing to balance them out.

Some of Bikdark's ideas sound a bit much, but the exploding on-contact bombs, the buff on set crash bombs, and the heads up sounds good.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 03, 2012, 01:25:59 AM
Pretty sure KY Crash Man has on-contact-explosion Crash Bombs.

Just a forewarning... >.>
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 03, 2012, 01:27:23 AM
Quote from: "Shmeckie"
Pretty sure KY Crash Man has on-contact-explosion Crash Bombs.

Just a forewarning... >.>

No it does not.
...Unless I'm thinking of a beta and not the current release, in which case yes it does.
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on January 03, 2012, 01:27:52 AM
Actually, I believe he does not. They rip through.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 03, 2012, 01:37:23 AM
No, they do explode if stepped on in KY. I know. I've been abusing the hell out of it with KY Crash.

His bombs explode on contact if they connect from directly above, for instance.

Although it occurs to me we may be thinking of different definitions for "on contact"...
Title: May be the wrong topic? Not sure about this one.
Post by: Tesseractal on January 03, 2012, 06:45:50 AM
Quote from: "Shmeckie"
No, they do explode if stepped on in KY. I know. I've been abusing the hell out of it with KY Crash.

His bombs explode on contact if they connect from directly above, for instance.
Congratulations! You've discovered how Crash Man fires his attacks in Capcom's hit sequel, Mega Man 2. (http://en.wikipedia.org/wiki/Mega_Man_2)

Here's a cookie for your efforts:
(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 03, 2012, 11:22:13 AM
So have you dedicated all future posts to condescending to people, then?

That's not how Crash man's bombs worked in MM2 after hitting you from above, or after they were set, but hey, whatever vents your problems, I guess.
Title:
Post by: Tesseractal on January 05, 2012, 02:05:18 AM
Ah, my mistake! I had forgotten that when Crash Man hits someone with his bomb, he really causes Mega Man to flinch and gain invincibility frames.

Now, consider for a second how many people would get killed by your bombs if they did not explode when people stepped over them. If you think it should be that way, that's fine. You'd be the only one, to my knowledge, since no one has made it aware to me that that was intended.

The vocabulary of your insults against me is greatly improved since I remember. Well done, by the way.
Title: Re: Class based modification (6B)
Post by: Ukiyama on January 06, 2012, 03:29:53 PM
I have a idea for Flash Man, since he is focused on survival in order to use his time stopper, why not take the survival thing a step further. Each time he uses time stopper successfully on a person, he gets a item. Once he gets 3 of said item, he can use the true time stopper, with firing capability, to show that you can't let him live long to get that built up. Since it takes about 14-15 seconds per filling plus you would have to survive and hit a person with his broken time stopper, which requires getting up close, somehow I think that this could be balanced in some shape or form.
inb4 I'm called crazy
Title: Re: Class based modification (6B)
Post by: Korby on January 06, 2012, 06:48:44 PM
...That's actually a pretty neat idea, and it would let Flashman be more useful in non-team LMS.
Title: Re: Class based modification (6B)
Post by: Ivory on January 06, 2012, 07:54:57 PM
...sounds more like encouraging Flash Man to camp/run/stall to get the super time freeze.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 06, 2012, 08:41:36 PM
Quote from: "Ivory"
...sounds more like encouraging Flash Man to camp/run/stall to get the super time freeze.

Perhaps he could get a copy of the item on a successful kill?
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 06, 2012, 09:40:47 PM
I like that Flash Man idea a bit. Only problem is: how would you damage enemies during Time Stopper without removing its time halt effects on them?
Title: Re: Class based modification (6B)
Post by: Ivory on January 06, 2012, 09:49:04 PM
There is a flag that allows projectiles to ignore time freeze I believe. Just make Flashes buster projectiles have that flag.
Title: Re: Class based modification (6B)
Post by: Tails on January 06, 2012, 11:56:11 PM
I think Snakeman's alt should take ammo in order for him not to possibly stall.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 07, 2012, 12:02:41 AM
How about making it impossible for Snake Man to regenerate ammo while in the air?ż?ż?ż?ż
Title: Re: Class based modification (6B)
Post by: The Rush on January 07, 2012, 05:13:54 AM
Quote from: "Tails_Hatsune"
I think Snakeman's alt should take ammo in order for him not to possibly stall.
Then the same should apply to Metal Man.

Quote from: "Musashi-COM"
How about making it impossible for Snake Man to regenerate ammo while in the air?ż?ż?ż?ż
He can't regen search snake ammo while climbing.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 07, 2012, 03:28:19 PM
Not quite sure if I like that Flash Man idea. I'm with Ivory; it just encourages him to camp and run. Basically making Flash Man play like he's in LMS all day err'day.

Quote from: "Ice-IX"
Ah, my mistake! I had forgotten that when Crash Man hits someone with his bomb, he really causes Mega Man to flinch and gain invincibility frames.

Now, consider for a second how many people would get killed by your bombs if they did not explode when people stepped over them. If you think it should be that way, that's fine. You'd be the only one, to my knowledge, since no one has made it aware to me that that was intended.

The vocabulary of your insults against me is greatly improved since I remember. Well done, by the way.

Not quite sure what you're trying to accomplish with all this, but whatever. Have fun with it. All I said was a previously mentioned idea was similar to what the Crash Bombs do in KY, and there's a way to exploit that by hitting people with the bombs from above, causing the bombs to explode on contact.
Title: Re: Class based modification (6B)
Post by: Myroc on January 07, 2012, 03:57:58 PM
Now now, let's be a tad civil, the both of you. I know I'm not great with the whole dropping a debate issue myself, but let's not start something new, shall we. Rest assured, Crash Man is getting some slight tweaks.

The earlier Flash Man idea has been concluded by the entire team to be a textbook Bad Idea. Sorry, but we can't see any sort of benefit to including such a mechanic.

Climbing is being debated as of me writing this post. It's not as great an issue as flying is, so don't expect too much.
Title: page 420 FTW!!!
Post by: TeirusuNuigurumi on January 07, 2012, 04:06:37 PM
i really would like junk's wep switched for the ease of punching his junk wall.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 07, 2012, 04:48:36 PM
Snake Man needs to have his issue dealing with flying characters addressed before anything climbing-related.
Title: Re: Class based modification (6B)
Post by: Ukiyama on January 07, 2012, 04:52:13 PM
Stone Man has more problems with flyers than Snake Man ever did >.>
Title: Re: Class based modification (6B)
Post by: Myroc on January 07, 2012, 05:15:47 PM
Quote from: "Shmeckie"
Snake Man needs to have his issue dealing with flying characters addressed before anything climbing-related.
We already gave Snake Man what he could in that department, aimable, lobbing search snakes. There's not too much more we can do for him, since if you nullify the fact that his snakes shoot along the ground, Snake Man is inherently a close range class, which have a lot of troubles dealing with flying classes by nature. In fact, Snake Man is more adapted to fighting flyers than a lot of classes. Slash Man, Flash Man, Stone Man and Charge Man, all have problems against flying classes.

Your best option is to adapt your class selection. Now I realize that this might be difficult in the middle of an LMS match, but if you know that someone is using a certain class, the best thing to do is to change yours in the next game. Sure, you may not like it that you're suddenly forced out of playing a certain class you like because you're getting the tar beaten out of you due to the circumstances, but sometimes you are going to adapt. We are doing what we can to ensue that this isn't too neccessary, but there are limits to just how much we can reduce the problem.

Alternatively, alter your strategy. Find cover, find low-ceilinged areas where he has to approach you at a reachable range, and remember that any flying class will have to land sooner or later. (If not then it's a bug and you should report it to us.)
Title: Re: Class based modification (6B)
Post by: KillerChair on January 07, 2012, 05:40:00 PM
Quote from: "Myroc"
Alternatively, alter your strategy. Find cover, find low-ceilinged areas where he has to approach you at a reachable range, and remember that any flying class will have to land sooner or later. (If not then it's a bug and you should report it to us.)
This is pretty much the best post regarding to the whole "ohmygoshairclasses!" thing.
Just dont play these classes in stages like the outside Wily map and stuff.
Title: Re: Class based modification (6B)
Post by: Max on January 07, 2012, 05:42:25 PM
[17:41:33] JaxOf7: Hey YD, beg the forums for Darkman3 HUD sprites.

yo yo yo
Title: Re: Class based modification (6B)
Post by: Bikdark on January 07, 2012, 10:22:19 PM
For the hell of it, I might try.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 07, 2012, 10:26:29 PM
i wish ya luck bik.



ya know... i just this crazy idea for snake man...

we keep his primary, change his alt to a sort of poison/acid spit attack, and give his jump a boost.

just a crazy idea, don't kill me. even though i'm already dead...
Title: Re: Class based modification (6B)
Post by: Korby on January 07, 2012, 10:42:02 PM
His climb is perfect. If it was changed, I would hate that.
Title: Re: Class based modification (6B)
Post by: Tails on January 07, 2012, 10:44:13 PM
Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 07, 2012, 11:10:06 PM
Quote from: "Tails_Hatsune"
Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.
Hey, have you heard of these cool new functions called mapvoting and votekicking?
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 07, 2012, 11:32:33 PM
you know there's this REALLY cool thing the classes team put in

it's called Gravity Man and Magnet Man

there you go, instant Snake Man climbing repellant
Title: Re: Class based modification (6B)
Post by: Tails on January 07, 2012, 11:45:44 PM
Quote from: "Bikdark"
Quote from: "Tails_Hatsune"
Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.
Hey, have you heard of these cool new functions called mapvoting and votekicking?

But if they're friends of the guy doing so.. normally this isn't successful.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 07, 2012, 11:55:39 PM
Then I suggest you deal with it, leave, or ask them politely to stop.
Title: Re: Class based modification (6B)
Post by: Myroc on January 08, 2012, 12:13:11 AM
Quote from: "Tails_Hatsune"
Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.
You know that semi-large post I made earlier regarding Snake Man vs flying opponents? I could copy that post, edit out a few keywords, the most obvious being "flying classes" replaced by "climbing classes" and it would be just as meaningful. Adapt your strategies, or your class selection.

Don't worry, though. We've tweaked Snake Man's and Metal Man's climbing a tad in the next version, to lighten this issue.
Title: Re: Class based modification (6B)
Post by: Tails on January 08, 2012, 12:24:52 AM
Well what I mean is normally in this situation, there's usually two classes like Brightman or Blizzardman or something who can almost reach him but not really. And after awhile, he DOES come down, or falls because people beg him. Which you know is nice of him, but still :/
Title: Re: Class based modification (6B)
Post by: Joseph Collins on January 08, 2012, 12:29:47 AM
... Metalman can climb walls?  ... why is this so?  I don't recall Metalman ever being able to climb walls.

Flashman, on the other hand... (Granted, that's generally an unintentional side-effect of Metal Blades/Bubble Lead up the butt...)

As for climbing opponents?  There's the fun little thing you can do in mouselook.  It's called "aiming up"?  You should try it some time.  :B
Seriously though, as with the games on which the modification is based, there will never be any true "balance".  Some robots can completely demolish other robots without batting an eye.  And that's without accounting for player skill.  No, the only way to make every class perfectly balanced is to... oh wait.  They already did that.  They made every class "Megaman" in the vanilla content, didn't they?  :B
Title: Re: Class based modification (6B)
Post by: Tails on January 08, 2012, 12:44:00 AM
Quote from: "Joseph Collins"
As for climbing opponents?  There's the fun little thing you can do in mouselook.  It's called "aiming up"?  You should try it some time.  :B

Not when they're behind an outside part of a map in a corner climbing it doesn't work. :B

If you have Magnet or Dive or Wily, then yay you can beat him maybe. If you don't your best bet is to tell m to stop or votekick really :/
Title: Re: Class based modification (6B)
Post by: Joseph Collins on January 08, 2012, 01:11:51 AM
That sounds less like a problem with the mod and more a problem with the maps to me...  Always expect the unexpected!  Never give people a way to scoot around to places where they're not supposed to be.  I learned this from World of Warcraft in particular.  :B
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 08, 2012, 03:05:08 AM
lets see... classes that can reach a wall climbing metal or snake...


centuar, gyro, air, crystal, metal, snake, wily, megaman, bass, protoman, dive, magnet, gravity, pharoh, ring, cut, freeze, cloud, burst, and dust.

now i want you to think about why i said alot of ones that you may think won't work.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 08, 2012, 03:30:44 AM
Quote from: "PLAINOLDLUIS"
lets see... classes that can reach a wall climbing metal or snake...


centuar, gyro, air, crystal, metal, snake, wily, megaman, bass, protoman, dive, magnet, gravity, pharoh, ring, cut, freeze, cloud, burst, and dust.

now i want you to think about why i said alot of ones that you may think won't work.

Hmm...Let's see what we got here...

Centaur:  Area of effect weapon, so providing he can get close enough, he can spam the flash.
Gyro:  Flight. Self-explanatory.
Air:  His shots curve up.
Crystal:  Depending on the environment, his crystals can bounce up towards the target.
Metal:  Can climb up after him.  Additionally, Metal Man dies in one hit to his own weapon...
Snake:  Fighting fire with fire.
Wily:  Homing shots, and capsule flight.
Megaman:  Can use robot master weapons that could reach.
Bass:  Same as above, but with double jump.
Protoman:  Same as Megaman, but with a shield.
Dive:  Homing shots
Magnet:  Homing shots
Gravity:  Pulls them down if on their way up
Pharaoh:  Yeah, don't see how this one would help...
Ring:  Infinitely travelling rings
Cut:  Wall jump if applicable
Freeze:  Scatter shot, and an Icicle drop
Cloud: Same as Gyro
Burst:  Shots curve upwards, and bubbles can be ridden up
Dust:  Might be able to pull it off, depending on the circumstances.

Wind is not on this list.  He's good for it.  Other than that, I don't see any that cannot get the job done.

EDIT:  Shade Man can work too
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 08, 2012, 03:36:05 AM
shade would have slight trouble with both his alt and primaray.

add wind

and cutman for throwing a cutter, centuar for his split buster, not the flash, bass could superbass to him too, gravity could ceiling run to one, if you get high enough with pharoh, well you think about it.


nearly right on all of them. thinking out side the box is so much fun.


*gives orion a cookie*
Title: Re: Class based modification (6B)
Post by: Magnet Dood on January 08, 2012, 04:37:37 AM
Gyro really can't do well against climbers considering he can't fire his weapon while flying.

Or can he? Haven't played the new updates extensively.
Title: Re: Class based modification (6B)
Post by: Korby on January 08, 2012, 07:22:04 AM
He can't.
Title: Re: Class based modification (6B)
Post by: Myroc on January 08, 2012, 10:46:48 AM
Quote from: "Joseph Collins"
... Metalman can climb walls?  ... why is this so?  I don't recall Metalman ever being able to climb walls.
The climbing melee wheel cutter altfire that Metal Man currently has is, in addition to the ground hugging metal blades, our best attempt to make Metal Man slightly interesting beyond "spam metal blades", and it isn't really that much of an improvement either, in my opinion. We went through a lot of ideas for Metal Man. There's only so much one can base on a guy whose only attack pattern is jumping around and throwing sawblades. If someone can manage to come up with an idea for him that works in addition to being interesting and staying relatively true to the source, then we'd highly appreciate it. Otherwise, his new additions are there to stay. Sorry about that.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 08, 2012, 04:38:47 PM
Quote from: "Star Dood"
Gyro really can't do well against climbers considering he can't fire his weapon while flying.

True, but he can fly up to a point that is just as equally high and attack.  And in team games, he can give someone who can a ride up there.
Title: Re: Class based modification (6B)
Post by: Korby on January 08, 2012, 04:43:57 PM
Quote from: "Hunter_orion"
And in team games, he can give someone who can a ride up there.
Good luck coordinating randoms to follow Gyro Man, who's probably faster than them, on his head to reach a snakeman who's around a corner.

Though using Gyro as a stepping stone....that's actually a rather neat point.
Title: Re: Class based modification (6B)
Post by: Joseph Collins on January 08, 2012, 07:22:50 PM
Quote from: "Myroc"
Quote from: "Joseph Collins"
... Metalman can climb walls?  ... why is this so?  I don't recall Metalman ever being able to climb walls.
The climbing melee wheel cutter altfire that Metal Man currently has is, in addition to the ground hugging metal blades, our best attempt to make Metal Man slightly interesting beyond "spam metal blades", and it isn't really that much of an improvement either, in my opinion. We went through a lot of ideas for Metal Man. There's only so much one can base on a guy whose only attack pattern is jumping around and throwing sawblades. If someone can manage to come up with an idea for him that works in addition to being interesting and staying relatively true to the source, then we'd highly appreciate it. Otherwise, his new additions are there to stay. Sorry about that.
You know, on that same topic (and kind of going back a little), since when did Snakeman gain the ability to climb walls anyway?  He can burrow underground, as evidenced in both Mega Man 8 and especially Super Adventure Rockman, but I don't recall him ever climbing walls...  Though I suppose he may have in the Ruby-Spears cartoon.  And of course, his Search Snakes an climb walls, so why not him?  I mean, other than the fact he weighs somewhere around 100 times what his snakes do and the fact he doesn't have claws, or even two hands.  But other than that!

Anyway, Metalman!  I honestly can't think of anything you could do with him other than increase his jump height and speed (while lowering his durability of course) and give him the ability to "hover" while throwing Metal Blades.  Or maybe give him the ability to chuck two parallel Metal Blades at once (with a cooldown, of course).  But this is all pretty boring, run-and-gun stuff.  Then again, isn't he supposed to be the run-and-gun type?  In all his appearances, he quickly hops around and hucks Metal Blades at the player.  He can also use his Metal Blades in a melee fashion, as per Super Adventure Rockman, so there's that.  I'll admit that the Wheel Cutter trick almost makes sense, since Metal Blades and Wheel Cutters look similar and, in fact, kind of act similar as well, but eh...  The ability to climb walls...  I can't think of anyone but Blademan or Slashman who should really have that ability.

That's just how I look at it, of course.  Myself?  I'm quite content with Springman and his high jump, Wild Coils, and Turn Punch.  Quite content!  Now if only he could grab people and reverse-pile drive them into ceilings...  X3
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 08, 2012, 07:29:38 PM
Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.

While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.

Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.

Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 08, 2012, 07:34:03 PM
NO!!! PIM is already annoying enough with her constant bouncing all over the damn place! (And while I'm typing this, she's yelling, "Yes! Yes! Do it, Yellow Devil! Do it!")

Quote from: "Korby"
Though using Gyro as a stepping stone....that's actually a rather neat point.
I know, right?  We actually thought of it thanks to Srb2, where one of its mods allows you to carry multiple players with a flyer.  While the same physics don't work in MM8BDM, Gyro still makes a very good portable elevator :D

EDIT:  Bugger, ninja'd
Title: Re: Class based modification (6B)
Post by: Myroc on January 08, 2012, 07:59:33 PM
Quote from: "SmashBroPlusB"
Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.

While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.

Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.

Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.
The idea of Metal Man riding a giant gear has come up several times. These are the following ideas we came up with to make Metal Man interesting:

*Buzzsaw melee altfire that acts like wheel-cutter. (What he currently has.)
*Giant Gear riding altfire that lets him run over crowds.
*Tengu-blade-ish altfire that works as a powerful melee attack in addition to throwing a Metal Blade, but shoots them slower than the main fire.
*3-shot bursts for his mainfire. (Horrible idea, at least in the way we implemented it for testing. Also possible ripoff of KY Metal Man.)
Title: Re: Class based modification (6B)
Post by: LlamaHombre on January 08, 2012, 08:11:06 PM
Quote from: "Myroc"
*3-shot bursts for his mainfire. (Horrible idea, at least in the way we implemented it for testing. Also possible ripoff of KY Metal Man.)

This might work if he throws them all at the same time in a way similar to a shotgun range.

Inaccurate from afar, deadly up close.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 08, 2012, 09:37:30 PM
i, for one, like metal now. he's actually useful. just the climb is what ever one is talking about. i mostly use it to fend off slashmen, get to a great spot, and snipe with his blades.
Title: Re: Class based modification (6B)
Post by: Knux on January 08, 2012, 11:12:31 PM
Metal Man is certainly more interesting now. The only thing I think needs to be fixed is the range of the "Wheel Blade" altfire. Came up with that name... :V I was going to suggest that Bomb Man should get a second weapon, which would be throwing Hyper Bombs across the ground which roll like a bowling ball and bounce off walls and players until the fuse goes off. The speed should increase the longer you hold down the key. This would make it better to hit things across large maps, but he's fine as is. I still wanted to throw that in anyway. (No pun intended)  :p

I've found Cutman's wall jump to be quite useful on certain situations, but it's mostly an annoyance (to me anyway). Like I said before V6B came out, he has great speed already, and a faster cutter is oddly harder to aim and results in less damage (because the ripping damage goes by too fast) which doesn't justify getting into someone's face with a below average armor. Increasing the damage output would be overkill, though. I always thought of Cutman as a "go slow and you're dead" class, in a double edge sword kind of way. I can't quite put my finger on it but I've lost that feeling, and the way I see it, it doesn't feel right.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 09, 2012, 01:14:34 AM
Yeah, Cutman doesn't really satisfy me anymore.
I like Knux's idea for Bombman's alt.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 09, 2012, 01:36:03 AM
Quote from: "SmashBroPlusB"
Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.

While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.

Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.

Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.

I like this idea.

A lot, actually...!
Title: Re: Class based modification (6B)
Post by: Magnet Dood on January 09, 2012, 01:39:03 AM
I don't think that would work well. I really think that, if you wanted to implement it, it should be an item.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 09, 2012, 01:40:15 AM
Quote from: "Myroc"
Quote from: "SmashBroPlusB"
Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.

While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.

Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.

Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.
The idea of Metal Man riding a giant gear has come up several times. These are the following ideas we came up with to make Metal Man interesting:

*Buzzsaw melee altfire that acts like wheel-cutter. (What he currently has.)
*Giant Gear riding altfire that lets him run over crowds.
*Tengu-blade-ish altfire that works as a powerful melee attack in addition to throwing a Metal Blade, but shoots them slower than the main fire.
*3-shot bursts for his mainfire. (Horrible idea, at least in the way we implemented it for testing. Also possible ripoff of KY Metal Man.)
See, your Gear Roller sounds like an offensive-based rush attack intended for "running over crowds". My Gear Roller would have little to no offensive potential and is more suited towards mobility (like the current Wheel Blade imitating alt-fire). It lets Metal Man traverse the map in ways he couldn't before, and when he hops off of Gear Roller he could use the "second jump" to get the boost he needs to reach a slightly-higher-up ledge.

If it was shootable/destroyable that would be even better, as it would prevent Gear Roller from being a "pussy out" option like Gyro Man's flight (ba dum tish). Metal Man simply couldn't run away from an unfavorable match-up, due to the possibility of his Gear Roller being literally pulled out from under him, and hapless Metal Man waiting for a longer-than-normal "rebuilding" recharge (or even worse, falling into a pit of spikes and LOSING a frag).


EDIT: Gah, ninja'd. Well at least the "classes baron" himself agrees that it would be balanced and fun.
Especially fun.
Don't forget the fun.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 09, 2012, 02:22:44 AM
ima test to see if aiming his alt at the floor results ina deathtrap avoider, just for the hell of it
Title: I'm pulling a Coldfusion.
Post by: Bikdark on January 09, 2012, 03:22:15 AM
Quote from: "Lifeup J"
Yeah, Cutman doesn't really satisfy me anymore.
/me puts this in a translator
"Cutman's not as OP as he was before, so can you buff a still OP class so I can kill easier?"
He's fine, dammit.
Title: Re: Class based modification (6B)
Post by: Knux on January 09, 2012, 05:24:29 AM
Quote
Yeah, Cutman doesn't really satisfy me anymore.
I like Knux's idea for Bombman's alt.
Second slot weapon, rather, a la Punk.
(click to show/hide)
Anything that kills you is OP. Yeah... no. Read my post harder.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 09, 2012, 09:40:02 PM
HEY GUYZ, GUESS WHAT!!

METAL IS IMMUNE TO DEATH PITS.

no i'm serious.
jump into a pit, alt fire at the floor, and guess what?
he can float above it!!

just crashed in waveman's stage?
he can save himself.


can someone work on this please.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 09, 2012, 10:25:41 PM
and this is why Gear Roller would be a good idea

sure, with Gear Roller he would still walk on water and such

but at least you could destroy the gear

and he'd have to wait for it to recharge between uses
Title: Re: Class based modification (6B)
Post by: Korby on January 09, 2012, 10:57:27 PM
Quote from: "PLAINOLDLUIS"
HEY GUYZ, GUESS WHAT!!

METAL IS IMMUNE TO DEATH PITS.

no i'm serious.
jump into a pit, alt fire at the floor, and guess what?
he can float above it!!

just crashed in waveman's stage?
he can save himself.


can someone work on this please.

Actually, we've known about that for awhile, and it's being fixed in the next version. I don't think you should expect a hotfix though.
Title: Re: Class based modification (6B)
Post by: Celebi on January 10, 2012, 03:25:02 PM
Quote from: "Korby"
Quote from: "Star Dood"
Gyro really can't do well against climbers considering he can't fire his weapon while flying.

Or can he? Haven't played the new updates extensively.
He can't.
He can

Metalman fixes? He is fine as he is.  All he could do with is maybe a better HUD for his alt.  The using the alt to "float" in pits was known, and it only works for pits that have a texture on them.  While "floating" in pits seems useful, the Metalman doing it is being useless and will probably die if someone sees him.


[17:41:33] JaxOf7: Hey YD, beg the forums for Darkman3 HUD sprites.
Title: Re: Class based modification (6B)
Post by: Davregis on January 11, 2012, 01:23:10 AM
Say, how's Centaur/Napalm's revamp going?
Title: Re: Class based modification (6B)
Post by: Bikdark on January 11, 2012, 01:38:50 AM
I'd also like to know about that Darkman3 pseudo sniper.
Title: Re: Class based modification (6B)
Post by: Korby on January 11, 2012, 04:33:34 AM
Quote from: "Celebi"
He can
Wait, he can?

Also, I'm not sure when Centaur and Napalm are getting revamped, but Darkman3's pretty much finished, he just needs tweaking. The amount of tweaking needed is above your clearance level.
Title: Re: Class based modification (6B)
Post by: Crystal King on January 12, 2012, 02:32:19 AM
Quote from: "PLAINOLDLUIS"
HEY GUYZ, GUESS WHAT!!

METAL IS IMMUNE TO DEATH PITS.

Not all of them.
It has to do with the sector's properties, I believe.

Regardless of that, a slowly moving Metal Man trying to save himself from a Wave Man stage death is pretty easy pickings. Most instances I can't really see this being useful other then to stall. (but Snake Man also has a similar "problem" so :/)

Regarding Gyro, I don't think you can alt and fire at the same time, but I think if you can gain enough height you could fire off a gyro then start flying again. Not sure on that though, as I rarely play Gyro.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 12, 2012, 02:47:11 AM
As Gyro, you can't fly and fire at the same time, but you can stop holding altfire and fire below you, and still be able to resume flight after that. Gyro's flight works so that once altfire is pressed and holded, letting it go forces you to land so you can restart flight. That is:

Press and hold altfire: flight
Let go altfire: stops flight

After that, flight is disabled UNTIL you land OR press mainfire while in the air, apparently.

The only method of airborne attack Gyro has is: while holding altfire, let go, then press mainfire, THEN press and hold altfire again. But the air time and height required to pull this off makes it unefficient.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 12, 2012, 10:45:54 PM
ya know, i was wondering about spring, slash, and cloud's taunts.

i get plant's "I'm feeling fine, how about you?" taunt, but the other three i really don't.
Title: Re: Class based modification (6B)
Post by: Korby on January 12, 2012, 10:49:45 PM
Cloudman's taunt is from some weather man in Family Guy, and that's the extent of my knowledge on it.

Slashman is Wolverine, and that's self explanatory.

Spring's is Duke Nukem but quite honestly I don't get it either.
Title: Re: Class based modification (6B)
Post by: Ukiyama on January 12, 2012, 10:51:41 PM
Plant's is "I'm feeling vine, how about you?", Cloud is because he has rain in his level, and he rains death with lightning, Slash is Wolverine so thats understandable, and I would say Spring is just to make him more awesome  :cool:
Title: Re: Class based modification (6B)
Post by: GameAndWatcher on January 12, 2012, 10:55:54 PM
Quote from: "Korby"
Cloudman's taunt is from some weather man in Family Guy, and that's the extent of my knowledge on it.
The guy's name is Ollie Williams. :ugeek:
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 12, 2012, 11:56:22 PM
I still wish Turboman's taunt was "YOU'RE TOO SLOW!"

Turboman could be the next Iceman. We could go into the buuster room in CSCM19 and spam it.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 13, 2012, 12:13:28 AM
now that i think about it... wave should get a pirate-like taunt...

and thanks on elaborating on those guys taunts.


maybe i could record my voice saying "DON'T LAUGH AT MY WALK!!" for bubble's taunt and send it in for YD since i now use bubbleman more often.


and i just thought about a alt for freeze.
how about we give him sort of a shot that does very little damage, but freezes the target in place, with a huge drain to his ammo or slow ROF?
Title: Re: Class based modification (6B)
Post by: Davregis on January 14, 2012, 01:26:14 AM
Flashman should have a Guile taunt...

Flash Kick!
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 14, 2012, 01:32:34 AM
Quote from: "Daveris"
Flashman should have a Guile taunt...

Flash Kick!

Nah, his current taunt is fine. It makes playing as him 120% more satisfying since you can taunt while you altfire.
Title: Re: Class based modification (6B)
Post by: BiscuitSlash on January 14, 2012, 09:22:24 AM
Quote from: "Ukiyama"
Plant's is "I'm feeling vine, how about you?"
Ummm, I thought he was saying "I'm feeling bi, how about you?". It kinda creeped me out a bit.

Also does Knightman have a taunt? If not then I suggest the knights of the round table.
Title: Re: Class based modification (6B)
Post by: Korby on January 14, 2012, 09:31:18 AM
I've totally suggested one, and personally I'm against Monty Python for him.
Title: Re: Class based modification (6B)
Post by: Davregis on January 14, 2012, 03:53:02 PM
Quote from: "Korby"
I've totally suggested one, and personally I'm against Monty Python for him.

Woah, a Monty Python taunt would be perfect!
Title: Re: Class based modification (6B)
Post by: Myroc on January 14, 2012, 04:04:44 PM
We're not doing a Monthy Python and The Holy Grail taunt for Knight Man. It's amusing for the first time only, and after that it just gets way tedious. Same reason why I dislike a good deal of the taunts selected, and also have them disabled during normal play, because the community doesn't comprehend the above fact.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 14, 2012, 04:44:14 PM
Personally I think Knight Man needs a taunt from Arthur from MVC3.
Title: Re: Class based modification (6B)
Post by: Captain Barlowe on January 18, 2012, 02:14:44 AM
Time to bring this to attention: Quint.
Keep in mind that this is using what I've observed from a DM standpoint.
First, an overview on what Quint has:

Quint's arsenal:
Quint Buster - A mega buster that has a slight spread, this is basically your "backup weapon" if QUINTGARNE goes wrong. Use on classes such as GMan and Toadman if they keep pestering you. Can also be used to killsteal, though due to being like the megabuster- it pretty much sucks for that. MOVING ON TO THE MAIN EVENT
Sakugarne/QUINTgarne - This is the weapon you will use about, say, 90% of the time. Acts like an infinite sakugarne, same instakill, same speed, same hold click to jump higher, and same AOE. Oh, but the AOE attack has a faster rate of fire due to the altfire, and the altfire that completely decimates most, if not all, the classes (even Hardman). What the altfire does is send you plummeting STRAIGHT DOWNWARD, releasing rocks and killing the unfortunate robot under you in usually, one hit (depends if you graze the target or not, usually left with so little HP that the rocks will kill them anyway. Pretty much makes Stone Man's altfire completely lackluster in terms of speed, power, ROF and AOE). Spam this in a group and well, frags come so quickly it isn't even funny. The altfire also has that nice additional boost of speed, making chasing classes so much easier. It also has pinpoint accuracy, so you'll barely miss. Yep.

Some strategies to use while abusing using Quintgarne:
1. Spam in groups. This is pretty much a necessity, although it's best to start using the altfire when the target is below you.
2. If you miss with the altfire, spam it towards the person. Usually the debris or the sakugarne will kill them, say 80%-90% of the time.
3. Spam in corridors/closed areas. You increase the rate of fire for the alt by a huge bunch, gaining speed in the process. Unless it's a class that abuses hitstun (coughIceMancough) or rippers/rapid fire guns which are easily maneuvered around, you'll usually frag the guy.
4. Be unnoticed. This is a necessity. If people aren't paying attention to Quint, they won't expect a good ol pogo-to-the-face from above.
5. Avoid using Sakugarne on Gravity Man and Toad Man. These guys both are annoying as hell, as GMan has an alt that can kill you in one hit while Toadman has a larger AOE than you have, more damage if you're closer AND hitstun. Use QuintBuster on these.
6. Small maps are your friend. These contain ceilings that make your already deadly OHKO even deadlier. AOE rocks also increase in firing rate. Running area is also reduced, making chasing classes much easier.
7. Chase everything. Keep following your target until you fragged him, or another, more unsuspecting target is closer in your range of fire.


I recommend a nerf for the altfire. It makes instaKOing with Quint so easy you can do it without trying (Example: Coldfusion once got to third place by using Quint with his eyes closed and abusing the altfire. Seriously), and the speed gain and precision he gains from using it makes him one of the fastest and most unpredictable classes to use.
Title: Re: Class based modification (6B)
Post by: HD_ on January 18, 2012, 02:35:23 AM
Now, just do that for the rest of the classes and put it on the wiki. :cool:

I would also have to tentatively agree that Quint is OP. I will say this again: he's OP if he can obliterate anything in his path (Saku) except for very specific circumstances (Gravity/Toad Man).
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 18, 2012, 03:30:17 AM
what is quint's weakness weapon anyway? does he even have one?

also elecman, starman, plantman, and needleman say hi to quint.
Title: Re: Class based modification (6B)
Post by: Captain Barlowe on January 18, 2012, 03:44:48 AM
Quote from: "PLAINOLDLUIS"
also elecman, starman, plantman, and needleman say hi to quint.
Elecman may be fast, but he's weak and his projectile he shoots is predictable and not that fast, thus making him weaker at a distance. Quint buster at a distance, quintgarne up close or if elec is distracted. Plus getting up close and personal with Quint is suicide unless you have an attack that stuns him with a good AOE.

Starman is best dealt with when distracted. Both of his attacks are easily predictable, and his barrier is the main problem to avoid, although when he releases it, go nuts.

Plant Man has good speed, that annoying weak buster and the shield, which is a decent counter if he actually pays attention to you.

Needleman gets slower as he shoots, and has pretty much no AOE other then a straight line, making him a prime target to be quintgarne'd from above.

Even with about 3 or 4 classes being a good counter against Quint, he still frags more then is fragged, counterbalancing his flaws.
I'm not even sure if he HAS a weakness.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 18, 2012, 06:43:13 PM
Sure he does:  GRAVITY HOLD!! It's even better if you get in copy ability form, then you can really rip him to shreds.  Quint will fear the day he got on that ridiculous pogo stick.  And if he doesn't learn to stop being quint soon, just keep hammering him with gravity. (Yes, I'm not very nice when it comes to melee classes like quint, Slash Man being about the only real exception to this rule.)
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 18, 2012, 08:58:20 PM
This was already taken into consideration.

Quote from: "thatguy74"
5. Avoid using Sakugarne on Gravity Man and Toad Man. These guys both are annoying as hell, as GMan has an alt that can kill you in one hit while Toadman has a larger AOE than you have, more damage if you're closer AND hitstun. Use QuintBuster on these.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 18, 2012, 09:04:54 PM
Quote from: "thatguy74"
Example: Coldfusion once got to third place by using Quint with his eyes closed and abusing the altfire.
...He was actually being serious?
Quint for most balanced class y/y
Title: Re: Class based modification (6B)
Post by: Captain Barlowe on January 18, 2012, 09:16:51 PM
Another quick note: GMan isn't that great to counter against Quint, since Quint's altfire sends him STRAIGHT to the ground, nullifying that increased damage if you time it right (which is most of the time, due to spam). Gravity Man still can be deadly if he actually times it correctly, but time is the enemy when Quint is rushing STRAIGHT towards him.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 18, 2012, 09:21:36 PM
elec's alt is what i meant when i said he could counter quint...


also, ice's alt stunlock could kill quint IF timed right, seeing as he gets locked into the air.
Title: Re: Class based modification (6B)
Post by: Ivory on January 18, 2012, 09:26:25 PM
wonders if Quint is really this bad, loads up MM8BDM with 6b classes.

Chooses Tomahawk Campaign, changes class to quint.

Blindly jumps jumps around holding altfire

Wins with little effort involved

Yeah, Altfire is cheap.
Title: Re: Class based modification (6B)
Post by: Max on January 18, 2012, 09:27:32 PM
Delay added ._.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 19, 2012, 01:52:07 PM
Quote from: "xColdxFusionx"
This was already taken into consideration.

Quote from: "thatguy74"
5. Avoid using Sakugarne on Gravity Man and Toad Man. These guys both are annoying as hell, as GMan has an alt that can kill you in one hit while Toadman has a larger AOE than you have, more damage if you're closer AND hitstun. Use QuintBuster on these.

Maybe I'm just ignorant, but most of his strategy seems to be based on sneaking  up on unsuspecting people and pounding the tar out of them.  That's not a strategy in my book, that's being cheap, and quite frankly, it's no fun if you don't give the person you're attacking a sporting chance.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 19, 2012, 03:50:07 PM
If you think G. Hold and R. Flush are the only viable ways to counter Quint, you need a selfcheck.

So someone got lucky enough to get lots of kill with Sakugarne's altfire. Try a 1v1 vs. any class that is not a melee class, then come back and tell me if it's really that OP.

This mod is a deathmatch-centric mod. With that in mind, classes are given abilities that suit said mode's objectives, or gives them an edge in an specific combat scenario. Quint is, like Slash Man, a close-range melee class with hopping and diving into enemies from above as its main melee attack.

How do you deal with close-range classes? There's your strategy against Quint.
Weakness? Should be H. Knuckle, but G. Hold is currently his natural weakness, given his offensive means. Other weaknesses could be any buster that travels fast enough to allow a player to deal with Quint before he even gets to medium range.

Sure, Sakugarne's mobility was increased more than I anticipated, which is why I agreed with the nerf. But not for the old "Y person got to Xth place by abusing Z ability, please nerf". A different type of nerf I could agree with is this: make armored classes more resilient to Sakugarne.

Might as well just say it: the nerf is a delay added to the dive attack. After landing, you don't jump right back up like in the current version. This slows down Sakugarne's mobility a bit, but then again he was much worse before. Guess I'll just start practicing jumpcancelling, since it's essentially a harder divehopping.
Title: Re: Class based modification (6B)
Post by: Korby on January 19, 2012, 08:22:24 PM
Quote from: "Musashi-COM"
This mod is a deathmatch-centric mod.

...lol

no it's not.

Anyone who thinks otherwise is lying to themselves.
Title: Re: Class based modification (6B)
Post by: HD_ on January 19, 2012, 08:23:31 PM
I thought it was LMS-centric...
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 19, 2012, 08:36:00 PM
Only because that's generally all anyone ever hosts for this mod.

Hence my DM server.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 19, 2012, 10:06:12 PM
Quote from: "Musashi-COM"
But not for the old "Y person got to Xth place by abusing Z ability, please nerf".

Not sure you're reading that right.

I got third place without even looking at the screen.

No class should be able to do that. Ever.
Title: Re: Class based modification (6B)
Post by: Max on January 19, 2012, 10:39:58 PM
oh fudge why did i get ivory confused with coldfusion
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 19, 2012, 10:43:02 PM
Quote from: "Yellow Devil"
Quote from: "xColdxFusionx"
I got third place without even looking at the screen.

On bots

On an actual server. Against people.

If anyone on that deathmatch server got fragged by Lilly Satou, they know exactly what game I'm talking about.
Title: Re: Class based modification (6B)
Post by: Davregis on January 20, 2012, 01:32:45 AM
Off Topic, but Skullman's a Quint counter due to his RAIG.

See Quint>Activate barrier>12345DONE
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 20, 2012, 01:55:20 AM
Quote from: "Daveris"
Off Topic, but Skullman's a Quint counter due to his RAIG.

See Quint>Activate barrier>12345DONE


then after the barrier goes down while you most likely miss>get saku-raped


as far as i know, good quint-counters are...

pharoh*
centar
ice*
elec
gravity
junk*
plant
star
toad
wood*
wily*
magnet*
dive*
bass
proto
mega
air


ones with a * are one i could be creative to kill him with, if you think of any tell me.
Title: Re: Class based modification (6B)
Post by: Knux on January 20, 2012, 03:07:30 AM
You could use Tomahawk Man from a distance, which is not a problem with his above average speed and rising Tomahawks. Won't work in smaller maps though.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 20, 2012, 03:51:02 AM
Punk also works. His Screw Crushers are fast, accurate, and spammable enough to peg Quint consistantly before he reaches you.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 20, 2012, 03:58:01 AM
only if you know he's coming and he is in range to use the bounce crushers.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 20, 2012, 05:19:42 AM
I do believe you're forgetting the straight crusher.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 20, 2012, 05:23:08 AM
i do believe quint will easly dodge them, plus you would have to have a great distance to attack with them.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 20, 2012, 07:41:19 AM
Er, have you not fought Punk before? Straight crushers practically fly like bullets, and stun Quint enough to keep him back. I know from experience.
Title: Re: Class based modification (6B)
Post by: Magnet Dood on January 20, 2012, 10:56:23 PM
he knows because he absolutely rapes anyone with Punk

Yes, Quint is incredibly fast with his instakill Sakugarne.

Fast, instakill weapons are never a good thing.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on January 21, 2012, 12:02:21 AM
I tried quint out 4 the first time after reading all this stuff about him and he is over powered.
Title: Re: Class based modification (6B)
Post by: Davregis on January 21, 2012, 02:35:22 AM
Quote from: "PLAINOLDLUIS"
Quote from: "Daveris"
Off Topic, but Skullman's a Quint counter due to his RAIG.

See Quint>Activate barrier>12345DONE

then after the barrier goes down while you most likely miss>get saku-raped

Please use Skullman. You activate his rage, then stunlock Quint to death.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 21, 2012, 02:58:17 AM
one, qoute properly.

two, the rage ain't long enough to stun lock.

three, quint gains(KEYWORD!!!) momentum when he alt fires. so unless you time it right and have godly aim, skull is not a recommended quint counter. :ugeek:
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 21, 2012, 03:07:20 AM
Let's not start an ice flame war now kids.
Title: bleh... *puts down the gun*
Post by: TeirusuNuigurumi on January 21, 2012, 03:23:09 AM
i ain't starting one. just saying how bad a match up between quint and skullman would go. its like trying to fight cutman with elecman.


at least with air you could alt at him and pharoh could slightly defend himself by holding his shot.
Title: Re: Class based modification (6B)
Post by: Korby on January 21, 2012, 03:35:51 AM
Not sure why you thought a flame war was starting here.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 21, 2012, 03:37:52 AM
I could feel it Korby. It's a heated debate. Or it could be a friendly argument.
Title: Re: Class based modification (6B)
Post by: Korby on January 21, 2012, 03:39:16 AM
Not really. The only really "aggressive" thing said in the last 10 posts would be "qoute properly."
Title: Re: Class based modification (6B)
Post by: Davregis on January 21, 2012, 04:34:30 PM
If this turns into a flamewar... Well, it probably won't.

Luis- try it out! I've killed alot of Quints like this! It DOES stunlock enough at point-blank, and...

Wait, not long enough? Skull kills Yamato in 6 bullets with rage. Quint takes a few less, but the shots fire fast enough to stunlock.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 21, 2012, 05:41:40 PM
if he hits you with sakugarne chances are you won't be able fire cause you would have to time it right and have great aim and you'd be dead. and if you are talking about KY's classes or some who uses the quint buster then its very easy to kill him. YD's drop straights the ground at a fast speed then quickman running.

i would never use skull to counter quint based on those facts.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 21, 2012, 07:02:42 PM
Quote from: "PLAINOLDLUIS"
-snip-

It may be the fact that I suck as Skull, but I never use Skull because his buster is surprisingly hard to aim and rage has such a short duration.

The key point in a lot of these counters is "you need to hit him first". And when your opponent's bouncing around like an idiot and weaving all over the place while doing so, it's kinda hard to line up a good first shot.

Also, if Quint gets behind you, it's instant death, no save. This would be fine, but, unlike most ambush classes, Quint is still very good if he IS caught due to his erratic movements and dangerously powerful attacks.

Hopefully the ground pause should make Quint less obnoxiously powerful in up-front fights and slightly easier to hit, both of which he kind of needs to balance out his one-hit kills.
Title: Re: Class based modification (6B)
Post by: Davregis on January 21, 2012, 08:20:06 PM
If this keeps on, it will end up flaming. Luis, use Skullman. -END-

Fusion, certainly true, but if Quint comes at you when you see him, his short pause enables stunlocking.
Title: Re: Class based modification (6B)
Post by: Korby on January 21, 2012, 09:42:46 PM
If it starts to look like a Flame War, then I'll end it. Skull Man's pretty terrible against Quint. Just use your best class, there's no point in countering a single guy unless they specifically counter you.

And if there's more than one Quint, you should be Gravity Man anyway.
Title: Re: Class based modification (6B)
Post by: Davregis on January 21, 2012, 10:38:09 PM
Ehh, I destroy Quint with Skullman. He's my current main anyway.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on January 21, 2012, 11:19:34 PM
Quote from: "Korby"
If it starts to look like a Flame War, then I'll end it. Skull Man's pretty terrible against Quint. Just use your best class, there's no point in countering a single guy unless they specifically counter you.

And if there's more than one Quint, you should be Gravity Man anyway.

Wow... this is the best comment I'v heard about this all day.
I'v never actually had a problem with quint ever.
And my classes are Ballade, Gyroman, Napalmman, Fireman, Gutsman, Stoneman, Skullman, Slashman, Starman, Waveman & Burstman.
Title: Re: Class based modification (6B)
Post by: TheMetalManu on January 21, 2012, 11:34:21 PM
Here's a request:

(click to show/hide)

As you can see, the HUDs of Toad Man and Gyro Man are almost the same, except for some details like the line in the Gyro Man hand. This could be because the colors of Toad Man and Gyro Man are almost identical, a small idea would put Toad Man other hand, such as Dive Man Hud. Just that.  :|
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 22, 2012, 04:17:58 AM
Quote from: "MetalManu"
Here's a request:

(click to show/hide)

As you can see, the HUDs of Toad Man and Gyro Man are almost the same, except for some details like the line in the Gyro Man hand. This could be because the colors of Toad Man and Gyro Man are almost identical, a small idea would put Toad Man other hand, such as Dive Man Hud. Just that.  :|

Eh, something like this is needed more for Bright Man vs. Wind Man. They look almost the exact same, and when you're trying to think fast sometimes you don't realize you're actually one or the other and you'll lob a grenade instead of flying over a pit or sit in place like an idiot when you're trying to blind someone.
Title: Re: Class based modification (6B)
Post by: Ivory on January 22, 2012, 04:22:26 AM
I don't get the problem. How would you forget what class you chose? Aside from random.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 22, 2012, 04:26:46 AM
Quote from: "Ivory"
I don't get the problem. How would you forget what class you chose? Aside from random.
You just got the problem. :ugeek:

I play random a lot with YD Classes (weird considering how I main Knight Man in KY). Trust me, this can get VERY problematic.
Title: Re: Class based modification (6B)
Post by: Knux on January 22, 2012, 04:48:50 AM
Usually I just fire a shot to see what I got when I'm not sure, and it works.
Title: Re: Class based modification (6B)
Post by: Ivory on January 22, 2012, 05:04:16 AM
^ That exactly.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 22, 2012, 05:36:41 AM
Here's the problem with that.

See, a person named Shmeckie exists, and if he sees a shot fired he automatically knows your exact position on the map. He will quickly hunt you down and kill you because you just alerted him of where you were.

Even worse is if you have one of those awkward classes that either eats up a lot of ammo with their main or has a weird charging system (pick up X item from Y class, stand still to charge, etc).

Even worse even worse is if your name is Toad Man, because not only have you depleted a good fourth of your ammo, but you also have the world's LONGEST cooldown to suffer through.


Now watch as either Ivory or Ice-IX come by and render my viewpoint as unworthy. :ugeek:
Title: Re: Class based modification (6B)
Post by: lol on January 22, 2012, 05:41:15 AM
With Toad and Gyro, I just check the ammo bars.

Ammo bar? Then you're Gyro.
No ammo bar? Then you're Toad.

EDIT: Then I get ninja'd.
I would probably run all around to hide if that accidentally happens, then try a hit-and-run situation. But sometimes that may not be the best.
Title: Re: Class based modification (6B)
Post by: Knux on January 22, 2012, 08:09:27 AM
Here's the problem with that.

See, a person named Shmeckie exists, and if he sees a shot fired he automatically knows your exact position on the map. He will quickly hunt you down and kill you because you just alerted him of where you were.


By that logic, everyone else is a bot. That said, when you choose random, you're either skilled with everything/most classes or are just playing for fun. In both cases, either you blame yourself for your lack of skill or laugh it off respectively. You aren't doing either, and instead are placing the blame on other people. If you ask me, that's just wrong.

But yeah, a few colorings here and there won't hurt anyone either. I'll give you that.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 22, 2012, 05:05:55 PM
Quote from: "Knux"
Usually I just fire a shot to see what I got when I'm not sure, and it works.

You don't always think to do this in the middle of a heated Deathmatch.

Quote from: "lol"
With Toad and Gyro, I just check the ammo bars.

Ammo bar? Then you're Gyro.
No ammo bar? Then you're Toad.

With Toad and Gyro, this is fairly easy. But when you're looking quick with Bright vs. Wind (Both of which have an ammo bar, except it's different colors) you occasionally mix the two up anyway.

Random idea: Put Wind Man's shoulder-fans on the edges of the screen, kind of like Spark Man's prongs; out of the way, but still visible so you know who you're playing.
Title: Re: Class based modification (6B)
Post by: Korby on January 22, 2012, 05:21:00 PM
If I recall, Bright's buster has a black ring on the edge whereas Wind does not.

However, regarding your first statement, Cold Fusion, you wouldn't be playing random in the middle of a heated Deathmatch unless you were just joking around, and you certainly wouldn't need to know precisely what class you were if you were joking. In a heated Deathmatch, you'd know exactly who you are.
Title: Re: Class based modification (6B)
Post by: Red on January 22, 2012, 07:31:49 PM
Or you could use chasecam to see what class are you
Title: Re: Class based modification (6B)
Post by: Knux on January 22, 2012, 08:24:26 PM
You don't always think to do this in the middle of a heated Deathmatch.
(click to show/hide)
Title: Deathwinds is an Example.
Post by: Jennifer on January 22, 2012, 08:24:46 PM
Not alot of servers enable Chasecam though.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 22, 2012, 08:39:10 PM
Quote from: "Korby"
If I recall, Bright's buster has a black ring on the edge whereas Wind does not.

However, regarding your first statement, Cold Fusion, you wouldn't be playing random in the middle of a heated Deathmatch unless you were just joking around, and you certainly wouldn't need to know precisely what class you were if you were joking. In a heated Deathmatch, you'd know exactly who you are.

You've obviously never seen me play Classes.

...Before SuperQuint, that is.
Title: Re: Class based modification (6B)
Post by: Korby on January 22, 2012, 10:29:53 PM
To be fair, while I do not play nearly as much as I used to, I haven't seen you win at Classes either.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 22, 2012, 10:56:45 PM
Since when does winning matter? It's all about having fun.
Title: Re: Class based modification (6B)
Post by: Korby on January 22, 2012, 11:00:11 PM
You're right, but most people don't seem to have a grasp on that, and that's the point of view I was coming from.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on January 23, 2012, 12:58:42 AM
Quote from: "xColdxFusionx"
Since when does winning matter? It's all about having fun.
Quote from: "Korby"
You're right, but most people don't seem to have a grasp on that, and that's the point of view I was coming from.

Yeah. I agree with both of you guys... expecialy since I never win in normal Death Match or Team Deathmatch.
But im fine as long as im haveing fun and thats what games are about.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 23, 2012, 01:17:09 AM
Quote from: "Korby"
You're right, but most people don't seem to have a grasp on that, and that's the point of view I was coming from.

If you're playing a Mega Man FPS, in a mode where you can play as the Robot Masters themselves (and not just skins), and you're not doing so to have fun, you're sick in the head. Just sick, I tell you.
Title: Re: Class based modification (6B)
Post by: TheDoc on January 23, 2012, 01:20:42 AM
Quote from: "Lag Man"
Or you could use chasecam to see what class are you

You could also just fire your buster.
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on January 23, 2012, 01:30:59 AM
And you could also go to the console and type "playerclass" I think. Not 100% sure, though.
Title: Re: Class based modification (6B)
Post by: Knux on January 23, 2012, 03:00:56 AM
I forgot you can also just make a weapon bind. Typing $weapon will also tell you what you have, and others knowing it isn't really relevant until they see you. I mean, it's not like they will get in your face immediately, especially with other people playing.
Title: Re: Class based modification (6B)
Post by: SaviorSword on January 23, 2012, 04:37:06 AM
Might be a silly question here, but is it possible to bind 2 weapons onto a single button? My issue here is that I use my mouse5 for Top Spin, but since in here, Top Spin isn't topspinwep it is topspinwepc. I am thinkin' of bindin' both topspinwep and topspinwepc onto mouse5 if possible.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 23, 2012, 07:47:23 AM
bind x "use topspinwep"
doublebind x "use topspinwepc"
Title: Re: Class based modification (6B)
Post by: lol on January 23, 2012, 04:23:01 PM
Quote from: "xColdxFusionx"
Quote from: "lol"
With Toad and Gyro, I just check the ammo bars.

Ammo bar? Then you're Gyro.
No ammo bar? Then you're Toad.

With Toad and Gyro, this is fairly easy. But when you're looking quick with Bright vs. Wind (Both of which have an ammo bar, except it's different colors) you occasionally mix the two up anyway.

With Wind and Bright, I look at the ammo bars also.

Is the color peach? Then Bright
Is the color grey? Then Wind
Title: Re: Class based modification (6B)
Post by: Smunch on January 24, 2012, 01:10:27 AM
Note: It is possible to be random class and win a DM  as long as you get all the op classes everyone else is using and have fun doing it 'n stuff.  And if a blue moon appears on a day of planetary allignment and there aren't excessive people using a tiny number of solo classes, you don't even need any OP classes to win.

So yeah.  Toad's HUD having 2 arms just seems aesthetic and authentic;  Hell, if Junk's set-up of arms is odd and confusing but maintains aestheticism, why not Toad?  

I couldn't really care much about Bright/Wind since they both look fine, they're both fun classes so I'm happy to get either on random.  Unless its Wind in an indoor/tight space stage.  Then its not fun.  cough windhavinganotherveryweakattackforthinhallwayswouldbecool cough.
Title: Re: Class based modification (6B)
Post by: Bikdark on January 24, 2012, 11:59:16 PM
This just in: Ballade is still op.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 25, 2012, 12:11:14 AM
I'm going to be a total troll and tell you to change Crash and Ballade.

Make Ballade's missiles do horrendous splash damage but make direct hits hurt like fuck. Also buff the butt-bombs but nerf/remove the "flight" and increase the ammo usage.

In contrast, Crash Man's bombs should hurt equally no matter where you get hit. Let him really abuse that splash damage, but make the cap damage considerably lower than a pinpoint accuracy attack with Ballade's explosives.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on January 25, 2012, 10:34:50 AM
Ballade is not OP.
Hes a good class but not OP
Title: Re: Class based modification (6B)
Post by: HD_ on January 25, 2012, 10:36:46 AM
I fail to see how Ballade is OP, especially considering he can't pseudo-fly with his mines anymore.
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 26, 2012, 12:14:11 AM
Same here. In fact, Ballade more often than not gets me killed.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 03:07:06 AM
ballade was fun when he could poop and jump. its pretty much a useless attack now unless you dash in front of someone or above them. he is still great but the alt mine poop jump was what made ballade who he is. he practicly more of a "ima jump above you and poop on your head" rather then the old "ima do the above but minus the jump and way more evasive"
Title: Is it still being worked on?
Post by: MasterXman on January 26, 2012, 03:15:47 AM
The only things that concern me is the MetalBlades.
I'm serious... How does metalman climb walls with that?
I have no idea how Ballade is OP...
Will you add on more bass classes just like Megaman and Protoman do?
So yeah and all that stuff...
So hows that Roll class coming along?
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 26, 2012, 03:41:05 AM
Gear Roller for alt of the year :ugeek:

also "Roll class", pshhhhh this is YD we're talking about here
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 26, 2012, 04:08:00 AM
Quote from: "PLAINOLDLUIS"
ballade was fun when he could poop and jump. its pretty much a useless attack now unless you dash in front of someone or above them. he is still great but the alt mine poop jump was what made ballade who he is. he practicly more of a "ima jump above you and poop on your head" rather then the old "ima do the above but minus the jump and way more evasive"

Actually, this is wrong. The "poop" is good for an overhead attack, true, but it's better to run around and set a few while pelting the opponent, causing your opponent to strafe into them. Ballade's great at controlling the space around him, especially in a smaller room where his mines leave less room to move around. The mines are also good to set continuously while looking for the crowd, giving you a speed boost and hindering anyone trying to sneak up on you. Makes for a great anti-Shadow Man.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 04:18:39 AM
ah but in a area filled with gun fire or what not its more risky cause he only dashes fowards, with less turning ability. yes the whole dance around and shoot your opponent and hope he is stupid enough to forget you pooped is a great strategy, but only in a 1 on 1 fight. and can't even call them mines... they are more like pressure activated time bombs. he more now relies on stealth then out-right combat.

it also limits his ability to get to higher areas easier to pelt anyone with his attacks.
Title: Re: Class based modification (6B)
Post by: Korby on January 26, 2012, 04:56:14 AM
DM is just 1v1 in a world with lots of stage hazards.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 05:03:53 AM
thats another thing. you may dash into a death trap rather by accident.
Title: Re: Class based modification (6B)
Post by: Korby on January 26, 2012, 05:26:34 AM
Pay more attention
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 05:34:36 AM
hard to do when your attetion is on you target and not your surroundings.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 26, 2012, 05:58:56 AM
Sharpen your senses, then.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 06:11:31 AM
enough about ballade and his dash time bomb drop alt thingy.

i want to know is stoneman ever gonna get a over haul? i would love to see him use his megaman power fighters 2 power stone attack rather then just 2 stones that rarely hit.
Title: Re: Class based modification (6B)
Post by: Korby on January 26, 2012, 06:12:32 AM
First, it's three stones last I checked.
Second, I rock at hitting with Power Stone.

Third, Power Fighters Stoneman actually sounds kind of like a nice idea. I might try and make that.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 26, 2012, 06:12:43 AM
Quote from: "PLAINOLDLUIS"
enough about ballade and his dash time bomb drop alt thingy.

i want to know is stoneman ever gonna get a over haul? i would love to see him use his megaman power fighters 2 power stone attack rather then just 2 stones that rarely hit.

Which one? Stone Man had quite an arsenal in Power Fighters.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 06:14:27 AM
the floor hugging hand or maybe his stone wall summon.


also, korby...

i only see 2 when i shoot. i must be missing something or he got a update to 3 stones. and i wish you luck if you make a class based on him in power fighters, it would be pretty cool.
Title: Re: Class based modification (6B)
Post by: fortegigasgospel on January 26, 2012, 06:19:41 AM
Perhaps alternate Stone that has the Power Fighters Power Stone and the Wall while the other keeps the NES Power Stone and the collapse.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 06:24:44 AM
pretty darn good idea there.


his wall could work like burstman's alt. summon where you point, hurts on contact, make shift platform, but huge in ammo consumption. and his stone hand could be a floor hugging shot.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 26, 2012, 06:37:04 AM
Better idea:

One Stone Man class, with Power Stone mainfire, as per usual. On the ground, altfire summons a floor-hugging stone hand that can go down surfaces, but not up them. In the air, altfire makes Stone Man stomp down, like Quint's alt or Hard Man's alt, but with the effects and delay of his current Stone Stomp.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 26, 2012, 06:43:11 AM
if its do able then thats a cool idea. makes up fer his lack of long range attacks.
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 26, 2012, 10:51:47 PM
How the heck do you use Stoneman anyways? I can't really master him enough.
Title: Re: Class based modification (6B)
Post by: Korby on January 26, 2012, 11:19:33 PM
Jump at people and learn to aim Power Stone
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 26, 2012, 11:34:46 PM
Just for informative purposes: Arcade Stone Man was capable of:

-Summoning stone pillars that deflected enemy shots.
-Summon a floor-hugging, hand-shaped statue as his main mean of offense.
-Use the already mentioned stone pillar as a club to smash players into oblivion.
Title: Re: Class based modification (6B)
Post by: Knux on January 27, 2012, 03:34:30 AM
Quote from: "Korby"
Jump at people and learn to aim Power Stone
Cornering opponents or getting in the middle of firefights helps in racking up frags too. Just watch your health.
Title: Re: Class based modification (6B)
Post by: fortegigasgospel on January 27, 2012, 06:58:57 PM
So can we look forward to a BBA Megaman class?
Title: Re: Class based modification (6B)
Post by: Max on January 27, 2012, 06:59:34 PM
Of course  :ugeek:  :cool:  :ugeek:
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 27, 2012, 08:10:27 PM
...What is a BBA Megaman class? :?
Title: Re: Class based modification (6B)
Post by: fortegigasgospel on January 27, 2012, 08:15:21 PM
Quote from: "Lifeup J"
...What is a BBA Megaman class? :?
Bad Box Art Megaman
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 27, 2012, 09:06:36 PM
You're going to give him his Zero Suit Samus styled stunning charge shot, right? :p
Title: Re: Class based modification (6B)
Post by: Gumballtoid on January 28, 2012, 05:42:16 PM
so... any chance of an auto class or eddie class for team matches? auto could use a melee-style tool to repair teammates, and eddie could, over time, build up an ammo meter that, at full power, drops a random weapon just like the eddie item. just an idea...
Title: Re: Class based modification (6B)
Post by: Bikdark on January 28, 2012, 06:52:04 PM
There was an Auto class that someone made, but YD didn't like it for some reason. You can probably find it buried somewhere in this topic.
Title: Re: Class based modification (6B)
Post by: Max on January 28, 2012, 09:04:34 PM
I wanted ice to improve it, but he never did. He can send it to me fixed and I'll include it, but it likely got buried under all the other stuff he's doing.
Title: I made poached eggs today.
Post by: Bikdark on January 28, 2012, 11:47:19 PM
>Classes testing server with Roll class wad
WhatisthisIdon'teven
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 29, 2012, 01:38:08 AM
i can smell the toast already. :ugeek:
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 29, 2012, 04:04:32 AM
Holy crap, it really is going to exist? This should be good...
Title: Re: Class based modification (6B)
Post by: Korby on January 29, 2012, 04:19:58 AM
Yes, it's going to exist.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 29, 2012, 04:23:25 AM
And no, it will not have Beat Plane, Rush Drill or Eddie Stomper.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on January 29, 2012, 01:41:55 PM
'tis a good day for a new class, yes?
Title: Re: Class based modification (6B)
Post by: MasterXman on January 29, 2012, 01:46:47 PM
Yyyep.
And if he does, Light, Auto, Eddie and Beat. The classes mod will be complete!
Title: Re: Class based modification (6B)
Post by: Gumballtoid on January 29, 2012, 03:46:20 PM
huh... musta missed those... care to explain what they do?
Title: Re: Class based modification (6B)
Post by: ice on January 29, 2012, 06:26:20 PM
Quote from: "Yellow Devil"
I wanted ice to improve it, but he never did. He can send it to me fixed and I'll include it, but it likely got buried under all the other stuff he's doing.
Sort of, but then later, I decided to not even bother with it anymore scince I was trying to hard to recreate the engineer and it was so noncanon it hurts, but if someone wants to try there hand at it, be my guest

IM me and I'll send the files over

Edit: also, is quint supposed to be able to use other weapons?
Title: Re: Class based modification (6B)
Post by: Hunter_orion on January 29, 2012, 11:51:40 PM
From my experience (a.k.a. I just tried to collect any weapon I could on 5 maps), he can't.  What weapon did you pick up, where and how?
Title: Re: Class based modification (6B)
Post by: ice on January 29, 2012, 11:57:50 PM
Oh it wasnt me, it was someone on the classes server abusing a glitch where quint can use all the LMS weapons megaman, bass, and protoman can use and still keep his instagibgarn
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on January 30, 2012, 12:12:17 AM
quint being a copy class is like nerfing a sticky jumper in tf2.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on January 30, 2012, 05:30:20 PM
In the spirit of friendly competition, I think that you and the guys over at KY Classes should have some sort of "collab" classes project where you put forth your best classes against theirs and slap the pack together for download. Of course, it wouldn't have a class for every Robot Master (I was thinking only about 12 classes MAX per side), but it would be nifty to see how the two teams view their projects... a sort of "Yamato X Devil" classes project, if you would.

Of course you don't have to use things that already exist, you could tweak the classes or create entirely new ones for the project. It's just something that I would like to see sometime in the future (and I'm sure a lot of other users coughcoughSCHMECKIEcoughcough would like to see it as well).
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 30, 2012, 06:21:28 PM
I like my class mods just how I like my garbage and my fecal matter: well away from each other.
Title: Re: Class based modification (6B)
Post by: Myroc on January 30, 2012, 06:28:02 PM
Considering the KY Classes team (or at least their megalomanical spokesman) want to see our classes version die horribly in a blazing inferno, I doubt they would agree to anything remotely related to any sort of collaboration work towards anything.
Title: Re: Class based modification (6B)
Post by: Ivory on January 30, 2012, 06:41:15 PM
Also, you forget there already was a collaboration between KY and YD in the past. It ended horribly.
Title: Re: Class based modification (6B)
Post by: SaviorSword on January 30, 2012, 07:10:19 PM
I rather see a collab where both mods are added together and there's no selective addin', that way there's no playin' favorites. In short, just a simple 1 + 1 = 2 and no .82342 + .92452 = 1.74794 deal.
However, we all know that's not possible with our given circumstances. Some of us wouldn't mind the combination (I'm one), but there are still those folks who are at each others' throats about it and this'll never work till all of us buries our hatchets.
Title: Re: Class based modification (6B)
Post by: Ivory on January 30, 2012, 07:18:56 PM
I think that's a horrible idea. One of the biggest problem both of these classes mods have is that there are already too many classes as it is. It more so turns down new players due to all the different classes to choose from.
Title: Re: Class based modification (6B)
Post by: Myroc on January 30, 2012, 07:21:35 PM
It's not that I'm against a merge or collaboration or anything like that, as long as both sides can behave and not step on each other's toes. It's just that KY and Chimera are have bad previous experiences and aren't too inclined to have another attempt at it in case it ends up like last time, and then there's Roc who'd banish us all from this realm since it doesn't fit his perfect view of the universe.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on January 30, 2012, 08:11:07 PM
hey, i'd be all for a collab. there's great things about both modifications. KY classes stays a bit more true to the NES, such as hard man's fists returning to you, or dust man's sucking capability, plus the color schemes are closer to the original. YD classes are a bit more thoughtful about how the classes are made, and adding in new abilities to make them even more unique, such as ice man's frost breath, or dive man's mines. if you were to combine all the good stuff into one, we'd get one heck of a classes mod, am i right?
Title: Re: Class based modification (6B)
Post by: Bikdark on January 30, 2012, 08:16:59 PM
Quote from: "Gumballtoid"
if you were to combine all the good stuff into one, we'd get one heck of a classes mod, am i right?
No, we'd get about 100 classes of utter asshattery
Title: Re: Class based modification (6B)
Post by: Galaxy Sisbro on January 30, 2012, 08:46:45 PM
Quote from: "Myroc"
It's not that I'm against a merge or collaboration or anything like that, as long as both sides can behave and not step on each other's toes.
Quote from: "Myroc"
there's Roc who'd banish us all from this realm since it doesn't fit his perfect view of the universe.

You just pretty much showed us the very reason why there can't be a merge project of this, while contradicting yourself. You guys are like two hating sides, waiting for each other for someone to surrender. Unless you accept each other, then it won't end anywhere. I'm pretty much sure it'll just end up separating both projects again anyway.
Title: Re: Class based modification (6B)
Post by: Myroc on January 30, 2012, 08:50:13 PM
Quote from: "Galaxy"
You just pretty much showed us the very reason why there can't be a merge project of this, while contradicting yourself. You guys are like two hating sides, waiting for each other for someone to surrender. Unless you accept each other, then it won't end anywhere. I'm pretty much sure it'll just end up separating both projects again anyway.
Oh, don't get me wrong. If Roc would agree to collaboration I would welcome him with open arms, regardless of his views. That seems to be a distant dream, though, since he is seemingly hellbent on killing us off instead, at least from what I've gathered.
Title: Re: Class based modification (6B)
Post by: Galaxy Sisbro on January 30, 2012, 09:02:53 PM
Okay, that's different wise from what I've got from your last post. If Roc is the one that doesn't agree to collaborate, regardless of the reasons, it's completely natural. You see, if you watch all of this to a fake "business" side of view, the goal of a team is to exhibit the best products or service over their competition. It's more of a personal matter rather than a business one, I know, but that's how most of the human philosophy works. That's why there's ranking in our society, and therefore how most of the conflicts works. If you want to merge, go ahead, though doing things the best won't assure happiness for both sides.
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 30, 2012, 09:12:17 PM
I dunno, I kinda like the two mods being separate. One being more game-accurate, the other being more of a general representation of the characters. A side project, though? Like a YD x KY mod? I dunno, it might be cool. I'm fine with things as-is, though.
Title: you read it "Street Fighter CROSS Tekken"
Post by: Hallan Parva on January 30, 2012, 09:16:19 PM
Now hold up there. I didn't ask for a full-on merge of the two projects; not only would that probably not end well (as several of you have pointed out) but that would amount to somewhere close to 100 classes! We'd need to make a Pokedex just to look around Player Settings!

No, instead I was suggesting a "one-time" merge of a few memorable "Player's Choice" classes, if you would. I was actually commparing the idea to Street Fighter X Tekken, where two fighting games from different companies brought forth a collection of their memorable brawlers for a quick, fun crossover. A similar idea can be found in the Marvel vs. Capcom series (or anything with vs. Capcom at the end, for that matter).

Yamato X Devil Classes (if it ever exists) would use the same principles: two fighting games first-person shooter modifications from different companies dev teams bring forth a collection of their most memorable brawlers for a quick, fun crossover. Personally I'd think it would be cool to see matches between YD Guts and KY Hard, or YD Magnet and KY Dive, just to give examples.



EDIT: RRRRRRRGGGH NINJAAAAAAAAAA

Shmeckie gets the point, though. I like the two projects being separate (and I hope they always are) but I was hoping for a little side-project with a small selection of classes from each team. I mean if you think about it, just because Street Fighter X Tekken is being made doesn't mean the two series will always be merged. There will be more Street Fighter games just like there will be more Tekken games, and that's what I'm really getting at.
Title: Re: Class based modification (6B)
Post by: Magnet Dood on January 30, 2012, 09:21:53 PM
That would actually pretty cool. How about each mod picks two or three from each game (7 excluded) and mash 'em up for your idea?
Title: Re: Class based modification (6B)
Post by: Max on January 30, 2012, 09:22:36 PM
i think a mod where blue is yd and red is ky would be fun haha
Title: Re: Class based modification (6B)
Post by: Shmeckie on January 30, 2012, 10:12:48 PM
I could dig something like that. The main obstacle would be Roc, of course, but if it can be done, it'd be bawlin'. But how many classes would there be? Would it cover every Robot Master, or only a select few classes?
Title: Re: Class based modification (6B)
Post by: LlamaHombre on January 30, 2012, 10:18:59 PM
Devil vs Yamato would be so fun.
Title: Re: Class based modification (6B)
Post by: SaviorSword on January 30, 2012, 11:00:04 PM
I can see we are supportive for a merge of both classes as a separate mod/pk3/project/*insertyarnounhere* , but I think we might be divided between all KY vs all YD or select few KY classes vs select few YD classes.
I personally go for all KY vs all YD.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 30, 2012, 11:18:02 PM
Quote from: "Yellow Devil"
i think a mod where red is yd and blue is ky would be fun haha

Because Wily > all
Title: Re: Class based modification (6B)
Post by: Gumballtoid on January 30, 2012, 11:22:23 PM
all YD vs KY all makes for a epic and wildly fun team game, yes?
but a merge isn't really much of a priority compared to the release of v6c...
but still, YD napalm vs KY napalm... heheh... boom...
Title: Re: Class based modification (6B)
Post by: HD_ on January 31, 2012, 12:22:56 AM
Maybe have it that drink a teamgame one team can only use YD classes and the other only KY? That might be interesting.
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on January 31, 2012, 01:05:22 AM
Quote from: "Human Destroyer"
Maybe have it that drink a teamgame one team can only use YD classes and the other only KY? That might be interesting.

Quote from: "Yellow Devil"
i think a mod where blue is yd and red is ky would be fun haha

Uh, glad you think it's a good idea too.
Title: Re: Class based modification (6B)
Post by: HD_ on January 31, 2012, 02:05:29 AM
I'm blind I tell you!! Well, I think one should be blue and one should be gold. That way, neither is evil.
Title: Re: Class based modification (6B)
Post by: Korby on January 31, 2012, 02:07:07 AM
I hate it that people assume red is always an evil color.

Think about the firemen, people!
Title: Re: Class based modification (6B)
Post by: HD_ on January 31, 2012, 02:08:13 AM
It is Wily's color though...
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 31, 2012, 02:14:33 AM
Quote from: "Korby"
I hate it that people assume red is always an evil color.

Think about the firemen, people!

What you said is very true.

However, blue for evil is kinda bleh. Red fits it better.
Title: Re: Class based modification (6B)
Post by: MusashiAA on January 31, 2012, 02:20:03 AM
Quote from: "Human Destroyer"
It is Wily's color though...

You say it like it's a bad thing...(http://images.wikia.com/megaman/images/1/1a/Wily2.gif)
Title: Re: Class based modification (6B)
Post by: LlamaHombre on January 31, 2012, 02:40:09 AM
Relating it to GvH, Red (Ghouls) is the newer population fighting against Blue (Humans, although it's technically green) for their dominance that they've kept.

You can relate it to the Light vs Wily scenario and the YD vs KY scenario.

I'd prefer Yellow vs Purple myself though
Title: Re: Class based modification (6B)
Post by: LifeCraft J on January 31, 2012, 03:38:53 AM
I say we stick with Red and Blue.
They are traditional colors for CTF, and other games in our society.
Title: Re: Class based modification (6B)
Post by: LlamaHombre on January 31, 2012, 03:40:59 AM
Purple and Yellow look better together than Red and Blue, though.

That, and they match the sides better.
Title: Re: Class based modification (6B)
Post by: Red on January 31, 2012, 03:46:19 AM
Quote from: "LlamaHombre"
Purple and Yellow look better together than Red and Blue, though.

That, and they match the sides better.
I agree with llama, purple and yellow would fit more

also



(click to show/hide)

rage over


why is red always the evil color? :c
Title: Re: Class based modification (6B)
Post by: LlamaHombre on January 31, 2012, 03:48:55 AM
Sorry Red
but you're the color of blood.

Any confirmations, any attempts?
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 01, 2012, 04:41:54 PM
If both teams can agree to start a merge, then shouldn't we start another topic? The merge should be another project so folks can play either classes alone if they wish.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 01, 2012, 05:39:13 PM
of all the people to not read what I write I expected Swordy least of all
Quote from: "SaviorSword"
The merge should be another project so folks can play either classes alone if they wish.
Quote from: "SmashBroPlusB"
I like the two projects being separate (and I hope they always are) but I was hoping for a little side-project with a small selection of classes from each team. I mean if you think about it, just because Street Fighter X Tekken is being made doesn't mean the two series will always be merged. There will be more Street Fighter games just like there will be more Tekken games, and that's what I'm really getting at.
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 01, 2012, 06:03:15 PM
I was actually worried other folks didn't read any of the stuff. :p I did read yar stuff. Well, bein' redundant here didn't help.
Title: Re: Class based modification (6B)
Post by: Davregis on February 04, 2012, 01:47:33 AM
I'll just slam my opinion in quietly...

I wouldn't care for a collab, but not for any good reason.

So, if we can all agree (OLOL) then go for it. But instead of just making each class a mix, just put 2 of each. Like...

Knightman(YD)
Knightman(KY

Or...

Pharoahman(YD)
RingMan(YD)
and then
(MegaMan (KY) and such.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 04, 2012, 03:05:12 AM
i would enjoy the merge, seeing as i like some classes in one version then the other, like ky's crashman. i like ky's better then yd's, but thats my opnion.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 04, 2012, 04:54:02 PM
Maybe...

YD Ice Man - He's the coolest guy in the world
YD Heat Man - Heat Tackle has never been more "yes"
YD Enker - He's much more like his game counterpart

versus...

KY Ring Man - For the most part, he's actually usable
KY Stone Man - His Stone Stomp is just so great
KY Punk - He may have lost his bouncers, but hey, he's more like his game counterpart

Just to name a few
Title: Re: Class based modification (6B)
Post by: Korby on February 04, 2012, 08:48:47 PM
If anything like this were to happen, there'd be a poll for the top ten or five or some small number of everyone's favorite classes for each mod, then we'd chuck them together and see what happens.

At least, that's how I see it happening, though I doubt it will.
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 07, 2012, 04:43:03 PM
Should we start up another topic to discuss about the merge?
Title: What merge?! There will not be a merge! God, get over it.
Post by: MusashiAA on February 07, 2012, 05:11:19 PM
That would be the most reasonable idea.

Anyways, next topic?
Title: Re: Class based modification (6B)
Post by: Mr. X on February 07, 2012, 10:15:21 PM
Um...shouldn't you get the permission of both parties first instead of just rushing off with their stuff?
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on February 07, 2012, 10:24:07 PM
Quote from: "Mr. X"
Um...shouldn't you get the permission of both parties first instead of just rushing off with their stuff?

I don't view expanding upon an idea should be fine. I mean, that's how several of our most popular mods came about.

What I DO have a problem with, is taking an already established idea and passing it off as your own.

As long as you give credit to YD, KY, and the other programmers, it should be fine.
If you want to ask them anyway, just in case, go right ahead.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 08, 2012, 12:02:39 AM
agreed. :ugeek:
Title: Re: Class based modification (6B)
Post by: Davregis on February 11, 2012, 07:28:20 PM
So, what happens now?
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 11, 2012, 10:34:42 PM
We wait.

We wait and die. For we suck now.
Title: Re: Class based modification (6B)
Post by: JaxOf7 on February 11, 2012, 10:43:40 PM
Just throwing this out there: we still need a darkman3 HUD.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 11, 2012, 11:02:19 PM
may I take a shot at it? i'd like to try my hand at more sprite work
Title: Re: Class based modification (6B)
Post by: -FiniteZero- on February 11, 2012, 11:04:07 PM
Go right ahead.
Title: Re: Class based modification (6B)
Post by: Knux on February 11, 2012, 11:19:12 PM
I was thinking about giving this a try as well since I have GIMP to work with now, but it'll probably not look too well. Still, are there any other HUDs needed? By the way, I was thinking the Dark Man 3 HUD should be placed at the top right corner of the screen, but that's just me. It probably wouldn't be a good idea because of the visibility factor.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 11, 2012, 11:38:14 PM
finished. it's no work of art, but still pretty good for my standards of custom spriting.

(http://img543.imageshack.us/img543/4458/darkman3hud.png)

the mega buster is there for a size comparison. i scaled it down just the tiniest bit, to fit on-screen. (a la enker)
i was using the official mm5 art as a reference. and i watched a gameplay video to see how it would work.
probably just moving the sprite down and to the right a bit would look fine for the animation.

"just in case" link http://img543.imageshack.us/img543/4458/darkman3hud.png (http://img543.imageshack.us/img543/4458/darkman3hud.png)
Title: Re: Class based modification (6B)
Post by: Mr. X on February 12, 2012, 05:11:05 AM
Your sprite is too angled up.  It looks like he's shooting up into the air.
Title: Re: Class based modification (6B)
Post by: Knux on February 12, 2012, 06:04:47 AM
True. It's well drawn, though. You also missed another thing: Dark Man 3's purple color. I might give this a try, if no one minds that is.

EDIT: Yeah, so I gave this a try. No, I am not submitting the crap located in the spoiler. It was a rough sketch with GIMP using the brush to refine it later. However, I don't think it'll look good even if I do refine it. Oh well, at least I gave it a try...
(click to show/hide)
I'll just leave it to the pros... in fact, anyone can do better. I was never good at drawing stuff, anyway.  :(
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 12, 2012, 02:08:26 PM
well... i'll fix mine up a bit, then. i wasn't sure at first because when i drew it at more of an angle, it looked really cheap. but, hey, i'll give it a shot again... y'know, trial and error...

EDIT: okay... this looks considerably better. it may be a bit big, but you could resize it however you like. i also did the firing animation, but eh...
the first is idle, and the second and third are firing frames.
(http://img839.imageshack.us/img839/4458/darkman3hud.png)

again, another "just in case" link: http://img839.imageshack.us/img839/4458/darkman3hud.png (http://img839.imageshack.us/img839/4458/darkman3hud.png)
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 12, 2012, 07:27:36 PM
The angle still looks a tiny bit off. Especially on the third frame, where it's just pointing upward, not stretching forward in a 3-D space.

Knux's picture got the angle perfect.
Title: Re: Class based modification (6B)
Post by: Knux on February 12, 2012, 07:30:21 PM
It's too bad mine looks like crap!  :lol:  But if anyone wishes to use it as a base, feel free to do so. No credits needed.

...Looks like someone stuck a toothpaste tube on a purple box. Pffft-
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 12, 2012, 07:32:45 PM
yeah, i can never really get the dimensions right with that. welp, back to the drawing board. i'll just have to keep at it 'til i'm happy with it.

EDIT: welp, here's what i got. this time, i used Knux's as a reference. it looks pretty close to me, but eh...

(http://img26.imageshack.us/img26/4458/darkman3hud.png) (http://img3.imageshack.us/img3/7846/darkb0.png)
My rendition ---------------- Knux's drawing

"just in case" link: http://img26.imageshack.us/img26/4458/darkman3hud.png (http://img26.imageshack.us/img26/4458/darkman3hud.png)
Title: Re: Class based modification (6B)
Post by: Max on February 12, 2012, 07:57:10 PM
Lookin' good
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on February 12, 2012, 10:30:32 PM
Quote from: "Gumballtoid"
yeah, i can never really get the dimensions right with that. welp, back to the drawing board. i'll just have to keep at it 'til i'm happy with it.

EDIT: welp, here's what i got. this time, i used Knux's as a reference. it looks pretty close to me, but eh...

(http://img26.imageshack.us/img26/4458/darkman3hud.png) (http://img3.imageshack.us/img3/7846/darkb0.png)
My rendition ---------------- Knux's drawing

"just in case" link: http://img26.imageshack.us/img26/4458/darkman3hud.png (http://img26.imageshack.us/img26/4458/darkman3hud.png)

I would make the back part  just a bit wider ("up-and-down" wise. ...would that make it taller...?), but that's just me.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 12, 2012, 10:48:07 PM
(click to show/hide)
anything to make it better  :mrgreen:

(http://img826.imageshack.us/img826/4458/darkman3hud.png)

yet another "just in case" link: http://img826.imageshack.us/img826/4458/darkman3hud.png (http://img826.imageshack.us/img826/4458/darkman3hud.png)
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on February 12, 2012, 10:51:14 PM
More constructive criticism (sorry if this gets annoying): The white/gray/lightblue/whatever part is part of that back (the "rim", so to speak), and that blue part now looks like it'll be just a tad too big.
Title: Re: Class based modification (6B)
Post by: Korby on February 12, 2012, 10:53:39 PM
(http://i74.photobucket.com/albums/i248/Cowman_bucket/insane.png)

Mind shrinking it a bit?

We'll also need firing frames, so if you could do that, it would be absolutely excellent.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 12, 2012, 11:27:28 PM
sure, i'll get right on that!  :mrgreen:

EDIT: made it as small as i could w/o distorting it beyond recognition. probably shouldn't be much taller than enker's hud.
as with before, first is idle, second and third are firing frames... feels good to try to contribute!  :D

(http://img20.imageshack.us/img20/4458/darkman3hud.png)

again, that "just in case" link: http://img20.imageshack.us/img20/4458/darkman3hud.png (http://img20.imageshack.us/img20/4458/darkman3hud.png)
Title: Re: Class based modification (6B)
Post by: TheDoc on February 13, 2012, 01:17:04 AM
I think third should be idle and firing should be first then second alternating.
Title: Re: Class based modification (6B)
Post by: Knux on February 13, 2012, 01:40:34 AM
Quote from: "TheDoc"
I think third should be idle and firing should be first then second alternating.
I agree with this. Also, the square box looks kinda blue, while Dark Man 3 was purple. I suggest adjusting that.
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 13, 2012, 02:18:29 AM
I feel that the sliver part should be longer. In the official art, it looks like its a little more than a half of the cannon's full length.
For reference.
(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 13, 2012, 02:48:16 AM
ah, yes...

as the frames of the animation sequence, it is entirely up to the one who chooses to use them. if the coder wants to use it like that, then by all means.

as for the blue arm, i used colors from a darkman 3 sprite. they're as exact as they'll get, unless the coder wishes to change it, then by all means.

as for the length of the cannon, i used the official art and knux's drawing as references. it's short because it looks like it's pointing outward. in addition, making it longer would take up too much of the screen. i'm trying to keep the size down. it's large enough as is.
Title: Re: Class based modification (6B)
Post by: fortegigasgospel on February 13, 2012, 02:54:45 AM
The shot should rotating the arm up, cause thats how he fires it, with upward recoil.
Title: Re: Class based modification (6B)
Post by: Knux on February 13, 2012, 04:24:09 PM
it's short because it looks like it's pointing outward. in addition, making it longer would take up too much of the screen. i'm trying to keep the size down. it's large enough as is.

This is exactly what I had in mind when I made the rough sketch.

The shot should rotating the arm up, cause that's how he fires it, with upward recoil.

Should be the second firing frame, although I think looks good right now.
Title: Re: Class based modification (6B)
Post by: Clayton on February 13, 2012, 05:58:11 PM
First, i would like to thank the yd team for making these classes in the first place. The first time i used them i was very engaged and had lots of fun, and i can tell how much work you put into these, so i am very grateful. Even though the classes don't go completely by the games they still have the slight feeling of actually using the Robot master. I know in the past most people probably know me for hating these classes but i would just like to apologize for such crude behavior and turn over a new-leaf.

I think it is time i feed my suggestions over to these classes mostly because these classes are played more than the KY classes. so a couple of things i will bring to your attention.

MM1-I am very happy with these classes overall, no problems here(I really complement you on bombman, thank you for making him usable again)

MM2-Crashman needs some help, it is very hard to kill people with the amount of ammo you have. I face off against the bots who have unlimited ammo and crashman seems fine. i'm not saying to give him unlimited ammo, but maybe allow it to charge faster or have higher ammo.

Woodman, I may have brought this up in the past but maybe you can make him do his regular leave shield as his mainfire and his altfire make him so a spread leaf shot, or maybe you can get creative and give him some kind of wood attack.

Quickman, I think quickman's quickboomerang does way too much damage for the speed he is at. I know you will comeback at me with how is defense is low but the defense doesn't add up to the cheapness of his speed and power. In the game quickman doesn't use megaman's quickboomerang, instead he fires three boomerangs straight at you and then it homes in on you. I saw the older version and saw your attempt on this but i think the boomerang should have more range and home in on you. basically, the current altfire of quickman and then homes in on you when it hits the wall (or something like that). Also, Quickmans starting speed is too fast to begin with. i find it completely unnecessary to even use the speedboost. I suggest making him as slow as topman or airman and giving him a speedboost to his current speed, it that is done then it would be unnecessary to remove megaman's quick boomerang.  

Flashman, I suggest to give him more range but make it so that he shoots a burst of pellets instead of a spamage of short shots. So in other words, no more holding the flash buster to gain frags. Make it so that he shoots individual single bursts at a time like in the game.

MM3-Hardman, defense too high! give him gutsman's defence.
Sparkman, he has problems but word has it your fixing him for the next version(thank you by the way)
Shadowman, not a big fan with the invisibility. In general he is fine, i just wish he had wall-jump and slide
Snakeman, he is op, you raised all his stats from before when he was just fine from before.
Magnetman, he is cheap, not op but cheap! He can push you off a cliff in LMS, not cool.

MM4-Dustman, he is a sitting duck. his power is high but his speed and defense doesn't add up. I think he either needs higher speed or higher defense.
Skullman, suggestion, make the skullsheild less of a power/speed boost and make it more of an attack. for example you can make him unable to shoot but hug people instead. but that's just a suggestion, right now i find him op.

Ringman, sometimes the rings break, i don't know if someone has told you but i just thought i would bring that to your attention

Drillman, Weird drill bomb, he is unable to shoot consistantly and cannot shoot unless in full ammo. please change this, i don't want drillman to waste all his ammo at once, make drill man have more skill.

Diveman, I know i told you this but the diveman needs a dive charge or he is incomplete. I know you may this it is op but i have an idea. Make it so that when you use the dive charge, you only go straight ahead. instead of flying like in KY you can only divecharge on the ground. i think this suggestion should make diveman too op, but i suggest putting this attack in a seprate bar. (I like the dive mine idea, taken straight from powerfighters)

MM5-Stoneman, why doesn't stoneman have a range attack, seeing how many robotmasters are influenced by powerfighters why not give stoneman his hand attack. the powerstones were also more accurate in the previous version as well. stone man should fall apart when he stonestomps, that is one of his signature moves.  
 
Gyroman, Gyroman is so cheap. I suggest gyroman gets an ammo bar with his gyroattack just like how windman gets an ammobar with his attack.

MM6-Knightman, give him a "This is Sparta" taunt, basically because of his pushing ability

Windman, give him a release on his flying, thats all

MM7(many problems with these classes)- Freeze is fine but doesn't feel completely like freezeman. when i first used him i was suprised he didn't have an altfire. Freezeman should fire a freezecracker straight up and make icicles fall from the sky all at once. similar to v6a's iceman but in once shot. this attack should deplete his ammobar.

Junkman-i can't believe you guys messed him up. you have a basic idea of his attacks but he cannot last in any match. the only role he plays is a telecamper/camper. junkman's defense should be higher, junkman's junk throw should be a sniping shot instead of a small toss(he basically does this in the game). you guys have the right idea with him punching his block(which i am very impressed with) but it should go faster(like in the game). Junkman's junkshield should be throw-able but that's your choice.

Burstman, i don't mind the bubbles not encasing but the bombs should explode on contact. he should also have his bubble shot where he shoots bubbles with a bubble wand on his head, then he will be complete.

Slashman, i suggest more of an attack than a speed boost with his slash dash. the egg throw is optional

Cloudman, i suggest the mainfire spliting like the regular thunder-bolt

Shademan, the idea of the class was well thought out but the buster is a big glitchy. also he should have his stone stunning attack, i don't think it will make him too op of a class.

Springman, one of my favorite robot masters and he is done wrong. The wild coil is fine, it's just that the ammo is a big problem. nerf the wild coil and give him faster charging and more ammo. Now the coil punch is a big problem, this is the whole reason why i used to hate these classes. the coil punch leaves you defenseless and wide open for an attack, basically giving you a death sentence. Make springman's fist withdraw faster and make it more accurate. I don;t know if it is possible but maybe you can make springman toss the player or give him some kind of other attack, maybe a stomp or something.

Turboman, why does turboman huge you when in car form, he should bump you like in the game. I suggest leaving that for nitroman.  

Punk-why, why is punks cannonball so hard to use. please help me, i don't know how it works. you said that it will save your life but all it does is leave he wide open.

Quint- one of my favourite megaman characters in the series, i am very happy with his layout but i think his buster should be a bit more unique. maybe a sniping shot like gemini, or make his shots go faster. i also suggest for him to have copy abilities, basically because he is megaman from the future and he should have copyabilities. i can see your nerfing the sakugarne which is good, that way i won't be called op when i use him.

I hope these suggestions help, i will notify you if there is anything else. I haven't really been paying attention to this topic so please don't get mad at me if i bring up old topics, if i do i'm sorry.

And again, i would like to say thank you, good-luck with future projects and oh boy, i can see your adding darkman 3. nice!
Title: Hnng direct hits with crashman
Post by: Bikdark on February 13, 2012, 06:50:50 PM
Quote from: "MegaLAD1514"
First, i would like to thank the yd team for making these classes in the first place. The first time i used them i was very engaged and had lots of fun, and i can tell how much work you put into these, so i am very grateful. Even though the classes don't go completely by the games they still have the slight feeling of actually using the Robot master. I know in the past most people probably know me for hating these classes but i would just like to apologize for such crude behavior and turn over a new-leaf.
At least he's trying.
MM2-Crashman needs some help, it is very hard to kill people with the amount of ammo you have. I face off against the bots who have unlimited ammo and crashman seems fine. i'm not saying to give him unlimited ammo, but maybe allow it to charge faster or have higher ammo.
Rough quote from Jax in a server: "Drastically reduced priming time for mines and bombs now regenerate even with alt held"

Quickman, I think quickman's quickboomerang does way too much damage for the speed he is at. I know you will comeback at me with how is defense is low but the defense doesn't add up to the cheapness of his speed and power. In the game quickman doesn't use megaman's quickboomerang, instead he fires three boomerangs straight at you and then it homes in on you. I saw the older version and saw your attempt on this but i think the boomerang should have more range and home in on you. basically, the current altfire of quickman and then homes in on you when it hits the wall (or something like that). Also, Quickmans starting speed is too fast to begin with. i find it completely unnecessary to even use the speedboost. I suggest making him as slow as topman or airman and giving him a speedboost to his current speed, it that is done then it would be unnecessary to remove megaman's quick boomerang.  
Bro are you fucking serious.
Flashman, I suggest to give him more range but make it so that he shoots a burst of pellets instead of a spamage of short shots. So in other words, no more holding the flash buster to gain frags. Make it so that he shoots individual single bursts at a time like in the game.
Lolfacepalm
MM3-Hardman, defense too high! give him gutsman's defence.
He's as slow as a fucking rock.

Snakeman, he is op, you raised all his stats from before when he was just fine from before.
The only change Snake has gotten in the past decade is throwable snakes. plslrn2dodge
Magnetman, he is cheap, not op but cheap! He can push you off a cliff in LMS, not cool.
Then stay away from him.
MM4-Dustman, he is a sitting duck. his power is high but his speed and defense doesn't add up. I think he either needs higher speed or higher defense.
>buster is 20 damage a shot
>alt is around 40
>needs more survivability when he's a walking rape machine
>mfw
Skullman, suggestion, make the skullsheild less of a power/speed boost and make it more of an attack. for example you can make him unable to shoot but hug people instead. but that's just a suggestion, right now i find him op.
He's op because you feed him shots and lack any sort of game plan when you're up against him.

Drillman, Weird drill bomb, he is unable to shoot consistantly and cannot shoot unless in full ammo. please change this, i don't want drillman to waste all his ammo at once, make drill man have more skill.
That's the point -- you need to shoot all your bombs at once.
Diveman, I know i told you this but the diveman needs a dive charge or he is incomplete. I know you may this it is op but i have an idea. Make it so that when you use the dive charge, you only go straight ahead. instead of flying like in KY you can only divecharge on the ground. i think this suggestion should make diveman too op, but i suggest putting this attack in a seprate bar. (I like the dive mine idea, taken straight from powerfighters)
Do you fucking know how many charge altfires exist in yd classes.
MM5-Stoneman, why doesn't stoneman have a range attack, seeing how many robotmasters are influenced by powerfighters why not give stoneman his hand attack. the powerstones were also more accurate in the previous version as well. stone man should fall apart when he stonestomps, that is one of his signature moves.  
 IIRC, he's being updated in 6c.
Gyroman, Gyroman is so cheap. I suggest gyroman gets an ammo bar with his gyroattack just like how windman gets an ammobar with his attack.
Justification please?
Windman, give him a release on his flying, thats all
Isn't that what made him op in KY classes?
MM7(many problems with these classes)- Freeze is fine but doesn't feel completely like freezeman. when i first used him i was suprised he didn't have an altfire. Freezeman should fire a freezecracker straight up and make icicles fall from the sky all at once. similar to v6a's iceman but in once shot. this attack should deplete his ammobar.
Sort of agree with this one.
Junkman-i can't believe you guys messed him up. you have a basic idea of his attacks but he cannot last in any match. the only role he plays is a telecamper/camper. junkman's defense should be higher, junkman's junk throw should be a sniping shot instead of a small toss(he basically does this in the game). you guys have the right idea with him punching his block(which i am very impressed with) but it should go faster(like in the game). Junkman's junkshield should be throw-able but that's your choice.
Junkman is made for camping and blocking off entry points. He's not going into battle guns blazing.

Shademan, the idea of the class was well thought out but the buster is a big glitchy. also he should have his stone stunning attack, i don't think it will make him too op of a class.
I've never experienced problems with his Noise Crush. Mind explaining?
Springman, one of my favorite robot masters and he is done wrong. The wild coil is fine, it's just that the ammo is a big problem. nerf the wild coil and give him faster charging and more ammo. Now the coil punch is a big problem, this is the whole reason why i used to hate these classes. the coil punch leaves you defenseless and wide open for an attack, basically giving you a death sentence. Make springman's fist withdraw faster and make it more accurate. I don;t know if it is possible but maybe you can make springman toss the player or give him some kind of other attack, maybe a stomp or something.
IIRC, the punch makes your ammo regen faster.

Punk-why, why is punks cannonball so hard to use. please help me, i don't know how it works. you said that it will save your life but all it does is leave he wide open.
Press alt, wait a second, then ram into shit.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 13, 2012, 07:51:05 PM
How is Gyroman cheap? Seriosly, I dont see how he is.
Yeah his gyro attacks now travel on the ground but it kinda makes up for the slow fire rate.
Title: Re: Class based modification (6B)
Post by: Fyone on February 13, 2012, 08:07:38 PM
It might be because he is able to dodge nearly anything and at the same time kill you in three hits. The gyros are unlimited, (maybe give him a limit to make him worse IDK) and given a large radius.

Although these aspects are quite not disturbing for me, I guess to other players they might be  :? . I'm not sure, just putting out my thoughts.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 13, 2012, 08:16:46 PM
i find gyroman is basically a buffed super adapter. 3 hit kill, plus boosted flight.
maybe reduce damage? i feel like gyro should be based on mobility, rather than power.
Title: Re: Class based modification (6B)
Post by: Korby on February 13, 2012, 08:26:06 PM
There seems to be some confusion. As I've pointed out in the responses below, Gyro's attack does 30 damage, which is a four hit kill, not a three hit kill. He also has low armor, not to mention the low rate of fire.

(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 13, 2012, 09:02:20 PM
Quote from: "Korby"
We're working on Woodman revamps. I've suggested incorporating exe's Wood Towers in some way, but that's all I remember on this subject.
DO IT. :ugeek:
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 13, 2012, 10:26:04 PM
gyro has both a slow fire rate and shot speed. it balances that power he has. he is fine as he is. i don't use him cause his attacks are slow anyway.
Title: Re: Class based modification (6B)
Post by: Clayton on February 14, 2012, 12:17:10 AM
Quote from: "Korby"
(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 14, 2012, 12:32:18 AM
Gyroman's speed and power make up for his slow fire rate and weapon.
And the only real reason he can dodge easily is because he flies. Its harder to hit things in the air.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 14, 2012, 01:48:30 AM
Quote from: "MegaLAD1514"
Quote from: "Korby"
(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 14, 2012, 07:11:54 AM
I'd also like to throw my support behind MegaLAD's idea for Freeze Man's alt.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 14, 2012, 07:19:45 AM
How about an altfire that:

-When used on the ground, it summons a barrage of icicles on the nearest ceiling within a certain ranges that have the same properties as mainfire's falling iciles icicles.

-When used while in the air, it either changes a small part of the ground into slippery ground or traps people within range for a few seconds.

Ammo usage would be half the ammo bar. Hell, why not making it a chargeable attack where the more ammo is wasted on the charge attack, the bigger the AoE is?
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 14, 2012, 07:33:52 AM
Oh my god that idea is so sexy it needs to happen yesterday!
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 14, 2012, 11:17:49 AM
Hardman makes up for the fact that hes slow with his defense. He is pretty easy to hit.
Shadowman is awsome, I really enjoy playing him and I dont really see any problems.
Snakeman can handle anyone who travels on land, but not any one who jumps alot or flies. But to be honest, he felt crappy at any time for me before the update.
Skullman is a good class, Im still haveing trouble beating him but Im getting there, just takes a little training.
Stoneman... Its funny playing with him to me, hes actually one of my favorit characters and Il be happy to know Im wont need to spam his stomp all day.
Gyroman... Musashi-COM got it right.
Burstman's ombs do explode on contact, encased or not.
Slashman can WALL JUMP... I can find so many ways to use that.
I have no idea how to use shade man.
I didnt know you could cancel punks... cannon ball thing?
Quints sakugarne is op. it needs to be slowed down.
And I cant wait to see the darkmen
Title: Re: Class based modification (6B)
Post by: Clayton on February 14, 2012, 01:59:21 PM
Quote from: "Musashi-COM"
Quote from: "MegaLAD1514"
(click to show/hide)
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 14, 2012, 04:28:50 PM
Quote from: "MegaLAD1514"
Stuff

I... wasted my time with you.

Complain all you want. Not paying you attention.

EDIT: On a different note, I think my Freeze altfire idea would be a little more consistent if Freeze would just summon icicles within a given range instead of making slippery ground. Aerial would summon them below you, grounded would summon them above you.
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 14, 2012, 04:36:08 PM
Why do I think of KY's Elecman's alt and Waveman's alt?
I like the direction the idea's headin', but it could be tweaked a bit.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 14, 2012, 04:40:09 PM
Quote from: "SaviorSword"
Why do I think of KY's Elecman's alt and Waveman's alt?
I like the direction the idea's headin', but it could be tweaked a bit.

I really don't know why. The alt idea would just be an AoE attack with no aim required whatsoever...
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 14, 2012, 04:45:46 PM
I can see yar goin' for some sorta crowd control move, however slappin' an AoE on Freeze just won't feel right. If Freeze can gain some sort of an area denial move, that'll work pretty well.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 14, 2012, 05:27:10 PM
Freeze had a non-aiming ceiling-based AOE in the game, which depending on the Random Number Goddess was either extremely easy to dodge or near-impossible.

I don't see how an AOE in classes would be much different.
Title: Re: Class based modification (6B)
Post by: Clayton on February 14, 2012, 06:03:40 PM
Quote from: "Musashi-COM"

I... wasted my time with you.

Complain all you want. Not paying you attention.

Ok, sorry you wasted your time. I'll save my feedback and ideas for the next version.

But if you ever need to know what is wrong with your classes, the answer is up in my post.

and again, i apologize for wasting your time -W-
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 14, 2012, 07:27:55 PM
Now that I think about it, Gyroman does need a nerf on his flying.
And mainly becuase some people abuse that too much.
The last time I played classes, some player decided to fly across the stage until he couldent fly any more, shoot like one gyro attack, and then run away. Then he repeats that about 100+ times and we vote for a different map.
So I think it would be best to either shorten his flight or make him slower in the air.
Title:
Post by: Captain Barlowe on February 14, 2012, 08:05:05 PM
Congrats, you just described why I hated Gyro Man pre-nerf.
Compared to when Gyro Man had almost infinite flying and the most spammy, annoying 3HKO ever, I really could care less about this version.
Title: Re: Class based modification (6B)
Post by: Korby on February 14, 2012, 09:49:28 PM
I'm bored so I'm gonna answer this.

Quote from: "Musashi-COM"
Quote from: "MegaLAD1514"
(click to show/hide)
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 14, 2012, 10:39:42 PM
Thank you, Koorb.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 15, 2012, 01:31:06 AM
in any case...

i found several ideas for taunts

for sparkman, there was an episode of ed, edd n' eddy where ed used slippers to collect static electricity and blow up edd's house. upon doing this, he says "zappity zap zap", along with an evil laugh, with crackling electricity sounds.

for bubbleman, that character from finding nemo that liked bubbles, he spouted random gibberish about bubbles, so... yeah.

for diveman, that shark character from finding nemo that said something about mines, relating them to balloons, which was pretty funny.

for shademan, some random quote from count von count, although i think this idea was proposed already...

for megaman?, he DID speak in powered up...

aaaaaaand, in the cartoon show, cutman said "i'm going to make paper dolls out of you!". his current taunt may be there for good, but i personally think this line is perfect in this context.

so, yeah...
Title: Re: Class based modification (6B)
Post by: HD_ on February 15, 2012, 01:35:38 AM
Quote from: "I"
Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!

Quoted because yes.
Title: Re: Class based modification (6B)
Post by: Korby on February 15, 2012, 01:44:55 AM
Tier lists are highly subjective as people can be better than others at classes.
I've been wanting to make an LMS centric one, but I don't play enough for that.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 15, 2012, 01:54:40 AM
what is flashman's taunt saying???

also i has an idea fer a napalm taunt-
use the tf2 soldier's
"AATTTTTTACK!!!" line. it is very fitting.

edit-
MUAHAHA :twisted:
Title: Re: Class based modification (6B)
Post by: HD_ on February 15, 2012, 01:56:16 AM
Well, then why don't we have some sort of testing session or something where people play and think of how each class does in general? Of course, the question is brought up of who? To be honest, I have not the slightest clue.

EDIT: You ninja! This was a response to Korby.

Flashman says "Za Warudo!!!"
Title: I can tell someone is going to qute/answer this
Post by: MasterXman on February 15, 2012, 02:06:35 AM
FlashMan's taunt is "Za Waurdo!" ("The World!")

Anyways... I am just curious to know what will be in the next mix. (6C)

Also... I would just like to know how long did it take to make the wall jumping possible.

And here's a suggestion for bubbleman: Let him fly underwater!

If you gave AirMan an even higher jump... I'd be fine with that.

Give Megaman, Protoman and Bass walljump and that would be awsome buuut it would be incorrect
I'd also like to know why CrashMan's alt was taken out.
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 15, 2012, 02:13:50 AM
Quote from: "Human Destroyer"
Quote from: "I"
Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!

Quoted because yes.

Lifeup J made one, but it bombed... badly...
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 15, 2012, 02:17:29 AM
i think bubbleman flys in water... not sure...

and thanks fer the flash taunt explanation.

ya know, why don't yamato have a taunt yet???

also, if stoner does get his hand fer a attack, how will he play out? will he still have his stomp or his normal power stone?

i really wish crystal's taunt was his "5.. 4... 3.. 2.. 1.. HADOKEN!!" line from the show, though his current makes sense.
Title: Re: Class based modification (6B)
Post by: HD_ on February 15, 2012, 02:20:25 AM
Quote from: "SaviorSword"
Quote from: "Human Destroyer"
Quote from: "I"
Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!

Quoted because yes.

Lifeup J made one, but it bombed... badly...

Yeah, which is why we need a new one XD.
Title: Re: Class based modification (6B)
Post by: Korby on February 15, 2012, 02:20:38 AM
Some of the things going into 6C are probably:
Darkmen 1-4, Roll, a few taunts, Hardman rework, and that's all that really comes to mind at the moment.

Yamato has a taunt in this version and I love it a lot so yeah.

I'll think about making a tier list from my opinion.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 15, 2012, 02:22:16 AM
> Roll class

HOLY CRAP. WHEN IS THE RELEASE.
also how's Auto coming along yep I'm sure you guys are busy working on it
Title: Re: Class based modification (6B)
Post by: HD_ on February 15, 2012, 02:27:14 AM
Quote from: "Korby"
Some of the things going into 6C are probably:
Darkmen 1-4, Roll, a few taunts, Hardman rework, and that's all that really comes to mind at the moment. No Auto? D:

Yamato has a taunt in this version and I love it a lot so yeah. This could be good.

I'll think about making a tier list from my opinion. :D
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 15, 2012, 02:29:02 AM
ohhhh sounds fun. any estimated time of release?
Title: Re: Class based modification (6B)
Post by: Tails on February 15, 2012, 02:43:31 AM
I was fooling around with the Give All code and I happen to notice that the Muramsa/Murasa (?, I can't write the name of it, the original subweapon Shadowman had) is still in the coding. Is it still suppose to be in there for some reason, or is it because the idea of it coming back was played with?
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 15, 2012, 02:46:38 AM
No, it's in there because YD never deletes anything.

All of the old sounds / HUDs / code / everything is still in the file, too.

I find it convenient but the team must think it's maddening to sort through all of it.
Title: Re: Class based modification (6B)
Post by: Korby on February 15, 2012, 03:06:57 AM
It's pretty organized, actually.

also I'm the one who didn't delete Muramasa, silly.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 15, 2012, 03:24:59 AM
Oh, so we're leaking details from the next release? k

-Lots of reripped CBM sound effects thanks to the efforts of some guy you've probably never heard of.
-Fireman taunt remastered for your spamming pleasure
-FORGOT THIS ONE: Iceman's altfire has been nerfed REJOICE
-Crashman's bombs have been buffed
-Metalman's altfire is now regulated through a fatigue bar that slowly runs out the longer you use it.
-Bubbleman gets a taunt
-Sparkman's altfire is now semi-aimable.
-Hardman's altfire has been improved by 20% with buttrocket technology.
-Snakeman's altfire is now regulated by the same fatigue bar system applied to Metalman
-Drillman gets a taunt
-Knightman gets a taunt
-Enker gets a taunt
-Stoneman gets a taunt
-Starman gets increased defense while shield is up.As Jax pointed out late, he already has that in v6b, BUT HE GETS A LIFE BAR NOTIFICATION IN V6C SO HA. Also gets revised taunt thanks to the efforts of some guy you've probably never heard of.
-Yamatoman gets a taunt
-Centaurman gets a new ability that is super secret and probably broken, but we haven't find out if it is, so I hope you guys do when v6c is out.
-Windman gets a taunt
-Blizzardman gets a taunt
-FORGOT THIS ONE: Sakugarne's altfire gets a delay nerf REJOICE but not for long
-Junkman gets the same defensive boost from Junk Shield that Starman gets from his Star Crash.
-Springman should still have that damn ammo regen boost while using Spring Punch.
-Shademan gets a most miserable little taunt.
-Roll should be in, expect something copypasted AND MUCH MORE.
Title: Re: Class based modification (6B)
Post by: Clayton on February 15, 2012, 04:37:24 AM
Quote from: "Korby"
Yes, what we're doing IS the work of Wily. We're making Robot Masters. How would you know how Springman's intended to be played? You didn't make him! Don't just throw down comments and expect us to follow them.  so my suggestion is just to play another class.

Look....I'm very sorry to have caused so much trouble Ok. I was just trying to give feedback on what i thought could be improved, no need to get all hostile and insulting =w=......

I guess that if you guys won't listen to me i won't speak. I'm sure that will make you all very happy.....
Title: I got shampoo in my eye
Post by: LlamaHombre on February 15, 2012, 11:50:07 AM
Quote from: "MegaLAD1514"
I was just trying to give feedback on what i thought could be improved, no need to get all hostile and insulting =w=......

I like how you called one of the nicest people here hostile and insulting for giving you feedback on your opinion.

The emoticon only makes it worse.




I didn't download 6B, but I might give 6C a shot.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 15, 2012, 08:19:47 PM
Quote from: "Musashi-COM"
-Enker gets a taunt
ahem...

(click to show/hide)
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 15, 2012, 08:40:28 PM
It's "this is Sparta" isn't it?
Title: Re: Class based modification (6B)
Post by: Max on February 15, 2012, 08:51:18 PM
"I hope my body can take it"
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 15, 2012, 08:55:56 PM
Ohhhh god, the lulz.

Now I'm scared about what Roll's taunt will be...
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 15, 2012, 09:18:50 PM
i swear if yamato gets FUS RO DAH, i will cry.

and roll's is probably toast related...

also, why did you change fire's taunt?? i like screaming "EMAIL! REMEMBER MAH NAME!" when i fought.

and is stone getting his hand shot version of power stone???
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 15, 2012, 09:54:09 PM
Quote from: "Yellow Devil"
"I hope my body can take it"
inb4 this becomes "new wood man" or "new hard man"

still, sounds spammable, which is a plus
Title: Re: Class based modification (6B)
Post by: Korby on February 15, 2012, 11:11:04 PM
Quote from: "PLAINOLDLUIS"
yamato
ATATATATATATATATATATATATATATATATATATATATATATAT
fire
Honestly, I like the "FIIIIIIIIIIIIIIRE" more. It's also a lot more spammable.
stone
dunno
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 15, 2012, 11:15:55 PM
Stone Man should say "WELCOME TO POWER STONE WORLD"
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 16, 2012, 12:49:43 AM
Quote from: "Korby"
Quote from: "PLAINOLDLUIS"
yamato
ATATATATATATATATATATATATATATATATATATATATATATAT
ATATATATATATATA?WHAT THE HECK? its sounds like he is having seizure...
Title: Re: Class based modification (6B)
Post by: ice on February 16, 2012, 01:09:52 AM
Looks like someone's never heard of Fist of the North Star
Title: Re: Class based modification (6B)
Post by: GameAndWatcher on February 16, 2012, 01:22:48 AM
Taunt Ideas:
Stoneman: "It's a Football! I chistled it!" - Luigi, Super Mario World Cartoon (It's a Stone!)
Yamatoman: "The answer lies, in the heart of battle..." - Ryu, Super Street Fighter 4 (Yamatoman is supposed to represent Japan, Ryu's from Japan I think..., and 2 of the other MM6 masters have "Street Fighter" taunts.)
Darkman4: See KY's version... (He did try to impersonate Protoman)
Darkman3: Anything from the Sniper in TF2.
Burstman: "                      " Demoman "    "
Title: Re: Class based modification (6B)
Post by: Fyone on February 16, 2012, 01:24:28 AM
Hey why not make GemniMan's taunt: "IMA FIRIN' MAH LAZER!"?
Title: Re: Class based modification (6B)
Post by: Hunter_orion on February 16, 2012, 01:30:35 AM
Yes! Do it for the lulz!
Title: Re: Class based modification (6B)
Post by: GameAndWatcher on February 16, 2012, 01:53:03 AM
Quote from: "Fyone"
Hey why not make GemniMan's taunt: "IMA FIRIN' MAH LAZER!"?

M. Bison approves
Title: Re: Class based modification (6B)
Post by: xColdxFusionx on February 16, 2012, 02:05:40 AM
I think Gemini's taunt should be "PREPARE FOR TROUBLE! AND MAKE IT DOUBLE!"
Title: Re: Class based modification (6B)
Post by: Hunter_orion on February 16, 2012, 02:07:39 AM
Okay, that's also a very good one.
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 16, 2012, 02:11:57 AM
Quote from: "xColdxFusionx"
I think Gemini's taunt should be "PREPARE FOR TROUBLE! AND MAKE IT DOUBLE!"


MAKE THIS HAPPEN!! NOW!!!
Title: Re: Class based modification (6B)
Post by: Davregis on February 16, 2012, 02:21:24 AM
MAKE IT HAPPEN

Also, is Knightman getting his Monty Python?
"None shall pass!"
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 16, 2012, 02:21:50 AM
Quote from: "PLAINOLDLUIS"
Quote from: "xColdxFusionx"
I think Gemini's taunt should be "PREPARE FOR TROUBLE! AND MAKE IT DOUBLE!"


MAKE THIS HAPPEN!! NOW!!!

Done.

I think.

The clip is in there. I would quickly check but stuff to do hnnnnnnng

EDIT: Nope. It's from Arthur in MvC3
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 16, 2012, 02:24:30 AM
wait gemini got a taunt from arthur in mvc3? or is it knightman?
Title: Re: Class based modification (6B)
Post by: Mr. X on February 16, 2012, 03:01:52 AM
I played these classes for the first time tonight (well, first time since it was just MM3 masters) and I enjoyed it more than I thought I would.  However, is there any way to turn off taunts?  The fact that they're both not 8-bit and not Mega Man related makes them just annoying to me.
Title: Re: Class based modification (6B)
Post by: Red on February 16, 2012, 03:20:32 AM
Quote from: "Mr. X"
I played these classes for the first time tonight (well, first time since it was just MM3 masters) and I enjoyed it more than I thought I would.  However, is there any way to turn off taunts?  The fact that they're both not 8-bit and not Mega Man related makes them just annoying to me.
in the menu, multiplayer, there's an option somewhere in there that can disable taunts
Title: Re: Class based modification (6B)
Post by: Mr. X on February 16, 2012, 03:29:41 AM
Much obliged, good sir
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 16, 2012, 03:53:22 AM
But tauntspamming is just half the fun! D:

And no, Knightman is the one with Arthur's taunt. Gemini got that other taunt. Or at least the voice clip is in there. It's been there for a long time, I think... I personally think it fits despise it.
Title: Re: Class based modification (6B)
Post by: Knux on February 16, 2012, 07:30:20 PM
Have you guys thought about having Bass and Protoman change the colors in their respective busters? Thing is, when I choose either and change the weapons, I occasionally forget and think it's Megaman when you switch to a weapon and the Mega Buster HUD comes up. I don't know how that works, but if the busters need to be recolored, let me know and I'll do them one by one if you want.
Title: Re: Class based modification (6B)
Post by: Korby on February 16, 2012, 08:01:28 PM
Busters are recolored in a Texture Lump.

Personally, I'd love for that to happen, and if you forget who you are sometimes, you should just dash to check for now.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 16, 2012, 08:16:28 PM
hell, i could help out with that, if you like. may i do a bit with bass? his hands would need editing for weapons like pharaoh shot and slash claw, since proto has roughly the same hands as mega.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 16, 2012, 09:30:56 PM
I recall asking this to Jax when he wanted to allow copywep classes to use their altfire when using copy weapons. I kind of remember getting an explanation like this:

You should know by now that CBM copy weapons are a different entity than the vanilla copy weapons. For example, LeafShieldWep is the original one, while our copywep classes get a different version that allows them to use their altfire, which in Leaf Shield's case would be called LeafShieldWepC.

In order to have each class show their corresponding buster design while using copy weapons, Jax would have to create 2 copies of all WepC weapons, and modify the HUD of each one to match Protoman and Bass's buster design. That would be a waste of space and a whole lot of effort for something merely aesthetic.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 16, 2012, 09:33:24 PM
oh, i'm fully aware of this, i assumed everyone else was... well, if it's a problem, it can't be helped, i suppose
Title: Re: Class based modification (6B)
Post by: Max on February 16, 2012, 09:33:34 PM
Oh Mus go back to the ideas board you don't know how to code

There are already 3 of each copy weapon because sliding
4 if you count the normal version
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 16, 2012, 09:37:38 PM
so, let me get this straight... there's a leaf shield for the vanilla MM8BDM w/o sliding, one for megaman's slide, one for protoman's slide, and one for bass's dash? if that's the case, we simply need to change the hud, yes?
Title: Re: Class based modification (6B)
Post by: Korby on February 16, 2012, 09:39:13 PM
Pretty much.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 16, 2012, 09:49:24 PM
Still, too much to sprite for such a feable feature.
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 16, 2012, 09:50:24 PM
But you've got someone willing to do it for you...
Title: Re: Class based modification (6B)
Post by: Knux on February 16, 2012, 09:59:19 PM
Huh, it's that complicated? Sorta discouraging.  :shock:
Title: I wish I had interns like you guys do
Post by: Hallan Parva on February 16, 2012, 10:04:13 PM
Quote from: "Shmeckie"
But you've got someone willing to do it for you...
Ohhhh, the irony hurts SO much.

TAKE THE MONEY AND RUN, DAMMIT. :ugeek:
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 16, 2012, 10:10:20 PM
well then, why not make it happen?

for bass, should his hud colors change according to mm10, or mm&b?
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 16, 2012, 10:20:12 PM
Quote
[05:35:05 p.m.] Yellow Devil: stepping in to support copywep huds although i think i was turned down on this a while back not sure why
[05:56:36 p.m.] MusashiAA: All the HUDS
[05:56:41 p.m.] MusashiAA: ALL OF THEM
[05:57:04 p.m.] MusashiAA: I also asked Jax right when he was working with that
[05:57:13 p.m.] MusashiAA: I remember him turning it down
[05:57:21 p.m.] MusashiAA: Don't exactly remember why as well
[06:09:59 p.m.] JaxOf7: Dammit there are not 3 weapons per copywep, just one.
That wep contains all the slides.
[06:16:54 p.m.] MusashiAA: But if it's just one wepc, then how can each copywep class use their respective slide?
[06:18:26 p.m.] JaxOf7: JumpIfInventory("Megabuster")
JumpIfInventory("BassBuster")
[06:19:25 p.m.] MusashiAA: Ok, copypasting this to post
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 16, 2012, 10:30:41 PM
ok, someone sort this out... i'm more inclined to believe the creator of the mod, but... i really don't know at this point... :/
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 16, 2012, 11:13:56 PM
Why is it that a pair of scissors (Cutman) and a tiger (Slashman?) and wall jump but not the ninja!?!?(Shadowman)
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 16, 2012, 11:30:39 PM
and does anyone else think quickman is OP?! i seem to be one of the few that hate it when people get cheap wins with him...
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 16, 2012, 11:38:11 PM
Quickman doesent really seem op to me.
My brother plays quickman alot and I can handle him, but it does get tricky every now and then.
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 17, 2012, 12:04:20 AM
Quick Man is ridiculous. He's steadily turning into old KY Tomahawk Man. Dude just runs around at mach speed you and frags you in seconds. He may have low health, but he largely makes it a non-issue. Not because it's hard to hit him, but because he can run 1 lap around you while pelting you with boomerangs and pretty much kill you.

It's accurate to his portrayal in the Archie comic, though. :P
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 17, 2012, 12:10:36 AM
Quote from: "Duora Super Gyro"
Why is it that a pair of scissors (Cutman) and a tiger (Slashman?) and wall jump but not the ninja!?!?(Shadowman)

you forgot the marathon man (quickman)
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 17, 2012, 12:33:00 AM
not just the marathon man...

the "ba-ba-ba-ba-ba-ba-ba-ba-ba-baing!" op quickman!

still, his archie comic counterpart is pretty funny :P
Title: Re: Class based modification (6B)
Post by: Korby on February 17, 2012, 04:58:14 AM
Quote from: "Duora Super Gyro"
Why is it that a pair of scissors (Cutman) and a tiger (Slashman?) and wall jump but not the ninja!?!?(Shadowman)

Find me a game where Shadowman walljumped(note: wallcling ? walljump) and it'll probably be put in.
Title: Re: Class based modification (6B)
Post by: Shade Guy on February 17, 2012, 05:13:38 AM
...Where did Cut Man and Quick Man walljump? Don't use the argument of canon selectively.

Apologies if they did actually walljump in the cartoons or something. Of course, I wouldn't count that but hey, Ice Man's snowflakes are in so go nuts with the cartoon.
Title: Re: Class based modification (6B)
Post by: GameAndWatcher on February 17, 2012, 05:17:52 AM
Quote from: "Shade Guy"
...Where did Cut Man walljump?
Although I am for Shadowman walljumping, Cutman could walljump in PU
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 17, 2012, 05:33:20 AM
Cut Man walljumps in MM:PU as a playable character.

Quick Man walljumps in the arcade games as a boss.

Slash Man walljumps in both MM7 and the arcade games as a boss.

(click to show/hide)

Now remember: copywep classes don't have walljumping because their mobility is already increased with slides and dashes. In the case you go "mega/proto/bass could walljump in the arcade games", think: do you really want more mobility for these classes? Is it needed?

Now, think: does Shadow Man need more mobility?
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 17, 2012, 08:41:54 AM
...Did Quick Man need more mobility?!
Title: Re: Class based modification (6B)
Post by: Korby on February 17, 2012, 09:32:08 AM
Well he doesn't really jump very high
uh...
maybe?
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 17, 2012, 10:58:27 AM
I honostly think of shadow man as an anti camping class, I use him too sneak in and eliminate my opponents without being noticed.
So I kinda do think the walljumping would help.

Edit: And I quick man's class to me seems to be based on mobility so yeah... Wall jumps for him are ok to me too.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 17, 2012, 06:03:17 PM
Mobility is a mixture of abilities that are related to a class's map traversing.

With Quickman, walljump isn't exactly an equally relevant mobility increase compared to his speed. It's more of a plus ability. Back then (and now, I might add), it didn't seem to radically increase Quick's mobility when paired with increased speed and superspeed, other than "features" we didn't foresee and left because of how cool they were, like walljump climbing.

Regardless of that, Quick is getting nerfed for the next version, both damage and speed wise. Again. Hopefully not by much, but just enough.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 17, 2012, 06:04:27 PM
i don't feel like shadowman is a wall-jumper for one reason; he can't build up enough speed to make it useful. shadowman is more stealth-based than movement based.
Title: Re: Class based modification (6B)
Post by: Knux on February 17, 2012, 06:07:23 PM
Now what if you could attach yourself to walls and make yourself partially invisible? That sounds interesting.
Title: Re: Class based modification (6B)
Post by: Duora Super Gyro on February 17, 2012, 07:23:46 PM
Quote from: "Gumballtoid"
i don't feel like shadowman is a wall-jumper for one reason; he can't build up enough speed to make it useful. shadowman is more stealth-based than movement based.

But if shadow man could wall jump, wouldent that help him with sneaking around, He would be able to reach certain spots he couldent reach before and faster.
Title: Re: Class based modification (6B)
Post by: Lobsters on February 17, 2012, 07:32:01 PM
Quote from: "Knux"
Now what if you could attach yourself to walls and make yourself partially invisible? That sounds interesting.

That reminds me of um. X's Shadow Armor I think is one of the wall-clingly ones and Kirby's Ninja Abilites. Wall-Clinging wise. Except Shadow Man has Shruiken and not Kunai he throws hahhaahha take that Kirby. Now I am starting to compare Bomb + Cutter to Crash Bombs. Zeus Help Me.
Title: Re: Class based modification (6B)
Post by: Mr. X on February 17, 2012, 08:39:04 PM
Am I missing something about Ring Man or does he just plain suck in every way imaginable?  Sure, you can shoot two rings and stagger them, but they were taking upwards of 20 seconds to return.  For the damage they do, that's just unusable.
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 17, 2012, 08:53:02 PM
Ring's getting buffed, but I don't remember in what way...
Title: Re: Class based modification (6B)
Post by: TeirusuNuigurumi on February 18, 2012, 02:25:39 AM
i just had a insane idea fer woodman:

give him his rolling attack like in the power battles/fighters.
Title: Re: Class based modification (6B)
Post by: Korby on February 18, 2012, 02:53:48 AM
I'm against it.

The reason being that we have soooooooooooooooooooooooooooooooooooooooooooooooo many dashing classes.
Title: Re: Class based modification (6B)
Post by: Hallan Parva on February 18, 2012, 05:22:28 AM
well since the other guys turned down Spartan Skull Man I was hoping maybe you could -- *shot*
Title: Re: Class based modification (6B)
Post by: Shmeckie on February 18, 2012, 05:34:24 AM
Metal man needs an ammo bar.

For serious.

He's way too spammy a class as is, and with his blades doing as much damage and stun as they do, with all the new properties they've gotten, he can't keep up this infinite ammo thing. After using him a bit myself, I was surprised as to how little effort it took to do well with him.

Quote from: "Korby"
I'm against it.

The reason being that we have soooooooooooooooooooooooooooooooooooooooooooooooo many dashing classes.

You could work it differently, though. Like having him move only slightly faster than his walking speed, and having him effected by gravity. Basically making him a living Donkey Kong barrel. Could work...
Title: Re: Class based modification (6B)
Post by: ice on February 18, 2012, 06:32:24 AM
Quote from: "Shmeckie"
You could work it differently, though. Like having him move only slightly faster than his walking speed, and having him effected by gravity. Basically making him a living Donkey Kong barrel. Could work...

If that were the case, his taunt would need to be changed to "DO A BARREL ROLL!"
Title: Re: Class based modification (6B)
Post by: BiscuitSlash on February 18, 2012, 12:10:57 PM
Suggestion for Breakman:

Make him similar to how he was back in v1. What I mean is, give him about 0.8x amour against special weapons and make him weak to buster shots (1.5x-2x). Also remove his slide ability and maybe the ability to switch weapons. The idea is that he is more like his breakman counterpart (less nimble but more amour) and that he is much more interesting than a Protoman spriteswap.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 18, 2012, 03:07:38 PM
that could work... maybe like a simple buster blasting class
maybe you could do the same thing with megaman? and RM7FC bass, since that seemed to be their attack patterns in their respective games.

and ringman definitely needs buffed
i remember playing megaman 4 and going to fight ringman, and i thought, "pftt. ringman?! this'll be sooooo easy..."
it wasn't
he moved like a spaz, and his rings did a sh**load of damage
the pharaoh shot saved me :P

Quote from: "ice"
If that were the case, his taunt would need to be changed to "DO A BARREL ROLL!"
you just made my day xD
Title: Re: Class based modification (6B)
Post by: HD_ on February 18, 2012, 05:17:24 PM
Would it be okay if I made a topic for a community tier list? Or should I just wait for Korby to finish his?
Title: Re: Class based modification (6B)
Post by: SaviorSword on February 18, 2012, 05:50:03 PM
A community tier list would be rather messy to deal with, since ya'll encounter lots of folks that won't have reliable input. On the other hand, if ya let a single person to tier the classes, then ya must place enough trust into the said person to rely on for trustin' him to produce a decent list. Korby here is a reliable person here, so I think he'll just be fine.
Title: Re: Class based modification (6B)
Post by: Korby on February 18, 2012, 07:20:01 PM
Okay, so I'm going to play three games with every class to get a small grip on all the classes.

I cannot ensure that this will be 100% un-opinionated, and it'll probably be pretty biased, but whatever.
Title: Re: Class based modification (6B)
Post by: Gumballtoid on February 19, 2012, 02:40:08 PM
is it just me or is flashman a bit more vulnerable since he's weak to cutters AND explosives? the intended weaknesses were;
metal > bubble > heat > wood > air > crash > flash > quick > metal
besides, there's almost as many cutters as there are explosives...
just suggesting he be weak to explosives alone
Title: Re: Class based modification (6B)
Post by: Davregis on February 19, 2012, 07:08:28 PM
Junk blocks on spawnpoints...
Title: Re: Class based modification (6B)
Post by: MusashiAA on February 19, 2012, 07:41:06 PM
Quote from: "Daveris"
Junk blocks on spawnpoints...

Knightman can break them by just walking on them.
Title: Re: Class based modification (6B)
Post by: GameAndWatcher on February 19, 2012, 08:44:26 PM
I remember this one idea:
Basically, we give all the MM2 Classes Doc Robot skins and give Elec, Wood, Gemini, Ring, Napalm, Flame, and Slash (And Frost and Tornado when their respective expansions come out) Weapon Archive Skins.
But then again, it's just an idea.
Title: Re: Class based modification (6B)
Post by: Davregis on February 20, 2012, 12:48:45 AM
Shadowman and Quickman are pretty high-powered. I cleaned out a server filled with legitimately good people with them. 1st place 4-5 times
in a row.

So, high powered, or borderline?
Title: Re: Class based modification (6B)
Post by: ice on February 20, 2012, 12:55:15 AM
A high attack powered high speed hard to hit class with a very spammy weapon, and a impossible to see 90% of the time class with an abuseable potential 1 hit kill attack. I'd say High powered

I think they're both getting a nerf for the next version though
Title: Re: Class based modification (6B-Fix)
Post by: JaxOf7 on February 20, 2012, 01:51:29 AM
Game crashing bug found!
God I missed these.

Game crashing bug fixed!
Classes-v6b-Fix.pk3 (http://www.mediafire.com/?x5esl1246xg4ix2)
Also...
+ Fixed Crash/Ring Spectate issues.
+ Buffed: Crash, Ring.
+ Nerfed: Ice, Quint, Quick.



This isn't 6c. We're still working on that. Just thought we'd fix some of the more glaring issues right now. (Before starting them anew of course)
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 20, 2012, 02:47:22 AM
Heh, I hope Quick isn't overnerfed :D
Anyway, what about the MM8 expansion?

I assume this and/or the KY team would be best suited to it.
Title: Re: Class based modification (6B-Fix)
Post by: Max on February 20, 2012, 07:47:35 AM
MM8 will definitely come if the MM8 expansion is ever released
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 20, 2012, 02:12:48 PM
well then, shoot, let's get started on that expansion!
on a side note, why are quick's boomerangs yellow? they were white in the original MM2.
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 20, 2012, 02:28:22 PM
Maybe because of the "Head Boomerang."
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 20, 2012, 03:06:23 PM
I feel everything's good here, but Quickman is a tad less than others.
If you nerf his damage, he might want a small health buff..?
Either way, I was in a crowded room, and those play differently.
-END SUBJECT IN POST-

So I take it then, that some brave squad of spriters/coders will have to do MM8 themselves..?
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 20, 2012, 03:34:30 PM
Patience, Iago. They'll get to it when they get to it. (A cookie to whoever gets the Iago reference)

Although, I'm sure that the skins have a pretty good amount of progress last I remember seeing.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on February 20, 2012, 04:07:29 PM
I think QuickMan's fine. He was OP before, and now he's good. It just takes skill to play with him. (Just like *most of the other classes. *No skill involved to play with SkullMan.)
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 20, 2012, 04:27:29 PM
Quote from: Fyone
I think QuickMan's fine. He was OP before, and now he's good. It just takes skill to play with him. (Just like *most of the other classes. No skill involved to play with SkullMan.

You...haven't tried to main him, have you?
Title: Re: Class based modification (6B-Fix)
Post by: ice on February 20, 2012, 05:18:03 PM
He's called Skillman for a reason, you need pinpoint accuracy and perfect reaction time
Title: Re: Class based modification (6B-Fix)
Post by: Orange juice :l on February 20, 2012, 05:27:15 PM
Meanwhile, you hold down mouse and run around your enemy with quickman. Skilltastic.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 20, 2012, 05:38:26 PM
Quote from: "Daveris"
So I take it then, that some brave squad of spriters/coders will have to do MM8 themselves..?
actually, i ripped a few tengu tiles from rm8fc, they're in the maps forum.

but that's beside the point. isn't flashman weak to explosives? in-game, he's weak to both. i suggest removing the cutter weakness.
and adding quickman's spacetime weakness...
and seriously, why are quickman's boomerangs yellow?
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 20, 2012, 07:17:17 PM
Quote from: "Gumballtoid"
and seriously, why are quickman's boomerangs yellow?

(click to show/hide)
(click to show/hide)
(click to show/hide)
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 20, 2012, 08:37:51 PM
*cough*

(click to show/hide)

This is the only reference you need to go by.
Title: Re: Class based modification (6B-Fix)
Post by: Copy Robot on February 20, 2012, 08:45:58 PM
Quote from: "Star Dood"
*cough*

(click to show/hide)

This is the only reference you need to go by.

Because the regular Napalm Man totally followed this idea. (http://sprites-inc.co.uk/files/Classic/PowerB/Boss/MM3-6/napalmpbsheet.gif)
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 20, 2012, 08:47:18 PM
Quote from: "Star Dood"
*cough*

(click to show/hide)

This is the only reference you need to go by.

*cough*

(click to show/hide)

EDIT: BTW, if you didn't like yellow rangs, you're not gonna like v6c
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 20, 2012, 09:00:47 PM
Nah, I really don't care for them that much.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 20, 2012, 09:03:32 PM
it's not that i have a problem with it, i just wanted to know. if anything, it gives it more distinction.
so is crashman going to get his red bombs?
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on February 20, 2012, 09:06:00 PM
Quote from: "Fyone"
No skill involved to play with SkullMan.

You spelled Metal Man wrong...
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 20, 2012, 09:08:31 PM
^ This. Skullman actually takes skill to use decently.

Quote from: "Gumballtoid"
so is crashman going to get his red bombs?

Maybe.
Title: Re: Class based modification (6B-Fix)
Post by: Mr. X on February 20, 2012, 09:49:03 PM
Definitely true on Metal Man, I always play random because I still haven't been playing this mod for long.  With Skull Man, I barely get any kills because I'm inexperienced.  With Metal Man, it's hold fire to win.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 20, 2012, 10:19:28 PM
yes, metalman is a tad cheap, but ya gotta remember; one metal blade is a death sentence. think about this: if a copywep class frags metalman, and he drops his metal blade, they can use that one metal blade to keep killing him over and over and rack up frags easy. run out of metal blades? no problem, just pick up one of the thousands he's dropped and you're good to go. i've won a few matches by tormenting metalman this way. but still, maybe he needs an ammo bar...?
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 20, 2012, 11:01:51 PM
Quote from: "Mr. X"
With Skull Man, I barely get any kills because I'm inexperienced.  

It's taken me weeks, but I'm finally getting 2nd place XD
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on February 20, 2012, 11:23:56 PM
i used to dominate hardmangs but then i took a centuar arrow to the knee
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 20, 2012, 11:28:50 PM
Quote from: "Gumballtoid"
yes, metalman is a tad cheap, but ya gotta remember; one metal blade is a death sentence. think about this: if a copywep class frags metalman, and he drops his metal blade, they can use that one metal blade to keep killing him over and over and rack up frags easy. run out of metal blades? no problem, just pick up one of the thousands he's dropped and you're good to go. i've won a few matches by tormenting metalman this way. but still, maybe he needs an ammo bar...?

This maybe true, but in all honesty, what's the chances that someone is actually playing as a weapon copying class, let alone the pure chance of the current map having metal blade? I mean, granted, there are some other ways around it (rolling cutter works rather effectively, using a Metal Man to take out a Metal Man, etc.), but this only works to a degree. If you have to rely on killing the Metal Man just to pick up Metal Blade, then you better hope you're using Proto Man, because whoever the Metal Man is will definitely make a fight out of it, especially knowing the consequence of losing.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 20, 2012, 11:32:01 PM
I dominated a Metalman as Megaman and proceeded to win on MM5NAP and whatever KY's CSCM map is as Megaman again.

No one plays copywep classes, not sure why, they're stupidly powerful.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on February 21, 2012, 12:36:43 AM
they're stupidly powerful.

That could be the reason itself. Also maybe because they're mostly the same as always, with double jumps and dashes sprinkled. I use Bass and Mega now and then through, when I have nothing else to choose from.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on February 21, 2012, 12:57:22 AM
i don't use them cause of that. its like just like playin' without the mod.

i always found the RM's more fun to play as anyway.
Title: Re: Class based modification (6B-Fix)
Post by: Laggy Blazko on February 21, 2012, 01:26:20 AM
I use breakman when I like the stage's weapons or make sure some metalman dies.
I usually use these classes:
- Metalman: When I want a fast and/or ripper weapon without being slow.(But I think he needs an ammo bar anyway)
- Napalmman: For small maps or crowded areas.
- Geminiman: For halls or small maps when I need to survive.
- Breakman: See above.
- Magnetman: For Big areas.
- Diveman: Same as above, but I use it mostly in TLMS.
- Elecman: When I want a hit and run or a ripper weapon. (Better than metalman when I need to survive)
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 21, 2012, 03:13:06 AM
Quote from: "Gumballtoid"
yes, metalman is a tad cheap, but ya gotta remember; one metal blade is a death sentence. think about this: if a copywep class frags metalman, and he drops his metal blade, they can use that one metal blade to keep killing him over and over and rack up frags easy. run out of metal blades? no problem, just pick up one of the thousands he's dropped and you're good to go. i've won a few matches by tormenting metalman this way. but still, maybe he needs an ammo bar...?

This is why I don't usually play as Metalman, actually. I think the reasons above show that Metalman is definitely not OP in the slightest. Every time I play YD Classes, if I play as Metalman, a copywep class pops out.
Title: Re: Class based modification (6B)
Post by: GameAndWatcher on February 21, 2012, 03:28:06 AM
Quote from: "I"
I remember this one idea:
Basically, we give all the MM2 Classes Doc Robot skins and give Elec, Wood, Gemini, Ring, Napalm, Flame, and Slash (And Frost and Tornado when their respective expansions come out) Weapon Archive Skins.
But then again, it's just an idea.
Title: Re: Class based modification (6B)
Post by: fortegigasgospel on February 21, 2012, 03:40:37 AM
Quote from: "Game&Watcher"
Quote from: "I"
I remember this one idea:
Basically, we give all the MM2 Classes Doc Robot skins and give Elec, Wood, Gemini, Ring, Napalm, Flame, and Slash (And Frost and Tornado when their respective expansions come out) Weapon Archive Skins.
But then again, it's just an idea.
Or how about the second use Elec, Ice, Bomb, Fire, Snake, Gemini, Magnet and Shadow as how he was going to be in Megaman 4 Beta.

And here is the source: http://www.angelfire.com/pa4/megabizkit/MM4Beta/guide.html
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 21, 2012, 03:43:37 AM
It's fake.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 21, 2012, 03:48:58 AM
How can you talk about a MM4 beta WITHOUT MENTIONING THE PHARAOH MAN SUB BOSS?

Obvious fake, durr
Title: Re: Class based modification (6B-Fix)
Post by: Ivory on February 21, 2012, 03:50:10 AM
Pfft. The moment I saw the Super Mario Bros 3 Sun I knew that was so fake.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 21, 2012, 03:59:28 AM
But this mod doesn't follow clearly cannon things, and aren't some things inspired by fan games, whats wrong with this idea?  It would be another Doc Bot that isn't like Proto/Break, Napalm/Napalm being the same as each other as far as I know.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 21, 2012, 04:05:29 AM
Musashi's right, the lack of the Sphinx sub-boss made me suspicious.

That kamehameha bit was hilarious, though. "K Adaptor", pfffffft.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 21, 2012, 04:25:14 AM
Quote from: "fortegigasgospel"
But this mod doesn't follow clearly cannon things, and aren't some things inspired by fan games, whats wrong with this idea?  It would be another Doc Bot that isn't like Proto/Break, Napalm/Napalm being the same as each other as far as I know.
That's true, but skins were removed from the Megaman class because people would use skins of Robot Masters and pretend to be them.

Now imagine that with Doc Robots and a ton of other classes, especially considering this is usually played on team-based modes.
Title: Re: Class based modification (6B-Fix)
Post by: Mr. X on February 21, 2012, 04:28:45 AM
Quote from: "Ivory"
Pfft. The moment I saw the Super Mario Bros 3 Sun I knew that was so fake.

It took you until then?  Seeing Cloud Man was all it took for me.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on February 22, 2012, 01:41:16 AM
>removed skins fer megaman class
>people would use RM skins with the megaman class
>RM's have there own color


what...?


if i saw a pink metalman i would already know he was a copy class... :|
Title: Re: Class based modification (6B-Fix)
Post by: Knux on February 22, 2012, 02:07:25 AM
And in the time it would take you to process that, you'll most likely be full of Quick Boomerangs. It's just not worth it, and not for that reason alone, either.
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 22, 2012, 04:32:02 AM
Speaking of which (tell me if this is what you guys are already talking about), but I've seen RMs that are the default blue and cyan colors while playing classes. Why?
Title: Re: Class based modification (6B-Fix)
Post by: Knux on February 22, 2012, 04:55:40 AM
Well, Tomahawk Man was originally blue in MM6, for example. Quint is Blue and Cyan when using the Quint Buster, but switches to Yellow and Green upon switching to Sakugarne.
Title: Re: Class based modification (6B-Fix)
Post by: LlamaHombre on February 22, 2012, 11:41:22 AM
To really answer TheDoc's question:

As far as I know it's a bug in 8bdm's coding. Might be the rest of Skulltag to but still.

If a class spawns in anything besides the standard BluCy combo, they have to die once for your end to see the color.

It happens in team games, too, which gives Wily a slight advantage for a bit.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 22, 2012, 11:30:13 PM
Hello again, and it's time for me to annoy you all as I press for buffs to the classes I use!

Lately, I've taken to Pharaoh man. His mainfire is fine, with it's MASSIVE hitbox and damage.
Regardless, he's stuck with needing to use charge shots to do any damage. I'm completely fine with this; he'd be OU through the roof otherwise.

However, his alt is garbage and has little use except for that occasional gap too large to jump.
Also, Pharaoh is junked by close range classes. Again, it's fine.

But I digress... His alt needs a buff or removal. I find myself neglecting it at all. It even goes slower than his run.

Ideas:
1.Make it faster. This will allow Pharaoh to get away from close-rangers
2.Make it actually DO WORTHWHILE DAMAGE. This'll allow Pharaoh to DO SOMETHING at close range. I prefer the above, but.
3.Remove it and put in an alt where he circles his body with a Pharaoh Shot.

And this one doesn't really matter, but can you make Skullman's shield recharge SLIGHTLY faster while shooting?
It gets a tad annoying waiting forever for it to recharge. It doesn't have to be much, just shave the time a bit.
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 22, 2012, 11:33:42 PM
Quote from: "Daveris"
Ideas:
1.Make it faster. This will allow Pharaoh to get away from close-rangers
2.Make it actually DO WORTHWHILE DAMAGE. This'll allow Pharaoh to DO SOMETHING at close range. I prefer the above, but.
3.Remove it and put in an alt where he circles his body with a Pharaoh Shot.
If he did remove it, a better idea would be to give him the "Pharaoh Wave" from Power Fighters.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on February 22, 2012, 11:57:16 PM
or his pharaoh shield.

either way his alt is intended as a method of flight. its not meant to be an attack. i rarely use it unless no one sees me flying around. think about it, get high up where no one can see you, fall while readying a shot in midair, and let it fly in someone's face.

thats just a creative use of it. like i said, iys just to fly over gaps and what not. its also meant confuse due to the quick ghost it leaves behind.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 23, 2012, 12:53:09 AM
Quote from: "PLAINOLDLUIS"
or his pharaoh shield.
Having a shield isn't really useful with him..? If he gets invincibility, then it's OP, if it's ragerune, same thing. If it does damage, then...IDK

either way his alt is intended as a method of flight. its not meant to be an attack. i rarely use it unless no one sees me flying around. think about it, get high up where no one can see you, fall while readying a shot in midair, and let it fly in someone's face.
Because you can TOTALLY move vertically with his alt.

thats just a creative use of it. like i said, iys just to fly over gaps and what not. its also meant confuse due to the quick ghost it leaves behind.
 Unfortunately, it moves slowly. Slower than his run. Also, why the heck would you use it to confuse? When you're playing as Pharaoh Man, you want to fire a charged shot, then either get out, or enter a prediction war. Unless moving slowly confuses people?

I might sound angry here. It's not purposeful, however,
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on February 23, 2012, 01:11:46 AM
when i say fall i mean to let go of secondary fire in midair.

also its not always needed to fire a fully charged shot. you could spam his small shots to throw enemies off. its can be a effective tactic if done right.

either way i don't see pharaoh's alt being changed anytime soon.

i just wish junk had his hands reattached so he can actually punch his junk block. and can we move the whole "I'M MELTING JUNK!!" thing where when he takes damage he drops junk?  it's a great effect but it does get annoying.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 23, 2012, 01:23:56 AM
Quote from: "PLAINOLDLUIS"
when i say fall i mean to let go of secondary fire in midair.
It's not an effective tactic. There's a big delay after you stop his alt.

also its not always needed to fire a fully charged shot. you could spam his small shots to throw enemies off. its can be a effective tactic if done right.
I messed around to see if this was possible. The shot fires approx. 1 per second, dealing a massive 5 damage.

This is about his alt. Let's keep it about that..?
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on February 23, 2012, 01:37:08 AM
Quote from: "Game&Watcher"
Quote from: "Daveris"
Ideas:
1.Make it faster. This will allow Pharaoh to get away from close-rangers
2.Make it actually DO WORTHWHILE DAMAGE. This'll allow Pharaoh to DO SOMETHING at close range. I prefer the above, but.
3.Remove it and put in an alt where he circles his body with a Pharaoh Shot.
If he did remove it, a better idea would be to give him the "Pharaoh Wave" from Power Fighters.
Which first appeared in Mega Man 4...

>.>
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 23, 2012, 01:59:50 AM
I think it's mainly used for escapes over gaps (Ringman's stage) and/or flight over long gaps. Keep in mind it has a looong duration, and honestly, it doesn't go as slow as you're making it seem. Statistically, yes, it does go slower, but it's not super significant.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 23, 2012, 03:29:07 AM
(click to show/hide)

Also, if Skullman's barrier gets any more recharge rate, it will be sooo insane, so if that ever comes into consideration, I'm voting against it.
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on February 23, 2012, 03:43:12 AM
I would like to see the Pharaoh Shield come into play, though. Maybe as a one-time use item...
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 24, 2012, 12:49:14 AM
Quote from: "Korby"
(click to show/hide)
Also, if Skullman's barrier gets any more recharge rate, it will be sooo insane, so if that ever comes into consideration, I'm voting against it.
[/quote]

Ehh, just a minor buff to his recharge while he fires his skull buster.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on February 24, 2012, 12:52:37 AM
i am agaisnt a skull barrier buff.

also, to be a good skullman, you need to have a great ping if you want to make use of his rage mode or even his barrier.

edit-
this post is totally 404
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 24, 2012, 01:32:55 AM
Quote from: "PLAINOLDLUIS"
I am against a skull barrier buff.



So am I. I'd like a recharge that's SLIGHTLY faster while he fires, though.
I am completely aware that Skullman can be a monster thanks to his barrier, but I find myself lagging in rooms with massive amounts of people due to the need to keep those hitstun bullets up and reload at the same time.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 24, 2012, 01:55:25 AM
Perhaps if his normal recharge rate was lowered slightly to compensate...Then I'd support it.
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on February 24, 2012, 02:13:17 AM
Junk Man + Spawn Farthest = Most Broken Class Ever Concieved

That is all
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 24, 2012, 02:58:24 AM
Demoman + Enemy Spawn = Most Broken Class Ever Conceived

That is all
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 24, 2012, 03:05:41 AM
Quote from: "Korby"
Perhaps if his normal recharge rate was lowered slightly to compensate...Then I'd support it.

Would you be willing to compromise further and give him a miniscule buff while moving? So..

Nerfed reload while standing
Minibuff while moving
Small buff shooting.

 I end up standing still to gain that insane reload time pretty often.If you won't go further, I'll take your buff/nerf idea.
Title: mini bandwagon
Post by: TeirusuNuigurumi on February 24, 2012, 03:10:47 AM
heavy+lv3 dispenser+medic= most broken class ever.


anywho,
how long do junk's blocks stay around by chance
Title: Re: Class based modification (6B-Fix)
Post by: Orange juice :l on February 24, 2012, 03:12:16 AM
Skullman is entirely fine. If you need your barrier back, I typically just stop shooting, take aim, and start firing again with a full ammo bar.

Also, make junk blocks break on telefrag. Problem solved  :ugeek:  or so it would be, if I knew what I was talking about coding wise
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on February 24, 2012, 12:18:07 PM
Yesterday, I was playing as GutsMan and MetalMan. Everyone was saying that I was OP. Even I thought I was OP. When I was playing with MetalMan I never lost one game, and almost always beat the person in second place by about 5 frags (Shmeckie was second place most of the time). GutsMan is although more OP than MetalMan, because I never lost one game, and almost always beat the person in second place by about 10 frags (again Shmeckie mostly). With GutsMan, I was only fragged 3-5 times per game in a 20 fraglimit game.

I would say for GutsMan to have lowered defense and not be able to OHKO you to make him equal to the other RMs.

For MetalMan, I would just say to take away his ability of rolling his Metal Blades on the ground. (I don't think I've ever seen him do this in the first place. In MM2, when he shoots his Metal Blades at the ground, they go though the ground.)
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 24, 2012, 03:22:02 PM
I'd just like to say that I'm fine with Guts Arm OHKO'ing people, it's just that the way he does it is wrong.

The vanilla version (Super Arm) can only OHKO if you hit with the large rock AND with the small rocklet pieces.

The classes version (Guts Arm) can OHKO even if you blatantly miss with the large rock, as the four rocklets' combined damage can build up to at least 100 standard damage.

THIS IS WRONG AND NEEDS TO BE FIXED.

Again, I'm all for an OHKO Guts Arm, and I think it should be more powerful than Super Arm, I just think those rocklet pieces are ridiculously overpowered. Hell, you could basically rain down Guts Arm from a tall ledge and steal frags by clipping people with the debris.

My suggestion is to keep the large rock's attack power the same (or even buff it, crazy me :p) but nerf the attack power of the split fragments.
Title: Re: Class based modification (6B-Fix)
Post by: Max on February 24, 2012, 03:33:10 PM
Gutsman fires the same rocks as Megaman

Title: Re: Class based modification (6B-Fix)
Post by: Fyone on February 24, 2012, 03:37:25 PM
This is why I say to just make it weaker. Because of his high defense, he has lots of time to OHKO you. Even if he misses like 5 times, he's bound to hit you eventually with the OHKO. Just make his defense weaker and him not be able to OHKO you.
Title: Re: Class based modification (6B-Fix)
Post by: Laggy Blazko on February 24, 2012, 03:38:31 PM
It's strange how you always complain that Napalm Man is OP when I use it in DM (Even I think is OP, LOL) and i haven't seen too much messages about him in this thread.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on February 24, 2012, 03:39:04 PM
I don't really see him as OP.
Title: Re: Class based modification (6B-Fix)
Post by: Dr. Freeman on February 24, 2012, 03:57:27 PM
That server yesterday had auto aim on. So of course you're not going to miss, and of course there's going to be OHKOs. That's not exactly the classes fault if auto aim is on.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 24, 2012, 04:01:09 PM
I still vote for a Guts Arm switch-up; making the main rock very painful while nerfing the rock shards.

Super Arm has, like what, seven shots? Guts Arm has seven shots in rapid succession before having to reload. For free.

Mega Man has the standard 100 HP. Guts Man has quite a bit more than that.

Also Guts Man shouldn't be weak to bombs HE SHOULD BE WEAK TO SPACE/TIME DARN IT

YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN
Title: Re: Class based modification (6B-Fix)
Post by: Max on February 24, 2012, 04:47:53 PM
Quote from: "SmashBroPlusB"
YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN

POWERED UP WEAKNESS CYCLE MAKES NO SENSE

Cut > Bomb???

Elec > Time????????

Time > Guts??????????????
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 24, 2012, 05:17:28 PM
Cutting a fuse, and shorting out a clock, how does that not make sense?
though the last one...
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on February 24, 2012, 05:17:54 PM
Agreed on Guts Man being way OP. High defense, strong melee attack, AND a OHKO with nothing to offset it?! At least KY Classes offsets the OHKO by dropping his speed while holding a rock, making him a sitting duck while holding it. Here, there's no downside or chance taken in using a OHKO attack with infinite ammo.

I can also attest to Guts Man's ridiculousness; in the matches Fyone mentioned, I was playing Random, and any time Random gave me Guts Man, I was guaranteed a boost of several frags.

Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN

POWERED UP WEAKNESS CYCLE MAKES NO SENSE

Cut > Bomb???

Cuts his fuses off.

Quote
Elec > Time????????

Shorts out his time-controlling mechanism.

Quote
Time > Guts??????????????

Being slow and bulky as he is, Time Slow renders him helpless.
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on February 24, 2012, 05:18:44 PM
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN

POWERED UP WEAKNESS CYCLE MAKES NO SENSE

Cut > Bomb???
Cutman cuts the fuse. Makes perfect sense.

Elec > Time????????
Lightning storms cause power outages, which mess up clocks.

Time > Guts??????????????
...Gutsman wants to keep on a tight schedule? Construction projects take time? This one's a bit tricky, but hey, there's always at least one odd one out, it seems.

At least give the MM1/MMPU classes their PU weaknesses as a "secondary weakness."

Edit: Goddamnit, double-ninja'd
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on February 24, 2012, 05:41:05 PM
Quote from: "Epic Kirby"
That server yesterday had auto aim on. So of course you're not going to miss, and of course there's going to be OHKOs. That's not exactly the classes fault if auto aim is on.

I never use autoaim just to tell you. It screws me up. So even if autoaim was allowed on the server, I wasn't using it.
Title: Re: Class based modification (6B-Fix)
Post by: Myroc on February 24, 2012, 06:18:48 PM
Quote from: "Yellow Devil"
POWERED UP WEAKNESS CYCLE MAKES NO SENSE
There are quite a lot of weaknesses in the Mega Man series that do not make any sense. This is not anything new.
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 24, 2012, 06:34:58 PM
Quote from: "Myroc"
Quote from: "Yellow Devil"
POWERED UP WEAKNESS CYCLE MAKES NO SENSE
There are quite a lot of weaknesses in the Mega Man series that do not make any sense. This is not anything new.
Examples: Chargeman being weak to Power Stone
Shadowman to Top Spin
Shademan to Wild Coil
and Metalman to his own weapon
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 24, 2012, 06:57:57 PM
Quote from: "Game&Watcher"
Quote from: "Myroc"
Quote from: "Yellow Devil"
POWERED UP WEAKNESS CYCLE MAKES NO SENSE
There are quite a lot of weaknesses in the Mega Man series that do not make any sense. This is not anything new.
Examples: Chargeman being weak to Power Stone
Shadowman to Top Spin
Shademan to Wild Coil
and Metalman to his own weapon
Charge in context to his own game Power Stone makes sense, it bashes and dents him, he is also weak to Rain Flush in the GB game.
Shadow has high contact damage, and Top Spin does contact damage back at him.
Shade has low armor and Wild Coil can hit him while he is in the air knocking him off balance.
Metal is made of one of the strongest metals in the Megaman verse, his Metal Blades also made out of it and are able to cut anything with easy, including him. Also Metal's true weakness is Quick Boomerang.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 24, 2012, 08:23:50 PM
bombs blowing ice apart makes sense to me
fire lighting oil up in flames makes sense to me
slowing a big slow guy down even more makes sense to me

powered up weaknesses would close up any holes in the cycle

also, flash man has two weaknesses... make him weak to bombs, and cut the cutters? (pun intended)

and what category does crystal eye fall into? blunt spheres? if that's the case, knight crush doesn't do much against napalm man...
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 24, 2012, 08:34:09 PM
Quote from: "Gumballtoid"
and what category does crystal eye fall into? blunt spheres? if that's the case, knight crush doesn't do much against napalm man...
Crystal eye I assume messes up his targeting systems due to being like miniature mirrors flying around.  And Gemini Laser messes up his systems in Power Fighters.

Thats two bouncing weapons showing strength against Napalm, and Rebound Striker is used against his Wily Archive, so bouncing weapons are his weaknesses.
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 24, 2012, 09:23:23 PM
I think Charge being weak to Power Stone was a refrence on how trains derail if a large enough rock is on the rails.

That's what I always thought, anyway.
Title: Re: Class based modification (6B-Fix)
Post by: Alucard on February 24, 2012, 09:58:55 PM
I think the reason Chargeman is weak to Power Stone is because the size of the stones may clog up the smokestack on his head. (Not sure what it is called exactly, but you should know what I mean.)
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 24, 2012, 10:28:30 PM
It's not much, is it?
A buffed reload while firing for Skull Barrier. This would let him deal with crowds a bit easier.
Not enough to make him OP, just a small buff. Why would you be against it?

Orange, you never placed very high with Skull that one day,no offense.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 24, 2012, 11:11:05 PM
... So the consensus is "fix the darn PU weakness already", right?
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 24, 2012, 11:34:10 PM
No.

EDIT: I haven't heard a single suggestion for a "new weakness chain". If anything, we could leave Time and Oil without weaknesses.

Still, that's hardly an important issue regarding weakness chains right now. Powered Up used that weakness chain, we're using it, deal with it.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on February 24, 2012, 11:36:14 PM
GutsMan needs to be nerfed, correct? I wrote this again since the YD team never gave an proper "OK" that GutsMan will be nerfed.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 25, 2012, 12:21:04 AM
Quote from: "Fyone"
GutsMan needs to be nerfed, correct? I wrote this again since the YD team never gave an proper "OK" that GutsMan will be nerfed.
Yeah, he seriously needs it.
Powered Up weaknesses would be awesome, BTW.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 25, 2012, 12:51:37 AM
Quote from: "Daveris"
It's not much, is it?
A buffed reload while firing for Skull Barrier. This would let him deal with crowds a bit easier.
Not enough to make him OP, just a small buff. Why would you be against it?

Orange, you never placed very high with Skull that one day,no offense.

Ehh, just nerf Guts's health to a bit below Mega's.
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 25, 2012, 01:17:32 AM
I fail to see how Skullman's barrier has anything to do with nerfing Gutsman.

Gutsman's super arm is as devastating as the copywep version (I think), yet he has no limit to his firing ability. I suggest nerfing his RoF or damage output.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 25, 2012, 01:29:03 AM
Quote from: "TheDoc"
I fail to see how Skullman's barrier has anything to do with nerfing Gutsman.
It has nothing, lol. It's something I care to see amended, and it came up first, so...

Gutsman's super arm is as devastating as the copywep version (I think), yet he has no limit to his firing ability. I suggest nerfing his RoF or damage output.
ROF would be best...Why make his worse then Mega's?
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 25, 2012, 01:38:47 AM
Quote from: "Daveris"
Quote from: "TheDoc"
Gutsman's super arm is as devastating as the copywep version (I think), yet he has no limit to his firing ability. I suggest nerfing his RoF or damage output.
ROF would be best...Why make his worse then Mega's?

His RoF is the same as Mega's, his damage is the same as Mega's, AND he has unlimited of his weapon, AND he has a Gutspunch. I understand that other classes have the same damage as Mega, but this is Super Arm we're talking about. Super Arm is a very strong ranged weapon. Gutsman also has close-ranged defense with his Gutspunch.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 25, 2012, 03:12:32 AM
It seems I made a phrasing mistake. Perhaps it should be "I believe an ROF nerf would be best".

(EDIT) An idea came upon me while playing Power Fighters...

Nerf the GutsPunch to 50 damage per hit (No ROF nerf)
Reduce his ammo to 5 Super Arms
Give him the Arm variant in Power Fighters(No stone fragments, just a large stone)

This should balance him without making him UP.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 25, 2012, 10:33:15 PM
do dust crusher, junk shield, and oil slider fall into the same category? i was playing with bots and found that skullman is weak to all of them, but freezeman is only weak to junk shield. is this intentional, or will this be fixed?
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 26, 2012, 04:32:09 AM
Quote from: "Gumballtoid"
do dust crusher, junk shield, and oil slider fall into the same category? i was playing with bots and found that skullman is weak to all of them, but freezeman is only weak to junk shield. is this intentional, or will this be fixed?

Oil lubricates skeleton
Dust dirties skeleton
^ With Junk

Junk smashes ice
???
???
Probably intentional
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 26, 2012, 05:30:06 AM
Quote from: "Daveris"
Quote from: "Gumballtoid"
do dust crusher, junk shield, and oil slider fall into the same category? i was playing with bots and found that skullman is weak to all of them, but freezeman is only weak to junk shield. is this intentional, or will this be fixed?

Oil lubricates skeleton
Dust dirties skeleton
^ With Junk

Junk smashes ice
???
???
Probably intentional
Isn't the Dust Crusher a Big Glob of JUNK?  I think it is, and Freeze should be weak to it, but maybe not Oil Slider.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 26, 2012, 05:46:37 AM
I agree that Freezey Dude should be weak to Dust Crusher as well

maybe Freezey could also be weak to "OMFG YOU PUNCHED OUT MY FACE" weapons like the alt fists and Hard Knuckle

speaking of alt fists, Guts Punch shouldn't be classified as BUSTER ELEMENT
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 26, 2012, 12:57:17 PM
yeah, i assumed these fell into "elemental" categories, and these weapons would be just "junk"
but aren't oil spills in arctic areas a problem? wouldn't that do something more damaging on freezeman?
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 26, 2012, 03:39:16 PM
"but aren't oil spills in arctic areas a problem?"

Not in the short run...
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 26, 2012, 05:05:23 PM
Quote from: "Daveris"
"but aren't oil spills in arctic areas a problem?"

Not in the short run...

Dude, there is a quote button, you know...

Quote from: "Gumballtoid"
yeah, i assumed these fell into "elemental" categories, and these weapons would be just "junk"
but aren't oil spills in arctic areas a problem? wouldn't that do something more damaging on freezeman?

I think it would make more sense as well.  You can even look on his card from MM&B and it says that Freeze Man dislikes pollution, so why wouldn't Oil count for this?
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 26, 2012, 07:22:27 PM
Quote from: "Hunter_orion"
I think it would make more sense as well.  You can even look on his card from MM&B and it says that Freeze Man dislikes pollution, so why wouldn't Oil count for this?
Ok, I see now...
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 26, 2012, 07:34:46 PM
True, true.
Then that's a good question. Why isn't he weak to Oil Slider?
v6c, I suppose
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 26, 2012, 07:43:05 PM
One question, Why is Doc Robot the Flag Bearer?
Title: Re: Class based modification (6B-Fix)
Post by: Max on February 26, 2012, 07:57:43 PM
Because it makes sense for other classes to change into him.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 27, 2012, 01:05:58 AM
maybe they could change into auto or reggae instead? the docrobot would provide a more interesting class experience than a flag carrier class. plus, the autogineer doesn't seem likely at this point... :/
Title: Doc should've kept the random buster though :I
Post by: Hallan Parva on February 27, 2012, 01:59:24 AM
Quote from: "Gumballtoid"
plus, the autogineer doesn't seem likely at this point... :/
(http://media.tumblr.com/tumblr_lq3slnlTxO1qb0rnf.gif)


If you want Doc Robot, then go play KY classes.
If you want Auto the world's greatest hero, then STOP SPREADING LIES.

AUTOGINEER IS GOING TO HAPPEN.


also while I'm here
Quote from: "SmashBroPlusB"
speaking of alt fists, Guts Punch shouldn't be classified as BUSTER ELEMENT
Title: Re: Class based modification (6B-Fix)
Post by: Celebi on February 27, 2012, 04:17:21 PM
Quote from: "SmashBroPlusB"
speaking of alt fists, Guts Punch shouldn't be classified as BUSTER ELEMENT
It was BUSTER ELEMENT because no class had a weakness to busters when he was made, and after 6C, only Enker will be weak to BUSTER ELEMENT.

What is with the sudden points on Gutsman?  Did someone dominate greatly as Gutsman in a server or something?  Because this is turning into the same fate as Hardman.  Gutsman won't be able to summon rocks in the air in the next version.  

Also dumb pun time, Chargeman is weak to rocks, Megaman (ROCKman) lifts Chargeman by his leg in the Megaman 8 opening. 0:35
(click to show/hide)
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 27, 2012, 06:08:15 PM
It's just the same as Cut Man having a double pun by being weak to rocks.

I don't think Guts Man is doomed to be nerfed. He has a okay amount of damage as it is now (Even though I do agree that logically, Guts Man should not be able to pick up rocks up out of thin air...)
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 27, 2012, 06:12:41 PM
Quote from: "Hunter_orion"
It's just the same as Cut Man having a double pun by being weak to rocks.
Only in the US version, in the Japanese version of every single game every boss only takes 1 damage from an uncharged buster, that includes Cut, Metal. Splash Woman is the only one this rule does not apply to because she takes 2.
Title: Re: Class based modification (6B-Fix)
Post by: SaviorSword on February 27, 2012, 06:23:01 PM
Quote from: "What SaviorSword wrote a long time ago in the CSCC topic"
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?

Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), Enker?
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), Punk
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), Ballade
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), Quint

Edit: Updated with future weapons

We could group up attacks like this, with tweaks here and there if needed, and we could include most of the alt to be the same.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 27, 2012, 06:58:11 PM
Quote from: "SaviorSword"
Quote from: "What SaviorSword wrote a long time ago in the CSCC topic"
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?

Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), Enker?
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), Punk
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), Ballade
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), Quint

Edit: Updated with future weapons

We could group up attacks like this, with tweaks here and there if needed, and we could include most of the alt to be the same.

Then all ice masters would be weak to fire attacks. And all wind masters weak to thunder attacks. and all plant masters weak to fire and slicing attacks. And then the rest doesn't make any sense. And then you have one type with too many weaknesses, or one with few weaknesses. This kind of pairing is futile in its purpose of making an all-encompassing weakness scheme, because there isn't an equal number of masters assigned to each type.

I say we just review each Robot Master one by one, and try to assign a weakness according to how its canon weakness works.
Title: Re: Class based modification (6B-Fix)
Post by: SaviorSword on February 27, 2012, 07:25:30 PM
I'd rather run it so that whatever group a class is weak to, it'll inherent other weaknesses so long it is among the same group. For example, Fire Man will be weak to all Ice weapons (may include Water IF we really want to), Cut Man will be weak to all Rock weapons, Ice Man will be weak to all Thunder (not Fire) Weapons, and so on and so forth. Ones with a bit of a messier weakness like Skull, then we could create another group (Dust/Grabage/Unclean/"PoisonlolPokemontypes") just for Skull.
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 27, 2012, 08:17:41 PM
@fortegigagospel: so, in other words, Capcom is sexist...

But dude, you TOTALLY misunderstood me. I was simply pointing out how Cut Man has two puns from hus weakness to rocks: ROCKman, is the one that comes to defeat him, and in real life, we all know that rock smashes scissors. Simple as that.
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 27, 2012, 08:43:44 PM
I agree with Musashi; we shouldn't say this group is weak against this group. For example, Flashman would be weak against cutting things (not explosives, too. Just one of these "groups"), but would Gravityman? Starman? Even though Ringman is weak against Pharaoh, does that make him weak against Fire Storm?  If This is technically wrong. I think each RM should have their own unique set of weaknesses, not group is weak against group.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 27, 2012, 08:50:43 PM
first, i don't think there will be two of the same type in one game (crystal & stone)
crystal's weapon is a bouncing projectile (rebound striker, gemini laser)
individual robot masters have individual weaknesses, so ice man will not be weak to fire
weapons have a type that coincides with said individual weaknesses, determining what robot master they are effective against

i gotta get my take on this in :/
(click to show/hide)
just because a robot master is one type doesn't mean their weapon is the same type
EDIT: Welp, someone posted after me :/
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 27, 2012, 08:56:00 PM
Think of this, Ice Man is mentioned to being weak to "electricity" due to having many small parts inside his body. Ice is said to be weak to "ALL" electrical attacks. So what keeps Elec from being weak to all cutting weapons? Flash and Guts all explosives? Weapons with similar properties would work just as well against the same robot.  Napalm has shown weakness to Crystal Eye, Gemini Laser and Rebound Striker, all three weapons work similarly, who's to say the Rock Ball and Sonic Wave wouldn't be able to be just as effective against him just because they were never able to be used against him in game? Look at Enker and Punk, in there own games they had no weaknesses, but in V and 10 they had weaknesses to Rock Arm/Ballade Cracker and Salt Water/Mirror Buster. There weaknesses just weren't in there original games, doesn't mean they don't have any.

As for individual robots having 1 weakness, actually look at Crystal, in MM5 he is immune to Charge Kick, but in MMIV that is his weakness.  Snake is the same with Spark Shock between 3 and III.

Quote from: "Hunter_orion"
@fortegigagospel: so, in other words, Capcom is sexist...

But dude, you TOTALLY misunderstood me. I was simply pointing out how Cut Man has two puns from hus weakness to rocks: ROCKman, is the one that comes to defeat him, and in real life, we all know that rock smashes scissors. Simple as that.
Ah my bad.

And no capcom isn't sexist, it fits that she takes more damage from the buster (actually I think Jewel does too) because Splash spends most of the fight out of range of your buster, and her laser trident is the hardest hitting attack of the main 8 bosses. Splash is by all means the hardest boss in 9 to beat buster only because she hits so hard and is hard to hit.

Also she is one of the most agile bosses in the series, don't say Quick because remember Quick jumps twice then runs, and a design flaw makes it hard for him to stop running, hence he runs into walls, and Splash is in the air the the whole fight and is moving at about the same speed as Quick.
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 27, 2012, 09:21:55 PM
Quote from: "Gumballtoid"
first, i don't think there will be two of the same type in one game (crystal & stone)
crystal's weapon is a bouncing projectile (rebound striker, gemini laser)
individual robot masters have individual weaknesses, so ice man will not be weak to fire
weapons have a type that coincides with said individual weaknesses, determining what robot master they are effective against

i gotta get my take on this in :/
(click to show/hide)
just because a robot master is one type doesn't mean their weapon is the same type
EDIT: Welp, someone posted after me :/

You forgot Search Man.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 27, 2012, 09:32:36 PM
you know we tried assigning types to Robot Masters before (http://www.cutstuff.net/forum/viewtopic.php?f=23&t=2542)

and guess what happened ABSOLUTELY NOTHING
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 28, 2012, 12:23:25 AM
Why don't we focus on one boss's weakness and use common sense to figure out the rest? This is becoming much harder than it should be. I'll begin: Crashman is weak against Air Shooter, right? Then, by using our brains, we can deduct that he is also weak to Wind Storm because wind is air and air is wind. Now was that really that hard?
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 28, 2012, 12:49:55 AM
With my and Myroc and Sav's accute reasoning, we have depicted a somewhat consistent weakness chain for the MM1 classes, incorporating some features from both MM1 and PU's chain:

Quote
Bomb's weak to Fire Storm in MM1, so he should be slightly weak to all fire attacks (Fire, Heat, Pharaoh, Flame, Turbo).

Guts is weak to Hyper Bomb in MM1, so he should be weak to all explosive attacks that deal enough damage to hurt such mammoth of a robot. (Bomb, Crash, Drill, Napalm, Burst?). We also discussed if he should be weak to Time Slow ONLY or weak to ALL time/space attacks (Time, Flash, Bright, Gravity, Star?, Centaur). I plead on Guts being exclusively weak to Time Slow and Time Arrow.

Cut's weak to Super Arm in MM1 and PU, so he should be a bit more weak to all stone-based attacks (Guts, Stone).

Elec is weak to Oil Slider in PU, so he should be weak to all LIQUID-based attacks (Oil, Bubble, Toad, Wave).

Time is weak to Thunder Beam in PU, so the same weaknesses Ice has should apply to him as well (Elec, Spark, Cloud)

Ice is weak to Thunder Beam in MM1, so he should be weak to all electric attacks (Elec, Spark, Cloud).

Fire's weak to Ice Slasher in MM1 and PU, so he should be a bit more weak to all ice attacks (Ice, Blizzard, Freeze).

Oil is weak to Fire Storm in PU, so he should be a bit more weak to the same Bomb is (Fire, Heat, Pharaoh, Flame, Turbo).


The original weakness chain in MM1 goes Cut>Elec>Ice>Fire>Bomb>Guts
The PU weakness chain (i think) goes Cut>Bomb>Ice>Fire>Oil>Elec>Time>Guts

Discuss
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 12:57:15 AM
Quote from: "Musashi-COM"
With my and Myroc and Sav's accute reasoning, we have depicted a somewhat consistent weakness chain for the MM1 classes, incorporating some features from both MM1 and PU's chain:

Quote
Bomb's weak to Fire Storm in MM1, so he should be slightly weak to all fire attacks (Fire, Heat, Pharaoh, Flame, Turbo).

Guts is weak to Hyper Bomb in MM1, so he should be weak to all explosive attacks that deal enough damage to hurt such mammoth of a robot. (Bomb, Crash, Drill, Napalm, Burst?). We also discussed if he should be weak to Time Slow ONLY or weak to ALL time/space attacks (Time, Flash, Bright, Gravity, Star?, Centaur). I plead on Guts being exclusively weak to Time Slow and Time Arrow.

Cut's weak to Super Arm in MM1 and PU, so he should be a bit more weak to all stone-based attacks (Guts, Stone).

Elec is weak to Oil Slider in PU, so he should be weak to all LIQUID-based attacks (Oil, Bubble, Toad, Wave).

Time is weak to Thunder Beam in PU, so the same weaknesses Ice has should apply to him as well (Elec, Spark, Cloud)

Ice is weak to Thunder Beam in MM1, so he should be weak to all electric attacks (Elec, Spark, Cloud).

Fire's weak to Ice Slasher in MM1 and PU, so he should be a bit more weak to all ice attacks (Ice, Blizzard, Freeze).

Oil is weak to Fire Storm in PU, so he should be a bit more weak to the same Bomb is (Fire, Heat, Pharaoh, Flame, Turbo).


The original weakness chain in MM1 goes Cut>Elec>Ice>Fire>Bomb>Guts
The PU weakness chain (i think) goes Cut>Bomb>Ice>Fire>Oil>Elec>Time>Guts

Discuss
Looks right, Elec could swap to cut because the reasoning behind that was cutting electrical circuits, but liquids can mess up his powers.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 28, 2012, 01:05:39 AM
How about swapping Bomb's weakness with PU's weakness?

"Cutting the fuse" or maybe his sturdy armor isn't enough to resist a continous stream of slicing blows.

That way, Bomb would be weak to slicing attacks, which would include Cut, Metal, Quick?, Shadow? Gyro, Tomahawk and Slash

:S
Title: Re: Class based modification (6B-Fix)
Post by: TheDoc on February 28, 2012, 01:19:34 AM
Here's something I just thought of.

Fireman is weak against Ice slasher. That makes sense. That means he's weak to Ice, Freeze and Blizzard. But isn't Blizzardman weak against Flame Blast? Would that make Fireman weak against Blizzardman & Blizzardman weak against Fireman?
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on February 28, 2012, 01:25:09 AM
Quote from: "Celebi"
after 6C, only Enker will be weak to BUSTER ELEMENT.

Halle-freakin'-lujah!

Quote from: "Celebi"
What is with the sudden points on Gutsman?  Did someone dominate greatly as Gutsman in a server or something?

Several people did. Everyone who used him, actually, but Fyone stuck with him the most just to verify. Guts Man, as he is now, is pretty much just "Go ahead and OHKO everyone. Don't worry; you've got good armor, you'll get lots of chances."
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 28, 2012, 01:27:08 AM
Quote from: "TheDoc"
Here's something I just thought of.

Fireman is weak against Ice slasher. That makes sense. That means he's weak to Ice, Freeze and Blizzard. But isn't Blizzardman weak against Flame Blast? Would that make Fireman weak against Blizzardman & Blizzardman weak against Fireman?

Yes.

Fireman is one of the few fire robot masters weak to ice attacks.

I wouldn't have a problem with that.
Title: Re: Class based modification (6B-Fix)
Post by: SaviorSword on February 28, 2012, 01:36:13 AM
Again for the lack of a better term, I perfer Elec to have Poison as the secondary weakness rather than all water type. (Heck in MMPU Fire Man's attack was weakened underwater and Elec Man had no ill side-effects).

Now for some other class weaknesses, Gemini, Crystal, and Sprin' all bounce around. While I would want to avoid groupin' those 3 together, their traits are quite similar enough that they should all affect classes with "Bounce" weakness. So Needle would be weak to Gemini, Crystal, and Sprin' same with Napalam and Shade. The non-element weakness classes really needs a lot more thought than ones that don't. I'll dump in more ideas as I can think up.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 28, 2012, 02:09:12 AM
Quote from: "I"

(click to show/hide)
just because a robot master is one type doesn't mean their weapon is the same type
/me loudly clears his throat
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 28, 2012, 02:11:09 AM
Hnnng why the hell is he in nature
Title: Re: Class based modification (6B-Fix)
Post by: HD_ on February 28, 2012, 02:15:06 AM
Sheep is electric, not nature...
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 28, 2012, 02:20:32 AM
>Cloud in Air
>Didn't use one airbased attack

>:(
Title: Re: Class based modification (6B-Fix)
Post by: SaviorSword on February 28, 2012, 02:22:38 AM
I thank yar efforts to try to group up weapons, Gumball, but to be brutally honest ya didn't do quite a good job on it.
Title: Re: Class based modification (6B-Fix)
Post by: HD_ on February 28, 2012, 02:27:04 AM
Y'know the Mega Man wiki (http://megaman.wikia.com) has types for each of the weapons...
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 02:33:40 AM
Quote from: "Human Destroyer"
Y'know the Mega Man wiki (http://megaman.wikia.com) has types for each of the weapons...
Some of them are missing though but could easily be classified as something, such as Break Dash (Pluto's weapon) which is used to break down walls in stages.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 28, 2012, 03:15:12 AM
Quote from: "SaviorSword"
I thank yar efforts to try to group up weapons, Gumball, but to be brutally honest ya didn't do quite a good job on it.
weapons? oh, nope nopeity nope nope nope. these are the robot masters themselves. just 'cause they're one type doesn't mean their weapon is the same. i.e. topman is speed, but his weapon is physical. i can easily classify the weapons.

(click to show/hide)
i think this just about covers it
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 04:09:23 AM
Quote from: "Gumballtoid"
Quote from: "SaviorSword"
I thank yar efforts to try to group up weapons, Gumball, but to be brutally honest ya didn't do quite a good job on it.
weapons? oh, nope nopeity nope nope nope. these are the robot masters themselves. just 'cause they're one type doesn't mean their weapon is the same. i.e. topman is speed, but his weapon is physical. i can easily classify the weapons.

(click to show/hide)
i think this just about covers it

Some are also duel types, Napalm comes to mind.
(click to show/hide)
* is duel types
I tossed in other bosses as well.
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on February 28, 2012, 04:32:19 AM
I think you guys are Pokemon-ing this too much. This stuff needs to be on a case-by-case basis.
Title: Re: Class based modification (6B-Fix)
Post by: Celebi on February 28, 2012, 04:35:17 AM
I see no point in changing the weakness system damage types, the current system is looking as sharp as ever.
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 28, 2012, 06:42:55 AM
Um... why so many types?  8-10 should be plenty.   Just combine a few of the smaller ones like Water/Ice and Air/Electricity until you've got a more reasonable number of types that are closer to evenly distributed.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 08:17:45 AM
I wasn't listing them necessarily for 8bit, I did that more for an in general.
If limiting the cardnal Megaman elements should apply
Rock, Cut, Elec, Ice, Fire, Explosive, Water, Barrier. Those are the weapons that appeared the original game (water came in in 2 but it became a main for every game, and Fire Storm is counted as a barrier if you don't count it as one then Wood and then in most after).

If you aren't going to use damage types then you'd end up having to program every weakness to a boss or just leave it they are weak to what they were in game (which is a bad idea because then if you are having trouble with a character and want to switch to there weakness you only have 1 choice unless that weapon is in the map)
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 28, 2012, 10:34:13 AM
Quote from: "fortegigasgospel"
Rock, Cut, Elec, Ice, Fire, Explosive, Water, Barrier.

I don't like Barrier being it's own thing, since barriers are always made of something that could be categorized elsewhere.  Besides, that would be the only category defined by behavior of the attack rather than what it is you're attacking with.

How about Nature?
Title: Quick Man needs more weaknesses
Post by: Hallan Parva on February 28, 2012, 03:15:27 PM
Elec being weak to water is bullcrap.

He's weak to Oil Slider because it grounded his circuitry rendering him unable to attack. In that sense, he should be weak to things like Stone Stomp (rocks and dirt), Quint Digger (same reason), and Wood Man's version of Leaf Shield (the sturdy wood base absorbs the charges).

By using Mush's proposed weakness order, not only are there MORE weaknesses to cutters than before (raising the Metal Man problem), but Elec Man could be in a situation where he both beats water and is weak to water. Elec Man also has much greater coverage than before, which will greatly increase his usage (due to a lack of suitable counters outside of Water Wave), which in turn unintentionally cripples Time Man -- who is now only effective against ONE (maybe even NONE) other class!

I'm still in support for canon PU weakness chains. :ugeek:
Title: Re: Class based modification (6B-Fix)
Post by: SaviorSword on February 28, 2012, 03:30:56 PM
Quote from: "Shmeckie"
I think you guys are Pokemon-ing this too much. This stuff needs to be on a case-by-case basis.
More or less. It SEEMS to bit quite Pokemon-ish when ya gather up similar weapons. But in Mega Man, whatever type of robot ya are does not guarantee a weakness. Example, MOST Ice robots are weak to Fire weapons, but not in Ice Man's Case. Same with Fire Man's case as well, he is a Fire robot but is weak to Ice not to the tradition Wind weapons. Unlike in Pokemon, a Fire type will and always be weak to Water, Rock, Ground no matter what ya throw around (without countin' abilities of course for our matter).

I really not use the term "Poison", but I have no idea what other better term I can use. Elec's not weak to Water, he doesn't like the filth of Oil (See Elec's dialogue in MMPU) so Dust and Junk will fit the bill here.
Title: Re: Quick Man needs more weaknesses
Post by: Myroc on February 28, 2012, 04:18:05 PM
Quote from: "SmashBroPlusB"
*snip*
Congratulations, you've demonstrated the problem we ran into when we sat down and discussed this last night. Everyone has their own opinion on how a weakness works against a particular robot master. While some of them have few options to choose between and/or are generally easy to figure out, there is often no single particular "true" reason behind a particular weakness. Instead we are trying to get the whole "weakness" concept to work from a gameplay standpoint, rather than a flavor standpoint (although we are trying to remain as true to the vanilla games as we can).
Title: Re: Quick Man needs more weaknesses
Post by: MusashiAA on February 28, 2012, 06:24:42 PM
Quote from: "Myroc"
(although we are trying to remain as true to the vanilla games as we can).

no you fool you have doomed us all
Title: Re: Class based modification (6B-Fix)
Post by: Myroc on February 28, 2012, 07:17:27 PM
Addendum: Unless we do not find it feasible to do so.
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 28, 2012, 07:31:54 PM
I'm saying put attacks in groups and code RMs as individuals to be weak to whatever group or groups contains their cannon weakness.  No worrying about trying to explain why a weakness is what it is and only 8-10 groups total.  Keep it simple!
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 28, 2012, 08:19:20 PM
So...youre suggesting we do it a la battle network? That could be very feasible, except then what classification would the power trio fit into, or would they be neutral.

Another thing Ive noticed is while playing through mm7, Bass is not only weak to the super adaptor, but to Noise Crsuh as well (not as substantially as the adaptor, but stil...). Will that be facotred in as well?
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 28, 2012, 08:47:10 PM
I have no idea how battle network does anything, sorry.

Busters would be non-elemental, yes, and not necessarily limited to just the 'main' guys.  Dark Man's various forms seem like a good bet to put here as well, for example.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on February 28, 2012, 08:50:33 PM
there's a problem presenting us, it seems...
-if we have too many types, it'll be too complicated to be worth the time
-if there's not enough types, some weaknesses won't make sense
gotta find the balance :/
-fusing air and electricity would be questionable, because then flame man would be weak to spark shock. which doesn't make sense
-fusing water and ice is somewhat plausible, but then plant man would be weak to water wave, which makes even less sense
-however, small things, such as grouping boomerangs and needles together, would be more applicable and create less clutter; it would make sense for a boomerang to be effective on knightman due to his shield only protecting his front side
-knight crush could be a bouncing weapon, and sakugarne could be a physical attack
-junk shield might be classified as a toxin and not shield because there are so few toxin-like weapons that it would be the preferred choice, but since the only nature weapons are barriers, they could be a shield type
-since magnet missile and dive missile are so debatable, let's make them homing weapons
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 28, 2012, 08:57:57 PM
Who gives a shit why or how it works?  Weaknesses are what they are, stop thinking about it so hard.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 28, 2012, 09:20:07 PM
There's also the problem that some damagetypes are needed to allow certain effects, such as Gravityman(doesn't fit into any of the proposed types), and Sparkman(His attacks use damagetypes to stun you).
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 28, 2012, 09:44:15 PM
Fire - Fire, Heat, Pharaoh, Napalm, Flame, Turbo, Sword, Magma, Solar
Water - Ice, Bubble, Toad, Wave, Blizzard, Freeze, Frost, Aqua, Pump, Chill
Air - Elec, Air, Top, Spark, Gyro, Wind, Cloud, Charge, Clown, Tengu, Plug, Tornado, Sheep
Blunt - Guts, Hard, Dust, Stone, Crystal, Knight, Junk, Spring, Concrete, Jewel, Strike
Slash - Cut, Metal, Quick, Shadow, Needle, Ring, Yamato, Tomahawk, Blade, Nitro, Punk
Explosive - Bomb, Crash, Magnet, Dive, Drill, Burst, Grenade, Search, Commando, Ballade
Aether - Time, Flash, Gemini, Bright, Star, Shade, Astro, Splash, Galaxy, Enker
Nature - Oil, Wood, Snake, Skull, Plant, Gravity, Centaur, Slash, Hornet
(none) - Mega, Proto, Roll, Sniper Joe, Dark, Auto, Bass, Duo, Fake, Quint

Is it perfect?  Nope.
Is it good enough?  Probably.
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 28, 2012, 10:34:57 PM
Aether?

How about Time/Space? Also there are definetely a few questionable ones... Charge being in air doesn't seem right to me.

Here's how I see it.

(click to show/hide)

In this system, every class has at least five weaknesses. Admittably not perfect, but I think it works. Also I probably should've put Dive Man in water as well if I put Burst in there, but... Eh.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 10:42:46 PM
"napalm was a flammable liquid used in the Vietnam War"

Also for Napalm and Charge being fire
(click to show/hide)
http://i54.tinypic.com/a2aukn.jpg
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on February 28, 2012, 11:06:11 PM
Charge Man I could see.

Napalm Man... I know where you're coming from, but that attack was seen no where in the offical canon games. Besides, Fire already has so many robot masters.

Also, do you have more of those?
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 28, 2012, 11:14:16 PM
As many of you know, Windman has a problem with hallways, here's an idea to fix this, make his flight an item and give him Wind Storm as an Alt. Fire.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 11:36:28 PM
Quote from: "Star Dood"
Charge Man I could see.

Napalm Man... I know where you're coming from, but that attack was seen no where in the offical canon games. Besides, Fire already has so many robot masters.

Also, do you have more of those?
That attack IS the napalm bomb, a napalm is a flammable liquid, a firey bomb.  Look up what napalm is. I've been counting Napalm as a fire robot for years due to that. Also he wasn't a fire Navi in Battle Network for nothing, they never gave anyone an element that didn't fit them in classic.

Also all the ones I've found, bottom of the page: http://www.awkwardzombie.com/forum/viewtopic.php?f=4&t=4080&start=90
Or just google image search <robot master name> megamix
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 28, 2012, 11:45:11 PM
Quote from: "Game&Watcher"
As many of you know, Windman has a problem with hallways, here's an idea to fix this, make his flight an item and give him Wind Storm as an Alt. Fire.

I agree and support this fully. Why shouldn't Wind Man use Wind Storm?
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 28, 2012, 11:47:29 PM
Quote from: "Hunter_orion"
Quote from: "Game&Watcher"
As many of you know, Windman has a problem with hallways, here's an idea to fix this, make his flight an item and give him Wind Storm as an Alt. Fire.

I agree and support this fully. Why shouldn't Wind Man use Wind Storm?

Because Wind Man never actually used Windstorm?
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on February 29, 2012, 01:43:37 AM
I'm sorry, but Starman looks incredible :D
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 29, 2012, 02:08:16 AM
Quote from: "fortegigasgospel"
Because Wind Man never actually used Windstorm?
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 29, 2012, 02:29:37 AM
Quote from: "Hunter_orion"
Quote from: "fortegigasgospel"
Because Wind Man never actually used Windstorm?
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!
Shadow Man: Power Fighters he uses Shadow Clone Jitsu, vanishing while he is in the smoke.
Guts: Both arcade games he can punch.
Metal: I don't agree with, that would make more sense to be saved for Nitro
Knight: has a shield, it is logical

There is no evidence that Wind Man CAN use wind storm, for all we know his version of Wind Storm is the pulling.  The question was "Why shouldn't Wind Man use Wind Storm" and I gave a reason.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 29, 2012, 02:31:47 AM
Quote from: "fortegigasgospel"
Quote from: "Hunter_orion"
Quote from: "fortegigasgospel"
Because Wind Man never actually used Windstorm?
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!
Shadow Man: Power Fighters he uses Shadow Clone Jitsu, vanishing while he is in the smoke.
Guts: Both arcade games he can punch.
Metal: I don't agree with, that would make more sense to be saved for Nitro
Knight: has a shield, it is logical

There is no evidence that Wind Man CAN use wind storm, for all we know his version of Wind Storm is the pulling.  The question was "Why shouldn't Wind Man use Wind Storm" and I gave a reason.

Quote from: "MMKB entry on Wind Man"
With his weapon, Wind Storm, he can generate powerful winds that can reach a speed of 200m/s, which he uses to pull enemies, increasing the speed if damaged.
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 29, 2012, 02:38:33 AM
@fortegigagospel:  Let's talk the actual series, not some crappy and boring knock off of Street Fighter, shall we? Power Battles sucked.

@Musashi-COM:  And if that's the case, then why not give him his wind pull, that way he can pull them out of the hallway?  Wind Man's inability to fight in hallways is a genuine issue brought up multiple times.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on February 29, 2012, 02:52:21 AM
Quote from: "Hunter_orion"
@fortegigagospel:  Let's talk the actual series, not some crappy and boring knock off of Street Fighter, shall we? Power Battles sucked.

@Musashi-COM:  And if that's the case, then why not give him his wind pull, that way he can pull them out of the hallway?  Wind Man's inability to fight in hallways is a genuine issue brought up multiple times.

1.- You obviously haven't played the arcade games, or you're a hater. I don't care: those games are Mega Man games, and will be taken into account if necessary.

2.- Magnetism whiners. That is all.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on February 29, 2012, 03:32:39 AM
Quote from: "Musashi-COM"
Quote from: "Hunter_orion"
@fortegigagospel:  Let's talk the actual series, not some crappy and boring knock off of Street Fighter, shall we? Power Battles sucked.

@Musashi-COM:  And if that's the case, then why not give him his wind pull, that way he can pull them out of the hallway?  Wind Man's inability to fight in hallways is a genuine issue brought up multiple times.

1.- You obviously haven't played the arcade games, or you're a hater. I don't care: those games are Mega Man games, and will be taken into account if necessary.

2.- Magnetism whiners. That is all.
I love how people try saying they are fighting games, they aren't its basicly just megaman versus bosses, made to be an arcade game they you can play quickly and not need to spend hours on. They in no way resemble fighting games, uuuu they have special moves, which you execute by holding up when you release a charge, thats it.  Also they are cannon games which expand upon the robot masters abilities. Otherwise Pharaoh wouldn't have his flying, which ONLY shows up in Power Fighters.
Title: Re: Class based modification (6B-Fix)
Post by: NemZ on February 29, 2012, 07:21:14 AM
Quote from: "Star Dood"
Aether?

Yup, Aether (http://en.wikipedia.org/wiki/Luminiferous_aether).  As the theoretical 'stuff' of space through which light moves it seemed like a good name for a grouping of time, space, and light (including lasers) based effects.

My chart was based on weapons, not the RMs.  Yours is both more complicated and less balanced in terms of numbers per category.
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 29, 2012, 01:09:56 PM
Quote from: "Musashi-COM"
1.- You obviously haven't played the arcade games, or you're a hater. I don't care: those games are Mega Man games, and will be taken into account if necessary.

2.- Magnetism whiners. That is all.

I have played them, I don't hate them, I just didn't find them fun. I'm sure we all know a game like that...
I can also understand that they will be used under certain circumstances. But Wind Man trying to suck someone in is also in a Mega Man game, yet it is not being taken into account. And who cares about magnetism whiners? The ability is still there regardless of what they say, is it not? Besides, it doesn't have to damage them, just pull them somewhere so that Wind Man has a better chance of fighting.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on February 29, 2012, 01:30:18 PM
Magnetism is for shoving people off cliffs. Apparently it's also a sport.

The proposed "wind pull" would bring players CLOSER to the user, allowing a few hits with the Wind Gyro before they clip the walls and disappear.
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 29, 2012, 01:58:33 PM
Exactly! It's more of a double-edged sword as well, considering that it brings you closer to Wind Man. It also runs the risk of him being open for attacks, unless he can use Wind Gyro and Wind Pull simultaneously.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on February 29, 2012, 06:46:11 PM
I'm still against it because:
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 29, 2012, 06:56:15 PM
Its hard to aim those gyros as it is. I had one tdm where I used magnet to push players out of a halkway, and the wind still had to do some fancy manuvering to get the hits. Furthermore, I dont feel the third reason is valid, because if this mod bent to the whims of whiners, we'd have half the classes being one shot kill wusses, and the rest of them comparable to Jesus.
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on February 29, 2012, 10:43:10 PM
Quote from: "Korby"
I'm still against it because:
    No way to implement it without giving him a second weapon, or worse, an item
    Windmen should be rewarded for their ability to aim dem CONFUSIIINGGG GYROOOSSSSSS, and shouldn't have something else set up hits for them.
    While it would be hilarious, this would probably lead to flying Windmen pulling people off cliffs. Think about the whiners, man!
Although, I can live with turning his flight into an item, the other reasons are why I'd rather have him use a nerfed version of the Copy Weapon , or if they put in the pull, they should make it so that the Windman has to be grounded during the pull.
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on February 29, 2012, 11:09:23 PM
And that could be possible from a logical/canon standpoint. Perhaps the reason why he does it on the ground is because he can't generate enough wind to pull AND keep himself in the air??
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 04, 2012, 04:53:23 PM
I love how people call me OP when I use Skullman.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on March 04, 2012, 11:36:46 PM
SkullMan is OP DAMMIT.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 04, 2012, 11:38:36 PM
^Like that.

Anyway, he does kinda need a small increase in reload while firing.
Title: Re: Class based modification (6B-Fix)
Post by: Orange juice :l on March 05, 2012, 12:22:29 AM
Skull's fine. If you're playing as him, try to catch the slower bullets and play like a sniper. If you're playing against him, chase him down and try not to leave any slow moving projectiles in catching range. Dodge erratically.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on March 05, 2012, 04:46:23 PM
Quote from: "Daveris"
^Like that.

Anyway, he does kinda need a small increase in reload while firing.

So you want to make him more OP?
Title: Re: Class based modification (6B-Fix)
Post by: ice on March 05, 2012, 04:48:01 PM
ok, before you start pointing fingers and stuff, have you ever even played as skullman, let alone seen one outside lms?
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on March 05, 2012, 05:31:12 PM
Skully is only as powerful as you let him be. He has several major Achilles' heels: his barrier only lasts a few short seconds, the counter is only good if you can use it properly (which takes excellent timing with certain weapons), and finally, he is flat out screwed if he gets teamed up on.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on March 05, 2012, 05:54:56 PM
Quote from: "ice"
ok, before you start pointing fingers and stuff, have you ever even played as skullman, let alone seen one outside lms?

I have, and I felt OP. He's a cheap, and uses no skill. And yes, outside of LMS, he's not OP. But in LMS, he's beast.
Title: Re: Class based modification (6B-Fix)
Post by: Max on March 05, 2012, 06:03:52 PM
Quote from: "Fyone"
I have, and I felt OP. He's a cheap, and uses no skill. And yes, outside of LMS, he's not OP. But in LMS, he's beast.

(http://i0.kym-cdn.com/photos/images/newsfeed/000/240/102/cf9.gif)

We talked about this pre-6b darn it
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 05, 2012, 06:09:11 PM
Let's consider the following for a moment. In maps with lots of small hallways, aiming with Skull Man is easy. In open. large maps, it becomes harder. Isn't this the same case with every other non-homing shot class? I do have to mention though, that you actually need to aim those Skull Buster pellets for them to do damage, regardless of map size. If you go into Apache territory Keep the native American Indian jokes to yourselves =P guns blazing, you'll most probably get wrecked. Like with every other non-homing attack class. It takes some degree of skill to know when to shoot and when to back off. For example, if I see a team mate being followed by 2 or 3 enemies, I'll draw their attention to me as Skull Man, and use the chance to get my rage up. That's how I'd go about it, though. How everyone deals with a given situation is entirely up to them. I see Skull Man as an attention whore/sniping class, but there are some people that use him on direct confrontations all the time and win most of the time. Why is this? Because that's how they like to play the class! As far as issues with the class itself, I see nothing wrong with him. In fact, I would say he's just fine as he is. The "issue" here is the individual player's skill, not the class itself. Running low on HP with a Skull Man following? Try to avoid that next time.

My advice is, if a tactic does not work, switch to another. Remember that when you are struggling to win a match, so is your opponent, because they're as human as you (unless it's a bot! asdasdf). Also remember to switch classes if you keep getting killed with the same one, not just to place pressure on the opponent, but so that you get to try other aspects of the mod. Using a different class can easily change the way you play, but also bring about it's advantages and disadvantages. Keep this in mind.

And, that's the end of my two cents. Not saying anymore about it.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 05, 2012, 08:48:07 PM
Remember, there's always more than one way to play a class.

To use an example people would get I was originally going to use League of Legends but no one's played that, Pyros can be either defensive or offensive. An offensive Pyro will run around burning everything in his sight, while a defensive Pyro will run around and protect engie nests.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 06, 2012, 12:55:56 AM
*Coughcough*

Fake him out and he's left with 10 damage stunning shots. Unlike Ballade, they don't explode.
It was discussed earlier, and the solution was this:
Make a small nerf to his recharge while not firing, and a small buff to his recharge firing.
Mind you, this is to let him deal with crowds easier.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 06, 2012, 01:53:00 AM
But crowds is(are?) one of his counters. He's a duelist, not a crowd clearer.
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 07, 2012, 01:53:29 AM
Let's not have mode-exclusive classes, please.

Loaded terms aside, a simple buff/nerf will do much for him. In a duel, it may let him try his barrier twice, given that he can avoid well.
With crowds, it will let him get to that rage easier.
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on March 07, 2012, 02:03:40 AM
While I do agree with the prevailing sentiment that Skull Man is not OP, there is one thing he has that's a little ridiculous; the hitstun on his shots outside of hypermode. I can understand having that much stun in hypermode, but playing as Skull Man I've cheesed my way to victory with Skull by pinning someone down with the first shot and getting a few more in after that.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 07, 2012, 08:16:12 PM
this may be a bit off-topic, but it's something to consider:
why not make cut man's scissors like the super adaptor's wings? when he throws his cutter, the scissors can disappear to make it look like they were actually thrown, and when it returns to him, they can reappear.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 07, 2012, 08:31:32 PM
If I recall, we have cutterless sprites for Cutman when they're thrown, but I don't remember.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 07, 2012, 08:53:12 PM
Quote from: "Gumballtoid"
this may be a bit off-topic, but it's something to consider:
why not make cut man's scissors like the super adaptor's wings? when he throws his cutter, the scissors can disappear to make it look like they were actually thrown, and when it returns to him, they can reappear.

While at it give Cutman ability to use Super Adapter.
Quote
Cut Man is the only character other than Mega Man and Roll to use Rush's functions in a game; using Rush Jet in Super Adventure Rockman to save Mega Man.
(http://images2.wikia.nocookie.net/__cb20101027082530/megaman/images/4/43/Supercutman.jpg)
Title: Re: Class based modification (6B-Fix)
Post by: Ivory on March 07, 2012, 08:55:55 PM
...super mobile Cut Man with rolling cutter and/or super adapter fist? How about not.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on March 07, 2012, 08:58:58 PM
How about FUCK YES.

... Okay, maybe he wouldn't have the homing fist, but what about a close-range cross slash instead?
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on March 07, 2012, 09:00:43 PM
While Super Adapter Cutman would be absolutely hilarious, I doubt it would be a good idea balance-wise.

...Then again, this is YD classes, the one mod I will probably never take seriously.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 07, 2012, 09:01:20 PM
No.

That is all.
Title: Re: Class based modification (6B-Fix)
Post by: Beed28 on March 07, 2012, 09:35:57 PM
The damage on the Super Adaptor Cutter could do half damage to compensate.

Then again, he only used it against Mercuary and it proved useless against him (yes, I did read the Gigamix Mangas).
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 07, 2012, 10:02:47 PM
What the hell is this thing about Super Adaptor Cutman?!

If he's getting Super Adaptor forms, everyone from MM1 shou-owai, do you even know why Cutman's the only RM ever to have a Super form in the Ariga manga?

Not only do I think it's stretching it a bit too far (although plausible from a characterization point), but current Cutman doesn't need any kind of gameplay enhancing at all right now, and hopefully never will.

Also, I personally think we shouldn't ever take stuff from Ariganon. Ariganon in itself is just very descripting towards the original canon, but it's not much of a spring for new attacks and mechanics and whatnot. Just broadens the RM's character a bit more, and only in a few cases.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 07, 2012, 10:18:37 PM
but current Cutman doesn't need any kind of gameplay enhancing at all right now, and hopefully never will.

Personally, the faster cutter and lower jump with wall jump (which as I stated before, feel is more of a gimmick) is the reason I stopped using him at all (I used to main Cutman). In fact, I barely play YD classes now, except when a server with the mod has a lot of people in it.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 07, 2012, 10:51:37 PM
You could have found a new robot master to play. When I stopped playing Woodman, I didn't stop playing Classes, I just found a new class to play.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 07, 2012, 11:15:08 PM
Could've? Nah, I just lost interest in general. Of course, telling someone to use another class because the one they favorited changed drastically doesn't solve crud for that class. I still think that wall jump is a useless gimmick after trying it so much, and the faster cutter is mostly useless since Cutman was already faster than average.

But that's exactly why I play KY classes more now, so don't bother trying telling me (or anyone for that matter) what to do. You're basically stating: "Find another thing and have fun with it." It might work for you, but not for everyone else.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 07, 2012, 11:36:23 PM
But that's exactly what you did. You left this mod(one thing), and went to KY(another thing) and you're having fun with it.


On that note, I find Cutman's walljump to be useless, as I said a long time ago. He doesn't go fast enough for it to be useful.
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on March 07, 2012, 11:37:05 PM
Quote from: "Korby"
You could have found a new robot master to play. When I stopped playing Woodman, I didn't stop playing Classes, I just found a new class to play.

I used to main Random.
Then I mained Quint.
I now main Magnet Man and Junk Man.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 08, 2012, 12:12:54 AM
Quote from: "xColdxFusionx"
Quote from: "Korby"
You could have found a new robot master to play. When I stopped playing Woodman, I didn't stop playing Classes, I just found a new class to play.

I used to main Random.
Then I mained Quint.
I now main Magnet Man and Junk Man.

Ok guys, we know what to do now: rid of Quint, Magnet and Junk. Rid of Dive while we're at it.

EDIT: And on my own take on the note of v6 Cutman...

The jump height nerf was assumed to be countered by the walljump ability. Rolling Cutter AND Cutter Slice are weapons that just fit way too perfectly to a high mobility class like Cutman was (high jump, above average speed). This led to little risk in going into the battlefield guns blazing, seeing how easy it was to just jump all over the place dodging most attacks, while hurling maybe one of the most lethal projectiles in this modception at people AND having Slash Claw with nerfed damage and increased RoF.

This is why I believed a nerf was called for: said matchup was just way too much for the intended role Cutman was supposed to had.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 08, 2012, 05:23:37 AM
Oh... well, since you put it that way, I guess it's okay. I do believe the faster cutter may have been a bit too much, but since it has infinite ammo, I suppose it's a matter of re-learning how to aim it. It's kind of difficult at times, though, but that's me.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 08, 2012, 05:37:14 AM
Quote from: "Knux"
Oh... well, since you put it that way, I guess it's okay. I do believe the faster cutter may have been a bit too much, but since it has infinite ammo, I suppose it's a matter of re-learning how to aim it. It's kind of difficult at times, though, but that's me.
I'd hope it has infinite ammo seeing as Cutman's firing rate varies unlike most everyone else. He can't attack at all until that cutter gets back to him.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 08, 2012, 02:40:57 PM
i feel like the cutter's speed makes it more powerful, because if you miss, there's no real consequence, as it returns to you faster and you can simply throw it again. but on the other hand, the added speed reduces the ripping damage, so... rolling cutter is a tricky weapon in this case

on a somewhat-related note, i thought of a real good cutman joke...

mike adaptor
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 09, 2012, 01:41:53 AM
Whereas the best way to get frags with KY Knightman is to bounce the shot off a wall and land it right in the middle of someone...
Tricky indeed...

For Mike Adaptor, there's CMM in CSCM classes
Title: Re: Class based modification (6B-Fix)
Post by: -Daiki-TheOni on March 09, 2012, 01:05:40 PM
You know "Super Adventure Rockman"?
Megaman wields a double megabuster in one episode against Ra Moon.
Can you make this?
(http://images1.wikia.nocookie.net/__cb20080814234144/megaman/images/7/72/SARDoubleBuster.jpg)
http://megaman.wikia.com/wiki/MegaBuster
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 09, 2012, 03:45:09 PM
Quote from: "TheunlosingQuint"
You know "Super Adventure Rockman"?
Megaman wields a double megabuster in one episode against Ra Moon.
Can you make this?
(http://images1.wikia.nocookie.net/__cb20080814234144/megaman/images/7/72/SARDoubleBuster.jpg)
http://megaman.wikia.com/wiki/MegaBuster
Only after all the other robot masters gave him power, and it took a lot out of him to do with the boost.
Title: Re: Class based modification (6B-Fix)
Post by: -Daiki-TheOni on March 09, 2012, 05:48:38 PM
OK
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 09, 2012, 08:15:10 PM
i had a thought after watching some powered up gameplay...
why not give proto man a proto strike when he picks up a super adaptor?
(yes, i've posted quite a bit here lately, but these are all suggestions, so... don't hate me)
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on March 09, 2012, 11:49:10 PM
Quote from: "Daveris"
Whereas the best way to get frags with KY Knightman is to bounce the shot off a wall and land it right in the middle of someone...
Tricky indeed...

For Mike Adaptor, there's CMM in CSCC

Fixed.

CSCC != CSCM.

Call it a pet peeve, but it's true

Quote from: "Musashi-COM"

Ok guys, we know what to do now: rid of Quint, Magnet and Junk. Rid of Dive while we're at it.

I have to admit, this legitimately made me laugh.
Title: Re: Class based modification (6B-Fix)
Post by: Celebi on March 10, 2012, 01:27:12 AM
It would help if some of you came up with obituaries for certain weapons without them.

Examples, Springman's fist, Flashman's Flash, *Brightman's incoming flash in the next version, and several others.

(click to show/hide)
Title: Re: Class based modification (6B-Fix)
Post by: GameAndWatcher on March 10, 2012, 01:50:00 AM
Y was Pawnched by X's Falcon Spring-loaded Punch
Y was blinded by X's Flash Stopper.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 10, 2012, 04:29:45 AM
i can't wait to see dat darkman3
i'm totally going to main him (unless enker's taunt is too perfect to ignore)
literally counting the days on my hands until v6c (i'm gonna need more hands, btw)
and is roll riding on her broom...?

metalman's gear: playerA underwent facial reconstruction with playerB's metal gear
flashman's flash: playerA was beaten in a flash by playerB's time stopper (time bender...?)
dustman's buster: playerA was pelted by playerB's dust buster (heheh, obscure references...)
junkman's giant heaping junk block: playerA was blocked by playerB's junk block
shademan's diving: playerA was petrified by playerB's diving
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 11, 2012, 12:13:03 AM
Some thoughts on those obituaries:

metalman's gear: playerA underwent facial reconstruction with playerB's metal gear
That sounds a bit too crude for this. How about "was remodeled into scrap"?

flashman's flash: playerA was beaten in a flash by playerB's time stopper (time bender...?)
Lol yes, this.

dustman's buster: playerA was pelted by playerB's dust buster (heheh, obscure references...)
Sure, why not.

junkman's giant heaping junk block: playerA was blocked by playerB's junk block
I'd say: "ran right into", but this could also work.

shademan's diving: playerA was petrified by playerB's diving
I was thinking more along the lines of: "X was drained by Y's Drain Dive." I believe petrified should be left for the Hydra Stare attack, if that's ever implemented.
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on March 11, 2012, 01:30:00 AM
Did someone say "obituaries?"

(click to show/hide)
Title: Re: Class based modification (6B-Fix)
Post by: Atticus on March 11, 2012, 01:38:08 AM
x was burst by y's Danger Wrap!
x was sprung by y's Wild Coil!
x was grinded by y's Metal Gear!
x was scrapped by y's Dust Buster!
x was drained by y's Vampire Dive!
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 11, 2012, 02:21:01 AM
Quote from: "xColdxFusionx"
%o spawned inside %k's Junk Block

YES YES YES
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on March 12, 2012, 09:14:11 AM
oh boy another obituary contest

COLDY YOU BETTER PICK SHOCKWAVE THIS TIME

YOUR OBITUARY WAS CUTE.  D:
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 12, 2012, 08:44:27 PM
i'll give coolguy the rest of those, but beaten in a flash stays
it's too lulzy

from what i've heard, your spriters are somewhat-buried
if y'all need my help, gimme a ring
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on March 13, 2012, 01:52:26 AM
metalman's chainsaw blade gear thing-

X got his face scrapped by Y's metal gear blade (or whatever its called)

shademan's drain dive-

X did'nt count on having his oil sucked out by Y's drain dive (or whatever)[lolthecountreference]

junk's block-

X became one with Y's junk block

burst's alt bubbles-

X took Y's bubble ride and paid for it

another shade drain dive-

X became a nice tastey snack for Y
Title: Re: Class based modification (6B-Fix)
Post by: Davregis on March 13, 2012, 02:58:59 PM
I might actually check out Shade Man for a main... I've not seen him used well.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on March 13, 2012, 04:37:58 PM
In addition to the weapons needing obituaries, I also included a few alternate lines for existing weapons.
For reference, Jack Punch is Spring Man's alt-fire. It reminded me of the spring-loaded Jack in the box.
Saw Blade is Metal Man's alt, Shade Sweep is Shade Man's diving attack, and Turbo Tackle is Turbo Man's car form.


%o was rebounded away by %k's Bubble Lead.
%o couldn't jump over %k's Bubble Lead.
%o was rocked by %k's Junk Blocks.
%o got a Tetris from %k's Junk Blocks.
%o was blinded by the light from %k's Bright Stopper.
%o ran out of gum due to %k's Jack Punch.
%o got a surprise from %k's Jack Punch.
%o isn't laughing from %k's Jack Punch.
%k's Jack Punch gave %o a little SPRING in his/her/their step.
%o let it rip with %k's Saw Blade.
%k's Saw Blade made %o grind his/her/their gears.
%o was given a call by %k's Dust Buster.
%o got a call from %k's Dust Buster.
%o was recycled by %k's Dust Buster.
%o's life was leeched by %k's Shade Sweep.
%o's power was stolen by %k's Shade Sweep.
%o lost ONE! ONE LIFE! from %k's Shade Sweep, AH AH AH!
%o didn't catch Roboenza, but caught %k's Shade Sweep instead.
%o felt his/her/their time shortened by %k's Time Stopper.
%o became lost in time due to %k's Time Stopper.
%o became an anomaly in %k's Time Stopper.
%o was rock blocked by %k's Super Arm.
%o was pounded into the ground by %k's Guts Punch.
%o was deleted by %k's Guts Punch.
%o couldn't solidly handle %k's Search Snake.
%o was trapped and wrapped by %k's Danger Wrap.
%o got caught by %k's Danger Wrap.
%o mistakenly walked under %k's Ceiling Danger Wrap.
%o couldn't roll out of %k's Turbo Tackle.
%o was forced into a pit stop by %k's Turbo Tackle.
Title: Re: Class based modification (6B-Fix)
Post by: Tails on March 16, 2012, 01:25:21 AM
Will the MMV Robot Masters be taken into consideration into this mod?
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 16, 2012, 01:34:27 AM
Quote from: "Tails_Hatsune"
Will the MMV Robot Masters be taken into consideration into this mod?
good question... does this apply to mm&b also?
i think so, 'cause powered up...
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 16, 2012, 01:36:39 AM
As of currently their weapons, maps and skins aren't completed yet. I'd worry about adding them after their respective expansions are done.  PU being added makes sense because their expansion is done.
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on March 16, 2012, 01:40:56 AM
blatant lies

all the skins are on the old-as-all-get-out wiki
the weapons were done by King Yamato ages ago
maps don't matter because we're total hipsters

I am in full support for MMV classes
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 16, 2012, 02:00:47 AM
yea, if we wanted to, mmv could be added, but mercury would be real hard to code...
and maybe mm&b should come after mm8
but not one of these comes before v6c
i'm countin' the days on mah hands 'til that release (running out of hands O_o)
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 16, 2012, 02:03:18 AM
Quote from: "Gumballtoid"
does this apply to mm&b also?
Yes.

I don't think we'll have MMV classes because Roc would eat our faces.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 16, 2012, 02:05:44 AM
Eat our faces over Mega Man V classes? I thought he would over Mega Man 7 clas-ahem, Rockman 7 Famicom class-owait...
Title: Re: Class based modification (6B-Fix)
Post by: Atticus on March 16, 2012, 02:30:38 AM
Just something I've been wondering for a while, why did Slashman get his dash cancel removed, and is there any chance he could get it back? It was a really useful tool.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 16, 2012, 04:43:21 AM
Quote from: "coolguy773"
why did Slashman get his dash cancel removed, and is there any chance he could get it back?

Imagine this:

Slash Dash allows the user to move at circa FTL speed, but it could only be used when the ammo bar is full. You could literally zip across maps in a bit more than 3 seconds without losing much ammo, because you could just cancel the dash with mainfire and retain the remaining ammo. That way, you don't have to wait for the full ammo bar to regenerate and dash out of peril. I believe such mobility could only be compensated in two ways:

1.- Nerf Slash's defense, which is already low enough to allow the class to attack with Slash Claw without making it UP.

2.- Nerf Slash Claw's damage, and we end up with a carbon copy of the copywep version, just without the ammo usage penalty.

Another way to go around this would be to make Slash Claw consume ammo, but I'm not sure how that would work out for a melee class. Regardless of what, such mobility is very scary, so most of us agreed on that change to compensate the FTL speed Slash Dash could achieve.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 16, 2012, 05:33:35 AM
Funfact, he didn't go NEARLY as fast in my early builds for him.
not sure why he was changed.
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on March 16, 2012, 08:20:55 PM
Quote from: "Musashi-COM"
Quote from: "coolguy773"
why did Slashman get his dash cancel removed, and is there any chance he could get it back?

Imagine this:

Slash Dash allows the user to move at circa FTL speed, but it could only be used when the ammo bar is full. You could literally zip across maps in a bit more than 3 seconds without losing much ammo, because you could just cancel the dash with mainfire and retain the remaining ammo. That way, you don't have to wait for the full ammo bar to regenerate and dash out of peril. I believe such mobility could only be compensated in two ways:

1.- Nerf Slash's defense, which is already low enough to allow the class to attack with Slash Claw without making it UP.

2.- Nerf Slash Claw's damage, and we end up with a carbon copy of the copywep version, just without the ammo usage penalty.

Another way to go around this would be to make Slash Claw consume ammo, but I'm not sure how that would work out for a melee class. Regardless of what, such mobility is very scary, so most of us agreed on that change to compensate the FTL speed Slash Dash could achieve.

Considering Slash Dash has a separate obituary, I'd imagine it's a separate firing state. My suggestion: Dash Canceling should drain all of his ammo no matter when he does it. I'm 90% sure this is how the Chargin' Targe works in TF2, so why not here?
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 16, 2012, 08:31:49 PM
I'm 90% sure this is how the Chargin' Targe works in TF2, so why not here?

You said it works there. Well, for here, I have to guess that we won't know until we try!
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 16, 2012, 08:46:41 PM
after playing CSCC for the first time a few days ago, i thought, "should yellow devil be a bot class?"
so... should he?
it would be neat, definitely...
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 16, 2012, 09:06:20 PM
Quote from: "xColdxFusionx"
My suggestion: Dash Canceling should drain all of his ammo no matter when he does it. I'm 90% sure this is how the Chargin' Targe works in TF2, so why not here?

Go hit altfire then hit mainfire.
Title: Re: Class based modification (6B-Fix)
Post by: Atticus on March 17, 2012, 12:55:46 AM
I honestly wouldn't mind if Slash's defense or damage was nerfed, hell, or even if his dash was reduced in legth. But I really wish he could've kept the cancel. It was extremely useful in combat and it was easier than having to attack to end it.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 17, 2012, 02:56:08 AM
Actually, considering that you can fire to cancel it, it's not actually a problem. Derp, I forgot he could do that.
Title: Re: Class based modification (6B-Fix)
Post by: Atticus on March 17, 2012, 03:00:31 AM
But it's inconvinient and not nearly as practical. It wastes all your ammo, so you have to wait for it to come back. With the cancel, you just needed to traverse the distance you needed to traverse and right click, Save ammo, have another dash ready in a second.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 17, 2012, 03:03:01 AM
Well...

(click to show/hide)

Pretty much that. We don't need people abusing it.
Title: Look at dat Slash Man runnin'. He haulin' ass!.
Post by: MusashiAA on March 17, 2012, 07:59:22 AM
Quote from: "Knux"
Well...

(click to show/hide)

Pretty much that. We don't need people abusing it.

You could either do what I described on my post, or something else: readd dash-cancelling, but change the way Slash Dash works so it doesn't give TOO MUCH mobility.

Although Cold was wrong on thinking Slash Dash works 90% like Chargin' Targe, he raised a good way to nerf Slash Dash in the given case dash-cancelling were to come back: make Slash Dash WORK like Chargin' Targe:

That is, by heavily reducing strafing and forcing the class to attack when they collide with ANYTHING. But then you would lose the current X-like wall climbing ability Slash can perform, because you would be forced to attack whenever you collide against wall when dashing. Not only that, but you would also keep the abusive characteristic that caused the nerf in the first place.
Title: Re: Class based modification (6B-Fix)
Post by: Myroc on March 17, 2012, 08:37:43 AM
Quote from: "coolguy773"
But it's inconvinient and not nearly as practical. It wastes all your ammo, so you have to wait for it to come back. With the cancel, you just needed to traverse the distance you needed to traverse and right click, Save ammo, have another dash ready in a second.
That's the point. You're not supposed to have another dash ready in a second.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 18, 2012, 01:53:17 AM
You're not supposed to be able to go stupidly fast and run around wherever you want, assassinating people left and right. You're supposed to decide which person it'd be the best to kill, then either hide and wait to recharge, fight your way out of a situation, or go search for someone new to kill.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 20, 2012, 04:36:24 PM
I've been wondering, instead of having multiple classes all the exact same such as 3 Megamans, 3 Protomans, 2 Napalm Mans, 2 Slash Mans and 2 Ballades. Why not just make 1 class for them, and the other looks selectable skins?

Do we really need Megaman, Megaman - Hair and Megaman? all as different classes?
Proto Man, Protoman - Hair and Breakman separate?
Slashman7FC and Slashman MM10 being two different ones?
And Ballade and Ballade with his armor?

And if the hairs take more damage like in MM9 and 10, who would use them over the helmeted ones with better defense and nothing weaker?  And Megaman? and Breakman, whats the difference from the Mega and Proto?

If you really wanna have them make them different. For instance Protoman never charged until Megaman 7, give Break the triple shot jump from 3 or the scatter shoot jump from 7 as his main fire and the shield dash as his alt or just mix those around to the others.
Title: Re: Class based modification (6B-Fix)
Post by: Max on March 20, 2012, 05:08:04 PM
Skins don't work properly, don't know why, but I just never got them to work.
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 20, 2012, 06:00:35 PM
Quote from: "Yellow Devil"
Skins don't work properly, don't know why, but I just never got them to work.
Ah, ok, that makes sense then.
Title: Re: Class based modification (6B-Fix)
Post by: xColdxFusionx on March 20, 2012, 09:03:10 PM
Quote from: "Yellow Devil"
Skins don't work properly, don't know why, but I just never got them to work.

I was going to give xCFx a "Retro" (Read: Gyroman) skin, but I had a similar problem. I think the sprites for the skin have to exist in the file you're putting the SKININFO in, but I'm not sure on this.
Title: Re: Class based modification (6B-Fix)
Post by: Laggy Blazko on March 20, 2012, 09:24:41 PM
Try replacing every "PLAY" sprite in the class' DECORATE.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on March 21, 2012, 12:34:02 AM
i don't see any problem with slash.  his claws can rip a copy class to shreads at point blank, which the dash helps with. plus figure since he wall jumps and dashing and wall jumping turns him into a damn ninja, i am happy that the cancel is gone. he'd be pretty much a roboenza zambie with a faster climb and a mencing claw attack.


say YD, how's stoneman's update going?
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on March 21, 2012, 11:27:36 PM
didn't somebody make a skin fix for this though

I could've sworn Beed28 or JaxOf7 or somebody good at coding did a fix for this

they used your .ini player info to pick a skin for Napalm Man

I'm pretty sure they already did this
Title: Re: Class based modification (6B-Fix)
Post by: JaxOf7 on March 22, 2012, 12:14:25 AM
Last entry. (http://cutstuff.net/forum/viewtopic.php?f=28&t=3141)

Will go in at some point, not sure when.
Title: Re: Class based modification (6B-Fix)
Post by: Duora Super Gyro on March 22, 2012, 12:25:24 AM
So what are you guys gonna do for Roll?
Title: Re: Class based modification (6B-Fix)
Post by: Hallan Parva on March 22, 2012, 12:29:00 AM
I was right in the middle of digging through this nearly-500-page topic when you put that up. You're a lifesaver.

Incidentally, do you know if it could be modified to change other things (like weapon loadouts, for instance)?

EDIT: never mind I'm a freaking idiot LEARN TO READ SMASHBRO
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 22, 2012, 03:15:47 PM
oh, that reminds me... since plant barrier does no damage, are you going to do what you did with skull barrier? make a plant cannon or something?
and is quickman gonna be weak to dem spacetime attacks?
also, I saw megaman made a dr. light in a robot suit man... thing. perhaps light could be a reskin of wily (with megaman's permission to use the skin, of course)?
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on March 22, 2012, 04:46:42 PM
I say yes, but what would his capsule be?
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 22, 2012, 05:01:11 PM
Quote from: "Gumballtoid"
oh, that reminds me... since plant barrier does no damage, are you going to do what you did with skull barrier? make a plant cannon or something?
and is quickman gonna be weak to dem spacetime attacks?
also, I saw megaman made a dr. light in a robot suit man... thing. perhaps light could be a reskin of wily (with megaman's permission to use the skin, of course)?
*cough*Plant Turrets*cough*
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 22, 2012, 05:35:40 PM
Quote from: "Hunter_orion"
I say yes, but what would his capsule be?
ah... maybe an edit of the MM5 capsule? i think that one was lacking skulls...

(http://images2.wikia.nocookie.net/__cb20100403184361/megaman/images/3/3f/MM5WilyCapsule.png) (http://img853.imageshack.us/img853/1367/drlight.png)

just turn that W into an L and yer set! i've always liked the MM5 wily capsule design.
i saw that skin, and i thought... it's just so... perfect!
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on March 23, 2012, 03:22:27 AM
Hmm...in that case...

YES!! DO IT!!!
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 25, 2012, 12:02:09 AM
It would be rather neat to see Dr. Light square off with Dr. Wily, wouldn't it?

On a completely unrelated note, is there a wad to make Enemy Classes compatible with this?
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on March 25, 2012, 04:00:34 AM
Or for that matter, the Cutstuff Community Classes?  I personally think it would be badass to watch CutManMike thrash the hell out of Cut Man...  :evil:
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 25, 2012, 05:06:55 AM
Community Classes used to be compatible, but due to various reasons, it was cut.
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on March 25, 2012, 05:16:19 AM
To be honest, the idea of Dr. Light joining in the fight just seems silly. Especially by giving him Dr. Wily's suit and Capsule.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 25, 2012, 05:28:46 AM
Technically, that suit's more based on Auto and doesn't look too terribly like the Skull Suit, but Light joining the battle does seem silly.

...unless you read Bob and George a lot, in which case, his mech needs to be a lot bigger.
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on March 25, 2012, 06:49:54 AM
Quote from: "Korby"
...unless you read Bob and George a lot...

But then, why would you?

OH!
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 25, 2012, 07:23:48 AM
Dr. Light would look at home in the middle of a battlefield about as much as a fly in a cage of toads. He's just not the type to be fighting.

STILL, let's look at a little something...
(click to show/hide)
Furthermore, this is YD Classes. The science side of classes!
Title: Re: Class based modification (6B-Fix)
Post by: Shmeckie on March 25, 2012, 08:03:47 AM
...He'd get Baby Bowser to yell at me?
Title: Re: Class based modification (6B-Fix)
Post by: JaxOf7 on March 25, 2012, 09:39:40 AM
Wily class is none other than a robot copy sent into battle.
Wily has made a robot copy of Light.

I'm not opposed to a Light alt-skin, but I would like to have hilariously obvious hints it's not really Light.
Title: Re: Class based modification (6B-Fix)
Post by: Laggy Blazko on March 25, 2012, 03:38:03 PM
Quote from: "Hunter_orion"
Or for that matter, the Cutstuff Community Classes?  I personally think it would be badass to watch CutManMike thrash the hell out of Cut Man...  :evil:
Heh, I've been working on a patch to make CSCC compatible with these classes, but if I can't make it to work this week I'll say "screw this" and abandon it. I have to add some states to every class and re-number some scripts.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 25, 2012, 03:54:57 PM
Howzabout the Enemy Classes? I personally wanna see Protoman and Sniper Joe duelin' it out.

Also, there were fake Dr. Light "neck-coil" thing sprites in Megaman 9 that could be used.
I was only suggesting it because I saw it in Megaman's skins and I thought it would be too perfect.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on March 25, 2012, 06:27:39 PM
i would love to see dr. light runnin' around with a gun.
DR. LIGHT CLASS FER V6D

v6d cause v6c is coming soon


and gumballtoid's idea sounds pretty darn cool.

who would'ent wanna see a random met fight a RM to the death?
Title: Re: Class based modification (6B-Fix)
Post by: Myroc on March 25, 2012, 09:07:22 PM
I am opposed to a Dr. Light class. Being a pacifist, he shouldn't be running around on the battlefield at all, much less blasting robots left and right. The fact that you're trying to pass him off as a robot copy is just a thinly veiled excuse to justify the above, and is basically meaningless. Leave Light outside the battlefield where he belongs.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 25, 2012, 09:38:04 PM
I am opposed as well for the reasons stated by Myroc, and because we're kinda shifting out alternate skin classes, so having Dr. Light being a reskin of Dr. Wily class kinda defeats the purpose of, well, shifting out of alternate skin classes.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 25, 2012, 11:06:12 PM
Fair enough, but is there a way to use YD and Enemy Classes in the same server? Right now, they're not compatible.
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on March 25, 2012, 11:55:12 PM
How about using Auto instead?
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 26, 2012, 12:11:41 AM
Auto should probably be its own class. It has potential to become something other than a Wily reskin.

IIRC, we should be working on making bot classes for, erm, bots that currently don't have one. Roll was actually made to fullfill said spot, and the rest should be done by 6D/7A.

Roll bot already has a corresponding class.

Auto, Alien, Sniper Joe and Doc Robot bots still needs their corresponding class, and IIRC some of those will be bot-exclusive.
Title: Re: Class based modification (6B-Fix)
Post by: TeirusuNuigurumi on March 26, 2012, 12:15:55 AM
if auto gets a class, i can see alot of fireworks being shot all over the place.
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on March 26, 2012, 12:35:08 AM
Quote from: "Myroc"
I am opposed to a Dr. Light class. Being a pacifist, he shouldn't be running around on the battlefield at all, much less blasting robots left and right. The fact that you're trying to pass him off as a robot copy is just a thinly veiled excuse to justify the above, and is basically meaningless. Leave Light outside the battlefield where he belongs.

I have to disagree with the pacifist bit. I'm friends with a pacifist, yet he's fought before. Someone jumped him in an alley, and for someone who said they would never harm another human being, he pulverized the guy. So clearly, even those opposed to violence will partake in it if the occasion calls for it.

Furthermore, if he's such a pacifist, why would he even agree to convert Rock into Mega Man? If his beliefs were pure pacifist, he could not create a weapon like Mega Man in good conscience, especially if he had the ability to reason that he may use his powers for the wrong purposes. I know that particular bit is hypothetical, but it's the same principle of giving away a gun. You can give the person the gun and say "Use it only to protect the innocent", but you can't guarantee that that's what will happen. Additionally, he turned right around and made X, a robot based solely for combat (unlike Mega Man who was modified into a combat robot.) So, in conclusion, Dr. Light was well aware of the risks of making Rock into Mega Man, yet he did it anyway, meaning he can't be a total pacifist.

Quote
and because we're kinda shifting out alternate skin classes, so having Dr. Light being a reskin of Dr. Wily class kinda defeats the purpose of, well, shifting out of alternate skin classes.
I can, however, understand this as a reason. But on a serious note, Since when? This is news to me. Does this mean that the additional Proto Man, Mega Man, and Ballade skins are going to disappear?
Title: Re: Class based modification (6B-Fix)
Post by: Magnet Dood on March 26, 2012, 12:47:30 AM
But what about the Dark Men? Are they done?
Title: Re: Class based modification (6B-Fix)
Post by: fortegigasgospel on March 26, 2012, 12:50:59 AM
Quote from: "Hunter_orion"
Quote from: "Myroc"
I am opposed to a Dr. Light class. Being a pacifist, he shouldn't be running around on the battlefield at all, much less blasting robots left and right. The fact that you're trying to pass him off as a robot copy is just a thinly veiled excuse to justify the above, and is basically meaningless. Leave Light outside the battlefield where he belongs.

I have to disagree with the pacifist bit. I'm friends with a pacifist, yet he's fought before. Someone jumped him in an alley, and for someone who said they would never harm another human being, he pulverized the guy. So clearly, even those opposed to violence will partake in it if the occasion calls for it.

Furthermore, if he's such a pacifist, why would he even agree to convert Rock into Mega Man? If his beliefs were pure pacifist, he could not create a weapon like Mega Man in good conscience, especially if he had the ability to reason that he may use his powers for the wrong purposes. I know that particular bit is hypothetical, but it's the same principle of giving away a gun. You can give the person the gun and say "Use it only to protect the innocent", but you can't guarantee that that's what will happen. Additionally, he turned right around and made X, a robot based solely for combat (unlike Mega Man who was modified into a combat robot.) So, in conclusion, Dr. Light was well aware of the risks of making Rock into Mega Man, yet he did it anyway, meaning he can't be a total pacifist.

Quote
and because we're kinda shifting out alternate skin classes, so having Dr. Light being a reskin of Dr. Wily class kinda defeats the purpose of, well, shifting out of alternate skin classes.
I can, however, understand this as a reason. But on a serious note, Since when? This is news to me. Does this mean that the additional Proto Man, Mega Man, and Ballade skins are going to disappear?
X was made for Combat, in case the world needed someone like Megaman, he was also programmed to choice to fight or not.
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on March 26, 2012, 01:06:40 AM
Quote from: "Hunter_orion"
Does this mean that the additional Proto Man, Mega Man, and Ballade skins are going to disappear?

They're not in 6CBeta11, so... yeah. Unless Jax integrates that script that allows you to use different skins for a single class through the config file instead of the class selection screen.

Quote from: "Star Dood"
But what about the Dark Men? Are they done?

Only one left is Dark3, IIRC.
Title: Re: Class based modification (6B-Fix)
Post by: Knux on March 26, 2012, 03:47:17 AM
I remember helping a bit with the HUD by making a base for it. Is there anything else that needs spriting?
Title: Re: Class based modification (6B-Fix)
Post by: Hunter_orion on March 26, 2012, 02:30:01 PM
Quote from: "fortegigasgospel"
X was made for Combat, in case the world needed someone like Megaman, he was also programmed to choice to fight or not.

Good sir, you are missing my point. If Dr. Light was a total pacifist, he couldn't have made Mega Man, X or any of his other robots because giving the robots combative abilities would go against his principles, especially if he knew good and well there might be a chance of them going awry.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on March 26, 2012, 07:20:10 PM
If Darkman 3's HUD needs reworking, call me (if you used the one I made, that is). I have plenty of spare time if any other sprites are needed, also.

Also, I've asked, like, four times if there's a way to add Enemy Classes in the same server, and I have gotten no response.
Title: Re: Class based modification (6B-Fix)
Post by: Fyone on March 26, 2012, 08:28:30 PM
Yeah that'd be great, if we could get other classes to be compatible.
Title: Re: Class based modification (6B-Fix)
Post by: Korby on March 26, 2012, 08:36:11 PM
Quote from: "Gumballtoid"
Also, I've asked, like, four times if there's a way to add Enemy Classes in the same server, and I have gotten no response.

If you make a patch, then it's possible. Among other things, this patch would need combined WCOLORS and SBARINFO files.
Title: Re: Class based modification (6B-Fix)
Post by: Gumballtoid on April 01, 2012, 05:58:00 PM
I've been thinking... I inquired earlier if we could reskin the weapons for Proto Man and Bass. Musashi said it couldn't be done because there weren't three sets of weapons. There was one. He said the weapon checked for one of the three busters, and would slide/dash accordingly. So, why not make the HUD work the same way? The code would check if the Proto Buster is in the inventory, then display the recolored Proto Buster HUD when the weapon is being used. Is that possible?

Also, instead of removing Mega Man?, you could recolor his charge shot, give him all the MMPU weapons, but not let him pick up other weapons.

EDIT: After doing some experimenting, I also found that there are many holes in the weaknesses. Blizzard Man is ONLY weak to Flame Man, Stone Man isn't weak to Crash Man, Wind Man isn't weak to Flash Stopper/Bulb or Gravity Hold/Sphere, and Slash Man is weak to two weapons only; Scorch Wheel and Freeze Cracker. Just something I noticed. So, I decided to make one last attempt at making clear weaknesses.
(click to show/hide)
Title: Re: Class based modification (6B-Fix)
Post by: MusashiAA on April 16, 2012, 12:20:56 AM
Gentlemen...

I think it's TIME (http://soundcloud.com/musashiaa/its-time).

YOU THINK I'M JOKING? (http://www.mediafire.com/?qtpljdh13t96k9c)
Title: Re: Class based modification (6B-Fix)
Post by: Laggy Blazko on April 16, 2012, 12:32:11 AM
ROFL. When red comes back he should add this to his WAD.
Someone make one using springman's "It's time" now.
Title: Re: Class based modification (6C)
Post by: Korby on April 16, 2012, 02:00:21 AM
Download link for Redundancy x3 (http://www.mediafire.com/?qtpljdh13t96k9c)
hi I have a changelog
(click to show/hide)
Title: Re: Class based modification (6C)
Post by: ice on April 16, 2012, 02:44:11 AM
might wanna remove the bot buddy from the darkman 1 bot (aka the thing bots are given that makes them jump when they collide with walls)
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 16, 2012, 03:00:08 AM
Does Roll not have the Roll Buster from MvC?
Title: Re: Class based modification (6C)
Post by: Korby on April 16, 2012, 03:28:38 AM
Quote from: "ice"
might wanna remove the bot buddy from the darkman 1 bot (aka the thing bots are given that makes them jump when they collide with walls)
But then you have terrible bots that can't do anything but sit there and walk at walls.
...well, you have bots that do it more often.
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on April 16, 2012, 08:41:26 AM
omg....geminiman is so interesting now! :D

Lol @ shademan taunt xD
Title: Re: Class based modification (6C)
Post by: Beed28 on April 16, 2012, 08:57:08 AM
I would love to see a new version of KY's classes, I like that more because it's more true to the NES games and it has no random taunts whose only purpose is to inflate the filesize.
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on April 16, 2012, 09:13:25 AM
It's not the point of the topic.. Ask to KY  :)

EDIT: I had a problem with Geminiman, i created a clone in mm7dw1, i died but an invisible clone continued to use the buster !!!  :shock: Just once...
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 16, 2012, 10:54:01 AM
Quote from: "Korby"
hi I have a changelog
oh boy HERE WE GO AGAIN
(click to show/hide)
some things I want to punch you in the face for
but for the most part I love the new update

and WHERE WAS YD HIDING THIS WHOLE TIME
Title: Re: Class based modification (6C)
Post by: Davregis on April 16, 2012, 12:05:15 PM
Erm, I think you may have crippled Centaur with that reload.
Also, Darkman3 looks great.
And Skull mirror matches should go faster now.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 16, 2012, 01:20:55 PM
(click to show/hide)
Title: Re: Class based modification (6C)
Post by: Beed28 on April 16, 2012, 01:35:38 PM
Found an issue: Oilman and Timeman can't be added as bots.
Title: Re: Class based modification (6C)
Post by: SaviorSword on April 16, 2012, 01:46:29 PM
The core didn't have Time or Oil bots, but addin' a bot into classes shouldn't be a problem.
Title: Re: Class based modification (6C)
Post by: Myroc on April 16, 2012, 02:15:30 PM
Quote from: "Game&Watcher"
(click to show/hide)
No. That change was made before that thread was made.
Title: Re: Class based modification (6C)
Post by: Max on April 16, 2012, 02:18:55 PM
Quote from: "SmashBroPlusB"
and WHERE WAS YD HIDING THIS WHOLE TIME

I don't make classes anymore
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 16, 2012, 02:23:44 PM
So after playing around with the new changes offline with some bots...

- DarkMan 1 is simple yet effective. Nice work.
- DarkMan 2 is borderline useless - his shield has wonky hit detection and the stun net does piss damage. CHANGE PLZ
- DarkMan 3 is the sniper king and nobody can deny! I LOVE IT SO MUCH
- DarkMan 4 is... actually sort of lackluster. I was expecting some sort of Captain Planet "all your powers combined" deal due to Korby's description, but he's... boring. DarkMan 1 was more interesting, in my opinion. Maybe his buster could have a special property or something?
- Roll is fun, but that bucket attack is sort of weird. Sure it stuns, but it does little damage and it can accidentally get thrown around by your own Roll Swing. Also, Roll Gift displays a large health capsule but doesn't heal NEARLY that much HP, which is somewhat annoying since you have to collect quite a bit of weapons energy to use it.
- Dust Man is... okay. He's not worse, but I don't think he's better either. I'm sort of indifferent to the change.
- Gemini Man, HOLY SHIT. This class is a LEGEND and whoever programmed the clone is a GOD. LOVE IT LOVE IT LOVE IT. The only thing that sort of bothers me is that the clone is summoned directly in front of you and will always be on the same "side" of your body (e.g. if you summoned him towards the South then he'll never leave your South side), but I got used to it within a couple of minutes. I LOVE GEMINI MAN. He's balanced, he's not spammy anymore, he's sexy, and he's faithful to the NES game. FANTASTIC WORK GENTLEMEN.



EDIT: no you wumpa fruit I was talking about the Yellow Devil class Korby mentioned
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on April 16, 2012, 02:26:27 PM
I agree SmashBroPlusB, more players will play with him now :3 i think :D
Title: Re: Class based modification (6C)
Post by: Max on April 16, 2012, 03:11:36 PM
Quote from: "SmashBroPlusB"
EDIT: no you wumpa fruit I was talking about the Yellow Devil class Korby mentioned

oh ok

 :cool:  :cool:  you'll never know  :cool:  :cool:
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 16, 2012, 05:28:55 PM
Quote from: "SmashBroPlusB"
- DarkMan 2 is borderline useless - his shield has wonky hit detection and the STUNNNNNN net does piss damage. CHANGE PLZ

You have stun powers and a hug shield. It can't be more blatant. Also, the shield can deflect some projectiles sometimes, since the two magnetic walls that form the shield are constantly rotating.

Regarding Darkman 4, I believe there are some key elements that make him special:

1.- Has Darkman2's Dark Shield.
2.- Can shoot his buster regardless of the Dark Shield being active or not.
3.- A secret characteristic no one will ever realize at first, and may require some time for people to find out. And no, this secret does exist unlike MM9's secret.
Title: Re: Class based modification (6C)
Post by: Korby on April 16, 2012, 06:57:58 PM
Quote from: "SmashBroPlusB"
...and it can accidentally get thrown around by your own Roll Swing.
"Accidentally?"

also Carryman is the Flag/Chip carrier.

Musashi(the one who actually wrote the changelog) called him that for whatever reason.
Title: Re: Class based modification (6C)
Post by: CopShowGuy on April 16, 2012, 07:49:48 PM
I liked Gemini Man before.  I like him even more now!
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 16, 2012, 07:50:01 PM
Quote from: "Musashi-COM"
Quote from: "SmashBroPlusB"
- DarkMan 2 is borderline useless - his shield has wonky hit detection and the STUNNNNNN net does piss damage. CHANGE PLZ

You have stun powers and a hug shield. It can't be more blatant. Also, the shield can deflect some projectiles sometimes, since the two magnetic walls that form the shield are constantly rotating.

Regarding Darkman 4, I believe there are some key elements that make him special:

1.- Has Darkman2's Dark Shield.
2.- Can shoot his buster regardless of the Dark Shield being active or not.
3.- A secret characteristic no one will ever realize at first, and may require some time for people to find out. And no, this secret does exist unlike MM9's secret.
Grab a certain item and he will get something unique to his class.
Title: Re: Class based modification (6C)
Post by: Tails on April 16, 2012, 07:59:52 PM
I thought Snakeman was said to have a stamina bar next update to not make it infinite? O:
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 16, 2012, 08:02:01 PM
Quote from: "Musashi-COM"
Quote from: "SmashBroPlusB"
- DarkMan 2 is borderline useless - his shield has wonky hit detection and the STUNNNNNN net does piss damage. CHANGE PLZ
You have stun powers and a hug shield. It can't be more blatant.
Actually... it can.

A stunning attack doesn't prevent someone from Hard Knuckling / Crash Bombing / Top Spinning / Power Stoning / any-other-weaponing your sorry face, and it still doesn't change the fact that the shield doesn't have reliable AoE attack damage like every other hugging weapon / class in existence. The shield still acts wonky from time to time (ESPECIALLY around walls) and his relatively low health / lack of armor does nothing to remedy the issue. Hell, FIRE MAN is a better hugger than DarkMan 2! Personally I could reliably earn more frags THROWING the shield than trying to kill myself at point-blank range.

As for the matter of DarkMan 4, that secret must be worth it. Like I said earlier DarkMan 2's shield is nice but it's nowhere near perfect, and most of the time I leave the shield off when attacking distant foes as it gets in the way of my shots. Sure, it's a nice tool to get someone off your rear end, and maybe you might get lucky and deflect a powerful enemy attack, but for the most part the shield's more of a hindrance.

I still like DarkMan 2, don't get me wrong, it's just that I feel he was handled a little less cleanly than the other DarkMen. I also like the other classes, so don't take this as "rawr I am piss nerf now change shit to my liking". I just don't like DarkMan 2 or DarkMan 4 nearly as much as the other 50+ classes.

And as far as Roll goes, I'm aware that you can throw the bucket splashes on purpose to trap someone, but the splashes don't last long enough for this to be exactly PRACTICAL. At best I can get 4 splashes stacked up before I can hurriedly swing my broom in a poorly aimed attempt to stun a player; if I want more accuracy with my shots I have to sacrifice the number of puddles I am swinging, therefore reducing my accuracy. You just can't win. I'd prefer if the splashes lasted longer so the tactic is viable (don't forget, Roll is a melee class and is inherently much more vulnerable to attacks) or if the splashes didn't get blasted away by Roll Swing.


EDIT: brb Mr. X Fortress, going to grab one of every support item
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 16, 2012, 10:24:35 PM
Quote from: "Korby"
Teleporting in breaks Junk blocks (woo).

THANK YOU
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 16, 2012, 10:32:31 PM
Quote from: "SmashBroPlusB"
The shield still acts wonky from time to time (ESPECIALLY around walls) and his relatively low health / lack of armor does nothing to remedy the issue.Dark Shield consists of two objects rotating around the player that can deflect some projectiles and have hug capacities. So yeah, all those hindrances? The way the shield works. Since that's how it works in the only MM game the Darkmen were in, we went with that. As far as Dark2 was concerned, the mainfire ideas were much more ambitious, but ended up being too wishful and no actual practical uses were given other than "trap enemies with stun".

I would like to see what you guys can come up for a different Dark Shield mechanic. But as far as the devteam is concerned, it's ok. Not stellar, but does the job it was intended to do.

As for the matter of DarkMan 4, that secret must be worth it. Like I said earlier DarkMan 2's shield is nice but it's nowhere near perfect, and most of the time I leave the shield off when attacking distant foes as it gets in the way of my shots. Sure, it's a nice tool to get someone off your rear end, and maybe you might get lucky and deflect a powerful enemy attack, but for the most part the shield's more of a hindrance.
I'm gonna go ahead and agree with you on this fact. I feel Dark4 doesn't fullfill the role of "all Darkmen in one". It's barely just Dark2 with a buster and less strict shield penalties. Don't know if other devs agree with me on this one. Maybe any changes to it would depend on public demand?.

And as far as Roll goes, I'm aware that you can throw the bucket splashes on purpose to trap someone, but the splashes don't last long enough for this to be exactly PRACTICAL. At best I can get 4 splashes stacked up before I can hurriedly swing my broom in a poorly aimed attempt to stun a player; if I want more accuracy with my shots I have to sacrifice the number of puddles I am swinging, therefore reducing my accuracy. You just can't win. I'd prefer if the splashes lasted longer so the tactic is viable (don't forget, Roll is a melee class and is inherently much more vulnerable to attacks) or if the splashes didn't get blasted away by Roll Swing.
How about instead of giving each puddle a time limit, we let Roll have an specific number of puddles out that won't dissapear?

EDIT: Also, on a completely different note, I'm gonna break a promise I made just to say this:

Quote from: "xColdxFusionx"
Quote from: "Korby"
Teleporting in breaks Junk blocks (woo).

THANK YOU

YOU'RE WELCOME
Title: Re: Class based modification (6C)
Post by: Davregis on April 16, 2012, 10:44:22 PM
Quote from: "SmashBroPlusB"
So after playing around with the new changes offline with some bots...
- DarkMan 3 is the sniper king and nobody can deny! I LOVE IT SO MUCH
- Gemini Man, HOLY SHIT. This class is a LEGEND and whoever programmed the clone is a GOD. LOVE IT LOVE IT LOVE IT. The only thing that sort of bothers me is that the clone is summoned directly in front of you and will always be on the same "side" of your body (e.g. if you summoned him towards the South then he'll never leave your South side), but I got used to it within a couple of minutes. I LOVE GEMINI MAN. He's balanced, he's not spammy anymore, he's sexy, and he's faithful to the NES game. FANTASTIC WORK GENTLEMEN.
...Who coded him?
Anyway, I look forward to using Dark 3, although people may be able to counter my Skull w/o Hardman now.
Title: woo 600 posts
Post by: Beed28 on April 16, 2012, 11:26:32 PM
How do you get the alternitive skins of certain classes? (Like Breakman, Helmetless Mega Man, etc)
Title: Re: woo 600 posts
Post by: -FiniteZero- on April 16, 2012, 11:27:36 PM
Quote from: "Beed28"
How do you get the alternitive skins of certain classes? (Like Breakman, Helmetless Mega Man, etc)

They got rid of them, I believe.
Title: Re: woo 600 posts
Post by: MusashiAA on April 17, 2012, 12:33:12 AM
Quote from: "FiniteZero"
Quote from: "Beed28"
How do you get the alternitive skins of certain classes? (Like Breakman, Helmetless Mega Man, etc)

They got rid of them, I believe.

For now. We got rid of them, for now.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 17, 2012, 12:38:17 AM
Quote from: "Musashi-COM"
I would like to see what you guys can come up for a different Dark Shield mechanic.
CHALLENGE ACCEPTED. Make the shield work like Mirror Buster.

rotatey bits don't do damage against players
rotatey bits have +REFLECT or whatever it's called, so it deflects enemy bullets
DarkMan2 spews constant AoE damage a la Fire Storm while shield is up

it keeps the spinning bars gimmick while giving the player reliable hugging damage
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 17, 2012, 12:47:20 AM
Quote from: "SmashBroPlusB"
Quote from: "Musashi-COM"
I would like to see what you guys can come up for a different Dark Shield mechanic.
CHALLENGE ACCEPTED. Make the shield work like Mirror Buster.

rotatey bits don't do damage against players
rotatey bits have +REFLECT or whatever it's called, so it deflects enemy bullets
DarkMan2 spews constant AoE damage a la Fire Storm while shield is up

it keeps the spinning bars gimmick while giving the player reliable hugging damage

In layman's terms?
Title: Re: Class based modification (6C)
Post by: ice on April 17, 2012, 12:54:48 AM
remove damage from bars (until thrown) and make it explode rapidly like star crash

in other words, current sheild while useing starcrash at the same time
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 17, 2012, 02:32:27 AM
Quote from: "Korby"
(click to show/hide)
So, are they now weak to Mirror Buster and Screw Crusher respectively? Or does Ballad have his original weakness to Power Stone?
Title: Re: Class based modification (6C)
Post by: ? Manibogi ? on April 17, 2012, 04:52:38 PM
The secret with Darkman 4... hmmm... oh I know! He disguises as whoever he kills! *Goes check and comes back* Ok, that's not it.
Maybe... Maybe he has jumping frames! *Goes check and comes back* Neither.
*Plays with him for 30 minutes and realizes the taunt* Is it the taunt!? No, it can't be. Everyone has one.
...
I'm lost.

EDIT: And just now I read FGG's post. IMMA GET DAT ITEM.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 17, 2012, 06:01:22 PM
okay

I've tried grabbing every adaptor suit, every tank, sExit Unit, Tango, Treble, and Item-1

NOTHING. :I

what the hell is it
Title: Re: Class based modification (6C)
Post by: Max on April 17, 2012, 06:16:02 PM
Quote from: "SmashBroPlusB"
what the hell is it

Musashi's idea of a joke
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 17, 2012, 06:39:38 PM
Quote from: "SmashBroPlusB"
okay

I've tried grabbing every adaptor suit, every tank, sExit Unit, Tango, Treble, and Item-1

NOTHING. :I

what the hell is it
As Dark Man 4, grab Item-1, and he will get the Carry from Megaman World I: Dr. Wily's Revenge. Which as in World I spawns under you when you use it.
Title: Re: Class based modification (6C)
Post by: Beed28 on April 17, 2012, 06:41:40 PM
Nope. That Carry thing happens for everyone else other than Mega Man.

I don't think this secret exists, as I looked at Dark Man 4 carefully in Slade.
Title: Re: Class based modification (6C)
Post by: Ivory on April 17, 2012, 06:43:23 PM
Quote from: "Yellow Devil"
Quote from: "SmashBroPlusB"
what the hell is it

Musashi's idea of a joke

Hmm what is this...? Also, I asked Korby himself after Musashi made that post, and he told me he never had any sort of secret in Darkman 4.
Title: Re: Class based modification (6C)
Post by: Max on April 17, 2012, 06:46:30 PM
[16/04/2012 23:06:45] AA: Yes, it's the fact Dark4 has no weaknesses
[16/04/2012 23:06:54] AA: IF ANY OF YOU REVEALED THAT
[16/04/2012 23:07:38] AA: Every single class has a weakness, save for the copywep classes, some of the killers, Quint, and Darkman 4
[16/04/2012 23:09:05] JaxOf7: I don't know, I'd say your "secret characteristic" got people's hopes up.

ruining their joke because it's stupid
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 17, 2012, 07:42:06 PM
... Musashi I am going to punch you in the left kidney.

Also I am loving the new Gemini Man like no tomorrow~

Oh, if you stand completely still with Dust Man while using the vacuum, sometimes junk bits will go through you and won't get collected. It only happens every now and then, but it still somewhat irks me.

roll gift still needs a buff though
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 17, 2012, 11:19:48 PM
I really like the new release. I was looking through for any cosmetic changes that could be made:

-Elec Man's alt uses Thunder Bolt sprites, rather than Thunder Beam sprites
-Crash Man still has his pink bombs, rather than red ones
-Skull Man's barrier is blue, rather than white
-I thought Pharaoh Shot would look neater if it used it's Pharaoh Wave colors from MM4
-Star Man should use his Star Crash sprites, rather than Mega Man's version

I just like it when things look nice. Also, I have a suggestion for Napalm Man. I noticed he uses his Artwork's colors, rather than his in-game colors. Why not keep the red bomb hands, but give him his in-game color scheme. It looks quite strange for him to be purple in 8-bit. The same goes for Needle Man; he ought to be a lighter blue. Bright Man should also be pink, but hey, up to you.

These won't affect gameplay, but would increase the visual appeal in my opinion.

On a gameplay note, try to limit the amount of Roll's puddles, but let the ones she has out stay there much longer. They're quite useless as-is.
Title: Re: Class based modification (6C)
Post by: Davregis on April 17, 2012, 11:31:26 PM
Wasn't Napalm supposed to have 5 weapons?

Edit- Weapon1, Alt, Item. Weapon2, Alt
Title: Re: Class based modification (6C)
Post by: HD_ on April 17, 2012, 11:34:24 PM
This lags A LOT more than vanilla MM8BDM. I tested it with 32 bots offline; vanilla I had no lag, classes was INSTANT REDONKULOUS LAG.

My CTF server is lagging to hell and it shouldn't be.

Can this be fixed please?
Title: Re: Class based modification (6C)
Post by: Davregis on April 18, 2012, 01:08:36 AM
It's the Darkman shield, I believe.

EDIT: 200 POSTS!
Title: Re: Class based modification (6C)
Post by: Clayton on April 18, 2012, 01:59:43 PM
I must say I am very impressed. These classes are coming along very nicely, this release lowered the number of op classes drastically and helped make YD classes fun again (well, at least for me lwl).  

there are still some issues that still stand but I think I will go over the complements before I go over the negatives.

(click to show/hide)

That's all the comments for now, I will need to play the classes more for me to come up with more suggestions.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 18, 2012, 02:10:59 PM
Still surprised Slashman still doesn't have any Sludge Bombs on him, not that I mind.
Title: Re: Class based modification (6C)
Post by: Orange juice :l on April 18, 2012, 02:46:47 PM
Quote from: "MegaLAD1514"
Darkman 3- Man, this guy is op. He does so much damage to people. If your slashman and you go up close to him and he shoots you, more than half your [sic] health bar gone.

You don't realize how this guy works, do you? His bullets do more damage the farther away you are from him, ergo, slashman is perfect for fighting him.
Title: Re: Class based modification (6C)
Post by: Tengu on April 18, 2012, 02:51:15 PM
Quote from: "Orange juice :l"
Quote from: "MegaLAD1514"
Darkman 3- Man, this guy is op. He does so much damage to people. If your slashman and you go up close to him and he shoots you, more than half your [sic] health bar gone.

You don't realize how this guy works, do you? His bullets do more damage the farther away you are from him, ergo, slashman is perfect for fighting him.
Is this the same for darkman1?
Title: Re: Class based modification (6C)
Post by: Ceridran on April 18, 2012, 02:51:53 PM
Shade's taunt is too quiet.

Wood's taunt needs to be "Prepare for wood! And make it good."
Title: Re: Class based modification (6C)
Post by: Ceridran on April 18, 2012, 02:56:03 PM
Quote from: "Musashi-COM"
Quote from: "SmashBroPlusB"
Quote from: "Musashi-COM"
I would like to see what you guys can come up for a different Dark Shield mechanic.
CHALLENGE ACCEPTED. Make the shield work like Mirror Buster.

rotatey bits don't do damage against players
rotatey bits have +REFLECT or whatever it's called, so it deflects enemy bullets
DarkMan2 spews constant AoE damage a la Fire Storm while shield is up

it keeps the spinning bars gimmick while giving the player reliable hugging damage

In layman's terms?

Speedy thing goes in, speedy thing comes out.
Hey, now that I think of it, kinda makes a little sense.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 18, 2012, 05:34:24 PM
I don't really see Darkman 4 having ever been the other 3 combined.  Yea he has 1's gun and 2's shield, but nothing about him was ever like 3.  If you want him to be proper like someone had said, when he kills someone he should hide himself as them, just with a slightly darker color.
Title: Re: Class based modification (6C)
Post by: Korby on April 18, 2012, 06:24:25 PM
Actually, he doesn't have Dark 1's gun. If he did, it would shoot faster the lower health he has.
Almost all of the new taunts are painfully quiet, and I really hope that's fixed at some point.

Quote from: "Airman_Tengu"
Is this the same for darkman1?
No. That would ruin the point of the Darkmen being 3 completely different classes and also Darkman 4.

By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 18, 2012, 06:28:15 PM
Quote
Roll- I'm finding this Roll class being more of a Troll class If you know what I mean. the broom stick pushes away everything with can make it frustrating to hit roll properly. I think it's a good thing though (I think...).
Dude, the idea behind Roll being in Powered Up is a freakin' troll!! Every robot master and Mega Man and Proto Man use a set of weapons to defeat Wily. All she needs is a BROOM!!  What doesn't scream troll about that??

Quote from: "Zerokk"
Wood's taunt needs to be "Prepare for wood! And make it good."

I lol'd so hard at this. It should be done...  :mrgreen:
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 18, 2012, 06:37:49 PM
Quote from: "Korby"
Actually, he doesn't have Dark 1's gun. If he did, it would shoot faster the lower health he has.
Almost all of the new taunts are painfully quiet, and I really hope that's fixed at some point.

Quote from: "Airman_Tengu"
Is this the same for darkman1?
No. That would ruin the point of the Darkmen being 3 completely different classes and also Darkman 4.

By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
Well I ment that by him in Megaman 5.  Basicly Darkman 2 with a buster. That was the only difference. Oh and he did the shield launching (more?)

I personally do prefer this Darkman 4 over the KY one as he is already (not saying he doesn't need the "bikdark" hidding), I've never seen a Darkman 4 in KY die, ever.  The shield blocks stuff too easily, kills in half the time as star crash and he has a stupidly fast shooting gun.  So, kudos on making this one better balanced.
Title: Re: Class based modification (6C)
Post by: Clayton on April 18, 2012, 08:07:33 PM
Quote from: "Orange juice :l"
Quote from: "MegaLAD1514"
Darkman 3- Man, this guy is op. He does so much damage to people. If your slashman and you go up close to him and he shoots you, more than half your [sic] health bar gone.

You don't realize how this guy works, do you? His bullets do more damage the farther away you are from him, ergo, slashman is perfect for fighting him.

No, I was up close to darkman 3 and he killed me in 2 shots. I'm serious, he's very powerful. Either that or the range of his damage is too close and should be farther away.
Title: Re: Class based modification (6C)
Post by: Ukiyama on April 18, 2012, 08:17:20 PM
*looks at darkmang 3's weapon* It takes 11/35 seconds (if thats what a tic stands for) to go from lowest power to full power with a dark mang 3 shot, so a a bit under a half a second, but the shot travels fast so not sure the minimal distance for full power is, but if you are near him he only does like 10-20 damage up close so no way he killed ya in 2 shots if you were next to him
Title: Re: Class based modification (6C)
Post by: Clayton on April 18, 2012, 08:24:03 PM
Quote from: "Ukiyama"
*looks at darkmang 3's weapon* It takes 11/35 seconds (if thats what a tic stands for) to go from lowest power to full power with a dark mang 3 shot, so a a bit under a half a second, but the shot travels fast so not sure the minimal distance for full power is, but if you are near him he only does like 10-20 damage up close so no way he killed ya in 2 shots if you were next to him

Well, it's the truth. Killed me in 2 shots with slashman. But maybe it was just a glitch so it's not really that big of a deal
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 18, 2012, 08:30:49 PM
Quote from: "MegaLAD1514"
Quote from: "Ukiyama"
*looks at darkmang 3's weapon* It takes 11/35 seconds (if thats what a tic stands for) to go from lowest power to full power with a dark mang 3 shot, so a a bit under a half a second, but the shot travels fast so not sure the minimal distance for full power is, but if you are near him he only does like 10-20 damage up close so no way he killed ya in 2 shots if you were next to him

Well, it's the truth. Killed me in 2 shots with slashman. But maybe it was just a glitch so it's not really that big of a deal

Maybe you were getting shot at by other people as well? That's always likely.
Title: Re: Class based modification (6C)
Post by: Orange juice :l on April 18, 2012, 08:37:11 PM
I rigged up a quick science test using wait and freeze commands (professional), and darkman3's buster went just about halfway through victory isle's grassy section in 11 tics. Pretty long distance. Also, someone should check how much damage it even does when maxed out.  :ugeek:
Title: Re: Class based modification (6C)
Post by: Korby on April 18, 2012, 08:49:50 PM
It's a 3 hit kill, if I recall.

EDIT: Max damage for his bullets is 40. Close range is 10.
Title: Re: Class based modification (6C)
Post by: Ukiyama on April 18, 2012, 08:50:23 PM
40 damage
Title: Re: Class based modification (6C)
Post by: Knux on April 18, 2012, 09:12:34 PM
Quote from: "Korby"
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
Not sure which RMs you're referring to. Would be good if you mentioned them.
Title: Re: Class based modification (6C)
Post by: SaviorSword on April 18, 2012, 09:48:53 PM
Mega Man 8, anyone...?
And to be EXTRA prepared, folks can go for Mega Man 9, 10, and and Bass (pun intended).
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 18, 2012, 10:25:34 PM
Darkman 3 can be VERY annoying with that 40 damage shot, but moments where you can actually nail such damage in sucession aren't much abundant.

There is also the fact you can dodge Darkman 3's shots, because it's a projectile weapon and not hitscan (be thankful it's not faster than Bass Buster shots).

There is also the fact Darkman 3's buster does 10 damage at closest range. If you can dodge his shots from far away, he's a goner. And so Jax looked upon such situation and said "ho shit, that ain't ballin'", and added the altfire attack, which does piss damage and stuns just for the sole purpose of allowing Darkman 3 to escape to a safer location. And it was good.
Title: Re: Class based modification (6C)
Post by: ? Manibogi ? on April 18, 2012, 11:28:14 PM
Quote from: "Korby"
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
I think I've still got the correctly colored fake man buster somewhere. I'll share it once I get confirmation that he's going to be in the MM9 expansion.
Title: Re: Class based modification (6C)
Post by: Korby on April 19, 2012, 12:17:20 AM
Quote from: "Musashi-COM"
And so Jax looked upon such situation...
Wrong.
I made Darkman 3.

For the HUDs,
MM8, MM&B, MM9, maybe MM10, with the first two being the most important.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 19, 2012, 12:19:40 AM
Dibs on Tengu Man and Astro Man. I want to be a spriter for this so badly.
Title: Re: Class based modification (6C)
Post by: CopShowGuy on April 19, 2012, 12:29:40 AM
Quote from: "Manibogi"
Quote from: "Korby"
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
I think I've still got the correctly colored fake man buster somewhere. I'll share it once I get confirmation that he's going to be in the MM9 expansion.

I've had that skin done forever.  It was actually the first skin I made to get into sprite work.  Later on, I reworked it to be overall better.  It had better be in the expansion :evil:
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 19, 2012, 12:30:04 AM
Quote from: "Musashi-COM"
And so Korby looked upon such situation and said "moose what did you do", and added the altfire attack, which does piss damage and stuns just for the sole purpose of allowing Darkman 3 to escape to a safer location. And it was not as good as it would have been if Jax made the thing.
Title: Re: Class based modification (6C)
Post by: Korby on April 19, 2012, 12:32:04 AM
Praise the Darkman 3 class, it was made by Jax!
Oh, it was made by Korby? Nevermind then!
Title: Re: Class based modification (6C)
Post by: Davregis on April 19, 2012, 12:57:09 AM
Quote from: "Korby"
Praise the Darkman 3 class, it was made by Jax!
Oh, it was made by Korby? Nevermind then!

...What just happened here?
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 19, 2012, 01:14:36 AM
Oh, great. Fanboyism detected.

There's plenty of cool stuff in this mod, but nothing's better or worse just because it's made by this or that person.

Yeesh.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 19, 2012, 01:19:14 AM
Dark Man 3 works fine to me. All classes have a strength and a weakness. Dark Man 3's strength is being able to attack from a distance. His weakness, however, is close-ranged combat. Skull Man was considered OP because he was overplayed in LMS and duels. He's a duelist. He can't handle crowds. Dark Man 2 is excellent at close-range combat, but suffers at range. Make sense? Honestly, I assumed almost all of the classes were coded by the same person before I heard this. Korby and Jax are both excellent coders; let's leave it that way.

I'm working on Tengu's HUD right now. I've got two frames done. Tell me how his class will function, and I can proceed accordingly.
Title: Re: Class based modification (6C)
Post by: Ceridran on April 19, 2012, 01:32:04 AM
He will host servers as an attack.
making people leave and enter the
servers he made.
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 19, 2012, 01:40:07 AM
Err, I think he means TenguMAN.

Tengu Blade + Tornado Hold + Flight?
Title: Re: Class based modification (6C)
Post by: Ceridran on April 19, 2012, 01:42:07 AM
[removed]
Title: Re: Class based modification (6C)
Post by: Korby on April 19, 2012, 01:49:55 AM
it is what humans call a joke, cold fusion.

Tengu Blade and Tornado Hold animations, plus still ones should be fine.
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 19, 2012, 02:04:07 AM
Here's the real origin of the Darkmen

(http://i.imgur.com/M8LTk.png)Korby made them all. EDIT: Actually, no. He didn't do Dark2 and Dark4, but whatever
Title: Re: Class based modification (6C)
Post by: Ukiyama on April 19, 2012, 02:09:05 AM
Well the "shield of the heavens" needs to work harder in water lol
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 19, 2012, 02:20:30 AM
Quote from: "Korby"
it is what humans call a joke, cold fusion.

Tengu Blade and Tornado Hold animations, plus still ones should be fine.

My angelic form does not understand your human concepts of "humor".

I realized it was a joke. I just wanted to point out the likely-to-be-actual answer.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 19, 2012, 02:21:29 AM
Quote from: "Ukiyama"
Well the "shield of the heavens" needs to work harder in water lol
Its the contact with the water thats used as a floor.  Bubble Lead, Wind Storm and Search Snake have the same issue, they read the water as a ceiling or wall, but search snake at least still goes.
Title: Re: Class based modification (6C)
Post by: Knux on April 19, 2012, 04:27:58 AM
Quote
For the HUDs,
MM8, MM&B, MM9, maybe MM10, with the first two being the most important.
The problem here is that the classes team needs to decide how the classes will work first. I mean, how do we know that Splash Woman will be a melee class and make the HUD? What if the classes team decides it will have this and that?

...I think it's better if we wait and see what they need.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 19, 2012, 09:11:06 AM
Splash Woman needs to be UP on land and borderline god tier in water. :lol:
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 19, 2012, 12:35:07 PM
While that would be a good concept for her, she shouldn't be just plain pitiful on land. Water is hard to come by in most stages, so making her dependent on it would just make her there for a free pick off to someone.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 19, 2012, 01:21:08 PM
... Then make her ride her scepter like a broomstick. :p

Actually, that'd be interesting... a class that shoots projectiles from near feet-level instead of the usual torso area while on land, but in water she reverts to her normal self.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 19, 2012, 04:46:34 PM
That could be an good one, but would she be able to aim it while on land? Obviously, the logic is good, if she needs to stay on the trident for mobility, then she really can't afford to aim it without hopping off.

My question lies with her alt: she has the option of either stabbing someone, or summoning her fish, but the latter of the two would be highly unlikely (unless somebody wants to argue that they're robotic flying fish and don't need water)  On that thought, what will her alt be?
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 19, 2012, 04:47:26 PM
Quote from: "SmashBroPlusB"
... Then make her ride her scepter like a broomstick. :p
The Splash Woman skin on the wiki does just that. Also uses a buster to shoot so she is always on the Trident.

They WERE robotic fish, or you wouldn't be able to kill them and see them explode.
Title: Re: Class based modification (6C)
Post by: Korby on April 19, 2012, 06:08:18 PM
Quote from: "Hunter_orion"
Water is hard to come by in most stages
Simple. Let her flood stages.
Title: Re: Class based modification (6C)
Post by: Orange juice :l on April 19, 2012, 06:34:35 PM
Hey guys YD put me in charge of classes balance

(click to show/hide)
I'm the guy named "A Troll"
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 19, 2012, 06:48:52 PM
Quote from: "Orange juice :l"
Hey guys YD put me in charge of classes balance

(click to show/hide)
I'm the guy named "A Troll"

What balance?
Title: Re: Class based modification (6C)
Post by: Orange juice :l on April 19, 2012, 06:52:50 PM
Exactly

As Mayor I'll reform this town
Title: Re: Class based modification (6C)
Post by: Korby on April 19, 2012, 07:08:57 PM
Because YD can totally transfer power he hasn't had in months.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 19, 2012, 07:12:52 PM
Splash Woman should have Bubble Man powers; swim in water, and walk ride her trident on land. She'd use Laser Trident as a main, and stabbing as an alt. She could summon fish using an item.
Title: Re: Class based modification (6C)
Post by: Max on April 19, 2012, 07:27:20 PM
OJ is good all hail and that jazzy stuff
He's the boss
Listen to him
He's also black
Probably
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 19, 2012, 08:07:38 PM
(http://img651.imageshack.us/img651/5218/tenguhud.png)
1) Standing frame for Tengu Blade
2) Standing frame for Tornado Hold
3) Firing frame for both

Tornado Hold: 2 when idle, 3 and 1 when firing, return to idle
Tengu Blade: 1 when idle, 3 when firing with a translation to the right
Flying: Translation downwards

If it needs work, let me know. It's not often that I get something right on the first try, as evident by the Dark Man 3 HUD.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 19, 2012, 08:12:22 PM
Quote from: "Gumballtoid"
(http://img651.imageshack.us/img651/5218/tenguhud.png)
1) Standing frame for Tengu Blade
2) Standing frame for Tornado Hold
3) Firing frame for both

Tornado Hold: 2 when idle, 3 and 1 when firing, return to idle
Tengu Blade: 1 when idle, 3 when firing with a translation to the right
Flying: Translation downwards

If it needs work, let me know. It's not often that I get something right on the first try, as evident by the Dark Man 3 HUD.
For the Tengu Blade frame, have the side blades forward a bit like all his art work.
Title: Re: Class based modification (6C)
Post by: ice on April 19, 2012, 08:20:28 PM
Welp, now's a good time as any to do coldman's HUD someone asked me to do it a long time ago an I never got around to finishing it >_>
Title: Re: Class based modification (6C)
Post by: ? Manibogi ? on April 19, 2012, 09:01:53 PM
Quote from: "CopShowGuy"
Quote from: "Manibogi"
Quote from: "Korby"
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
I think I've still got the correctly colored fake man buster somewhere. I'll share it once I get confirmation that he's going to be in the MM9 expansion.

I've had that skin done forever.  It was actually the first skin I made to get into sprite work.  Later on, I reworked it to be overall better.  It had better be in the expansion :evil:
Not talking about the skin, just the HUD. Korby, is he going to be in the MM9 expansion?
Title: Re: Class based modification (6C)
Post by: Korby on April 19, 2012, 09:21:28 PM
I'll let you know when the MM9 expansion comes around.
maybe.
Title: Re: Class based modification (6C)
Post by: Davregis on April 19, 2012, 10:42:14 PM
Hm. We're still on 8 as of now, so...
Only Grenademan was really any good.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 20, 2012, 02:42:31 AM
Speak for yourself. I always thought that Tengu Man was a rather cool concept. Sword Man too, for that matter.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 20, 2012, 02:01:54 PM
Oh my goodness, you used Garland for Punk's taunt...

"I'LL CRUSH YOU"

I love you guys :p
Title: Re: Class based modification (6C)
Post by: Tengu on April 20, 2012, 06:09:13 PM
Quote from: "Gumballtoid"
Splash Woman should have Bubble Man powers; swim in water, and walk ride her trident on land. She'd use Laser Trident as a main, and stabbing as an alt. She could summon fish using an item.
She could use he "LAND LEGS" ololo
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 20, 2012, 06:36:05 PM
Actually, it would make more sense if she could move around like, you know, this girl man right here:

Removed

EDIT: Oh, alright, I'll use the "Gorgon" instead of Medusa

Spoilered because 8-bit male nudity, and honestly should be taken down anyways because it's nude as well.

(click to show/hide)

But I kind of like the flying trident idea.
Title: Re: Class based modification (6C)
Post by: Beed28 on April 20, 2012, 06:41:39 PM
You might want to put that image in a NSFW spoiler. O_o
Title: Re: Class based modification (6C)
Post by: Laggy Blazko on April 20, 2012, 07:02:36 PM
How is that NSFW?
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 20, 2012, 07:09:35 PM
SPOILERED FOR NSFWNESS

(click to show/hide)
Title: Re: Class based modification (6C)
Post by: Mr. X on April 20, 2012, 08:01:36 PM
8-bit nudity HAS been taken down and the user warned in the (somewhat distant) past.
Title: Re: Class based modification (6C)
Post by: Beed28 on April 20, 2012, 08:04:51 PM
Quote from: "Laggy Blazko"
How is that NSFW?

You can clearly see her... well, you know, her nudity. I think it was changed for the USA/PAL versions.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 20, 2012, 08:14:12 PM
Quote from: "Beed28"
You can clearly see her... well, you know, her nudity.
Way to subtly beat around the bush there.

Back on topic, Splash Woman slithering would just look plain silly. I agree more along the lines of what Tengu said. She should have a pair of land legs. It wouldn't be hard pressed to make up, since she is a robot, and we've seen robot masters with a transformation ability before.
Title: Re: Class based modification (6C)
Post by: Knux on April 20, 2012, 08:45:17 PM
I'd MUCH rather see her floating around in her trident. It would stay true to the games. In any case, why are we discussing MM9 classes when the MM8 ones would be more relevant? And the expansion isn't even out yet, anyway.

To tell the truth, I'm more interested in Star Droid classes. That sounds like a really cool idea, IMO.
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 20, 2012, 08:53:03 PM
Still on the case of Splash Woman, we could always go with this Rockman X manga character's (http://megaman.wikia.com/wiki/Marty#Marty) case: she can morph her tail into legs and viceversa. Such multiform idea could lead into Splash class having both an underwater form (buffed movement while underwater plus something else like damage?, movement on land is sluggish?) and a land form (buffed movement while outside of water bodies, something else is nerfed or an extra underwater move ability is lost?)
Title: Re: Class based modification (6C)
Post by: Knux on April 20, 2012, 09:00:10 PM
You know what that would lead to, right?

"Let's all vote MM2BUB/MM4DIV/water stage asdf"

...It happens. And it's incredibly detrimental to gameplay.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 21, 2012, 01:29:35 AM
So? I can guarantee you that if Bubble Man worked in those stages, people would be doing that with him, which is probably exactly why they didn't make that possible.

Quote from: "Knux"
I'd MUCH rather see her floating around in her trident. It would stay true to the games.

Hasn't this mod proven enough times that it doesn't always follow the games?
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 21, 2012, 01:55:06 AM
Just don't give her legs.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 21, 2012, 03:31:02 AM
I'd like to propose an idea!
Make Auto the terminator!
Why? Saxton Hale, that's why.
(I got the idea from playing KY terminator)
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 21, 2012, 03:48:34 AM
Quote from: "Game&Watcher"
I'd like to propose an idea!
Make Auto the terminator!
Why? Saxton Hale, that's why.
(I got the idea from playing KY terminator)
Why not make Auto and Doc Bot actual classes and pick some random characters for carrier and terminator. That way Auto and Doc are normal selectable classes.

And for Doc, make him the "random" class. Think the random character from the Tekken and Soul Calibur games, every time he spawns he is playing like one other class, but with his own hud. Or if thats hard to do, just make him spawn with one copy weapon in place as his buster and he can't pick up other weapons until he dies.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 21, 2012, 03:53:00 AM
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*
Title: Re: Class based modification (6C)
Post by: Ceridran on April 21, 2012, 03:55:42 AM
Quote from: "Game&Watcher"
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*

*cough* Time Stopper *cough cough* Item 1 *cough cough*
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 21, 2012, 04:33:14 AM
Quote from: "Game&Watcher"
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*
I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.

Edit: Btw, I just saw this on tumblr, the background looks familiar.
(click to show/hide)
Title: Re: Class based modification (6C)
Post by: Orange juice :l on April 21, 2012, 04:47:00 AM
I'm 94% certain I'm that Cutman.
Title: Re: Class based modification (6C)
Post by: Super Bondman 64 on April 21, 2012, 06:17:25 AM
Gentlemen.

(http://img403.imageshack.us/img403/747/splashman.png)
Title: Words do not describe that thing.
Post by: Ivory on April 21, 2012, 06:27:29 AM
...  :shock:
Title: Re: Words do not describe that thing.
Post by: fortegigasgospel on April 21, 2012, 06:29:38 AM
Quote from: "Ivory"
...  :shock:
Seconded
Title: Re: Class based modification (6C)
Post by: Knux on April 21, 2012, 07:34:29 AM
B7, sink that battleship. :ugeek:  :ugeek:

So uhh, about them Star Droids. I wonder if the idea has ever been considered?
Title: Re: Class based modification (6C)
Post by: Korby on April 21, 2012, 08:16:00 AM
if I recall, King Yamato classes were doing it at some point.
Title: Re: Class based modification (6C)
Post by: TheBladeRoden on April 21, 2012, 08:46:40 AM
Quote from: "Super Bondman 64"
Gentlemen.

(http://img403.imageshack.us/img403/747/splashman.png)

To the avatarmememobile!
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 21, 2012, 02:33:21 PM
Quote from: "Super Bondman 64"
(http://img403.imageshack.us/img403/747/splashman.png)
I have been blinded forever.
Title: Re: Class based modification (6C)
Post by: Ceridran on April 21, 2012, 02:52:19 PM
Is that some kind of mech-suit or...

..

If the other, it's a bit ugly.
Title: Re: Class based modification (6C)
Post by: Ceridran on April 21, 2012, 02:59:18 PM
Quote from: "fortegigasgospel"
I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.

Edit: Btw, I just saw this on tumblr, the background looks familiar.
(click to show/hide)

That's by Dusty.
Go see his stuff, it's great.
Title: Re: Class based modification (6C)
Post by: Ceridran on April 21, 2012, 02:59:41 PM
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*
I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.

Edit: Btw, I just saw this on tumblr, the background looks familiar.
(click to show/hide)

Dusty made that.
Most likely you've seen
some of his stuff, huh?
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 21, 2012, 04:02:58 PM
Quote from: "Zerokk"
Quote from: "fortegigasgospel"
Quote from: "Game&Watcher"
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*
I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.

Edit: Btw, I just saw this on tumblr, the background looks familiar.
(click to show/hide)

Dusty made that.
Most likely you've seen
some of his stuff, huh?
You just made a triple post, the last two both being a responce to me.  And I didn't know until I went into the Megaman discussion last night, being the first time I've ventured out of the 8-bit DM subforum in months.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 22, 2012, 02:42:44 AM
So yeah, I really like the visual changes made. I noticed a few more things though. If you wouldn't mind, I'd like to help implement them. You know, compile them in SLumpEd.
(click to show/hide)
As I told Musashi, I'm a sucker for visual appeal. I want to help as much as I can, so let me know if it's alright with you guys.
Also, I think I have an excellent taunt for Spark Man. If you'd like, I can send it to you once I can figure out how to work Audacity.
Title: Re: Class based modification (6C)
Post by: Korby on April 22, 2012, 02:51:50 AM
Hi there, I'm in charge of the graphical overhaul except I'm lazy.
not sure why thunder bolt sprites were used for elecman though.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 22, 2012, 02:56:55 AM
Would you mind if I gathered up all those changes and put them into SLumpEd? I need more sprite-work to do, and this is my favorite modification, so I want to help out badly.
Title: Re: Class based modification (6C)
Post by: Korby on April 22, 2012, 03:05:45 AM
Elecman:
(click to show/hide)
His lightning is actually blue, so that's what I planned to do somehow.

Bubbleman could have those bubbles or the ones from Power Fighters and Battles. They're blue-ish and a bit more "bouncy"

Crashman:
Remember his old "drill bomb"-esque things? That's what I had planned, except the same size as Crash Bomb.

Geminiman:
Easy to do, sure.

Snakeman:
Go ahead.

Pharaohman:
I was gonna give him his Pharaoh Shot from, again, Power Fighters and Battles.
(click to show/hide)

Skullman:
His skull barrier's actually blue though :D. If you want to change it, go ahead.

Starman, Yamatoman, Plantman, Turboman:
Feel free, though I thought Plant Barrier was already that color. Also, Plantman's barrier is more round than Mega's.
Title: Re: Class based modification (6C)
Post by: TheDoc on April 22, 2012, 03:08:07 AM
Quote from: "Gumballtoid"
Would you mind if I gathered up all those changes and put them into SLumpEd? I need more sprite-work to do, and this is my favorite modification, so I want to help out badly.

I know whatcha mean, but there's so much debate over this mod that I just stay out of it and play what I'm given. I must say, however, that the Geminiman was ingenious.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 22, 2012, 04:08:39 AM
I was also going to suggest giving Crystal Man his blue, rather than the green, since you seem to be following the artwork more so than the sprites themselves.

Also, I just realized this is the 500th page. Happy 500-page day, YD Classes!
Title: Re: Class based modification (6C)
Post by: Knux on April 22, 2012, 04:28:04 AM
Quote from: "Gumballtoid"
Also, I think I have an excellent taunt for Spark Man. If you'd like, I can send it to you once I can figure out how to work Audacity.
I can help with Audacity. Just send me the sound file and I will do the rest for you.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 22, 2012, 04:35:55 AM
Oh, I think I didn't come across very clear... My fault! ^^'
I haven't gotten it yet. I'm working on it, though. I just gotta finish me up them sprites.
I've finished Plant Man and Star Man, though, so hooray!
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 22, 2012, 06:32:16 AM
Just wanted to pop in and say I love this new version! The revamped graphics (love that canon Leaf Shield and 8-Bit Power Fighters Guts Boulder), SFX, and HUD gives everything a much more polished feel, and I friggin' love the new additions (save Roll, mainly because I don't care about Roll). The Dark Men are excellent in their own unique ways and  are all a ton of fun, and I am borderline gay for that new Gemini Man.

Gotta say, as of now, I'm liking this version as much as KY's classes. Now that my server's back up, I'm gonna be alternating mods like a muh'fuh.

So I just wanted to say "excellent work" to everyone involved. Applause GIFs all around!
Title: Re: Class based modification (6C)
Post by: Davregis on April 22, 2012, 03:35:32 PM
Yay, the servers are back!
Thanks, Shmeckie!

EDIT: Skull Barrier is apparently glitchy.

Scenarios
-Barrier takes multiple clicks
-Barrier shows infinite ammo-No barrier is actually produced
-Barrier drains ammo without appearing.
-Rage deactivates the barrier
-Inconsistent rage-1-10 bullets fired before rage ends instead of the usual flat 10 or all ammo

EDIT:Happened offline as well.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 22, 2012, 06:30:54 PM
Oh, that reminds me! When Gyro Man spawns for the first time in a match, his alt doesn't function properly. He is unable to fly until he suicides, or someone kills him.

In other news, Star, Plant, and Yamato, and Flame revamps are done. I've also heard talk on servers that Guts Man's B&F boulder clashes badly with everything else. I'd have to agree. A palette swap from the other boulder would be nice, but the graphical style of the current boulder is an eyesore to some.

Not doing Turbo Man because I don't have decent frames. Working on Snake Man next.

EDIT: Snake Man is done. Wasn't hard; Just tedious. I could also do Elec Man's blue Thunder Beam, if you like. I've nearly run out of things to do.
Title: Re: Class based modification (6C)
Post by: Fyone on April 22, 2012, 10:53:31 PM
OK, well since Gumball's helping. I could try making a Roll skin with an actual broom instead of seeing that Mega Buster if you'd allow me.
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 23, 2012, 03:39:11 AM
Quote from: "Daveris"
Yay, the serve

Internet was down, and had router issues after that, but everything's square and the Classes DM server is back.

On the subject of Dark Man 2, I notice he has an issue with his bread-and-butter; his shield hug. The shield does damage just fine, but the problem is getting it to actually hit. I'm finding a lot of situations where the shield missis completely when I'm right up against the opponent, allowing them to strafe away from the shield's rotation and out to safety. DM2 might need some tweaks.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 23, 2012, 04:31:21 AM
Quote from: "Shmeckie"
Quote from: "Daveris"
Yay, the serve

Internet was down, and had router issues after that, but everything's square and the Classes DM server is back.

On the subject of Dark Man 2, I notice he has an issue with his bread-and-butter; his shield hug. The shield does damage just fine, but the problem is getting it to actually hit. I'm finding a lot of situations where the shield missis completely when I'm right up against the opponent, allowing them to strafe away from the shield's rotation and out to safety. DM2 might need some tweaks.
The shield seems to have the same issue as Junk Shield when you are up against a wall in which they won't rotate around you when a all is there, probably because they don't go through the wall, so its reading the projectile as despawning but still up.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on April 23, 2012, 12:23:56 PM
I've noticed that about Dark Man 2 as well. I think it's more so of the fact that there's just not enough pillars circling him for you to use it properly. Junk shield can hit just fine, you just need to accommodate for the distance you need to be for the attack to work properly. But with Dark Man, you have to plan ahead to where one of the pillars is coming around before you decide to bum rush someone.
Title: Re: Class based modification (6C)
Post by: Davregis on April 23, 2012, 11:09:34 PM
Ehh, the shield adds variety to him. It blocks shots(?), and makes him different from Starman/Plantman

Again, Skull Barrier is glitchy as heck.
Title: Re: Class based modification (6C)
Post by: Celebi on April 25, 2012, 07:20:43 AM
Quote from: "Gumballtoid"
Oh, that reminds me! When Gyro Man spawns for the first time in a match, his alt doesn't function properly. He is unable to fly until he suicides, or someone kills him.

Surprised it took someone THIS long to find the deathmatch bug.  Most classes have some crazy thing that breaks on them when they start of in a deathmatch. (Gyroman can't fly, Flashman starts off will full ammo, Plantman rage buster, ect.)  If I remember correctly, this is a Skulltag related problem with scripts or something, I'm not positively sure.  In general, it isn't a huge thing since one death isn't going to ruin you in deathmatch, neither is spectating and rejoining.

Also, making suggestions is cool, show and tell things you would like to see. IE Taunts.
Title: Re: Class based modification (6C)
Post by: Knux on April 25, 2012, 08:10:03 AM
Running into an electric trap from Elec Man as Dark Man (3?) seems to OHKO you. That's weird.
Title: Re: Class based modification (6C)
Post by: Duora Super Gyro on April 25, 2012, 10:17:04 AM
Quote from: "Celebi"
Quote from: "Gumballtoid"
Oh, that reminds me! When Gyro Man spawns for the first time in a match, his alt doesn't function properly. He is unable to fly until he suicides, or someone kills him.

Surprised it took someone THIS long to find the deathmatch bug.  Most classes have some crazy thing that breaks on them when they start of in a deathmatch. (Gyroman can't fly, Flashman starts off will full ammo, Plantman rage buster, ect.)  If I remember correctly, this is a Skulltag related problem with scripts or something, I'm not positively sure.  In general, it isn't a huge thing since one death isn't going to ruin you in deathmatch, neither is spectating and rejoining.

Also, making suggestions is cool, show and tell things you would like to see. IE Taunts.


...I have never had that problem. I start flying as soon as I spawn.
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 25, 2012, 10:23:59 AM
So, what, exactly, is Blizzard Man's taunt supposed to be a reference to?! And why is it not something from this (http://www.youtube.com/watch?v=rgnvAOummGY)?!
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 25, 2012, 10:47:08 AM
You know how Punk uses a line of Garland's (http://www.youtube.com/watch?v=9rEFY34Wtp4&t=85s) from Dissidia Final Fantasy? Maybe Burst Man could use Onion Knight's line for when he uses Firaga...

"DETONATE!" (http://www.youtube.com/watch?v=E75FvXaXYfE&t=74s)

And Napalm Man's taunt has to be this (http://www.youtube.com/watch?feature=player_detailpage&v=EIrki8SUC_U#t=16s).
Title: Re: Class based modification (6C)
Post by: Max on April 25, 2012, 02:34:20 PM
Quote from: "Shmeckie"
So, what, exactly, is Blizzard Man's taunt supposed to be a reference to?!

Title: Re: Class based modification (6C)
Post by: Hilman170499 on April 25, 2012, 03:21:12 PM
Several pointers, opinions and/or suggestions:
1) Spring Man's taunt is too hardcore. Please change it.
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
3) Enker DIES whenever he tries to absorb weapons like Fire Man's alt. Whenever he does that, he will continue absorbing, causing suicide.
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
5) Add Top beats Needle, Gemini beats Shadow, Hard beats Quint and Stone beats Ballade. Besides that, give Wily more weaknesses, which are the Mega Man Killer weapons and the Sakugarne.
6) Punk's alt is too hard to use. He WILL turn to a spike ball but will not charge at his enemies.
7) ALL Time Stopper(found in the stage and given by Eddie) should be replaced by Time Bender.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 25, 2012, 03:28:33 PM
AHAHAHAHAHAHA, that never gets old!

Stupid sexy Flanders... (http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidSexyFlanders)

EDIT BECAUSE NINJA

Quote from: "Hilman170499"
Several pointers, opinions and/or suggestions:
1) Spring Man's taunt is too hardcore. Please change it. never
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
3) Enker DIES whenever he tries to absorb weapons like Fire Man's alt. Whenever he does that, he will continue absorbing, causing suicide. FIX THIS NOW
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
5) Add Top beats Needle, Gemini beats Shadow, Hard beats Quint and Stone beats Ballade. Besides that, give Wily more weaknesses, which are the Mega Man Killer weapons and the Sakugarne.
6) Punk's alt is too hard to use. He WILL turn to a spike ball but will not charge at his enemies. You're doing it wrong.
7) ALL Time Stopper(found in the stage and given by Eddie) should be replaced by Time Bender. GET OUT RIGHT NOW
Title: Re: Class based modification (6C)
Post by: Mr. X on April 25, 2012, 04:32:43 PM
Quote from: "Yellow Devil"
Quote from: "Shmeckie"
So, what, exactly, is Blizzard Man's taunt supposed to be a reference to?!

(click to show/hide)

Oh God, I may have to turn on taunts now.
Title: Re: Class based modification (6C)
Post by: DarkAura on April 25, 2012, 06:46:31 PM
So while we were all on the quest to find out how HardMan can make someone crash, which might have something to do with using the main and then immediatly using the alt IMO, I happend to come upon a glitch (or such) with HardMan. I do not know if the Instant Death floors have some kind of split-second delay on it, but using HardMan's alt right before you land on the Instant Death floor, the lading sound will play and you won't die.

But then again, like every other time I found a bug in this game, it's probably old news. So...
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 25, 2012, 07:57:49 PM
Gat dangit, Bobby, how is it Magnet Man still doesn't have his magnetism pose when he does his alt?!
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 25, 2012, 08:11:36 PM
^ This! This, dammit!
Quote from: "Hilman170499"
1) Spring Man's taunt is too hardcore. Please change it.
I've never had a problem with it.
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
Yeah, that'd make sense.
3) Enker DIES whenever he tries to absorb weapons like Fire Man's alt. Whenever he does that, he will continue absorbing, causing suicide.
Fire Man's alt is supposed to be wicked powerful to make up for the lack of speed and slow recharge. Why would you try to absorb it anyways? Enker isn't invincible. Believe me, I know this better than anyone.
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
Roll Swing doesn't affect the MM1 Masters, weakness-wise. I support this, however.
5) Add Top beats Needle, Gemini beats Shadow, Hard beats Quint and Stone beats Ballade. Besides that, give Wily more weaknesses, which are the Mega Man Killer weapons and the Sakugarne.
I don't think GB weaknesses are necessary, given that they already have weaknesses in the original titles. Wily's weaknesses are fine; he's weak to busters, as well as countless other things.
6) Punk's alt is too hard to use. He WILL turn to a spike ball but will not charge at his enemies.
Don't hold the button; Tap it.
7) ALL Time Stopper(found in the stage and given by Eddie) should be replaced by Time Bender.
Weapons dropped by Flash, Bright, Skull, Gravity, and Centaur are supplements. They weren't given the originals to prevent spamming. The original weapons should still be a reward for reaching them, rather than making it so you wouldn't bother in the first place.
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 25, 2012, 10:16:45 PM
Quote from: "Gumballtoid"
^ This! This, dammit!
Quote from: "Hilman170499"
1) Spring Man's taunt is too hardcore. Please change it.
I've never had a problem with it.
It's still too hardcore. I will improve it or something :P
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
Yeah, that'd make sense.
YES PLEASE
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
Roll Swing doesn't affect the MM1 Masters, weakness-wise. I support this, however.
The MMPU weaknesses were added as secondary weaknesses. Don't remember if they trigger the crit sound, but I do know for a fact MMPU weaknesses were added and do slightly less damage than the original weaknesses. IE, Guts is meant to be weak to Bomb and explosives, but Time damagetype is nearly as effective.
Title: Re: Class based modification (6C)
Post by: Davregis on April 25, 2012, 10:21:09 PM
Skull Barrier is apparently glitchy.

Scenarios
-Barrier takes multiple clicks
-Barrier shows infinite ammo-No barrier is actually produced
-Barrier drains ammo without appearing.
-Rage deactivates the barrier
-Inconsistent rage-1-10 bullets fired before rage ends instead of the usual flat 10 or all ammo

Y U NO...
Title: Re: Class based modification (6C)
Post by: Korby on April 26, 2012, 03:19:24 AM
Has to do with Deathmatch. Just die once.

Aside from that, I did testing. Nothing went wrong.
Title: Re: Class based modification (6C)
Post by: SaviorSword on April 26, 2012, 05:55:02 AM
Quote from: "Korby"
Has to do with Deathmatch. Just die once.

Aside from that, I did testing. Nothing went wrong.
Or spectate and rejoin.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 26, 2012, 10:42:22 AM
Does it happen in LMS, though? It could be a serious problem if you don't have the luxury of dying once!
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 26, 2012, 12:27:47 PM
A couple Ideas for taunts:
Darkman 3 (http://wiki.teamfortress.com/w/images/5/57/Sniper_taunts46.wav)
Napalmman (http://wiki.teamfortress.com/w/images/9/94/Soldier_DominationSniper12.wav)

Quote from: "SmashBroPlusB"
And Napalm Man's taunt has to be this (http://www.youtube.com/watch?feature=player_detailpage&v=EIrki8SUC_U#t=16s).

I'd rather that be Darkman 1, maybe.
Title: Re: Class based modification (6C)
Post by: Max on April 26, 2012, 02:42:37 PM
Quote from: "SmashBroPlusB"
And Napalm Man's taunt has to be this (http://www.youtube.com/watch?feature=player_detailpage&v=EIrki8SUC_U#t=16s).

You know what's funny?

That taunt was already ogg-ified and intended for Napalm in 6c, but a certain Musashi-AA didn't want it included!

[11/04/2012 22:30:50] *** Celebi sent NAPATAU.ogg ***
[11/04/2012 22:31:56] Yellow Devil: hahah
[11/04/2012 22:32:08] Celebi: Its there, but its not being used
[11/04/2012 22:32:16] Yellow Devil: aw
[11/04/2012 22:42:10] AA: It sucks
Title: Re: Class based modification (6C)
Post by: SaviorSword on April 26, 2012, 02:46:50 PM
Even I wanted that to be Napalm's taunt...  :S
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 26, 2012, 04:29:42 PM
To be honest, I think the Soldier would be more fitting (no offence to anyone who wanted a Tank taunt)
Title: Re: Class based modification (6C)
Post by: Korby on April 26, 2012, 05:04:35 PM
If the problem is higher quality, then the Viking from Starcraft 2 had pretty much the same quote.
If the problem is Moose, then suck it up and put it in.
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 26, 2012, 07:20:52 PM
I am a problem now


I am seriously being discussed as an issue


The quality sucks, and I'm pretty sure you can find something better or whatever, like what I actually suggested. Oh, you don't remember? (http://www.youtube.com/watch?feature=player_detailpage&v=2TSmBqwj94A#t=468s) Right, you were too busy loligagging at that silly, .amr voice clip.

There's also some good material in here as well. Captain America? "Thumbs up, soldier"? War Machine? "Here's my sunday's best"?. (http://www.youtube.com/watch?v=F4d_ZNZfm-o) No? Oh ok.
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 26, 2012, 07:59:39 PM
I still think it should be that clip from Apocalypse Now. (http://www.youtube.com/watch?v=vRp7tYWnJJs)

At 0:14 in the video.
Title: Re: Class based modification (6C)
Post by: ice on April 26, 2012, 08:36:57 PM
in other news, skullman is borderline 100% useless in DM
Title: just do it already
Post by: Hallan Parva on April 26, 2012, 09:01:48 PM
As much as I hate to ask for a buff for Skull Man of all people (especially since I was the one campaigning for his power reduction in the first place), I'd have to agree. Skull Man used to fill a "sniper" or "counter" role very nicely, but since DarkMan3's addition and the tweaks given to Enker, he's effectively lost his seat in both of those chairs. Now he's a "poor man's DM3" at best and a Sniper Joe without a constant shield at worst.

SO HOW'S ABOUT WE DIG UP AN OLD IDEA FROM THE GRAVE HUH GUYS

(click to show/hide)
Title: Re: Class based modification (6C)
Post by: ice on April 26, 2012, 09:47:02 PM
basicly his main weapon is a slower ROF faster hard to aim while moving megabuster with a ammo limit thrown onto it, not really much going for him, even with the rage, it barely makes a difference due to the fact it lasts for 2 seconds. Hell, Darkman 3's canon has unlimited ammo and does even more damage than skull mans, and he has a stun weapon so he can actually get away, while skullman gets the one guy that's always up your ass, use the very short lasting barrier only the be spammed to death with not much to fight back with. Which seems to be why KY's team ditched that to make him more combat oriented, you just need to spam the buster into a crowd, jump into it and activate the barrier to do extra damage
Title: Re: Class based modification (6C)
Post by: Davregis on April 26, 2012, 11:27:04 PM
EDITED FOR BELOW: In that case, I'll get a video up.
Title: Re: Class based modification (6C)
Post by: Ivory on April 27, 2012, 12:03:32 AM
Quote from: "Korby"
Has to do with Deathmatch. Just die once.

Aside from that, I did testing. Nothing went wrong.

Oh hello Korby. What did you do? Answer Daveris question? Did he miss it? Yes. Yes he did.
Title: Re: Class based modification (6C)
Post by: Copy Robot on April 27, 2012, 06:20:56 AM
Quote from: "Korby"
Quote from: "Musashi-COM"
And so Jax looked upon such situation...
Wrong.
I made Darkman 3.

For the HUDs,
MM8, MM&B, MM9, maybe MM10, with the first two being the most important.

ok.

Astro Man's hands are so fat I had to put a translation of what his hands mean in the form of Time Man's hands. (http://img268.imageshack.us/img268/7636/astrofattyhands.png)
I should've taken Search instead of Grenade but meh
Title: On the manner of the Skull
Post by: Davregis on April 27, 2012, 11:48:52 PM
Actually, w/e. If everyone else has no trouble with Skull, then perhaps the problem is on MY end. Let's forget this ever happened.

Anyway, how about that Centaur Man?
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 28, 2012, 04:35:15 PM
Looks like Mr. Joe has Astro Man covered already. Tengu Man, I claimed. It just needs some reworking.
Title: Re: Class based modification (6C)
Post by: Davregis on April 28, 2012, 11:04:37 PM
Classes OP/UP rant.

(click to show/hide)

I know most rants don't go over well. Regardless, please don't take offense.
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 28, 2012, 11:08:13 PM
>Hardman
>Nerfed


Err...

His alt is now even more useful, and his firing rate is pretty much the same. The only difference is that he can't do quite as much at long range.
Title: Re: Class based modification (6C)
Post by: Davregis on April 28, 2012, 11:13:02 PM
So the rest is correct?
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on April 28, 2012, 11:21:48 PM
I personally don't find Darkman1 to be bad. Using altfire for buttrockets instead of jumping takes a bit to get used to, but once you have it down he's not that bad.

Skullman is really hard to play properly. That's all I can say. Slightly more rage duration and a larger clip would help, probably.

Centaurman wants a teleport that doesn't require all of his ammo or has a longer range. Yeesh.

Darkman4 is... not sure what he is. Darkman2, however, needs to be able to catch people or have his armor switched with Darkman4. Darkman2 is the close-ranged one; why does Darkman4 have the higher health?
Title: Re: Class based modification (6C)
Post by: Davregis on April 28, 2012, 11:34:09 PM
Quote from: "xColdxFusionx"
.
Skullman is really hard to play properly. That's all I can say. Slightly more rage duration and a larger clip would help, probably.

Skullman usage tips
(click to show/hide)

With Darkman1, the bad thing is that you simply cannot avoid. Jumping and strafing are the ways for this, Darkman has neither.

For Centaur, he could use a bar for his teleport: if possible, the ammo could be related to the distance, and have an Item giving Flash powers.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 28, 2012, 11:41:02 PM
so how 'bout that Spartan Skull Man guys
Title: Re: Class based modification (6C)
Post by: Davregis on April 29, 2012, 12:24:56 AM
I took at least 6 months mastering the current one. No thanks!
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 29, 2012, 12:36:42 AM
Dark Man 1 is not bad at all. I've actually had quite the good runs with him. He has infinite ammo, and decent damage considering that. His RoF and speed increase as he loses health also makes him very dangerous, since a low-health Dark Man 1 can eat your health for breakfast, especially up close.

Now Dark Man 2, that guy has some problems...
Title: Re: Class based modification (6C)
Post by: DarkAura on April 29, 2012, 01:55:58 AM
To be honest, I don't see a problem with DarkMan2 or any of the other DarkMen for that matter. They all seem to be in order: strong, versaile wepons and they have, at least, one hinderance to them. I guess the only one DarkMan that should be looked over would be DarkMan3, but with his weak armor, I shouldn't expect a change to him.

[Speaking of DarkMan2, in refrence to the cartoon, any possible way that he can have his Electric Net be a weapon drop?]
Title: Re: Class based modification (6C)
Post by: Davregis on April 29, 2012, 02:16:35 AM
If the community states that Darkman1 is usable, then use him I shall, until I am convinced of his balance.
Title: Re: Class based modification (6C)
Post by: HD_ on April 29, 2012, 10:00:29 AM
Dropping this here because I'm bored:

Types of Armor Classes:

Hard Armor = x0.4
Hard Man (duh)
Heavy Armor = x0.5
Guts Man
Stone Man
Toad Armor = x0.65
Toad Man (duh)
Dark Man 1 (lol)
Sturdy Armor = x0.8
Enker
Bomb Man
Wood Man
Charge Man
Dark Man 4
Yamato Man
Junk Man
Normal Armor = x1.0
Mega Man
Bass
Quint
Punk
Ballade
Ice Man
Time Man
Heat Man
Bubble Man
Air Man
Flash Man
Crash Man
Snake Man
Spark Man
Gemini Man
Magnet Man
Needle Man
Dust Man
Skull Man
Ring Man
Pharaoh Man
Dive Man
Napalm Man
Gravity Man
Wave Man
Crystal Man
Star Man
Dark Man 2
Plant Man
Tomahawk Man
Wind Man
Knight Man
Blizzard Man
Flame Man
Freeze Man
Burst Man
Turbo Man
Cloud Man
Spring Man
Shade Man
Light Armor = x1.2
Proto Man
Cut Man
Fire Man
Oil Man
Top Man
Bright Man
Drill Man
Gyro Man
Dark Man 3
Centaur Man
Slash Man
Glass Armor = x1.5
Roll
Elec Man
Metal Man
Dr. Wily
Quick Man
Shadow Man

Discuss.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 29, 2012, 03:09:53 PM
Quote from: "Human Destroyer"
Dropping this here because I'm bored:

Types of Armor Classes:

Hard Armor = x0.4
Hard Man (duh)
Heavy Armor = x0.5
Guts Man
Stone Man
Toad Armor = x0.65
Toad Man (duh)
Dark Man 1 (lol)
Sturdy Armor = x0.8
Enker
Bomb Man
Wood Man
Charge Man
Dark Man 4
Yamato Man
Junk Man
Normal Armor = x1.0
Mega Man
Bass
Quint
Punk
Ballade
Ice Man
Time Man
Heat Man
Bubble Man
Air Man
Flash Man
Crash Man
Snake Man
Spark Man
Gemini Man
Magnet Man
Needle Man
Dust Man
Skull Man
Ring Man
Pharaoh Man
Dive Man
Napalm Man
Gravity Man
Wave Man
Crystal Man
Star Man
Dark Man 2
Plant Man
Tomahawk Man
Wind Man
Knight Man
Blizzard Man
Flame Man
Freeze Man
Burst Man
Turbo Man
Cloud Man
Spring Man
Shade Man
Light Armor = x1.2
Proto Man
Cut Man
Fire Man
Oil Man
Top Man
Bright Man
Drill Man
Gyro Man
Dark Man 3
Centaur Man
Slash Man
Glass Armor = x1.5
Roll
Elec Man
Metal Man
Dr. Wily
Quick Man
Shadow Man

Discuss.
Bump Ice down one level, he is smaller then most others canonly.
Bump Slash down due to his speed and strength right up against you.
Title: Re: Class based modification (6C)
Post by: Korby on April 29, 2012, 04:43:43 PM
Slashman is very literally a Demoknight and with the impending Slash Claw changes, his current armor is fine.

Also, I can assure you, Daveris, Dark Man 1 is fine. He just requires more thinking when you need to move around and shoot at the same time.
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 29, 2012, 07:03:51 PM
I gotta say, I think you guys nerfed Dr. Wily too hard. I understand he has a lot of tools and you're worried about him being OP, but he's got way too many limiters as it stands right now. A quick checklist of issues that come to mind right now...

- His mainfire uses ammo now, but isn't any stronger than it used to be. Coupled with that, it uses up much more ammo than it should considering it's not terribly strong. His old mainfire may have annoyed people being a homing attack with infinite ammo, but it did weak damage to compensate for that. Now it still does weak damage, it doesn't home in as well as Magnet and Dive Missile, and it uses up quite a bit of ammo. Either the damage for his mainfire should be increased, the ammo consumption lessened, or he should just go back to the way he was in this regard.

- It could be my imagination, but the armor he gets when he gets his suit back doesn't seem to mitigate his low health very well. He still takes quite a bit of damage in the Skull Suit. Now that he eats ammo the way he does, this can make him quite the sitting duck.

- The hitbox on his fully-charged alt is way too big, which hinders it more than it helps. You're typically going to have an obstacle graze the shot, causing it to disappear.
Title: Re: Class based modification (6C)
Post by: Korby on April 29, 2012, 08:12:01 PM
They want to nerf him further too.
Personally, I thought he was fine when his homing shots were infinite.

I think Moose just wants more people to hate it and ask for the old one back.
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 29, 2012, 08:14:31 PM
What makes the nerf bizarre is that he was fine before. He wasn't terribly OP or UP or anything. I understand adding the low armor to suit-less Wily, and giving him capsule weaknesses, but why make him offensively weak to boot? Are we nerfing characters based on how they annoy people instead of balance, now?
Title: Re: Class based modification (6C)
Post by: SaviorSword on April 29, 2012, 08:33:21 PM
In a LMS situation, the guarantee to have some damage to be clipped off of a foe is a really powerful thin' to have. Unlike AoE's, missile weapons have infinite range to boot too. That way, no foe is safe from losin' precious health. If Wily had infinite ammo, then the foes don't have much choice than to let Wily to constantly chip away at them. If anythin' for a buff for Wily, a slight ammo buff would be suffice. Infinite ammo would just pose too much of a problem in LMS situations.
Title: Re: Class based modification (6C)
Post by: HD_ on April 29, 2012, 09:46:38 PM
Eh, speed tiers too. Why not?

(click to show/hide)

EDIT: And a weakness/resistance chart by request of Musashi.

(click to show/hide)
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 30, 2012, 02:00:46 AM
Ah, excellent. With these three lists, I'll update the Wiki page for v6c.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 30, 2012, 02:29:47 AM
Why doesn't Ballade have his Power Stone weakness? That was his original weakness.

Also Darkman 4's slight Crystal Eye weakness if I remember. Or the Charged Proto Buster which broke his disguise in MM5?
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on April 30, 2012, 06:23:00 AM
In DM, i think... Cutman/Metalman > Ballade.

And with Ballade, you need to hit in the center of the ennemy to do 30 HP damage, right? it's really weak compared to Cutman or Metalman (Fireman too).

Ballade is just "a little" good at TLMS cause the range of the explosion can help.....

Cutman is maybe too strong because the range of the rolling cutter is really high, it goes too far......so, with corridors, the rolling cutter can do horrible combos !!!! =/ Everybody can kill a lot of people with him.
Not a lot use Ballade cause he sucks (and when i use him, i try always to shoot the center of the ennemy) with his little power...

Fireman is pretty balanced, he can be really good at short range against some robotmasters ^^
Plantman is good too, DM but specially in TLMS, the plant barrier can be helpful (HP regenerate).

Napalmman dont afraid me so much cause he is slow...but good when there is a lot of people.
Title: Re: Class based modification (6C)
Post by: Shmeckie on April 30, 2012, 08:38:25 AM
Cut Man pretty much exists so new players can get (easy) frags, too. >.>
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 30, 2012, 09:04:25 AM
Quote from: "Human Destroyer"
And a weakness/resistance chart by request of Musashi.


Cut Man==> Super Arm, Guts/Junk Punch, Power Stone
Guts Man==> Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Time Slow
Ice Man==> Thunder Beam, Spark Shock, Thunder Bolt
Bomb Man==> Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel
Fire Man==> Ice Slasher, Blizzard Attack, Freeze Cracker
Elec Man==> Rolling Cutter, Cutter Slash, Metal Blade, Shadow Blade, Oil Slider, Dust Crusher, Junk Shield
Oil Man==> Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel
Time Man==> Thunder Beam, Spark Shock, Thunder Bolt
> Guts Man having a crapton of weaknesses
> Ice Man not weak to Hyper Bomb
> Bomb Man not weak to Rolling Cutter

WHAT HAPPENED TO "POWERED UP WEAKNESSES" HUH GUYS :ugeek:

Quote from: "Musashi-COM"
Quote from: "Gumballtoid"
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
Roll Swing doesn't affect the MM1 Masters, weakness-wise. I support this, however.
The MMPU weaknesses were added as secondary weaknesses. Don't remember if they trigger the crit sound, but I do know for a fact MMPU weaknesses were added and do slightly less damage than the original weaknesses. IE, Guts is meant to be weak to Bomb and explosives, but Time damagetype is nearly as effective.
yeah guess what they're not there Musashi
Title: Re: Class based modification (6C)
Post by: MusashiAA on April 30, 2012, 05:18:04 PM
Guts is weak to Hyper Bomb. Bombs are explosive. Guts is weak to explosive weapons, plus Time Slow. Time Slow has 0.6 damage factor on Guts, so it is not what I said (2nd most effective weakness), and the same goes for Elec being weak to Oil (sporting 1.6 damage factor, being the 4th most effective weakness). Regarding why the high number of weaknesses on Guts, I guess Heavy armor and dat boulder.

Ice is weak to Thunder Beam. Thunder Beam is electricity. Ice is weak to electric weapons. In PU, he is weak to Hyper Bomb. Then Ice would be weak to explosives as well. That is, Ice Man would be weak to: Thunder Beam, Spark Shock, Thunder Bolt, Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb and Danger Wrap. You either make him just weak to Hyper Bomb (being the least effective weakness), or make him weak to all explosive weapons. Also, Ice has Normal armor, so you can imagine the terribleness of being weak to all explosives with normal armor. If you check the weakness chart and the armor chart, about 2 classes that have normal, light, and glass armor are weak to explosives: Flash Man (normal armor), who is weak to Crash Bomb and Drill Bomb, and Drill Man (light armor), who is weak to Dive Mines. The rest is not weak to any explosive weapon.

Bomb is weak to Firestorm. So Bomb is weak to all fire weapons. In PU, he is weak to Rolling Cutter. Then Bomb would be weak to all cutter weapons as well. That is, Bomb Man would be weak to: Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel, Rolling Cutter, Cutter Slash, Metal Blade and Shadow Blade. Bomb has Sturdy armor, so he could do fine with all those weaknesses, but when you take into account how beast Rolling Cutter can be (nailing a lot of damage in one sweep), I don't think it's a plausible weakness, considering how plenty fire weapons are...

Elec is weak to Oil too
Guts is weak to Time too
Ice could be weak to just Hyper Bomb, like how Guts is slightly weak to just Time Slow
Bomb could be weak to Rolling Cutter, like how Guts is slightly weak to just Time Slow
Time Slow is no one's main weakness, nor is Oil Slider. Actually, they are just Guts and Elec's side weaknesses.
Guts and Elec are also weak to the PU weapons
PU weaknesses were added

If the objective was to add the whole PU weakness cycle...as far as I care, this particular case was mostly about "familiar weakness cycle vs. obscure remake weakness cycle". I guess Jax went with the most known weakness cycle, which is MM1's, while making the PU-only weapons effective against the Robot Masters they were weak to in that game.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on April 30, 2012, 05:37:18 PM
Shouldn't StarMan be weak to Bubble Lead?
Also, I think Tomahawk would be weak to Leaf Shield, as it is similar to Plant Barrier, as they are both Nature-based shields.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 30, 2012, 05:46:30 PM
Quote from: "Musashi-COM"
Ice could be weak to just Hyper Bomb, like how Guts is slightly weak to just Time Slow
Bomb could be weak to Rolling Cutter, like how Guts is slightly weak to just Time Slow
See, this is what I was going towards. Ice being weak to ALL bomb weapons would just be overkill, and the same could easily be said for Bomb. I was just campaigning for their original PU weaknesses to be included.

If the objective was to add the whole PU weakness cycle...as far as I care, this particular case was mostly about "familiar weakness cycle vs. obscure remake weakness cycle". I guess Jax went with the most known weakness cycle, which is MM1's, while making the PU-only weapons effective against the Robot Masters they were weak to in that game.
... This is where I have to disagree. Honestly the only weakness order I knew for MM1 was the PU cycle, and when the MM1 classes came out it took quite a bit of practice to step away from the quote-unquote "obscure" cycle. Again, it's not like Guts Man is weak to all spacetime weapons, just Time Slow, so why can't the same be done for Bomb Man and Ice Man?
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 30, 2012, 07:15:04 PM
I had a massive weakness chart that I made a while ago to remove any holes in the weaknesses. Let me see if I can dig it up.
Title: Re: Class based modification (6C)
Post by: CopShowGuy on April 30, 2012, 07:47:04 PM
Flash Man and Wood Man aren't especially weak to Metal Blades in Mega Man 2.

And on the subject of taunts.  We need more TF2 taunts.  We could probably get one line from each TF2 class into the game (minus Medic and Engineer).
Scout - Quick Man
Soldier - Napalm Man
Pyro - One of the fire robots.
Demoman - Crash Man
Heavy - Needle Man
Sniper - Dark Man 3
Spy - Shadow Man
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 30, 2012, 08:18:43 PM
Given that Needle Man already has a taunt, give heavy to Dark Man 1. Also, it looks as if all the current fire robot masters have taunts. There's always Burner Man, though, when he's made.
Also, I found my old list. Use it if you like. Just a suggestion; not trying to force it on you. Posted it because weaknesses came up again.
It includes MM8-10, MM&B, and MMV, as well as MM8BDM-featured Robot Masters.

(click to show/hide)
It's funny, because I just realized MMV included Terra in the weakness cycle, bringing it up to nine.
I also find it funny that Terra is weak to an earth attack despite being the Stardroid embodiment of Earth.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on April 30, 2012, 08:24:14 PM
Quote from: "Gumballtoid"
Given that Needle Man already has a taunt, give heavy to Dark Man 1. Also, it looks as if all the current fire robot masters have taunts. There's always Burner Man, though, when he's made.
Also, I found my old list. Use it if you like. Just a suggestion; not trying to force it on you. Posted it because weaknesses came up again.
It includes MM8-10, MM&B, and MMV, as well as MM8BDM-featured Robot Masters.

(click to show/hide)
It's funny, because I just realized MMV included Terra in the weakness cycle, bringing it up to nine.
I also find it funny that Terra is weak to an earth attack despite being the Stardroid embodiment of Earth.

Ballade in Megaman IV was weak to power stone also.

And, way does no one count Napalm Bomb as fire?
Quote from: "Wikipedia"
Colloquially, napalm has been used as the generic name of several flammable liquids used in warfare, often forms of jellied gasoline, such as to be expelled by flamethrowers in infantry and armored warfare.[1]
Also Napalm was counted as a fire boss in BN for this reason.
Title: Re: Class based modification (6C)
Post by: Laggy Blazko on April 30, 2012, 08:38:35 PM
Heh, I would find funny if fireman, flameman or solarman had pyro taunts because they have things on their mouths.
(click to show/hide)
Title: Re: Class based modification (6C)
Post by: Hallan Parva on April 30, 2012, 08:43:50 PM
Burner Man is getting Burn Hyenard's infamous "BURN BU-BURN BURN BU-BU-BURN TO THE BURN BU-BURN BURN TO THE GROUND".

Korby even said so, it's official. :cool:
Title: Re: Class based modification (6C)
Post by: Myroc on April 30, 2012, 09:20:49 PM
Quote from: "CopShowGuy"
Flash Man and Wood Man aren't especially weak to Metal Blades in Mega Man 2.

And on the subject of taunts.  We need more TF2 taunts.  We could probably get one line from each TF2 class into the game (minus Medic and Engineer).
We do not need more TF2 taunts. We're (well, I am, anyway, where applicable.) trying to use taunts that suit the character the most, not shoe-horning in TF2 just because a class suits a playstyle from that game. Seriously, we've been down that road before. The argument that ensued still remains in our top ten for biggest argument the dev-team participated in.

This is a bit of a moot point, though, since we have plans regarding the whole taunt system. More on that later.
Title: Re: Class based modification (6C)
Post by: HD_ on April 30, 2012, 09:21:31 PM
Quote from: "Gumballtoid"
Given that Needle Man already has a taunt, give heavy to Dark Man 1.

Um... what did you think Needle Man's taunt was?
Title: Re: Class based modification (6C)
Post by: Gumballtoid on April 30, 2012, 09:43:03 PM
Hmm? Oh, I had no idea. I haven't actually played TF2, so I assumed it didn't come from that when CSG brought it up.
Title: Re: Class based modification (6C)
Post by: Davregis on April 30, 2012, 11:41:20 PM
Really guys, if you want a TF2 clone, then why even play?
Title: Re: Class based modification (6C)
Post by: ice on May 01, 2012, 01:26:11 AM
I think Dio Brando's "WRYYY!" would fit burnerman. Both makes the same pose, both look psychotic while doing it
Title: Re: Class based modification (6C)
Post by: Korby on May 01, 2012, 01:35:45 AM
If that's what you think would work, I can't really stop you soon.
 ;)
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on May 01, 2012, 02:00:07 AM
As much as some of you don't want any more TF2 taunts, but Napalm Man NEEDS this for his taunt! (http://wiki.teamfortress.com/w/images/9/94/Soldier_DominationSniper12.wav)
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 01, 2012, 04:41:38 AM
Straight out of the robot master field guide
(click to show/hide)
Ballade's cannon weakness is Power Stone, not Screw Crusher
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 01, 2012, 10:36:53 AM
MM10.

Ballade's weak to Screw Crusher.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 01, 2012, 05:26:28 PM
Quote from: "Shmeckie"
MM10.

Ballade's weak to Screw Crusher.
Thats not his original weakness though.  Sorta like how Enker and Punk are weak to the Ballade Cracker and Mirror Buster in MM10, but originally never had weaknesses.
Maybe because Screw Crusher works a bit similar to Power Stone in MMIII/MM10 and Enker's and Punk's weaknesses just didn't show up in their original games. Or they made those three beat each other just so you would have something effective against them seeing as in World V Enker still had no weakness, despite Bubble Bomb being an explosive weapon.  And Mirror Buster is nothing like Punk's MMV weakness Salt Water.

Its like giving Bubble Man weakness to Shadow Blade, it beat his Doc robot and him in PF.
Or Dive being weak to Thunder Beam because it beat him in PF.
Or Gyro and Plant weak to each other because they beat one another between the arcade games (in 1 Gyro > Plant. in 2 Plant > Gyro)
Title: Re: Class based modification (6C)
Post by: Tengu on May 01, 2012, 05:28:48 PM
I have one thing to say, and that is that in any classes DM, TDM, etc. If anyone plays as yamatoman they automatically won the match
Title: Re: Class based modification (6C)
Post by: SaviorSword on May 01, 2012, 07:28:17 PM
That's WAY too much of an overstatement. If foes would stand in a single file line for Yamato Man to impale, that'd make sense. How often does that happen? Not too much I'd say.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 01, 2012, 07:35:19 PM
I'd merely suggest a SMALL ammo nerf. Yamato is powerful and has decent armor. His drawback is his speed. If Yamato runs out of ammo, he's a sitting duck for faster classes.

Also, the Enker > Punk > Ballade > Enker chain seems to be more popular. Remember, this classes mod purposely doesn't opt for canon in the name of playability.
Title: Re: Class based modification (6C)
Post by: Lobsters on May 01, 2012, 09:03:58 PM
Quote from: "Airman_Tengu"
I have one thing to say, and that is that in any classes DM, TDM, etc. If anyone plays as yamatoman they automatically won the match

Yeah, No. This is just wrong is so many ways.  I have experience with Yamato Man he is one of my "mains." Take that as you wish. Gotta Love Rage Posts

Quote from: "Gumballtoid"
I'd merely suggest a SMALL ammo nerf.

As a Yamato user, small ammo amount nerf wouldn't matter. His ammo regen/reload takes place rather quickly. If you won't to cripple him make the regen slower. I preferably don't see a problem with Yamato. Call it bias if you will. If something were to get tinkered with I would hope for reload/ammo regen slows down.
Title: Re: Class based modification (6C)
Post by: Davregis on May 01, 2012, 11:11:13 PM
Quote from: "Game&Watcher"
As much as some of you don't want any more TF2 taunts, but Napalm Man NEEDS this for his taunt! (http://wiki.teamfortress.com/w/images/9/94/Soldier_DominationSniper12.wav)

I love the smell of napalm in the morning...
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 02, 2012, 12:46:27 AM
Gonna have to agree with the sentiment that Yamato is OP. Broken, even. A single Yamato Spear does quite a bit of damage considering it's a relatively collected stream of rapid-fire projectiles with no range limit. His ammo refills quite quickly, as well, and he can get several shots off before running out of ammo. I can attest that he pretty much steamrolls any match he's in; I've played with him multiple times, putting zero effort into it each time (always joking around by mixing his taunt with his mainfire), and I win virtually every match by quite a large margin. I know several other people who have played Yamato can probably tell the same story.

Yamato Spear's damage output makes sense for the copywep version because it devours ammo, but Yamato Man regains ammo. And quickly, to boot. He's far stronger than he should be, all things considered.
Title: Re: Class based modification (6C)
Post by: Davregis on May 02, 2012, 01:03:27 AM
Yamato Man
+Rapid Fire
+Massive Damage
+Health
+Quick Reload
+Wide Range
+Ripper
-Slow
-Wide range

If anything, decrease his health.
As it is, he can take a FULL RAGE from Skullman, something a class this powerful should NOT be able to do.
On a related note, nerf Cut Man's speed. He goes way too fast.
Title: Re: Class based modification (6C)
Post by: Tengu on May 02, 2012, 01:15:16 AM
Quote from: "Daveris"

On a related note, nerf Cut Man's speed. He goes way too fast.

Meh, I'd say leave it.
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 02, 2012, 01:39:20 AM
Yamato Man's wide range is hardly a con. I've scored countless multi-player frags by spraying spears into a crowd, and up close his wide range makes him very hard to avoid. He's pretty much Needle Man without the startup charge. There's really no downside to his range.

EDIT: A thought occurs in regards to Dr. Wily; is it really necessary to have his capsule's mainfire consume ammo? The alt I understand, but the mainfire already has a low RoF, relatively small hitbox, and he only has the capsule for a limited time. You can't really spam the attack all that well with its low RoF, so why bother having it consume ammo?
Title: Re: Class based modification (6C)
Post by: Knux on May 02, 2012, 05:57:34 AM
That's probably because of the diversity of his attacks. You have a homing shot, a blaster that starts with strong shots and a Wily Capsule item of doom which also enables you to fly. Something had to be done to balance it out, I guess.
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 02, 2012, 08:18:43 AM
Except the homing shot is pretty weak and mainly works for killstealing in DM and chipping away in LMS, the blaster is actually of a relatively average strength at full power (it's a 4HKO, which is about as strong as most robot master mainfires, without the obstructive hitbox and need to be at full ammo to fire it), and the Wily Capsule still comes with the risk of losing it and being stuck as armorless Wily.

Wily just overall feels like the guys charged with balancing this mod were overly worried about his variety of tools without considering their actual practicality and application. They nerfed what didn't need nerfing and gave him restrictions that feel unnecissary. It's sad, because he's so damn fun to use...!
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on May 02, 2012, 12:17:37 PM
The gemini laser is slower so...the range is shorter too. It's pretty ridiculous, i use the clone a lot when i can....but the laser suck a little now =p

It can be good if the range of the laser is longer with the same damage (25).
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 06, 2012, 03:58:47 AM
More suggestions/pointers/opinions/questions:
1) Since some people are talking about Mega Man 8 classes, make Frost Man's taunt "I'm gonna make popsicles out of you!"
2) For Snake Man's alt, change the obituary to "%o was torn apart by %k.". Using some imagination, you can pretend that Snake Man is tearing his opponents piece by piece.
3) Allow Gyro Man to fire Gyro Attack while flying, much like the original game.
4) Make Ballade Cracker a weakness to Guts Man, Toad Man, Stone Man and Cloud Man since the B Cracker is a bomb.
5) Speaking of weaknesses to bombs, is Flash Man weak to bombs? If no, make Flash Man weak to bombs.
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.
7) Make Dark Man 4 weak to Star Crash since it deals him good damage in Mega Man 5. Maybe add Ring Boomerang because Gravity Man and Dust Man are weak to both Ring Boomerang and Star Crash.
8) Make Spring Man slightly resistant to electricity. If he is hit by electricity, he will become magnetic. Same to Turbo Man but instead of being magnetic, he will turn to an invincible car.
9) For Burst Man's alt, change the damage type to "Bubble" because it is weird seeing classes weak to bombs being weak to Burst Man's alt, which has no bombs.
10) Make Enker weak to bombs, Punk weak to shields and Ballade weak to cutters. This is because Mirror Buster is an energy shield, Screw Crusher is a saw blade and Ballade Cracker is some kind of powerful bomb(see (4)).
11) Make Bass weak to Noise Crush and Super Adaptor. Those weapons work well against Bass in Mega Man 7.
12) Plant Man heals whenever he attacks. If patient, you can cheat by peppering the Plant Buster or leaving the Plant Barrier on to heal slowly.
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.
14) Make Plant Man drop a unique weapon that deals damage. That way, Mega Man, Proto Man and Bass can defeat Tomahawk Man.
15) Why are Dust Man and Gravity Man BOTH weak to Ring Boomerang AND Star Crash?
Title: Re: Class based modification (6C)
Post by: ice on May 06, 2012, 04:14:43 AM
Check the megaman wiki for the weakness stuff, like metalman, if you play mm2 on easy/normal, metal blade is instant death to metalman
Title: Re: Class based modification (6C)
Post by: Tengu on May 06, 2012, 04:16:28 AM
Quote from: "Hilman170499"
More suggestions/pointers/opinions/questions:.
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.

Metalman IS weak to metalblade in MM2. :l


Quote from: "Hilman170499"
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.


This just would not work.
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 06, 2012, 04:18:39 AM
Actually, I KNOW that Metal Man is weak to Metal Blades in Mega Man 2, but it is not necessary to make it his weakness here. Why IS Metal Man weak to Metal Blades anyway?
Title: Re: Class based modification (6C)
Post by: Tengu on May 06, 2012, 04:19:47 AM
Ah cmon instagibbing a metalman is fun <_<
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on May 06, 2012, 04:39:22 AM
Quote from: "Hilman170499"
More suggestions/pointers/opinions/questions:
1) Since some people are talking about Mega Man 8 classes, make Frost Man's taunt "I'm gonna make popsicles out of you!"
2) For Snake Man's alt, change the obituary to "%o was torn apart by %k.". Using some imagination, you can pretend that Snake Man is tearing his opponents piece by piece.
3) Allow Gyro Man to fire Gyro Attack while flying, much like the original game.
4) Make Ballade Cracker a weakness to Guts Man, Toad Man, Stone Man and Cloud Man since the B Cracker is a bomb.
5) Speaking of weaknesses to bombs, is Flash Man weak to bombs? If no, make Flash Man weak to bombs.
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.
7) Make Dark Man 4 weak to Star Crash since it deals him good damage in Mega Man 5. Maybe add Ring Boomerang because Gravity Man and Dust Man are weak to both Ring Boomerang and Star Crash.
8) Make Spring Man slightly resistant to electricity. If he is hit by electricity, he will become magnetic. Same to Turbo Man but instead of being magnetic, he will turn to an invincible car.
9) For Burst Man's alt, change the damage type to "Bubble" because it is weird seeing classes weak to bombs being weak to Burst Man's alt, which has no bombs.
10) Make Enker weak to bombs, Punk weak to shields and Ballade weak to cutters. This is because Mirror Buster is an energy shield, Screw Crusher is a saw blade and Ballade Cracker is some kind of powerful bomb(see (4)).
11) Make Bass weak to Noise Crush and Super Adaptor. Those weapons work well against Bass in Mega Man 7.
12) Plant Man heals whenever he attacks. If patient, you can cheat by peppering the Plant Buster or leaving the Plant Barrier on to heal slowly.
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.
14) Make Plant Man drop a unique weapon that deals damage. That way, Mega Man, Proto Man and Bass can defeat Tomahawk Man.
15) Why are Dust Man and Gravity Man BOTH weak to Ring Boomerang AND Star Crash?
1.)ClownMan: "Weakling, this isn't a joking matter!"
2.)Sure, this sound much cooler, abite darker.
3.)No, that's what makes him unique.
4.)I second this.
5.)It's already in there.
6.)This shouldn't be done, in fact, despite YD not wanting this, I think the MM3 Masters should be weak to their own weapons.
7.)Seconded, also add Doc Robot Weaknesses to the MM2 Masters.
8.)Meh, I wouldn't mind this.
9.)As long as Cloudman's still weak to it, I'm fine.
10.)Regular Masters weak to Killer Weapons, I'd be fine with, vice versa, Nope
11.)Uh, no, CopyWep classes shouldn't have weaknesses.
12.)No Comment
13.)See KY classes.
14.)Better idea, have TomahawkMan be weak to Leaf Shield.
15.)Lolidk
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 06, 2012, 04:42:48 AM
Quote from: "Hilman170499"
Actually, I KNOW that Metal Man is weak to Metal Blades in Mega Man 2, but it is not necessary to make it his weakness here. Why IS Metal Man weak to Metal Blades anyway?
Metal was at the time supposed to be made out of the most powerful metal ever, and his metal blades could cut anything being made out of the same metal, kinda like the only physical object able to cut a diamond is a diamond.
But yea, his intended weakness was supposed to be Quick Boomerang.
Title: Re: Class based modification (6C)
Post by: Mr. X on May 06, 2012, 04:49:23 AM
Is there anybody that DOESN'T use Metal Blades against Metal Man in MM2?  They're far better against him than Quick Boomerang and it would be a crime to remove that weakness.
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 06, 2012, 05:33:28 AM
Quote from: "Game&Watcher"
14.)Better idea, have TomahawkMan be weak to Leaf Shield.

Actually, that does not make any sense. Furthermore, tomahawks are some kind of battleaxe. Therefore, Silver Tomahawk is a cutter weapon. And, Tomahawk Man is weak to Plant Barrier because:
According to the Mega Man wikia, Tomahawk Man was built specifically for the Robot Tournament in Mega Man 6, therefore a symbol of war while Plant Man is based on a flower, therefore a symbol of peace.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 06, 2012, 06:21:00 AM
Quote from: "Mr. X"
Is there anybody that DOESN'T use Metal Blades against Metal Man in MM2?  They're far better against him than Quick Boomerang and it would be a crime to remove that weakness.
Hill don't believe EVERYTHING on the Wiki, becuase it says Toad is weak to Rain Flush in the second encounter, yet also says it does 1 damage to him, but is worth a check to confirm.

And Mr. X, Metal Blade may beat Metal Man, but only in the second encounter, by the logic used there then all 8 bosses from 3 should also be weak to themselves, all their own weapons do 4 damage to them, for Snake, Hard and Spark thats the same as their main weakness do them.

So is Snake Man weak to Needle Cannon or Search Snake, they both do the same damage to him. But we say Needle Cannon because that is what you use during the first encounter with him when you get his weapon from him.
Title: Re: Class based modification (6C)
Post by: Mr. X on May 06, 2012, 06:35:50 AM
I'm not saying Metal Blade should be his only weakness, I'm saying he should be weak to both like he actually is in the game.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 06, 2012, 06:47:08 AM
Quote from: "Mr. X"
I'm not saying Metal Blade should be his only weakness, I'm saying he should be weak to both like he actually is in the game.
That agree with. Having Quick as a back up weakness at least.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on May 06, 2012, 10:12:56 AM
Quote from: "Hilman170499"
Quote from: "Game&Watcher"
14.)Better idea, have TomahawkMan be weak to Leaf Shield.

Actually, that does not make any sense. Furthermore, tomahawks are some kind of battleaxe. Therefore, Silver Tomahawk is a cutter weapon. And, Tomahawk Man is weak to Plant Barrier because:
According to the Mega Man wikia, Tomahawk Man was built specifically for the Robot Tournament in Mega Man 6, therefore a symbol of war while Plant Man is based on a flower, therefore a symbol of peace.
Plant Barrier = Nature/Plant-based Shield
Leaf Shield=Nature/Plant-based Shield, what is there not to get?

Besides, anyone can edit the wiki, I could write that Bass was weak to Super Arm, or that Zero was the Final Boss of MM10, and neither of those are true.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 06, 2012, 12:02:40 PM
Think about it; Tomahawk Man is weak to Plant Barrier, a nature-based weapon. Tomahawk Man was designed with Native American garb and weapons. Native Americans basically lived off the land. So, him being weak to a nature weapon makes sense to me. He'd also be weak to Leaf Shield, Search Snake, and Hornet Chaser.

The problem I have is Yamato Man being weak to Hard Knuckle. I thought he was weak to cutters that could pierce his "speed > defense" armor.
Title: Re: Class based modification (6C)
Post by: Tengu on May 06, 2012, 01:54:19 PM
Quote from: "Gumballtoid"
The problem I have is Yamato Man being weak to Hard Knuckle. I thought he was weak to cutters that could pierce his "speed > defense" armor.

Yeah, I agree with this. He is weak to knight crush, so he should be weak to things like rolling cutter, metal blade, etc.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 06, 2012, 02:28:20 PM
Knight Man is weak to Yamato Spear. Yamato Man is weak to Silver Tomahawk. Knight Crush is more of a boomerang, whereas Silver Tomahawk is MM6's cutter.
Title: Re: Class based modification (6C)
Post by: Orange juice :l on May 06, 2012, 02:31:29 PM
Quote from: "Airman_Tengu"

weak to knight crush
should be weak to things like rolling cutter, metal blade, etc.

Maces do not tear. It's more like a hammer, thus, knight crush. A flying rocket fist also does an excellent job of crushing.
Title: Re: Class based modification (6C)
Post by: Tengu on May 06, 2012, 03:42:55 PM
Okay what about Dust Crusher
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 06, 2012, 03:50:04 PM
Quote from: "Airman_Tengu"
Okay what about Dust Crusher
Way I would say it is.
Obviously Yamato would not be weak to knight crush, he beats knight.

But there are weapons that would fall under heavy hitting, or blunt force.

Super Arm, Hard Knuckle, Dust Crusher, Junk Shield, Knight Crush.  Are all weapons that do their damage from simple brute force.
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on May 06, 2012, 07:20:14 PM
Quote from: "Hilman170499"
1) Since some people are talking about Mega Man 8 classes, make Frost Man's taunt "I'm gonna make popsicles out of you!"
Yes.
2) For Snake Man's alt, change the obituary to "%o was torn apart by %k.". Using some imagination, you can pretend that Snake Man is tearing his opponents piece by piece.
I like the current one, mainly because it makes me think of Prod (Worms series) and fits pretty well.
3) Allow Gyro Man to fire Gyro Attack while flying, much like the original game.
Do you really want Gyro Man to be even more obnoxious than he already is?
4) Make Ballade Cracker a weakness to Guts Man, Toad Man, Stone Man and Cloud Man since the B Cracker is a bomb. Personal opinion: Every class should have one weakness from each "set" of RM's (MM Killers counting as a seperate set or just an "etc." category or something).
5) Speaking of weaknesses to bombs, is Flash Man weak to bombs? If no, make Flash Man weak to bombs.
...What WAS Flash Man's weakness?
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.
Metal Man's weakness to Metal Blade is memetic. Removing it would make the mod less awesome.
7) Make Dark Man 4 weak to Star Crash since it deals him good damage in Mega Man 5. Maybe add Ring Boomerang because Gravity Man and Dust Man are weak to both Ring Boomerang and Star Crash.
While we're at it, Dark Man 4 is essentially a better Dark Man 2. If this could be fixed that would be great.
8) Make Spring Man slightly resistant to electricity. If he is hit by electricity, he will become magnetic. Same to Turbo Man but instead of being magnetic, he will turn to an invincible car.
That would render classes that use electric weapons kind of useless because it would be more trouble to kill those two than it's worth. Resistance, maybe. Special effect, maybe, assuming it isn't a massive boost. Invulnerability combined with possibly one of the most broken attacks in the mod, hell no.
9) For Burst Man's alt, change the damage type to "Bubble" because it is weird seeing classes weak to bombs being weak to Burst Man's alt, which has no bombs.
Yes.
10) Make Enker weak to bombs, Punk weak to shields and Ballade weak to cutters. This is because Mirror Buster is an energy shield, Screw Crusher is a saw blade and Ballade Cracker is some kind of powerful bomb(see (4)).
...Maybe? Ballade seems to be weaker to "heavy weapons" (Specifically, Power Stone). Screw Crusher is most likely more of a heavy weapon.
11) Make Bass weak to Noise Crush and Super Adaptor. Those weapons work well against Bass in Mega Man 7.
Not sure on this one. He seems to be more based (no pun intended) on his MM&B/MM10 counterpart, in which case he has no weakness.
12) Plant Man heals whenever he attacks. If patient, you can cheat by peppering the Plant Buster or leaving the Plant Barrier on to heal slowly.
Plant Man has passively regenerating health and gains Vampirism when using Plant Barrier. (This does not apply to LMS.) It's intentional.
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.
Holding enemies would require more coding than it's worth. I do support the Vampirism idea, though.
14) Make Plant Man drop a unique weapon that deals damage. That way, Mega Man, Proto Man and Bass can defeat Tomahawk Man.
Protip: Shooting Tomahawk Man in the face kills him. Although making Plant Barrier throwable does sound like a neat idea...
15) Why are Dust Man and Gravity Man BOTH weak to Ring Boomerang AND Star Crash?
...Shiny gold things? I dunno.

Also, wouldn't Crystal Eye or Power Stone count as a "brute force" weapon?
Title: Re: Class based modification (6C)
Post by: Davregis on May 06, 2012, 07:35:14 PM
We should have a class walkthrough topic.
Like, a how-to-use-this-class thing.
Title: Re: Class based modification (6C)
Post by: Magnet Dood on May 06, 2012, 07:38:17 PM
Flash was weak to Metal Blades
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 06, 2012, 07:42:17 PM
Quote from: "Daveris"
We should have a class walkthrough topic.
Like, a how-to-use-this-class thing.
That's what the Wiki is for. Speaking of which, I'll be updating the classes page soon, so don't worry about that.
Also, Flash Man's intended weakness was Crash Bomber. The order actually is:  Metal > Bubble > Heat > Wood > Air > Crash > Flash > Quick > Metal
Title: Re: Class based modification (6C)
Post by: Magnet Dood on May 06, 2012, 07:46:18 PM
Well Metal is like half of the bosses weaknesses so
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 06, 2012, 07:48:48 PM
This is why Metal Blade was nerfed in MM8BDM because it was wicked OP in MM2. This way, Metal Blade isn't the beast it was there. Having said that, the same should also apply to classes. We need to remember that this mod generally doesn't opt for canon in the name of playability.

I did make a huge list of potential weaknesses a few pages back. It ought to be considered. Maybe patch up holes in the chain.
Title: Re: Class based modification (6C)
Post by: Davregis on May 06, 2012, 08:30:56 PM
Quote from: "Gumballtoid"
Quote from: "Daveris"
We should have a class walkthrough topic.
Like, a how-to-use-this-class thing.
That's what the Wiki is for. Speaking of which, I'll be updating the classes page soon, so don't worry about that.
Also, Flash Man's intended weakness was Crash Bomber. The order actually is:  Metal > Bubble > Heat > Wood > Air > Crash > Flash > Quick > Metal

I mean, a full powered GameFAQs-type class walkthrough detailing stages, etc.
I could do one on Skull Man, Shmeckie could do one on Punk, and so on.

Heck, with support, I could start up a project on the WIP Forum.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 06, 2012, 08:58:53 PM
Quote from: "Daveris"
Quote from: "Gumballtoid"
Quote from: "Daveris"
We should have a class walkthrough topic.
Like, a how-to-use-this-class thing.
That's what the Wiki is for. Speaking of which, I'll be updating the classes page soon, so don't worry about that.
Also, Flash Man's intended weakness was Crash Bomber. The order actually is:  Metal > Bubble > Heat > Wood > Air > Crash > Flash > Quick > Metal

I mean, a full powered GameFAQs-type class walkthrough detailing stages, etc.
I could do one on Skull Man, Shmeckie could do one on Punk, and so on.

Heck, with support, I could start up a project on the WIP Forum.
If its just a class walkthrough why would it go in WIP?
Now if they were to make a mod to the class mod, that basicly works as a tutorial for the classes.  Puts you in a tutorial area based on the RM's stage and gives you a run down on the class and pointers on how to use there abilities and weapons.

For instance Cut Man's would inform you about his movement speed, his jump height, give you a spot to test his wall jump, some respawning targets around to test his rolling cutter and melee attack.
Title: Re: Class based modification (6C)
Post by: MusashiAA on May 06, 2012, 09:08:57 PM
So you guys are talking about making an in-depth wikia about YDClasses? Why, but there is one already. Outdated, but it's there.
Title: Re: Class based modification (6C)
Post by: Davregis on May 07, 2012, 01:22:08 AM
It'd be a resource for anyone looking to get a scale of a class. Many classes are incredibly complex and deserve some sort of guide for people wishing to pick one up.

It'd go in "WIP", because it'd be a project.
Title: Re: Class based modification (6C)
Post by: Ivory on May 07, 2012, 01:49:09 AM
No it wouldn't. That's entirely what a project isn't.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on May 07, 2012, 06:43:05 PM
Quote from: "fortegigasgospel"
If its just a class walkthrough why would it go in WIP?
Now if they were to make a mod to the class mod, that basicly works as a tutorial for the classes.  Puts you in a tutorial area based on the RM's stage and gives you a run down on the class and pointers on how to use there abilities and weapons.

For instance Cut Man's would inform you about his movement speed, his jump height, give you a spot to test his wall jump, some respawning targets around to test his rolling cutter and melee attack.
I like this idea.
Title: Re: Class based modification (6C)
Post by: Dusty on May 08, 2012, 08:40:18 PM
MOAR TAUNTS.

However before I go making them i'll run them by you guys

Spark Man-

I'm a LITTLE ashamed I didn't think of this before, but in Marvel vs. Capcom 3 Thor has and yells an attack called "MIGHTY SPARK!" PERFECT For Spark Man.

Dive Man-

From the YMCA song, the lyrics "IN THE NAVVVVYYYY!"

Darkman 3-

The sniper from Team Fortress 2- "Boom, Headshot"

Centaur Man-

Now theres any number of PONY ones we can do but how bout we do the unexpected one? theres two potential ones here, one being a regular horse neigh OR Mr. Ed saying "Hello! I'm Mr. Ed!"

Napalm Man-

In the game Metal Slug when you pick up weapons the game usually tells you in a jaunty voice what you picked up, I figure for napalm man considering he's a walking weapons depot, he could have the quote "ROCKET LAUNCHER!" of course for metal slug fans it's lovingly pronounced "RAWKIT LAWNCHAIR!"

Burst Man

From finding nemo, the little yellow fish that exclaims "BUBBLES!!!!" Granted that might make sense on bubble man but lets face it Burst Man uses Bubbles to attack people >_>

Ballade-

Since Ballade doesn't really have an identifiable "theme" except explosions, I decided to think of one based around his personality, which is very much like Bass, and Vegeta and then a I remembered a badass quote that actually fits around the fact that everyone's a robot. When Vegeta is fighting Android 19, right before he goes super sayian for the first time he says a quote, obviously it's a bit long so it'd be shortened to "Does a machine like yourself ever experience FEAR!?"
and now for the weakest idea, I just couldn't honestly think of something

Darkman 1-

He's a tank, so the only thing I could think of was metal slug again and the begining of the first game it says "METAL SLUG!"

So tell me what you all think, if you confirm any of them I'll make them up for you, The Spark Man one I know you guys will accept it's just so fitting.
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on May 08, 2012, 08:53:38 PM
My critiques and suggestions:

Quote from: "Dusty"
Spark Man-
I'm a LITTLE ashamed I didn't think of this before, but in Marvel vs. Capcom 3 Thor has and yells an attack called "MIGHTY SPARK!" PERFECT For Spark Man.
Not a bad idea.

Dive Man-
From the YMCA song, the lyrics "IN THE NAVVVVYYYY!"
Seems a little out of place. I'm thinking part of the Spaceballs "Radar Jam" scene because submarines use radar systems and Dive Missiles track people.

Darkman 3-
The sniper from Team Fortress 2- "Boom, Headshot"
Or FPS Dave's version of the same line. Though now that I think of it, The Sniper's version may fit better.

Centaur Man-
Now theres any number of PONY ones we can do but how bout we do the unexpected one? theres two potential ones here, one being a regular horse neigh OR Mr. Ed saying "Hello! I'm Mr. Ed!"
"Dear Princess Celestia..."

Napalm Man-
In the game Metal Slug when you pick up weapons the game usually tells you in a jaunty voice what you picked up, I figure for napalm man considering he's a walking weapons depot, he could have the quote "ROCKET LAUNCHER!" of course for metal slug fans it's lovingly pronounced "RAWKIT LAWNCHAIR!"
How has no one suggested this yet: "I love the smell of napalm in the morning."

Burst Man
From finding nemo, the little yellow fish that exclaims "BUBBLES!!!!" Granted that might make sense on bubble man but lets face it Burst Man uses Bubbles to attack people >_>
I'm still thinking a quote from Singed (League of Legends) would fit him, but Bubbles would probably work better.

Ballade-
Since Ballade doesn't really have an identifiable "theme" except explosions, I decided to think of one based around his personality, which is very much like Bass, and Vegeta and then a I remembered a badass quote that actually fits around the fact that everyone's a robot. When Vegeta is fighting Android 19, right before he goes super sayian for the first time he says a quote, obviously it's a bit long so it'd be shortened to "Does a machine like yourself ever experience FEAR!?"
and now for the weakest idea, I just couldn't honestly think of something
If Napalm Man gets the Apocalypse Now taunt, Ballade should get "RAWKET LAWNCHAIR!" because Ballade Cracker works like the standard video game rocket launcher.

Darkman 1-
He's a tank, so the only thing I could think of was metal slug again and the begining of the first game it says "METAL SLUG!"
I have no amazing ideas for this one, unless you want to go the extra-silly route and use one of the Left 4 Dead 2 players' quotes for "TAAAAAAAAANK!!"
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 08, 2012, 08:58:55 PM
Dark Man 3: "They'll never know what hit em." Ghost from Starcraft/Starcraft 2.

Future for Commando: "I'm ready to drop the hammer and dispense some indiscriminate JUSTICE" Siege Tank from Starcraft.
Title: Re: Class based modification (6C)
Post by: Korby on May 08, 2012, 09:03:38 PM
hey guys
spoilers
taunts are being removed, in a way.
feel free to keep suggesting them, though.
 :ugeek:
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on May 08, 2012, 09:09:44 PM
NapalmMan's taunt HAS to be This!!! (http://wiki.teamfortress.com/w/images/9/94/Soldier_DominationSniper12.wav)
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on May 08, 2012, 09:28:40 PM
Quote from: "Korby"
hey guys
spoilers
taunts are being removed, in a way.
feel free to keep suggesting them, though.
 :ugeek:

...What

But taunts made this mod even more fun than it already was~
Title: Re: Class based modification (6C)
Post by: Laggy Blazko on May 08, 2012, 09:32:51 PM
Let's make a taunt addon WAD =P
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 08, 2012, 10:00:54 PM
Quote from: "Laggy Blazko"
Let's make a taunt addon WAD =P
^ this. The taunts are
A) Not 8-bit, when this is the main class mod of 8bitdm.
B) Add unneeded size to the mod on top of the classes own sounds.  Remember, sounds take up the most space of any files, often over 50% of something is just the sounds.
Title: Re: Class based modification (6C)
Post by: JaxOf7 on May 08, 2012, 11:26:08 PM
Quote from: "fortegigasgospel"
Quote from: "Laggy Blazko"
Let's make a taunt addon WAD =P
^ this. The taunts are
A) Not 8-bit, when this is the main class mod of 8bitdm.
B) Add unneeded size to the mod on top of the classes own sounds.  Remember, sounds take up the most space of any files, often over 50% of something is just the sounds.
Oh dammit they figured it out.
You win this time...
Title: Re: Class based modification (6C)
Post by: Dusty on May 09, 2012, 12:49:29 AM
I guarantee removing the taunts would be a bad idea as no one would play the mode anymore. however if making taunts an OPTION is whats going to happen. This is good too, as I love the taunts. I love them so much I made a damn comic about them lol
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 09, 2012, 01:14:57 AM
Quote from: "Doomseeker's server list"
[Testing those classes Ammo revamp ahoy!]
I'm still working on the graphical revamp. Also, many people say the B&F Super Arm clashes badly and they want the old boulder back. Having said this, I advise not using B&F sprites for Pharaoh Man and Crash Man. Do as you will, but I think it won't be wildly welcomed. In any case, I simply need to add transparencies, and I'm finished. I also recolored Pharaoh Shot for Pharaoh Man should you choose not to use the B&F version. Napalm Man is the exception, given that his artwork and his sprite clash. Badly. I'll be doing this with Crash Man and Bubble Man as well. In addition, I have a gray Super Arm boulder you might want to consider, but it's low priority.
Title: Re: Class based modification (6C)
Post by: Davregis on May 09, 2012, 01:16:46 AM
(click to show/hide)

...And you see, when some men wear suits, they do not truly wear the suit. The suit wears them.
Replace "suit" with taunt and "men" with YD classes.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 09, 2012, 01:20:01 AM
Quote from: "Dusty"
I guarantee removing the taunts would be a bad idea as no one would play the mode anymore. however if making taunts an OPTION is whats going to happen. This is good too, as I love the taunts. I love them so much I made a damn comic about them lol
If no one plays because there is no taunts they everyone has forgotten the true purpose of the mod.
Its "Classes Mod" not "taunt mod"
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 09, 2012, 01:45:18 AM
Quote from: "fortegigasgospel"
Quote from: "Dusty"
I guarantee removing the taunts would be a bad idea as no one would play the mode anymore. however if making taunts an OPTION is whats going to happen. This is good too, as I love the taunts. I love them so much I made a damn comic about them lol
If no one plays because there is no taunts they everyone has forgotten the true purpose of the mod.
Its "Classes Mod" not "taunt mod"

^ This.

As much as I like to have fun with taunts, I wouldn't miss 'em if they were gone. That's not why I'm playing classes.
Title: Re: Class based modification (6C)
Post by: Myroc on May 09, 2012, 09:09:29 AM
Taunts won't go away completely, they'll just be optional and not a part of the core. If you want to spam your beloved taunts in-game you can still do so. Hell, you can even choose your own taunts: If you're not happy with, say, Cut Man's taunt, you can replace it with one you find more bearable.
Title: Re: Class based modification (6C)
Post by: Davregis on May 09, 2012, 11:25:17 AM
So the taunts are actually being expanded?
Title: Re: Class based modification (6C)
Post by: Dusty on May 09, 2012, 08:27:42 PM
I see arguments for how sounds take up all the space etc. etc.

and yet the classes mod is only 5 MB >_________>; and unless we're all running computers from 1999 i'm almost sure all of us have harddrives in the high GB's...

Now yeah it's not about the taunts but damn it all some of my best memories of this game come from this class and the taunts. I mean there was one time where everyone turned into blizzard man and ran amuck "NOTHING AT ALL!!" I never laughed so damn hard in my life.

It's like Dan Hibiki in street fighter, nothing of value would be lost if he couldn't taunt anymore but it would be missed too D:
Title: Re: Class based modification (6C)
Post by: Korby on May 09, 2012, 08:56:16 PM
Taunts are being placed in an optional wad, Classes-Taunts(or something like that).
This way, they're made even more optional than they already are, and it allows for customization.
Title: Re: Class based modification (6C)
Post by: Knux on May 09, 2012, 09:42:01 PM
I suppose the only downside would be that people who don't have the taunts wad can't hear them. That's alright though, since it can get a bit obnoxious for some. Not for me though. =P
Title: Re: Class based modification (6C)
Post by: Dusty on May 10, 2012, 08:41:49 AM
if you customize the wad though with your own stuff and no one else has it. will it even be compatible and work?
Title: Re: Class based modification (6C)
Post by: JaxOf7 on May 10, 2012, 09:02:46 AM
I made a .pk3 that gave cutman's vanilla skin his taunt.
I placed this .pk3 in my skins folder.
I then joined Lonewolf's server. Needless to say, he did not have this .pk3 hosted or otherwise.
I told him to switch to cutman skin and taunt.
He didn't hear anything.
I on the other hand...
"LETS SEE

Don't worry about it guys.
Title: Re: Class based modification (6C)
Post by: HD_ on May 11, 2012, 12:54:46 AM
Eh, let's review a class, I'm bored enough:

Proto Man

This red-clad cool guy is quite the crowd pleaser, but does he stand up to his reputation in MM8BDM?

Proto Man is considered a "Light" class. This means he takes 1.2 times the amount of damage Mega Man does, which means he has the equivalent of approximately 83 HP. Of course, this is a disadvantage in and of itself, BUT Proto Man has another method of defense; he carries a shield. This shield blocks MOST frontal assaults (yes there are weapons that can pierce the shield) and it's damn good at defending too. Unfortunately, it does not protect against AoE, melee, homing, or exploding attacks, so be careful! Proto Man can also pick up and use weapons, being one of 3 classes that can. He can also use items; he cannot use Treble-type items or Adaptors, and Rush items are replaced by Proto equivalents. His forward and strafe speeds are equivalent to Mega Man's.

I won't go over the copy weapons in too much detail right now, maybe at another time I might. His base weapon is the Proto Buster. You can shoot a small bullet by tapping the fire button, and by holding the button down you can charge up. Proto Man's charged shot is more of a snipe than Mega Man's; the bullet is smaller, but it moves faster. His altfire gives him a boost of speed, which is pretty much an unlimited Charge Kick that doesn't deal damage and has a slightly slower RoF. It should be noted that when Proto Man switches weapons, he loses his shield, but retains his slide altfire.

Discuss strategy and stuff.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on May 11, 2012, 03:04:34 PM
Honestly I thought Proto Man's lowered health was bullshit. Yeah he has a shield, but only when equipped with his buster, and he's a COPYWEP CLASS after all.

though I'm pretty sure I already brought that up but whatever (http://cutstuff.net/forum/viewtopic.php?p=113615#p113615)
Title: Re: Class based modification (6C)
Post by: Korby on May 11, 2012, 04:06:23 PM
Actually, I have to agree. After playing with Protoman for a while, I found it incredibly annoying that he only had his shield when he was using the protobuster. This makes Bass a MUCH better alternative, seeing as he's much faster, double jumps, and has rapid fire shots.

Maybe if Protoman had his shield or something even with Copyweps, it'd be better.
Title: Re: Class based modification (6C)
Post by: ice on May 11, 2012, 04:08:36 PM
Quote from: "Korby"
Actually, I have to agree. After playing with Protoman for a while, I found it incredibly annoying that he only had his shield when he was using the protobuster. This makes Bass a MUCH better alternative, seeing as he's much faster, double jumps, and has rapid fire shots.
you also forgot that he can easily camp the many tango or treble items, and can easily grab rush coil/jet for a instant super charge

Maybe if Protoman had his shield or something even with Copyweps, it'd be better.


Also, what do you guys think about instagib *trollface*
Title: Re: Class based modification (6C)
Post by: Korby on May 11, 2012, 04:28:24 PM
Whelp, before I go...
Quote from: "Human Destroyer"
Proto Man
That seems fun.

Dark Man 1

The tank sentinel from Megaman 5 returns with some new tricks up his sleeve.

Dark Man 1 uses the "Toad" armor class, giving him 0.65 damage reduction. This gives him about 165 health. When he spawns, Dark Man 1 is slow and shoots 2 shots every 12 tics. However, Dark Man 1 is a berserker, and at 20(33) health increments, being 80(132), 60(99), 40(66), and 20(33), his fire rate and movement speed increase immensely. Using his altfire allows Dark Man 1 to boost himself into the air quickly and higher than most jumps. This may sound incredibly powerful, but Dark Man 1 has several weaknesses. He cannot jump whatsoever, so jumping and shooting at the same time is impossible, and his strafe values are worse than Napalm Man. As his only source of jumping is a jetpack, he suffers from an indirect weakness to Gravity type weapons, and he also suffers a more direct weakness from Wave type weapons.

When I play him, I usually rush into fights when I have high health, but when I'm low and have way more mobility, I just fire shots into the crowds and run away if anyone comes for me. Dark Man 1 is an amazing duelist and is incredibly hard to defeat if the player has good aim, because the lower health you get him, the higher your chances of dying are.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 11, 2012, 06:18:27 PM
Quote from: "Korby"
Whelp, before I go...
Quote from: "Human Destroyer"
Proto Man
That seems fun.

Dark Man 1

I think I'll do one

Gemini Man

This Dynamic Duo from both Megaman 3s bring unison attacks to 8BDM.

Gemini Man uses his main fire buster to pick off enemies from a distance and his slow moving but powerful Gemini Laser alt to handle enemies near by and around corners, but his real ability comes from his item the Gemini Clone.  While the clone is out the player and only use the buster, but his alt fire changes the clones formation between follow and sentry.  When the clone first comes out he will spawn in front of the user and follow from that position, when the alt fire is used he will stay where is was when used, and again he will return to the front position.  The clones only use the buster and have a decent firing rate but go down easily.  The clones HP is the weapon energy gauge for Gemini Man, and returning the clones cuts the gauge in half, but fear not for the gauge will refill again.

Gemini has megaman movement, jump and speed making him a rather balanced character, and Search Snakes make quick work of him, and more of his clones, who can't jump with the player.  A good strategy is to have the clone lead around corners to get preemptive shoots on opponents around them.  Also leaving the clone behind to fight off players while you look for some well needed HP can come in handy for a Gemini Man.  During a fire fight if the clone dies it is a good idea to switch strategies and start using the Gemini Laser for its better damage while you wait for your clone's hp to recover before bringing him back out for added fire power.

(probably not the best description for the class, but it should work)
Title: Re: Class based modification (6C)
Post by: Tengu on May 11, 2012, 11:47:00 PM
(http://img406.imageshack.us/img406/4954/screenshotdoom201205111.png)


This has happened to me a few different times
Title: Re: Class based modification (6C)
Post by: Davregis on May 12, 2012, 12:09:00 AM
Quote from: "fortegigasgospel"
Quote from: "Korby"
Whelp, before I go...
Quote from: "Human Destroyer"
Proto Man
That seems fun.
Dark Man 1
Gemini Man

Seems my idea got into SOMEONE'S subconscious.

Skull Man

This Barrier-enhanced warrior is troubling indeed.

Skull Man is equipped with the extremely weak Skull Buster for offense. While the damage is low, the shots travel fast, and they have massive stun. This doesn't exactly sound great, but Skull Man has an ace up his ribcage.

The Skull Barrier has a quick reload and short activation period. While it may be the worst of the barrier weapons for both offense and defense, triggering it right as Skull Man is hit by a bullet puts him into Rage. His Speed, RoF, and Damage are doubled for an occasionally fluctuating period of time, allowing him to score a frag on an enemy player or perhaps harass a crowd?

When I play Skull Man, I attack enemies with the buster to get them to notice me. When they inevitably counterattack, I catch their bullet on my shield and frag them. In crowds, I lure players out to frag them alone. With practice, Skull Man can get quick but nerve-wracking 1sts in any server, regardless of people.

Detail; Skull Man has the highest skill floor of any class but one of the lowest ceilings, leading to him being called "Skill Man" on occasion.  The trick is to wait for the bullet to come at you, and only then put up the barrier. Don't predict when shots will come. Besides this, only his buster may take practice.

I've hit the skill ceiling for Skull Man. I need a new main >.>
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 12, 2012, 01:02:42 AM
I want to do that too.

Star Man

The Star of Mega Man 5 has returned cooler.

He has regular armour and if I'm not mistaken he jumps high. His main is Star Crash, a weapon that projects three star shaped projectiles to surround you. You can run into enemies to deal damage. You can also throw it. A catch is that the attack depletes a lot of ammo. His alt is where the fun comes, STAR FLURRY! He will leave a formation of stars behind. And eventually, they will spin rapidly and fire a lot of stars.

When I use Star Man, I personally do not like the Star Crash. When I accidentally start a Star Crash, I will throw it ASAP. Then I will spam Star Flurry at the most strategic location. I like going all out and do so. Then I will wait for it to recharge. Despite me being easily defeated, Star Man is a fun class overall.
Title: Re: Class based modification (6C)
Post by: Atticus on May 12, 2012, 01:50:14 AM
I wanna try

Slash Man

Slash Man is a class all about getting into people's faces, but he does also require a bit of finesse to use. He is very agile and and an expert of quick movement and rapid assassination.  His primary is a close range slash claw, similar to the copywep version but with a faster rate of fire. His alt is a high speed dash that can traverse long distances.

When using Slash Man, always keep your dash in mind. You can cover huge distances with a dash and a jump. You can sneak up on people and ambush. In 1v1 you can launch a fast offense on an enemy. It's the most useful assest in your arsenal so use it often. Be careful with it though, as you can send yourself flying off a cliff or into water if you're careless.

The walljump is also an often-overlooked tool with Slash Man. In conjunction with the dash, you can cover more distances, pull off crazy manuevers, confuse opponents, and escape quickly. It is a difficult move to master but worth the trial.

When in a fight with an enemy, your timing is crucial. He has less health so he needs to strike and kill quickly. Multiple opponents are hard to fight with him, so try to pick them off one by one. If you're charging at them and they stop you with stunning attacks, you can always cancel by attacking and retreat. You will be weakened though, and your dash will be depleted, so running will be hard until you either find health or wait for your dash to recharge.
Strike quickly with precision and you wont have to worry.
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on May 12, 2012, 01:55:30 AM
Quote from: "Hilman170499"
>Play as Starman
>Don't use Star Crash

I don't usually insult people's playing styles, but you are doing it way beyond wrong.

Star Crash is a win button in every sense of the word. Armor, huge melee damage, and a decent radius mean that running into a crowd will guarantee you frags. And running into a solo person also pretty much guarantees a frag.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 12, 2012, 02:00:54 AM
Quote from: "xColdxFusionx"
Quote from: "Hilman170499"
>Play as Starman
>Don't use Star Crash

I don't usually insult people's playing styles, but you are doing it way beyond wrong.

Star Crash is a win button in every sense of the word. Armor, huge melee damage, and a decent radius mean that running into a crowd will guarantee you frags. And running into a solo person also pretty much guarantees a frag.
Also Star Flurry is weak as hell and easy to dodge.
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 12, 2012, 03:26:13 AM
So, is there a reason Dust Man can't pick up large scrap blocks? Because that can screw him over if that's all a fallen enemy drops.
Title: Re: Class based modification (6C)
Post by: Korby on May 12, 2012, 04:34:27 AM
I'm honestly not sure, but he might just not be coded to pick them up.
Pretty easy to fix.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 12, 2012, 01:42:20 PM
Enker

The first in the RKN series is here, and as annoying and powerful as ever! Enker starts off pretty weak, since his only means of attaining more powerful shots is to absorb them or take damage. However, he has excellent armor and decent speed, making him a bit of a pest to fight.

When Enker raises his Barrier Spear to absorb a shot, his armor skyrockets temporarily, and he is given a lot weapon energy from the impact. He is immobile while in this phase, but it's not too much to worry about. This is when Enker becomes a deadly opponent.

Playing as Enker, there's a good way to rack up your score. Run into a crowd, and absorb once or twice. This should fill his weapons bar with minimal damage. You can either fire into the crowd for potential kill-stealing, or you can chase down a fleeing opponent. Enker, mind you, is also an excellent duelist.
Title: Re: Class based modification (6C)
Post by: HD_ on May 12, 2012, 01:50:23 PM
Alright, so let's create some community rankings! The idea is simple, each day I'll post 5 matches between 2 classes each, you decide which is better IN GENERAL. So, if Snake Man v Gyro Man comes up, don't say "Gyro Man will definitely beat Snake Man because he can fly", vote on general usefulness. The results will be used to generate a ranking for each class (out of 69).

Also, you MUST put the score of each match after your vote in your post, or it will not count.

PRELIMINARY ROUND: Most robot masters get byes for this round, however, some randomly picked ones do not.

5/12/12:

Charge Man

vs.

Bright Man

Charge Man: 0
Bright Man: 0

Knight Man

vs.

Plant Man

Knight Man: 0
Plant Man: 0

Heat Man

vs.

Cloud Man

Heat Man: 0
Cloud Man: 0

Gyro Man

vs.

Flame Man

Gyro Man: 0
Flame Man: 0

Wave Man

vs.

Fire Man

Wave Man: 0
Fire Man: 0

Every other class gets a bye for this round. May the best robot win!
Title: Re: Class based modification (6C)
Post by: Davregis on May 12, 2012, 02:19:47 PM
(click to show/hide)

Shall we put that massive bar of text in spoilers or not?
Title: Re: Class based modification (6C)
Post by: HD_ on May 12, 2012, 02:23:48 PM
You only need the scores, not the whole post.
Title: Re: Class based modification (6C)
Post by: Korby on May 12, 2012, 04:16:05 PM
Define useful. Most classes have different roles and may not be useful in situations like Deathmatch, such as Woodman.
Title: Re: Class based modification (6C)
Post by: Knux on May 12, 2012, 08:56:39 PM
Quote
you decide which is better IN GENERAL.
There are other factors that must be included into that equation, such as player skill, stage selected and type of game and settings. Therefore, results may vary a lot. If we were to evaluate usefulness for the classes by themselves, it might be redundant because all of their moves are known already.

Or unless you're planning to make a guide of each character with strategies and such, I don't see why not.
Title: Re: Class based modification (6C)
Post by: Tengu on May 12, 2012, 10:32:46 PM
Charge Man: 1
Bright Man: 1

Knight Man: 1
Plant Man: 1

Heat Man: 1
Cloud Man: 1

Gyro Man: 1
Flame Man: 1


Wave Man: 1
Fire Man: 1
Title: Re: Class based modification (6C)
Post by: HD_ on May 12, 2012, 10:58:25 PM
Quote from: "Knux"
Quote
you decide which is better IN GENERAL.
There are other factors that must be included into that equation, such as player skill, stage selected and type of game and settings. Therefore, results may vary a lot. If we were to evaluate usefulness for the classes by themselves, it might be redundant because all of their moves are known already.

Or unless you're planning to make a guide of each character with strategies and such, I don't see why not.

Well, the goal is to get a community ranking, then with that make a strategy guide by starting from the "weakest" and going up to the "strongest".

As for a tip on rating; think about stats, checks and counters, stuff like that.
Title: Re: Class based modification (6C)
Post by: ice on May 13, 2012, 01:00:14 AM
when this is done skullman's probably going to be on the bottom due to his being 100% useless if you have a slow connection, he's only useful if you have a fast connection, or damn good prediction skills
Title: Re: Class based modification (6C)
Post by: Davregis on May 13, 2012, 02:34:41 AM
Quote from: "ice"
when this is done skullman's probably going to be on the bottom due to his being 100% useless if you have a slow connection, he's only useful if you have a fast connection, or damn good prediction skills

You've not seen me with Skull Man, have you?
Title: Re: Class based modification (6C)
Post by: ice on May 13, 2012, 02:49:01 AM
I havent seen you online period, but again, skullman + slow connection = impossible
Title: Re: Class based modification (6C)
Post by: HD_ on May 13, 2012, 03:11:26 PM
Charge Man: 1
Bright Man: 2

Knight Man: 1
Plant Man: 2

Heat Man: 1
Cloud Man: 2

Gyro Man: 1
Flame Man: 2

Wave Man: 1
Fire Man: 2

Vote for your life people!
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 13, 2012, 06:38:57 PM
Charge Man: 2
Bright Man: 2

Knight Man: 2
Plant Man: 2

Heat Man: 2
Cloud Man: 2

Gyro Man: 2
Flame Man: 2

Wave Man: 2
Fire Man: 2
Title: Re: Class based modification (6C)
Post by: MasterXman on May 13, 2012, 06:47:36 PM
Charge Man: 3
Bright Man: 2

Knight Man: 2
Plant Man: 3

Heat Man: 3
Cloud Man: 2

Gyro Man: 3
Flame Man: 2

Wave Man: 2
Fire Man: 3
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on May 13, 2012, 11:41:01 PM
Charge Man: 3
Bright Man: 3

Knight Man: 3
Plant Man: 3

Heat Man: 4
Cloud Man: 2

Gyro Man: 4
Flame Man: 2

Wave Man: 2
Fire Man: 4
Title: Re: Class based modification (6C)
Post by: Davregis on May 16, 2012, 11:47:55 PM
I believe I've hit Skull Man's skill ceiling; any further practice would be on his aim.
So, I need a new main class.

Specifics:
-Must have a high skill floor/ceiling
-Must not be OP
-May be useful in most modes

Candidates
-Wave Man
-Someone else
Title: Re: Class based modification (6C)
Post by: Korby on May 16, 2012, 11:59:25 PM
Darkman 2
Roll
Title: Re: Class based modification (6C)
Post by: ? Manibogi ? on May 17, 2012, 12:52:58 AM
Darkman 3
Star Man?

That's all I can think of besides Roll.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 17, 2012, 12:53:46 AM
I think that "Someone else" was Wood Man.
Title: Re: Class based modification (6C)
Post by: Atticus on May 17, 2012, 01:56:10 AM
Slash Mang
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 17, 2012, 02:16:06 AM
Drill Man
He is tricky to win with, so mastering him should be interesting.
Title: Re: Class based modification (6C)
Post by: Knux on May 17, 2012, 02:50:24 AM
Try Tomahawk Man and his signature weapon: Plastic Tomahawk.
Title: Re: Class based modification (6C)
Post by: ice on May 17, 2012, 11:34:05 AM
Quote
Slashman
have you seen gumballtoid going around one shotting people in a server with him?

I'd say try crashman due to his bombs having a inconsistant explosion time and haveing to watch the bombs the whole time, ringman due to haveing to call the rings back every time, flameman due to under use(?), cloudman due to his manual recharge, shademan due to his easy to dodge attacks, or junkman due to the threat of running out of ammo.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 17, 2012, 07:20:52 PM
Quote from: "ice"
have you seen gumballtoid going around one shotting people in a server with him?
Wait, so... Slash Man is OP?

Also, I personally recommend Spark Man, if you want a difficult-to-master class.
Title: Re: Class based modification (6C)
Post by: Davregis on May 18, 2012, 11:46:46 AM
So Wood Man (Who WAS the "someone else"), Cloud Man, Drill Man, and....yeah.

Shade Man and possibly Ring Man seem UP to me, I tried Spark Man and got 1sts too quickly >.> Just spam the small shot and the large one when you get the chance. Flame Man's alt is inconsistent >.>

Thanks!
Title: Re: Class based modification (6C)
Post by: Ceridran on May 18, 2012, 12:41:59 PM
Shade seems to do better in LMS.
Title: Re: Class based modification (6C)
Post by: Davregis on May 19, 2012, 12:08:43 AM
So did Skull, but he has the power to destroy everyone in a crowded DM.

Shade...How is he intended to be used?
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on May 19, 2012, 01:46:50 PM
How I use Shade Man:

0.) Charge Noise Crush
1.) Fire Noise Crush at the closest target
2.) Activate Flight
3.) Dive Bomb
4.) Re-Activate Flight
5.) Repeat steps 3 and 4 until out of ammo
6.) Recharge Ammo
7.) Go back to step 2
Title: Re: Class based modification (6C)
Post by: Davregis on May 19, 2012, 09:05:45 PM
Cloud Man's manual reload was intended as a nerf to balance out his extreme power, yes?
:/

The in-flight altfire is high-powered, sure, but the basic Thunder Bolt lacks.
Title: Re: Class based modification (6C)
Post by: Korby on May 19, 2012, 09:34:08 PM
The mainfire will be getting changed in some way soon enough.
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 20, 2012, 12:21:15 AM
I hope so, because as it stands he's borderline useless in rooms with scattered/small crowds.
Title: Re: Class based modification (6C)
Post by: Magnet Dood on May 20, 2012, 12:26:30 AM
Because every class is supposed to work well in every situation.
Title: Re: Class based modification (6C)
Post by: Korby on May 20, 2012, 12:33:10 AM
Dohoho

I think the idea was to make his shots split forwards+backwards.
Title: Re: Class based modification (6C)
Post by: Magnet Dood on May 20, 2012, 01:12:32 AM
But if it hit a wall, it would only go backwards...

So it's basically a rebounding unchargeable noise crush
Title: Re: Class based modification (6C)
Post by: Korby on May 20, 2012, 01:14:41 AM
That kills in 3 hits.
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 20, 2012, 01:15:52 AM
Maybe cut the ammo consumption for his mainfire. It doesn't seem to merit getting that few shots off without having to recharge and make yourself a sitting duck.

Quote from: "Star Dood"
Because every class is supposed to work well in every situation.

Yep. That's totally what I said.
Title: Re: Class based modification (6C)
Post by: Magnet Dood on May 20, 2012, 01:19:20 AM
The reason why he doesn't work well in one area of a fight is because he works well in another aspect of it. Cloud Man is better for crowd control imo.

toad man doesn't work well in duels?!?!!!!?1
Title: Re: Class based modification (6C)
Post by: Knux on May 20, 2012, 01:19:58 AM
Cloud Man problems? Grab a Wave Bike and spam the flying altfire.  :ugeek:

By the way, why does Tomahawk Man's ST kills in 5-6 hits? It's hard to aim as is, even more so with his above average speed. Or he's just a pro class and I haven't mastered him. :X

EDIT: While I'm here, can I know how much damage does a Treble Boost bullet does?
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 20, 2012, 02:20:31 AM
Quote from: "Star Dood"
The reason why he doesn't work well in one area of a fight is because he works well in another aspect of it. Cloud Man is better for crowd control imo.
He doesn't work at all in "one aspect of a fight," which just happens to be the aspect that entails 90% of any given game session.

In order for Cloud Man to not be terrible, the following conditions must be met:

- The stage must be bunched in, herding the room's population to one central location.

- There must be a lot of people on at once.

- The ceiling must be high.

- There must be at least two places out of the average opponent's reach where he can land and recharge.
Title: Re: Class based modification (6C)
Post by: Atticus on May 20, 2012, 06:00:42 AM
So here are some thoughts of mine

-Roll should have default health. Since she's up in people's faces, she could at least get a little more health since the roll gift doesn't heal that much.

-Enker is basically a
(click to show/hide)
One idea I had was the time between his spear absorb thing should be a bit longer. After he does the absorb attack, maybe the cooldown between the next time he can is just a bit longer, even just by a second or two. This would give a small opening to do damage to him since he can  just stall forever.

-Y U NO FREEZE MAN ALTFIRE

-Still wish Junk shouldn't produce his own ammo with his junk throw. Maybe give him full ammo on spawn but the throw doesn't break into bits, so he can stop being a turtle and spawn camper.

-Make Bomb Man ammo recharge a little faster.

-Cloud Man still sucks.

-Give Metal Man an ammo bar. Seriously, he's spammier than a Demoman.

And just wondering, where do Skull Man and Flame Man's taunts come from?
Title: Re: Class based modification (6C)
Post by: Shmeckie on May 20, 2012, 07:54:53 AM
Street Fighter. Third Strike and II, respectively.
Title: Let this not turn into a war, K?
Post by: Davregis on May 20, 2012, 02:11:59 PM
Cloudman can duel reasonably in close quarters. His item is used for boost-jumping to
1.Throw off aim
2.Allow access to his potentially OHKO inflight alt.

The ceiling being low doesn't matter; close up, the inflight alt does about as much as from above.

What makes him viewed as UP is his mainfire, which seems to be a 4-5HKO? on most classes. As wide as it is, it takes up WAY too much
ammo. His manual reload is, in theory, a nerf to make him not-OP. It indeed works, as Cloud with actual flying would be terribly overpowered.
However, his mainfire lacks.
Title: Re: Class based modification (6C)
Post by: Magnet Dood on May 20, 2012, 02:23:16 PM
As much as I would love to argue that it's fairly ridicoulous to be unable to work at all in one aspect in fights that makes up 90% of every and all matches, I don't want another KY Napalm Man arguement again, so I'll just have my opinion and you have yours.

While on Cloud Man, will the new Thunder Bolt weapon rip? If it does, it's gonna hurt like hell if you're hit dead on by that thing. Not only do you get hit by one mid-damage projectile, but you also get torn to shreds when it splits and goes through you. Even if not, it's going to be a two-hit KO, since you're basically getting hit by two of them.
Title: Actually, I think I'll just spray a bunch of ideas.
Post by: Davregis on May 20, 2012, 04:57:49 PM
Erm, if I may suggest changes to classes..?

Cloud: Mainfire does 35 damage non-ripping.

Centaur: Retract the previous statement. Love this guy.

Freeze: Alt;Freezes self, damaging opponents(?)

Snake: Snakes fly in a small parabola

Wave: Harpoons fly slightly faster

Dark 3 Sniper taunt: Thanks for standing still, wanker!
Title: Re: Let this not turn into a war, K?
Post by: Shmeckie on May 20, 2012, 05:35:05 PM
Quote from: "Daveris"
What makes him viewed as UP is his mainfire, which seems to be a 4-5HKO? on most classes. As wide as it is, it takes up WAY too much
ammo.

Not to mention its RoF and speed is dookie compared to how much damage it does. With how much ammo it uses, how slow it fires, and how slow it moves, you'd think it would do crazy damage. Not so.
Title: Re: Actually, I think I'll just spray a bunch of ideas.
Post by: ProjectHazoid on May 21, 2012, 02:14:00 AM
I myself have a few ideas for Freeze's Alt, based on suggestions and other things mentioned by other people in the forums or on the servers. I'll probably be met with a "Freeze is finished" reply but here goes:

A few weeks ago someone in a Classes server, I forget who exactly, mentioned wanting Ice Man's old Icicle Storm alt back, and perhaps giving it to Freeze. This gave me the alt to have a "Point-and-Spawn" alt for him where depending on if he points to the floor or ceiling he spawns Icicles which spike up or fall from the ceiling.

Quote from: "Daveris"
Freeze: Alt;Freezes self, damaging opponents(?)
Daveris here gives me a few ideas to expand upon this, with some of Halo Reach's Armor Lock thrown in. An Alt where Freezeman encases himself in Ice similar to his MM7 boss intro, which boosts his resistance to any non-fire or junk damage type (well maybe). He can then release the alt (or someone breaks it) and rain Icicles around him, which are more numerous depending on how long alt is held down.
Title: Re: Actually, I think I'll just spray a bunch of ideas.
Post by: Shmeckie on May 21, 2012, 02:44:55 AM
Quote from: "ProjectHazoid"
This gave me the alt to have a "Point-and-Spawn" alt for him where depending on if he points to the floor or ceiling he spawns Icicles which spike up or fall from the ceiling.

Oooo, I like this one...!
Title: Re: Class based modification (6C)
Post by: MusashiAA on May 21, 2012, 03:02:11 AM
Regarding whatever's being discussed at the moment:

Sorry, too busy adding/discussing/thinking of new classes/stuff. Mostly classes. Although it's more likely new stuff for current classes comes our way for 6D, which is inevitable now.

Now, for what I came here:

I'd like someone that will obviously not be me to make new animations for Flash Man's HUD.

(http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/flashsheet.gif)

You know how Flash Man does this silly pose where he raises his buster arm and places it in a vertical position? HUDify that, so it's used whenever players use altfire.
Title: Re: Class based modification (6C)
Post by: Davregis on May 21, 2012, 11:05:20 AM
Honestly, could it not be a simple 1/3 frame buster-goes-vertical-then-horizontal movement with nothing in between?
Title: Re: Class based modification (6C)
Post by: Korby on May 21, 2012, 04:10:35 PM
That's what he wants. despite how easy it is He wants a vertical Flashman buster. That's all.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on May 22, 2012, 04:40:59 PM
Quote from: "Daveris"
Freeze: Alt;Freezes self, damaging opponents(?)

This may be cool (ugh, not intended). Add that getting hit with an ice based weapons heals him, and that may be an interesting/fun concept

Quote from: "ProjectHazoid"
This gave me the alt to have a "Point-and-Spawn" alt for him where depending on if he points to the floor or ceiling he spawns Icicles which spike up or fall from the ceiling.

Sooo, a Freeze Man version of Burst Man's bubble... The only way I could see that being useful is if it did a shit ton of damage, because obviously no one is going to just stand under a falling icicle, and clearly people will actively avoid a spike. But this does sound good.
Title: Re: Class based modification (6C)
Post by: Korby on May 22, 2012, 06:42:22 PM
If I recall, Jax's idea for a Freezeman altfire was some super powerful attack.
Title: Re: Class based modification (6C)
Post by: Ceridran on May 22, 2012, 06:55:19 PM
Can I give a go at some suggestions?
I know, this may be a bad idea.

A second weapon for slash.

Primary fire, you must jump up to some form of a ceiling,
and you will attach using the claws.

Alternate Fire only works when on a ceiling. You drop..
..
Whatever the goo things were, that he dropped from the
boss room ceiling boss thing room thing's ceiling.

Yeaah, I realized after posting this that there are rarely decent sized hallways to use this in.
Title: Re: Class based modification (6C)
Post by: Smunch on May 22, 2012, 08:35:13 PM
Buff Stoneman by adding punctuation to his stone stomp kill message.
Title: Re: Class based modification (6C)
Post by: Knux on May 22, 2012, 08:57:33 PM
Quote from: "Musashi-COM"
Regarding whatever's being discussed at the moment:

Sorry, too busy adding/discussing/thinking of new classes/stuff. Mostly classes. Although it's more likely new stuff for current classes comes our way for 6D, which is inevitable now.

Now, for what I came here:

I'd like someone that will obviously not be me to make new animations for Flash Man's HUD.

(http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/flashsheet.gif)

You know how Flash Man does this silly pose where he raises his buster arm and places it in a vertical position? HUDify that, so it's used whenever players use altfire.
I was wondering how many frames of animation you need for this.
Title: Re: Class based modification (6C)
Post by: MusashiAA on May 22, 2012, 09:39:44 PM
Quote from: "Knux"
Quote from: "Musashi-COM"
Regarding whatever's being discussed at the moment:

Sorry, too busy adding/discussing/thinking of new classes/stuff. Mostly classes. Although it's more likely new stuff for current classes comes our way for 6D, which is inevitable now.

Now, for what I came here:

I'd like someone that will obviously not be me to make new animations for Flash Man's HUD.

(http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/flashsheet.gif)

You know how Flash Man does this silly pose where he raises his buster arm and places it in a vertical position? HUDify that, so it's used whenever players use altfire.
I was wondering how many frames of animation you need for this.

4:

1 for showing he's raising his arm (first row, second sprite), and 3 for the actual vertical buster position (one with normal colors, and the other two flashing like the two lasts sprites on the first row of that sheet)
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 26, 2012, 01:30:03 AM
More suggestions:
1) Have Cut Man run around with no scissors on his head whenever he has thrown a Rolling Cutter. However, he will get the scissors back when his Rolling Cutter has despawned or came back to him.
2) For Spring Man's alt, change the obituary to "%o was knocked out from a distance by %k's Spring Punch."
Title: Re: Class based modification (6C)
Post by: Korby on May 26, 2012, 02:01:03 AM
1) Technically already done.
2) What's the current one?
Title: Re: Class based modification (6C)
Post by: DarkAura on May 26, 2012, 02:09:30 AM
Quote from: "Korby"
2) What's the current one?
"%o was bounced away by %k's Wild Coil."

The alt doesn't have a unique obituary.
Title: Re: Class based modification (6C)
Post by: Atticus on May 26, 2012, 02:44:15 AM
Still wish it could be "X was sprung by Y's Wild Coil"
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 26, 2012, 03:48:17 AM
Continued:
3) Give Quick Man the ability to block like in Mega Man 2.
Title: Re: Class based modification (6C)
Post by: Atticus on May 26, 2012, 04:17:15 AM
Quick Man could block?

Anyway, no, he's already an annoying little bugger, it'd be worse if he was a staller too.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on May 26, 2012, 05:27:51 AM
Quote from: "coolguy773"
Quick Man could block?

Anyway, no, he's already an annoying little bugger, it'd be worse if he was a staller too.
Quick Man was immune to Metal Blade because he stopped to block them and they did typical blocked bounce off.
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 26, 2012, 07:17:26 AM
Quick Man also blocks Quick Boomerangs in the refights.
Title: Re: Class based modification (6C)
Post by: ice on May 26, 2012, 01:09:29 PM
He also blocked bubbles

...correction, EVERYONE but heatman blocked bubbles
Title: Re: Class based modification (6C)
Post by: Hilman170499 on May 26, 2012, 01:18:13 PM
Quick Man blocks Bubble Lead? I did not see that. By blocking, did you mean he was immune to it or did he do his blocking animation?
Bubble Man did not block it, he just has his health restored like Heat Man with Atomic Fire and Alien with everything but Bubble Lead.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 26, 2012, 01:22:37 PM
I'm just gonna say that Cut Man's cutter badly needs nerfed in terms of speed.

Also I'm still working on those graphics. Question is, do we want Skull Man to get a white barrier, a purple barrier, or keep his blue one?
Title: Re: Class based modification (6C)
Post by: ice on May 26, 2012, 01:38:51 PM
Quickman played the blocking animation (also the 1st time I found out about it)

his cutters have massive range, insane speed, and massive damage and infinite ammo. I'd say atleast nerf the damage

I'd say use the white barrier
Title: Re: Class based modification (6C)
Post by: Korby on May 26, 2012, 05:41:14 PM
Speed was actually a nerf, you know. The slower it is, the more time it has to sit in you and tear you to shreds.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on May 26, 2012, 06:19:43 PM
But it also makes it easier to dodge. I'd say nerf the speed and put the cutter on a small cool-down. As he is, Cut Man's glass armor doesn't make up for his nearly instant-kill attack method.
Title: Re: Class based modification (6C)
Post by: Knux on May 26, 2012, 07:16:37 PM
Or just learn to get away from him when you see him. Maybe the range could be nerfed a bit to make it less like a Knight Crush though.
Title: Re: Class based modification (6C)
Post by: Davregis on May 26, 2012, 10:01:04 PM
...And so Centaurman's taunt should be something Old Spice Guy.
Title: Even if he has no power.
Post by: Korby on May 27, 2012, 12:15:33 AM

Just guessing seeing as YD will pretty much enforce LoL taunts.
Title: Re: Class based modification (6C)
Post by: Ceridran on May 31, 2012, 12:34:32 AM
Yesyesyesyesyesyes.

Even though I don't play that game.
Title: Re: Class based modification (6C)
Post by: Davregis on June 02, 2012, 02:39:14 PM
Centaur Man
+Seems like he's be OP, but he's not.
+Able to inflict 50 damage at will (cflash+2 bustershots)
+Spread fire
+Able to shoot around corners

|Teleport
|Lack of strafe

-Low health

Just an analysis, but I wonder if his spreadshot pattern could be changed and buster damage brought down.
In essence, he should be able to tag people with more than 1 shot at a time by firing right next to someone's feet
and catching someone with a few spread bullets.

How about this concept, then.
Title: Re: Class based modification (6C)
Post by: Korby on June 02, 2012, 04:26:09 PM
I'm worried that would turn him into a teleporting snakeman that can reflect projectiles.
Title: Re: Class based modification (6C)
Post by: Korby on June 06, 2012, 09:28:06 PM
Alright, so Jax seems to think that Turboman will become the most OP thing ever* if he's given even one more shot on his mainfire.
As a reminder, his mainfire only has three shots until he runs out of ammo, and Megaman has four shots on his copywep.

Any ideas on what do?

*hyperbole
Title: Re: Class based modification (6C)
Post by: Gumballtoid on June 06, 2012, 10:15:03 PM
Compared to Mega Man, Turbo Man is fast, and has a powerful alt-fire, which makes him go even faster. Not to mention his taunt is a lot more spammable... I'd say keep it at three per meter.
Title: Re: Class based modification (6C)
Post by: Davregis on June 07, 2012, 02:43:12 PM
Can we see Jax's combat analysis list?
Title: Re: Class based modification (6C)
Post by: Hunter_orion on June 07, 2012, 08:25:16 PM
I agree with Gumballtoid. Turbo Man has a pretty good weapon for only getting 3 shots, and last I remember, the recharge rate isn't horrendously slow. But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death. If you try to scorch wheel someone, even if you hit them from behind, they are going to know another one is coming and get out of the way. Most often with his car form, even when you do see it coming, it's already close enough to you where you're going to get hit by it.

So yes, in a way Jax is right, mainly because the difference between Turbo Man scorch wheel and Copywep scorch wheel is that Turbo Man has decent ammo regen, and another attack that is far better. Copywep scorch wheel involves manually sliding/dashing around until you find more ammo to replenish it. So really, Turbo Man is fine as he is.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on June 07, 2012, 08:54:13 PM
Just gonna say Yamato Man, Guts Man and Cut Man badly need nerfs. I'd say reduce Cut Man's cutter back to the copywep speed, nerf Yamato Man's ammo regen, and Guts Man could use a damage nerf. Also, why does Bomb Man have the sturdy armor? He does lots of damage. I'd say give him the standard armor.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 08, 2012, 01:06:09 AM
I don't think Guts Man needs a damage nerf, just give him handicaps like what KY Classes gave him. Also, making Cut Man's cutter copywep speed would be more of a buff than a nerf. Now Cut Man, he can use a damage nerf.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on June 08, 2012, 01:52:30 AM
Quote from: "Shmeckie"
Also, making Cut Man's cutter copywep speed would be more of a buff than a nerf.
The thing about Cut Man is, when he throws his cutter, not only is it incredibly hard to dodge, but it does a ridiculous amount of damage, even with the lesser ripping time. In addition, the speed makes it hard to dodge. Nerfing the cutter's speed would not only make it easier to dodge, but it would also make it harder for Cut Man to defend himself. Right now, he can dominate the whole server on just about any map.
Title: Re: Class based modification (6C)
Post by: Korby on June 08, 2012, 02:50:17 AM
Quote from: "Hunter_orion"
But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death.
This is my point.
The mainfire of a weapon should be the....main fire of a weapon. If you're using the altfire more than the mainfire, something is wrong.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 08, 2012, 03:10:13 AM
Quote from: "Korby"
Quote from: "Hunter_orion"
But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death.
This is my point.
The mainfire of a weapon should be the....main fire of a weapon. If you're using the altfire more than the mainfire, something is wrong.
This x10 to the 10th power
Some characters main weapons aren't use as much as their alts, I rarely see Turbos going around using Scorch Wheel, they are all just hitting with the car form and ripping people apart.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on June 08, 2012, 03:17:44 AM
Okay, my suggestion is to lower the damage on the car form, and increase the Scorch Wheel ammo to 4. God damn, I'm posting way too often... I'll stop now... u.u
Title: Re: Class based modification (6C)
Post by: SaviorSword on June 08, 2012, 03:38:47 AM
If the mainfire should the class's "main" attack, then why's when Gemini Man out of clone power use a buster as it's "main"? Most would opt out the buster and go for the Gemini Laser when their out of clone power. I honestly think that main fire and alt fire's sake has little meanin' at all.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 08, 2012, 03:39:38 AM
Am I the only one who uses Scorch Wheel way more than the car form?! Because the Scorch Wheel is way more effective is most situations...

Quote from: "Gumballtoid"
The thing about Cut Man is, when he throws his cutter, not only is it incredibly hard to dodge,
Jump.

Quote
but it does a ridiculous amount of damage, even with the lesser ripping time. In addition, the speed makes it hard to dodge. Nerfing the cutter's speed would not only make it easier to dodge, but it would also make it harder for Cut Man to defend himself. Right now, he can dominate the whole server on just about any map.

He has the slower speed in KY Classes, and he's still a source for easy frags.
Title: Re: Class based modification (6C)
Post by: ice on June 08, 2012, 02:31:18 PM
Quote from: "Shmeckie"
Am I the only one who uses Scorch Wheel way more than the car form?! Because the Scorch Wheel is way more effective is most situations...

Quote from: "Gumballtoid"
The thing about Cut Man is, when he throws his cutter, not only is it incredibly hard to dodge,
Jump.
And get hit by the ludicrous hitboxes

Quote
but it does a ridiculous amount of damage, even with the lesser ripping time. In addition, the speed makes it hard to dodge. Nerfing the cutter's speed would not only make it easier to dodge, but it would also make it harder for Cut Man to defend himself. Right now, he can dominate the whole server on just about any map.

He has the slower speed in KY Classes, and he's still a source for easy frags.
Slower speed, and an ammo limit

Also Some of you may of noticed this a long time ago. Toss a metal blade at the ceiling as metalman, have it fall on someone, enjoy the easy frags with your instagib metal blades
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 08, 2012, 03:27:47 PM
Quote from: "ice"

And get hit by the ludicrous hitboxes

There's no arguing this one; I do it all the time, and it works.

Quote
Slower speed, and an ammo limit

Which does nothing to curb his frag-friendly ways.
Title: Re: Class based modification (6C)
Post by: Hunter_orion on June 08, 2012, 04:55:54 PM
Quote from: "Korby"
Quote from: "Hunter_orion"
But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death.
This is my point.
The mainfire of a weapon should be the....main fire of a weapon. If you're using the altfire more than the mainfire, something is wrong.

I'm not saying that I personally use the altfire more. In fact, I like Scorch Wheel as a weapon. It's cool design-wise, the speed up is nice, and the fact that it does ripping damage and not impact is rather useful. I only use the altfire under 3 conditions:
A) No one is around to see me activate it,
B) Somebody is close enough to where I don't have to travel very far just to attack, and finally
C) If condition A or B is not applicable, car form always makes a nice way to escape.

I'm merely stating the point that Turbo Man isn't bad as he is, and I brought up the alt as an example. Don't assume that just because I'm giving examples that these examples come from my playing style, because I really don't use some of these classes the way they're supposed to be used.
Title: Re: Class based modification (6C)
Post by: JaxOf7 on June 09, 2012, 12:19:45 AM
Code: [Select]
actor ScorchWheel
...
Spawn:
SWHE AB 2 A_Explode(19,128,0)
SWHE A 0 A_GiveInventory("Clip",1)
SWHE CDEF 2 A_Explode(4,100,0)
loop
...
In case you don't know what this means, vanilla (and indeed Turbo's) scorch wheel alternates between intervals of 19 damage explosions and 4 damage explosions.
Which means that it can be freakishly strong one second and normal/weak the next.

This is going to be fixed in mm8dm-v3a, but keep this sheer luck factor in mind when evaluating experiences with scorch wheel.
Title: Re: Class based modification (6C)
Post by: ProjectHazoid on June 09, 2012, 06:45:47 PM
Okay, so today I learned Wily + fastweps = BAAAAAAAAD  :shock:

EDIT: False alarm, it was copywep drill bomb + fastweps :U
Title: Re: Class based modification (6C)
Post by: Davregis on June 09, 2012, 10:27:25 PM
Quote from: "ProjectHazoid"
Okay, so today I learned Wily + fastweps = BAAAAAAAAD  :shock:

Flashman+Fastweps=worse
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on June 12, 2012, 03:03:16 PM
I tried mm6 part with tomahawkman from v6c, it's crazy.....

(click to show/hide)

I DID IT !!! finaly  :shock:

The problem is: Bots have infinite weapons right? It's really HARD to win on the windman map cause chargeman and airman are powerfull and with infinite weapons, they killed everybody quickly, specially CHARGEMAN....

(and tomahawkman need to be more powerfull...a little? .______.)

But i like this tomahawkman cause the tomahawk is more like the megaman tomahawk ^^ FASTER! and the feathers are a really cool shotgun.

I hoped....chargeman can be stunned on this map (no move), it's a way to win this map too....

EDIT: But I understand It can be complicate to find a good way to have a robotmaster who is good at (T)DM AND (T)LMS....

Exemple: Slashman for DM for a lot, stoneman too.
Ballade or Tomahawkman for TLMS (simple lms is crazy ._. )
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 12, 2012, 05:14:54 PM
Quote from: "Stonefunk"
I tried mm6 part with tomahawkman from v6c, it's crazy.....

(click to show/hide)

I DID IT !!! finaly  :shock:

The problem is: Bots have infinite weapons right? It's really HARD to win on the windman map cause chargeman and airman are powerfull and with infinite weapons, they killed everybody quickly, specially CHARGEMAN....

(and tomahawkman need to be more powerfull...a little? .______.)

But i like this tomahawkman cause the tomahawk is more like the megaman tomahawk ^^ FASTER! and the feathers are a really cool shotgun.

I hoped....chargeman can be stunned on this map (no move), it's a way to win this map too....

EDIT: But I understand It can be complicate to find a good way to have a robotmaster who is good at (T)DM AND (T)LMS....

Exemple: Slashman for DM for a lot, stoneman too.
Ballade or Tomahawkman for TLMS (simple lms is crazy ._. )
Air is easy to handle cause he needs to get up close. Charge in either class mod is the one you need to watch out for, same with Top.

What this class mod needs to do is figure out how to get the bots to use the alt fires, and don't tell me it can't be done cause I so KY bots do it all the time.
Title: Re: Class based modification (6C)
Post by: ice on June 12, 2012, 05:19:24 PM
*AHEM!* CSCC, though the shear number of bots will make it a tad much
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on June 12, 2012, 05:54:39 PM
Yes, KY Bots are better, but i mean, chargeman was boring cause he destroyed everybody in 1s cause no gauge.
And tomahawkman is not so powerfull on YD version. I was always second for a time.
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 12, 2012, 06:30:26 PM
Quote from: "Stonefunk"
Yes, KY Bots are better, but i mean, chargeman was boring cause he destroyed everybody in 1s cause no gauge.
And tomahawkman is not so powerfull on YD version. I was always second for a time.

And it's just going to get worse, trust me.
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on June 12, 2012, 07:14:07 PM
what do you mean O_o
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 12, 2012, 08:27:56 PM
Quote from: "Stonefunk"
what do you mean O_o

New ammo regen system allows it to regenerate even while players hold down the mainfire or altfire buttons. Fast regen (no button hold penalty) + hold down button = :?
Title: Re: Class based modification (6C)
Post by: ice on June 12, 2012, 09:42:49 PM
...I'm just going to come out and say it, What the hell does that even accomplish?
Title: Re: Class based modification (6C)
Post by: Korby on June 12, 2012, 09:44:06 PM
You know how sometimes when you use your altfire as skullman when the bar looks full, but it's not, then you have to wait even longer for it to charge?
This fixes that.
Title: Re: Class based modification (6C)
Post by: ice on June 12, 2012, 10:20:25 PM
so is it basically for characters who need a full ammo bar to attack or does this just basically give everyone infinite ammo
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 12, 2012, 10:51:21 PM
Quote from: "ice"
so is it basically for characters who need a full ammo bar to attack or does this just basically give everyone infinite ammo
I'd think that you still need the amount of ammo to fire, but if you don't have the ammo yet to shoot you'll still recover it until you can fire even if you press the shoot button, instead of your ammo gauge stopping refilling because you pressed the button and didn't have the ammo to use the attack.  I know some classes have a problem with that cause you may by just under the amount of ammo you need to fire but you pressed the shoot button too soon, thus lose a second before you can shoot again. Such as Drill Man, can't tell you how often that happens to me as him.
Title: Re: Class based modification (6C)
Post by: Korby on June 12, 2012, 11:25:33 PM
^
Exactly right.
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 13, 2012, 06:07:40 AM
But then you have those classes whose attacks don't require a minimun of ammo to be fired, which just gives them the ability to mantain an infinite stream of shots with a very slightly reduced rate of fire, by just holding down the fire button. And then you have classes like Charge Man, a class that has a short ammo regen rate and only requires the wee littlest bit of ammo to activate its attacks.
Title: Re: Class based modification (6C)
Post by: -Daiki-TheOni on June 13, 2012, 06:59:26 AM
excuse me. can I ask something? you know the attack animation sprites of KY Quint? In my opinion, you should use this for the sakugarne attack....
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 13, 2012, 09:25:17 AM
Quote from: "Musashi-COM"
But then you have those classes whose attacks don't require a minimun of ammo to be fired, which just gives them the ability to mantain an infinite stream of shots with a very slightly reduced rate of fire, by just holding down the fire button. And then you have classes like Charge Man, a class that has a short ammo regen rate and only requires the wee littlest bit of ammo to activate its attacks.

Isn't it possible to have this feature only apply to certain classes?
Title: Re: Class based modification (6C)
Post by: ice on June 13, 2012, 12:25:03 PM
from the way it's worded, it sounds like it reloads on the no ammo state meaning if you only need 1 ammo, all you have to do is hold it down and you'll still have infinite ammo with no need to stop fireing

though I might be confused about Musashi saying "players", but does this go for players or bots? If players, I can easily see this getting broken, if bots, it'll make the silgle player campaign MORE impossible than it is now. I'd say do like I did in CSCC and give them all special bot weapons, and when the ammo runs out it just goes to a state where it will stop fireing and reload ammo makeing them play more reasisticly
Title: Re: Class based modification (6C)
Post by: Ceridran on June 13, 2012, 01:02:53 PM
That reminds me, Pharaoh had a full bar charge when the shot wasn't fully charged.
Title: Re: Class based modification (6C)
Post by: Davregis on June 13, 2012, 03:09:13 PM
I see massive imbalance on the way.
Title: Re: Class based modification (6C)
Post by: -Daiki-TheOni on June 13, 2012, 04:31:47 PM
(click to show/hide)
EDIT: Hello? is someone there? answer me please....
Title: Re: Class based modification (6C)
Post by: Hunter_orion on June 13, 2012, 05:34:31 PM
Agreed, Quint does look rather derpy walking around in midair behind Sakugarne.
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 06:47:29 PM
Quote from: "Shmeckie"
Isn't it possible to have this feature only apply to certain classes?

It does.


and if it doesn't, it should.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 13, 2012, 06:49:26 PM
okay so the Mega Man 8 expansion is right around the corner, metaphorically speaking

and there's Astro Man and Tengu Man in MM8 right

but see here's the thing

they were also in Mega Man & Bass and Astro had WAY different attacks

what do
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 06:50:32 PM
Astroman planned mainfire: Copy Vision

Does that answer your question?
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 13, 2012, 06:51:34 PM
Why yes. Yes it does. Thanks. :)

How will the meteors work though? Or is that a secret?
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 06:51:54 PM
We have a MM8 expansion topic, you know.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 13, 2012, 06:54:12 PM
Quote from: "SmashBroPlusB"
okay so the Mega Man 8 expansion is right around the corner, metaphorically speaking

and there's Astro Man and Tengu Man in MM8 right

but see here's the thing

they were also in Mega Man & Bass and Astro had WAY different attacks

what do
Two different Astro and Tengus with a slight visual difference to show difference between them.  General ones that use a mix of both attack styles.
Such as Astro having his Orb Smash for his main attack and Copy Vision which basically places a sentry and Astro Crush as an item that he gets over time.
Tengu could have Tornado Hold which acts like the weapon to just push things into the air as it travels forward a bit like Tengu's and Tengu Blade as an alt where he rushed forward doing a slash and sends off the blade (like how he does it)

Just an example of course.
Title: Re: Class based modification (6C)
Post by: Magnet Dood on June 13, 2012, 06:57:28 PM
Or...

They could have TWO weapons- oh dear Korby's here

running away

It'd be neat to see the MM&B weapons used by Tengu and Astro be supported, but you can't have everything. plus mm&b classes don't look likely any time soon
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 07:01:55 PM
Quote from: "Korby"
Astroman planned mainfire: Copy Vision

Does that answer your question?
does no one read
Title: Re: Class based modification (6C)
Post by: Magnet Dood on June 13, 2012, 07:03:36 PM
I guess not.

:I

Is Tengu planned to have the Tengu Blade, too?
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 07:06:09 PM
No idea, Tengu Man has so many ridiculous options for attacks, so I'm not going to work on that.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 13, 2012, 07:07:36 PM
OOH OOH

You should totally have him use his ridiculous ball thing that traps people and does zero damage. You know, the wind circle that he tries to throw you in pits with? He yells "YARAT-SARATCHI" or something when he does it.

speaking of which "YAMALLAMAHOMBRE" should be his taunt also
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 07:08:48 PM
All MM8 classes get clips from MM8 as taunts.
just saiyan
Title: Re: Class based modification (6C)
Post by: Davregis on June 13, 2012, 07:27:32 PM
I think Napalm's a tad OP. A few minutes into a match I was looking for a new main (2 frags at this point, last place)
I then chose Napalm and made 1st 5 frags above the next guy. Make him conserve ammo, because I can just W+M2
and frag anyone at med-close range.
Title: Re: Class based modification (6C)
Post by: Korby on June 13, 2012, 07:31:48 PM
define "conserve ammo"
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 13, 2012, 07:41:55 PM
Increase Napalm's ammo consumption? Decrease ammo regen rate?

Make his bombs not explode on enemy contact after bouncing off a wall, increase range, keep current damage for direct hit, nerf bounced bomb damage?
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 13, 2012, 09:55:57 PM
Seriously you guys.

Yamato Man.

What were you thinking?!
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 13, 2012, 11:33:41 PM
Quote from: "Shmeckie"
Seriously you guys.

Yamato Man.

What were you thinking?!

Hey, I still oppose that new ammo regen system. In fact, I just made a list of which classes should keep the new ammo regen system (hold fire button, ammo regens anyways even after ammo is fully depleted) from 6DBeta4 and onward, the rest being reverted back to 6C's ammo regen system (hold fire button, ammo does not regen when ammo is fully depleted):

Barefoot Wily's suit regeneration ammo
Capsule Wily's weapon ammo
Timeman (holding altfire does not stop ammo from regenerating)
Flashman (holding either main/altfire does not slightly slow down amm from regenerating
Quickman (holding either main/altfire should only slow down his superspeed ammo regeneration, it currently halts it in 6DBeta4)
Woodman (holding mainfire does not stop ammo from regenerating)
Brightman's altfire ammo (holding altfire does not stop ammo regen, currently only halted by firing main)
Drillman's altfire ammo (holding altfire does not stop ammo regen, currently only halted by firing main)
Skullman's altfire ammo (holding altfire does not stop ammo regen, currently only slowed down by firing main)
Gravityman (holding altfire does not stop ammo from regenerating)
Blizzardman (holding altfire does not stop ammo from regenerating)
Knightman (holding altfire does not stop ammo regen, currently only halted by firing main)
Centaurman (holding altfire does not stop ammo from regenerating)
Title: Re: Class based modification (6C)
Post by: Davregis on June 14, 2012, 12:15:18 AM
Quote from: "Musashi-COM"
Increase Napalm's ammo consumption? Decrease ammo regen rate?

Make his bombs not explode on enemy contact after bouncing off a wall, increase range, keep current damage for direct hit, nerf bounced bomb damage?


I was thinking in the manner of making his Napalm Bombs cost 1.5-2x the amount of ammo they do AND nerfing his 'rate a bit.
Run up to someone, stunlock them with both missiles and finish with a Napalm Bomb. 1 KO.

W+M1 a crowd. All the KOs.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 14, 2012, 12:49:54 AM
Quote from: "Musashi-COM"
Quote from: "Shmeckie"
Seriously you guys.

Yamato Man.

What were you thinking?!

Hey, I still oppose that new ammo regen system.

Not even what I'm talking about.

Yamato Man in general.

Congrats, you guys; you out-borked KY v2 Tomahawk Man.

Quote from: "Daveris"
Quote from: "Musashi-COM"
Increase Napalm's ammo consumption? Decrease ammo regen rate?

Make his bombs not explode on enemy contact after bouncing off a wall, increase range, keep current damage for direct hit, nerf bounced bomb damage?


I was thinking in the manner of making his Napalm Bombs cost 1.5-2x the amount of ammo they do AND nerfing his 'rate a bit.
Run up to someone, stunlock them with both missiles and finish with a Napalm Bomb. 1 KO.

W+M1 a crowd. All the KOs.

That is WAY too much! KY did that to Napalm in v2, and he was flat-out useless.

Napalm is fine as he is. He excels in crowd control, and his gravity-affected bombs and slow-moving missiles make him excel in close range combat, but struggle at range. If Napalm Man is dominating a match, people need to play a better game of keep-away. He flat-out can't handle fighting highly-mobile classes at range. Especially since his strafing is poor.

The missiles could eat more ammo, I'll give you that, but not his bombs.
Title: Re: Class based modification (6C)
Post by: Davregis on June 14, 2012, 01:02:18 AM
KY nerfed his damage, did they not?
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 14, 2012, 01:18:00 AM
Not to my knowledge.

Both Napalm and Bomb Man have 3HKO mainfires at maximum damage. KY napalm only does slightly more damage with the head missile, so it's still 3 hits.

Like many of the Robot Masters.
Title: Re: Class based modification (6C)
Post by: Korby on June 14, 2012, 01:21:11 AM
I can increase the cost of the missiles, yeah.
Title: Re: Class based modification (6C)
Post by: Davregis on June 15, 2012, 05:24:51 PM
We should hold events with this mod.

"Magnet Golf Duel"
"Quickman Race"
"Dive Missile Challenge"
"Enker Endurance"
Title: Re: Class based modification (6C)
Post by: Korby on June 15, 2012, 06:18:30 PM
so hey, proposed napalm man changes.

-Make his normal speed the same/slower(?) than Megaman
-Give him Cyborg-esque Rocket Dash item to make up for this, would not be able to go vertically
-Increase cost of mainfire a bit
-Maybe increase altfire cost a bit

Thoughts?
Title: Re: Class based modification (6C)
Post by: ice on June 16, 2012, 01:58:34 AM
Well, he did have rockets in the arcade games, and the mod does use alot of stuff from the power games, so I say go for it


...also for luls, think we could have a gutsman G class?
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 16, 2012, 01:59:10 AM
Quote from: "Korby"
so hey, proposed napalm man changes.

-Make his normal speed the same/slower(?) than Megaman

I can live with this. He was semi-slow in the games, anyway.

Quote
-Give him Cyborg-esque Rocket Dash item to make up for this, would not be able to go vertically

Power Fighters you say? Let's do it!

Quote
-Increase cost of mainfire a bit
-Maybe increase altfire cost a bit

No. This screwed him over bad in KY, trust me. After trying him again in YD, I don't think his alt should cost any more than it already does. It already takes about half his entire ammo bar. His ammo consumption is fine. Spamming wildly leaves you empty in a gunfight, so he's not a free frag machine. he still requires a degree of precision, and his missile is still costly.
Title: Re: Class based modification (6C)
Post by: TheDoc on June 16, 2012, 02:11:00 AM
Quote from: "Daveris"
We should hold events with this mod.

"Magnet Golf Duel"
"Quickman Race"
"Dive Missile Challenge"
"Enker Endurance"

Now THERE'S an idea!
Title: Re: Class based modification (6C)
Post by: Davregis on June 16, 2012, 03:28:00 PM
Quote from: "Korby"
so hey, proposed napalm man changes.

-Make his normal speed the same/slower(?) than Megaman
-Give him Cyborg-esque Rocket Dash item to make up for this, would not be able to go vertically
-Increase cost of mainfire a bit
-Maybe increase altfire cost a bit

Thoughts?

Sounds good, but his altfire already takes up way too much, so it's not needed. Making the mainfire
take 3 bars instead of two would be nice, though.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 16, 2012, 05:59:16 PM
His mainfire is fine. The range on it isn't great and it's primarily grounded. We're not talking about a fast ripping projectile here, it's a low-height, lobbed bomb with limited distance even if you arc it up. Bomb Man does as much damage with a larger blast radius and better accuracy and throwing distance. Napalm Man's mainfire shouldn't be taking up nearly as much ammo as Bomb Man's for those reasons.

Just because something's strong doesn't mean it should cost an arm and a leg in ammo. You've gotta factor in all those other aspects to the weapon.
Title: Re: Class based modification (6C)
Post by: ice on June 16, 2012, 06:15:24 PM
running around a stage spamming his mainfire in cramped areas (quite a few stages are cramped or have cramped areas) that's usually how I see people play as him online gaining frags with minimal effort along with heatman
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 16, 2012, 06:22:39 PM
I've rarely seen anyone actually win a match by doing that, though.
Title: Re: Class based modification (6C)
Post by: ice on June 16, 2012, 06:28:05 PM
Fyone, that is all
Title: Re: Class based modification (6C)
Post by: Davregis on June 16, 2012, 08:02:54 PM
Quote from: "Shmeckie"
I've rarely seen anyone actually win a match by doing that, though.

I have. In fact, I've won a few like that. 3 instead of 2 isn't much more.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 16, 2012, 08:12:21 PM
Quote from: "Daveris"
Quote from: "Shmeckie"
I've rarely seen anyone actually win a match by doing that, though.

I have. In fact, I've won a few like that. 3 instead of 2 isn't much more.
But its enough to make a difference in the long run, hypothetically lets say he has 100 ammo, and he uses 2 ammo each shot, thats 50 shoots before he is out of ammo.
Now if he uses 3 ammo per shot he suddenly only has 33 shots before he is out of ammo.  Which is a big difference.

Now lets remove that last 0 from 100 so its 10 ammo and more likely what he has, 2 ammo is 5 shots, 3 ammo is 3 shoots, still a hefty difference in an fps.
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 16, 2012, 08:50:17 PM
Unfortunately for you Schmekie, I agree with them as well. Napalm's mainfire ammo consumption and damage output allows people to grenadespam everywhere, dealing considerable damage as collateral damage (that is, damage not directly done to enemies, but indirectly through damage zoning or whatever), without sufficient penalty for it (other than running out of ammo, except not fast enough with that ammo consumption rate). This leads to gaining frags indirectly through spam thanks to that splash damage and/or direct damage by just stepping into those bombs, which is often when people just go guns blazing into the battlefield as Napalm.

There are many ways to solve this issue, my preferred one being the Demoman Grenade Launcher one. The problem is, this was already discussed in the devchat, and we agreed not to mess with Napalm by giving him a Ballade-esque gameplay.

We could also increase Napalm's mainfire ammo consumption, but as you pointed out, this can lead him into a state of further imbalance.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 16, 2012, 08:58:02 PM
I have a suggestion.

If it's possible, make the bombs do more damage if they detonate on contact versus timed detonation. As in, if you hit a player, it will do considerably more damage to them (and others in the blast radius) than if a bomb were to randomly explode as a result of "spamming".

To help counter spammers, make the bombs bounce out farther but give them a shorter lifespan.
Title: Re: Class based modification (6C)
Post by: Korby on June 16, 2012, 11:10:44 PM
So as it turns out, his Napalm Bombs and the Napalm Missile are exactly the same, except one flies straight.

They both deal 45 damage.

Nerf mainfire to 35 y/n
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 16, 2012, 11:38:45 PM
only if it comes with 49-damage missiles :ugeek:
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 17, 2012, 01:16:32 AM
I do think the missile should do more damage and the mainfire should do less.

It only makes sense, considering the ammo consumption...
Title: Re: Class based modification (6C)
Post by: Korby on June 17, 2012, 01:34:33 AM
Alright, got the changes all added 'n stuff. I'll probably stuff them in an already released version so people can test at some point.
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on June 21, 2012, 12:17:02 PM
Do you think Cutman need a nerf for the range of the rolling cutter? The power is ok but the range make him really strong in all the aera, specially with corner :/

I tried Hardman, he is pretty fun! And not more OP, pretty balanced, GG !
Title: Re: Class based modification (6C)
Post by: Davregis on June 21, 2012, 04:00:16 PM
Cutman needs a speed nerf on the thing. Range, maybe. Speed, surely.

I like this Shadowman.
Title: Re: Class based modification (6C)
Post by: Knux on June 21, 2012, 04:13:03 PM
I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on June 21, 2012, 04:53:41 PM
If Cutman must have that sort of range, the speed should definitely be nerfed. When he throws the cutter, it travels too fast for someone to react in time. If he misses, it will return to him as quickly as he threw it. There's no consequence. When you use Cutman, you're supposed to have this little time frame when he's in survival mode until his cutter returns. This is virtually nonexistent right now.
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 21, 2012, 05:10:11 PM
"Hello, I'm Cutman, and my rolling cutter takes a second to return to me if I am standing still.  I am a glass cannon who can potentially deal a lot of damage to an enemy but I can't take hits very well myself. I have normal jumping and I move fast. If I need to retreat and I throw my cutter I can't attack until it returns to me, which takes longer because I'm running the opposite direction I threw it due to retreating."
Title: Re: Class based modification (6C)
Post by: Davregis on June 21, 2012, 06:08:12 PM
Quote from: "fortegigasgospel"
Hello, I'm Cutman, and my rolling cutter takes a second to return to me if I stand still.
I am a glass cannon with high speed that can score an OHKO with every toss,
but take a few hits to defeat myself. If I need to retreat and I throw my cutter,
it will guard my back but take longer to return.

Fix'd
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 21, 2012, 06:28:57 PM
Quote from: "Knux"
I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.
If Cutman is one shooting you so easily play more evasive around them, they don't always score an OHKO.
If he is such a problem I'm going to suggest this then.  Add some cannon which Cutman has the most number of weaknesses throughout the series.
Here is Cutman's list of weaknesses throughout all of Megaman
(click to show/hide)

Maybe if you up his weaknesses people will stop complaining about him being over powered cause they will almost always be able to down him in a couple of hits.
Title: Re: Class based modification (6C)
Post by: ice on June 21, 2012, 08:25:13 PM
Quote from: "Knux"
I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.
In other words, the team envisioned cutman as a instant win condition
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 21, 2012, 08:31:06 PM
Quote from: "ice"
Quote from: "Knux"
I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.
In other words, the team envisioned cutman as a instant win condition

That was Napalmman, in terms of fearing to make him too similar to Ballade.

Not Cutman. Don't put words in my mouth unless you have specific proof I said that.
Title: Re: Class based modification (6C)
Post by: ice on June 21, 2012, 09:08:15 PM
I guess I should rephrase myself

If they envisioned cutman as being a instant win condition, they've done it

a solution is to double the cutter flags cause from what I saw in ringman's stage, that thing has INSANE range

here is the code as is
Code: [Select]
Check:
TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",300,"Return")
Goto Check

a way to reduce the range without slowing it down or loosing power is this

Code: [Select]
Check:
TNT1 A 1 A_GiveInventory("CutterFlag",2)
TNT1 A 0 A_JumpIfInventory("CutterFlag",300,"Return")
Goto Check

doubling the flags given will make it travel half the distance while leaving power and speed untouched
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 21, 2012, 09:12:47 PM
Why is it no one realizes if you stay close (but not too close what with the alt and all) to Cut Man he has a harder time doing major damage? If his Cutter hits, it's less likely to be hanging on you for long enough to OHKO you, and the damage will be notably less than usual. Same goes for fighting Knight Man.
Title: Re: Class based modification (6C)
Post by: ice on June 21, 2012, 09:16:08 PM
easier said than done
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt
Title: Re: Class based modification (6C)
Post by: fortegigasgospel on June 21, 2012, 10:17:40 PM
2 words. Turbo Man.
Plow right through Cut with Turbo's alt.
Title: Re: Class based modification (6C)
Post by: Davregis on June 21, 2012, 11:33:52 PM
Let's not go into the area that is class-specific counters, k?
Title: Re: Class based modification (6C)
Post by: Knux on June 22, 2012, 12:44:26 AM
Quote from: "ice"
In other words, the team envisioned cutman as a instant win condition
Very funny. I never implied this though. Just learn to not get hit. If you get killed so much, then learn to stay away or jump like everyone else. That cutter isn't nearly as damaging as the old one anyway. And you really do not want the old cutter back. That was real rape there with the slow moving and bunch of ticks of damage coupled with Cut Man's high speed.

The bottom line is, you're whining about what you don't even know about. Don't believe me? Then go play as Cut Man consistently as I do, then come back and tell me if it really is that easy getting frags. Then you can stop being butthurt about losing and get back at everyone here with real, solid proof.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 22, 2012, 12:54:22 AM
Quote from: "ice"
easier said than done
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt

Cut Man isn't exactly Quick or Turbo Man. It's nowhere near impossible to get close to him. Many characters have ways to close the gap, pin him down, etc. You don't need to be right in his face, just in a close proximity.
Title: Re: Class based modification (6C)
Post by: Knux on June 22, 2012, 12:57:33 AM
Quote from: "ice"
easier said than done
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt
This is also assuming everyone must follow a specific strategy. That's bullshit the way I see it, considering I've used the class since released. I've been countered in many ways more than one. This is just whining at it's finest. Move along, everyone.
Title: Re: Class based modification (6C)
Post by: Korby on June 22, 2012, 01:40:38 AM
Quote from: "Musashi-COM"
That was Napalmman, in terms of fearing to make him too similar to Ballade.

What are you talking about? Napalmman hasn't been changed since he was first released, long before you were on the team.
He was made LONG before Ballade and was designed to be Napalmman, not an "instant win condition."
Title: Re: Class based modification (6C)
Post by: MusashiAA on June 22, 2012, 01:46:59 AM
Quote from: "Korby"
Quote from: "Musashi-COM"
That was Napalmman, in terms of fearing to make him too similar to Ballade.

What are you talking about? Napalmman hasn't been changed since he was first released, long before you were on the team.
He was made LONG before Ballade and was designed to be Napalmman, not an "instant win condition."

No, I mean what I talked about earlier. The direct hit doing more damage thingy being Ballade's quirk instead of Napalm's
Title: Re: Class based modification (6C)
Post by: Korby on June 22, 2012, 01:49:49 AM
ah, well that certainly makes more sense then.
Title: Re: Class based modification (6C)
Post by: Laggy Blazko on June 22, 2012, 01:57:21 AM
Quote from: "Shmeckie"
Why is it no one realizes if you stay close (but not too close what with the alt and all) to Cut Man he has a harder time doing major damage? If his Cutter hits, it's less likely to be hanging on you for long enough to OHKO you, and the damage will be notably less than usual. Same goes for fighting Knight Man.
But Cutman has a melee attack.
And it hurts D:

--
BTW, I'm sure Napalmman was nerfed (a bit) at some point. But yeah, I agree with nerfing him more, even though he's one of my most used classes.

(Now you're nerfing him even more I'll try to find and master another OP explosive class. Maybe BombLad...)
RemeRemeRemeRemeRemember me?

---
(Are you nerfing diveman as well?)
Title: Re: Class based modification (6C)
Post by: Korby on June 22, 2012, 02:23:42 AM
To memory, since Napalmman's been released, I haven't nerfed him at all until now, and even then, this nerf is called for. His mainfire and altfire do the same amount of damage, and this is a problem.

I've had no intentions of nerfing diveman because I haven't seen him as a problem child. Just hide behind walls and he can't hit you.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 22, 2012, 02:42:16 AM
And even if he CAN hit you, it's only to annoy you. Dive's never been a huge threat; while in KY you can grind opponents to death, in YD you're better off choosing Dive for LMS or something so you can camp behind mines and peck-peck-peck the health away.
Title: Re: Class based modification (6C)
Post by: ice on June 22, 2012, 11:52:56 AM
Quote from: "Knux"
Quote from: "ice"
easier said than done
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt
This is also assuming everyone must follow a specific strategy. That's bullshit the way I see it, considering I've used the class since released. I've been countered in many ways more than one. This is just whining at it's finest. Move along, everyone.

*sigh* learn to read better. I'm not tellling people to use a stratigy, I'm saying what I see in servers. plus he's not that hard to master, heck, I decided to use him one time and noticed how easy getting frags with him is. It's not whining, it's just saying what 80% of the community's saying, and as been said a while ago back in the KY thread. If the majority keeps complaining about smething, it's a problem.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 22, 2012, 12:22:22 PM
Quote from: "Laggy Blazko"
But Cutman has a melee attack.
And it hurts D:

You may notice I brought that up.

Actually, Cut's mainfire feels fine, beyond the fact it could use a little nerfing damage-wise (not too much). What needs to have a nerf bat taken to it is his alt.
Title: Re: Class based modification (6C)
Post by: Knux on June 22, 2012, 05:45:20 PM
With something with below-average armor, I would say getting up close to melee AND kill someone is quite an accomplishment. Just be thankful he can't get invisible and pop up in your face from nowhere. *hint*  :?
Title: Re: Class based modification (6C)
Post by: Davregis on June 22, 2012, 06:10:01 PM
Quote from: "Knux"
With something with below-average armor, I would say getting up close to melee AND kill someone is quite an accomplishment. Just be thankful he can't get invisible and pop up in your face from nowhere. *hint*  :?

You want to nerf Shadowman, give him 2.0 armor. Nothing else would bring him down any further without
making him textbook UP. As it is now, he dies to a strong breeze and has Megaman speed.
Mind you, it takes an entire mindset to play Shadow.
Title: Re: Class based modification (6C)
Post by: Knux on June 22, 2012, 07:15:22 PM
True, but I'm comparing him to Cut Man. I know what you mean, though.
Title: Re: Class based modification (6C)
Post by: Korby on June 22, 2012, 09:20:57 PM
so hey guys
tomahawk has infinite ammo now

doesn't that sound fun?
Title: Re: Class based modification (6C)
Post by: Magnet Dood on June 22, 2012, 09:30:53 PM
Sounds like so much fun.
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on June 22, 2012, 10:08:28 PM
Oh really ?.... I liked yet this Tomahawkman, but he was a little weak for DM but ok for TLMS.

The tomahawk/feathers powers are nerfed? If there is infinite ammo?

He can be really fun now...
Title: Re: Class based modification (6C)
Post by: Davregis on June 23, 2012, 03:12:28 AM
So are we nerfing Cut Man's mainfire or what
Title: Re: Class based modification (6C)
Post by: Knux on June 23, 2012, 07:02:04 AM
Quote from: "Korby"
so hey guys
tomahawk has infinite ammo now

doesn't that sound fun?
Who knows. I'd have to test that to see.
Title: Re: Class based modification (6C)
Post by: Davregis on June 24, 2012, 01:04:44 AM
I'll jump solidly to the nerf Cut's mainfire camp.
Title: Re: Class based modification (6C)
Post by: Emmanuelf06 on June 24, 2012, 09:02:37 AM
A lot use Cutman now :/
I have seen that yesterday on celebi server =p

Anyways, there is just Cutman and Yamatoman for me (i dont have any problems with napalm, he moves hard XD ) . And a lot of people have fun to play with all the classes ^^

Punk' taunt is funny, he looks so mad  :mrgreen:
Title: Re: Class based modification (6C)
Post by: Davregis on June 24, 2012, 03:18:40 PM
How about we give Darkmanng 1's shots a bit more speed?

And make Ringman's rings return faster.
Title: Re: Class based modification (6C)
Post by: Tengu on June 25, 2012, 04:31:56 AM
Okay, I have said it before and I will say it again.



I have witnessed NUMEROUS accounts of ANY given player just SWEEPING a whole DM game with Yamatoman. Fast, powerful ripping weapon with fast recharge and little ammo usage. Blindly hold fire wherever you walk, and everyone dies.

As for cutman, I would honestly be fine with one of two things:

A.) Slower speed
B.) Lower range on Cutter
Title: Re: Class based modification (6C)
Post by: Korby on June 25, 2012, 04:40:15 AM
Yamato was revamped.

Jax's idea for Cutman is two weapons. One for fast cutter, one for slow cutter.
Personally, I'm not fond of it, but what do you people think?
Title: Re: Class based modification (6C)
Post by: Knux on June 25, 2012, 04:57:05 AM
That sounds pretty wild. I'd be up for it. Things is, people would whine even harder. Ah, who cares. Haters gonna hate (and not stay away  :ugeek: ).
Title: Re: Class based modification (6C)
Post by: ice on June 25, 2012, 05:07:20 AM
*resists the urge to say something snippy*

I guess the 2 weapons thing would work, just nerf the damage and that would make the slow one the new 1 hit kill while the fast one will be an actual legit attack
Title: Re: Class based modification (6C)
Post by: Davregis on June 25, 2012, 04:23:49 PM
Could he have both out at the same time?
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on June 25, 2012, 04:27:58 PM
Quote from: "Daveris"
Could he have both out at the same time?
Sure, that would make him like Ringman, but that should be Possible, according to Playable Cutman in PU.
Title: Re: Class based modification (6C)
Post by: Knux on June 25, 2012, 06:17:41 PM
Actually, I was thinking if instead the melee alt-fire was replaced with the slower cutter. It would make it less troublesome to work with, then. Not to mention we don't want too many melee classes now, do we? And whatever Cut Man can cut close up, Slash Man can cut better anyway. Someone with below armor shouldn't be melee-ing anyway, IMO.
Title: Re: Class based modification (6C)
Post by: TheBladeRoden on June 25, 2012, 07:46:49 PM
Quote from: "Korby"

Jax's idea for Cutman is two weapons.

Quote from: "ice"
*resists the urge to say something snippy*

I see what you did there
Title: Re: Class based modification (6C)
Post by: Davregis on June 25, 2012, 08:29:43 PM
Changes-

Give Darkman1's shots more speed

Give Crashman the ScoRes

Make Ringman's rings return faster
Title: Re: Class based modification (6C)
Post by: ice on June 25, 2012, 08:39:25 PM
he's a borderline machine gunner tank who gets more powerful as he takes damage, are you sure making them faster is a good idea considering you were dominating as him when I came in?
Title: Re: Class based modification (6C)
Post by: Korby on June 25, 2012, 09:01:56 PM
Quote from: "Daveris"
Give Darkman1's shots more speed
No.
Quote from: "Daveris"
Give Crashman the ScoRes
No.
Quote from: "Daveris"
Make Ringman's rings return faster
Maybe.
Title: Re: Class based modification (6C)
Post by: Davregis on June 25, 2012, 09:25:52 PM
Eh, sure
Title: Re: Class based modification (6C)
Post by: Beed28 on June 25, 2012, 09:41:19 PM
Something you need to fix; in CTF, when you capture the flag sucessfuly (as Docrobot), you don't transform back into your chosen class.
Title: Re: Class based modification (6C)
Post by: Davregis on June 25, 2012, 09:44:32 PM
You die for the team..?

EDIT: May I be informed of how much damage each of Dark2's weapons deal?
EDIT X2: I know this might be broken, but could you add an icon to show where the
magbarrier is? As in an icon showing Darkman 2 and the position of his rotating shields?
EDIT X3: His barrier doesn't work in clipping floors
Title: Re: Class based modification (6C)
Post by: Knux on June 26, 2012, 11:35:54 PM
I was wondering if Wind Man will get a flight cancel. The way it is now, the flight is quite impractical to use. You need to choose to either fly or fight, and I'd much rather fly AND fight, and stop flying when I need to.
Title: Re: Class based modification (6C)
Post by: DarkAura on June 27, 2012, 12:24:25 AM
Quote from: "Knux"
I was wondering if Wind Man will get a flight cancel. The way it is now, the flight is quite impractical to use. You need to choose to either fly or fight, and I'd much rather fly AND fight, and stop flying when I need to.
^
I would suggest using the "A_JumpIf(z-floorz==0, "Land")" line for the cancel.
Title: Re: Class based modification (6C)
Post by: Davregis on June 27, 2012, 01:30:01 AM
Dark2 Requests
May I be informed of how much damage each of Dark2's weapons deal?

Could you add an icon to show where the
magbarrier is? As in an icon showing Darkman 2 and the position of his rotating shields?

His barrier doesn't work in clipping floors

hurdah hurdah hurdah
Title: Re: Class based modification (6C)
Post by: DarkAura on June 27, 2012, 05:51:31 AM
I made a few HUD pics for Needle Man when he uses his alt since I was told one wasn't made. Do I have to set up screenshots or something to display this or do I compile them into a .wad file and send it to someone to get it looked at?
This post is not intresting enough. Move along.
Title: Re: Class based modification (6C)
Post by: Korby on June 27, 2012, 06:01:58 AM
Quote from: "Daveris"
May I be informed of how much damage each of Dark2's weapons deal?
Do it yourself.

Quote from: "Daveris"
Could you add an icon to show where the
magbarrier is? As in an icon showing Darkman 2 and the position of his rotating shields?
It IS possible, but it seems kind of silly.

Quote from: "Daveris"
His barrier doesn't work in clipping floors
We know.
Title: Re: Class based modification (6C)
Post by: Shmeckie on June 28, 2012, 08:34:55 PM
Gyro Man needs some tweaks. Namely two; a RoF increase (only slightly), and a bigger hitbox on the gyros (there have been several occasions where, by all visible accounts the gyro hit the enemy, hit they didn't actually get hit because the hitbox on that attack is silly). Despite the fact that he's throwing a horizontal spinning blade, I get the feeling the actual hitbox for it is mighty thin...
Title: Re: Class based modification (6C)
Post by: Hallan Parva on June 28, 2012, 11:37:58 PM
I've got a funny idea.

Reverse Metal Blade.

Make the gyros have a pretty darn good radius but only make them 1 or 2 units tall.

Wouldn't it be hilarious to see a gyro go whizzing RIGHT over someone's head?
Title: Re: Class based modification (6C)
Post by: Knux on July 03, 2012, 03:37:57 AM
I was wondering if someone made those animations that Musashi requested for Flash Man's HUD. If not, I'll give it a shot since I have a lot of experience working with GIMP now after a certain thing I had to do.
Title: Re: Class based modification (6C)
Post by: MusashiAA on July 03, 2012, 03:55:28 AM
Nope, no one has. You can do it if you want
Title: Re: Class based modification (6C)
Post by: Knux on July 03, 2012, 08:12:05 PM
Alright then, I'll start it tomorrow since I just got home from doing college paperwork since 9am, and I'm so very tired. Or if I get some rest now, I might start it today at night. Either way, I'll get to it. Thanks.
Title: Re: Class based modification (6C)
Post by: Knux on July 04, 2012, 08:54:23 PM
Double post, derp. Relevant though.

Here is the first animation. Tell me what you think about that left hand. I don't think it looks great. And no, it's not a Fire Man edit.
(click to show/hide)
I plan to have the left hand lower by half on the next animation, and completely gone on the next two.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on July 04, 2012, 09:22:12 PM
You could use the fist shape used in Hard Knuckle or something. I'd try to keep it as consistent as you can with the regular weapons.
Title: Re: Class based modification (6C)
Post by: Knux on July 04, 2012, 10:06:24 PM
Actually, I made a mistake. His hand is supposed to be yellow. Though I was looking at the Flash Man sheet when I made it.

http://megaman.wikia.com/wiki/Flash_Man

And the fore arm is rounded, not flat. I better fix that as well.
Title: Re: Class based modification (6C)
Post by: -Daiki-TheOni on July 04, 2012, 10:30:34 PM
but the NES version is blue...
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on July 04, 2012, 10:56:58 PM
That didn't stop the team from making Napalmman Purple!
Title: Re: Class based modification (6C)
Post by: Gumballtoid on July 04, 2012, 11:14:36 PM
I may have brought this up before, but maybe they would look better if their weapon colors were based off the NES sprites rather than their artwork.
Title: Re: Class based modification (6C)
Post by: MusashiAA on July 04, 2012, 11:15:50 PM
I actually had in mind a right arm animation where he raises the buster and positions it vertically (like the sprite), not a left hand animation at all...
Title: Re: Class based modification (6C)
Post by: Knux on July 05, 2012, 12:24:51 AM
Quote from: "Musashi-COM"
I actually had in mind a right arm animation where he raises the buster and positions it vertically (like the sprite), not a left hand animation at all...
I know, Mus. It's just that in the first animation frame, he does have his left arm raised. Though if you don't want the left arm, that's fine then. I'll get to work on the vertical buster. Still, I had fixed the thing by the time you posted, so here it is again:
(click to show/hide)
Time for the next three frames.

EDIT: While no one else has posted, here is the first vertical buster frame.
(click to show/hide)
Weird, there's a black line above that wasn't on the editor? ...Oh well, I'll try to fix that. I'm also aware it has those lines on both sides. Don't worry, I'll do them.
Title: Re: Class based modification (6C)
Post by: HD_ on July 05, 2012, 01:09:34 AM
Personally I like the look of the left hand and think it adds more...what is it...substance (Is that the word I'm looking for?) to the HUD.

Although I'd personally like two-handed HUDs for everything
Title: Re: Class based modification (6C)
Post by: Knux on July 05, 2012, 01:26:57 AM
Once again:
(click to show/hide)
If everything is fine, I'll get to the next two frames. Until then, I await for comments.
Title: Re: Class based modification (6C)
Post by: JaxOf7 on July 05, 2012, 03:40:32 AM
More urgent request:
(http://i683.photobucket.com/albums/vv191/JaxOf7/freezeman_wp3.jpg)
Freeze Wave rotations.
Title: Re: Class based modification (6C)
Post by: Knux on July 05, 2012, 04:09:50 AM
That doesn't look difficult. I might also try it if no one else wants to.
Title: Re: Class based modification (6C)
Post by: Hallan Parva on July 05, 2012, 05:54:13 PM
okay

who uses Freezey Wave exactly?
Title: Re: Class based modification (6C)
Post by: Knux on July 05, 2012, 07:02:00 PM
Animations three and four are here. I thought a completely blank buster on the fourth would look weird though, so I left the lines. Should I take them out to look just like the NES sprite?
(click to show/hide)
I believe I will actually do an animation for the first one from scratch. I got lazy on the buster and copy/pasted it to Proto Buster's HUD.

EDIT: And so I did:
(click to show/hide)
I was thinking of that yellow elbow junction Flash Man has. I wasn't sure about it though, so I didn't add it.
Title: Re: Class based modification (6C)
Post by: JaxOf7 on July 05, 2012, 10:28:29 PM
Quote from: "SmashBroPlusB"
okay

who uses Freezey Wave exactly?
I thought it was obvious...

Anyways, have a changelog

V6D
- Taunts are now seperate from the main .pk3; they are in Classes-Taunts.pk3 and go in your skins folder, do not add with add file. Every class has a taunt and mm8 taunts are included.
- Pressing fire or altfire prematurely no longer puts you in a vulnerable noammo state.

- Buffs: Roll, Darkman2 (&Darkman4), Ice, Time
- Nerfs: Slide, Metal, Wind, Napalm, Bomb, Snake
- Health from items increased from 5 to 10
- Picking up an Etank as a class gives you the Class Etank, it heals 30 health.
- Oilman and tomahawkman bars removed
- Heavier classes given extra resistance to topspinwepc
- New Freezeman alt
- Yamato revamp
- Wood revamp
- Charge sort-of revamp
- Cutman sort-of revamp
- Junk Cube sort-of revamp
- Knight alt updated, shield haphazardly blocks seekers
- Underwater script updated (Oil and Bubble), MM2BUB and MM4DIV are now underwater.
- Various visual updates
Title: Re: Class based modification (6C)
Post by: Beed28 on July 05, 2012, 10:55:36 PM
What about the water in MM2BUBX and MM4DIVX? Also, the Oilman and Timeman classes need bots. Speaking of bots, can I experiment with bot weapons after release?
Title: Re: Class based modification (6C)
Post by: Gumballtoid on July 05, 2012, 11:47:35 PM
Alright, I'll be the one to ask:

Did you do anything to Guts Man?
Title: Re: Class based modification (6C)
Post by: Shmeckie on July 05, 2012, 11:48:52 PM
Quote from: "JaxOf7"
V6D
- Pressing fire or altfire prematurely no longer puts you in a vulnerable noammo state.

- Buffs: Darkman2 (&Darkman4)
- Nerfs: Slide, Metal, Bomb
- New Freezeman alt
- Yamato revamp
- Wood revamp
- Various visual updates

WHOOOO! Love you guys!

Please tell me one of those visual updates is Magnet Man's pose. Because I'm probably gonna use him a helluva lot more if he has that. DOn't know why that makes a difference for me, it just does. More fun that way, I guess. Daddy likes his classes authentic.
Title: Re: Class based modification (6C)
Post by: ? Manibogi ? on July 06, 2012, 12:23:08 AM
Quote from: "JaxOf7"
V6D
- Pressing fire or altfire prematurely no longer puts you in a vulnerable noammo state.
Funny how my very first class has this. :cool:
Title: Re: Class based modification (6C)
Post by: MusashiAA on July 06, 2012, 12:49:57 AM
Quote from: "Shmeckie"
Please tell me one of those visual updates is Magnet Man's pose.

No rotations for it yet.

But yeah, visual updates. It encompasses many superflous things
Title: Re: Class based modification (6C)
Post by: Davregis on July 06, 2012, 01:07:05 AM
Of course I'll be interested in the Darkmanng buffs :D
Title: Re: Class based modification (6C)
Post by: DarkAura on July 06, 2012, 01:16:58 AM
Quote from: "Musashi-COM"
Quote from: "Shmeckie"
Please tell me one of those visual updates is Magnet Man's pose.

No rotations for it yet.

But yeah, visual updates. It encompasses many superflous things
I'm certain I posted frames I made for that here before I deleted it due to not sparking intrest. I think Jax told me that he saved a pic of it. I'm also pretty sure that KY-Cla-*shot*

Speaking of MagnetMan, mind if I try to make a new HUD for his alt. weapon, where he's jutting his fists up and down?
Title: Re: Class based modification (6C)
Post by: Shmeckie on July 06, 2012, 01:19:46 AM
Quote from: "DarkAura"
I'm also pretty sure that KY-Cla-*shot*

If only we didn't have this moronic Classes feud...
Title: Re: Class based modification (6C)
Post by: JaxOf7 on July 06, 2012, 01:54:24 AM
Was going to save magnet alt sprites for when I polished magnet push up some later version.
But since Schmeckie expressed such concern, I have included DarkAura's sprites.
Title: Re: Class based modification (6C)
Post by: Gumballtoid on July 06, 2012, 02:02:03 AM
I went and did the Freeze Wave sprites to help things move along. Not my best work, but there's not a whole lot you can do with a white blob with an outline.

(http://img694.imageshack.us/img694/5999/freezewave.png)

Also I agree with Shmeckie on this whole YD/KY thing being pointless. They're both great in different ways.
Title: Re: Class based modification (6C)
Post by: Shmeckie on July 06, 2012, 03:02:14 AM
Like I've said before, if we had less of this childish Hatfield-McCoy bullshit, it would benefit both Classes mods.

Quote from: "JaxOf7"
Was going to save magnet alt sprites for when I polished magnet push up some later version.
But since Schmeckie expressed such concern, I have included DarkAura's sprites.

Noice! Also, how were you planning on polishing Magnet Push?
Title: Re: Class based modification (6C)
Post by: Fyone on July 06, 2012, 03:03:55 AM
I'm not sure if anyone else brought this up. Ring Man's rings can get broken sometimes, AKA he can't shoot 'em from the beggining 'till he dies (this is crucial in LMS).
Title: Re: Class based modification (6D)
Post by: Korby on July 06, 2012, 03:09:46 AM
so hey
sup (http://www.mediafire.com/?81xyjikptslcqsb)

EDIT:
And here's Classes-Tauntsv1
Download Classes-Tauntsv1! (http://www.mediafire.com/?xfgir7ewhzls4kp)

Keep in mind, you can put Classes-Taunts in your skins folder!
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 06, 2012, 03:21:50 AM
Hey, it's Cave

Someone's not daaaanciiiing

Classes-Taunts is a way to make the substantial side of the modification less hefty for whoever still lives in the 1990s. It contains all taunts used by all classes. You can customize and add your own taunts, too! One thing to keep in mind, though...you will only listen to the taunts you have on your Classes-Taunts file, that means no one will be able to listen to your taunts and will in fact listen the corresponding audio file they have assigned for that class.

Now, who's ready to make love to a giant bird?
Title: Re: Class based modification (6D)
Post by: Celebi on July 06, 2012, 03:24:32 AM
People bugged me about this, here are Gemini taunts me and Mush made.

Clicky (http://www.mediafire.com/?n1x1xmww55bbr75)


Enjoy the changes.
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 06, 2012, 04:24:08 AM
Loving all the changes so far! Freeze Man's new alt makes me hard....ly... able to... choose anyone else! :) Seriously, though, I giggled like an idiot.

Really love all the aesthetic changes, too. Makes it feel more like playing the characters themselves. They're little touches, but for an old fan like me they go a long way. Not sure why Crash Man's bombs are flat, now... Either way, great stuff! Also, the Yamato revamp was clever as hell, AND more canon to boot! I can certainly get behind that!

Great work, you guys!
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 06, 2012, 04:28:46 AM
Oh god, don't tell me we have to pick up our spear tips >_<
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 06, 2012, 04:30:21 AM
You don't HAVE to, but it refills his ammo faster.
Title: Re: Class based modification (6D)
Post by: Laggy Blazko on July 06, 2012, 04:32:01 AM
Napalmman taunt is best taunt
(click to show/hide)

Finally my most used classes, Napalmman and Diveman, have taunts!  :D

EDIT: Good to know napalmman doesn't suck as much as I expected. =P
Title: Re: Class based modification (6D)
Post by: Emmanuelf06 on July 06, 2012, 10:59:18 AM
I think I like this tomahawkman more, dont need to spam quickly the tomahawks anyways, just need to have an infinite gauge to hit with a normal shoot speed..... <3
(haha for the feathers, it's pretty good, the slow accel. is not so bad  :)
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 06, 2012, 12:46:27 PM
I'm gonna give some of my thoughts on this new release:

Freeze Man's new alt is impressive. It should really balance him out, as I've always felt he was a bit underpowered.

Yamato Man's revamp is very clever. It should definitely prevent cocky players from getting an easy win.

Cut Man, I'm partial on, mostly because I haven't actually seen him in combat. I do like the concept, though. Hope it works.

Pharaoh Man's graphical revamp was very clever. I was actually attempting something like that beforehand. I suggest using Pharaoh Man's skin color in place of the white, though.

Crash Man and Guts Man's weapons leave something to be desired. They sort of clash with the rest of the graphics.
Title: Re: Class based modification (6D)
Post by: ice on July 06, 2012, 01:57:19 PM
Welp, here's my oppinions
(click to show/hide)

Also, PLEASE make the drop weapons temporary, they spam the area and cause lag
Title: Re: Class based modification (6D)
Post by: Beed28 on July 06, 2012, 02:24:06 PM
For some reason, the "Underwater" effect for Diveman's stage does not work for Bubbleman and Oilman, but it does work on Bubbleman's stage. :? This "Underwater" effect does not work in MM2BUBX.

Napalmman's palette is still horrific.

Oilman and Timeman still do not have bots.

And last of all, reduce the time limit on the dropped weapons.
Title: Re: Class based modification (6D)
Post by: ice on July 06, 2012, 02:25:32 PM
Quote from: "Beed28"
For some reason, the "Underwater" effect for Diveman's stage does not work for Bubbleman and Oilman, but it does work on Bubbleman's stage.
Worked fine for me
Title: Re: Class based modification (6D)
Post by: -Daiki-TheOni on July 06, 2012, 02:48:58 PM
(click to show/hide)

no one cares about this.... niarg, for the love of Talos....
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 06, 2012, 03:09:15 PM
Crashman's new projectile graphics are meant to allow bombs to be more easily hidden

Skullman's new firing sound is meant to portray the revolver nature of the Skull Buster this itineration of the character has

I believe Oilman and Timeman won't have bots until MM8BDM has bots assigned to them, or until we or someone else makes them? They're bots, nothing too gamebreaking o appalling except on the single player campaign and for bot-centered mods. Totally not on the schedule right now. Jax might actually have a better opinion than mine about this, to be honest...

Copywep tokens DO disappear...after precisely 2 minutes, IIRC. Any lower and we might end up giving copywep classes the shaft :?
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 06, 2012, 03:47:01 PM
Actually, I had an idea for this:

During DM (or any game mode where players respawn during the match), Classes should not drop weapons at all. There are weapons all throughout the stage, and any more would give Copyweps a greater advantage than they already have.

During LMS (or any game mode where players do not respawn), Copyweps should spawn with only the buster, and they should "earn" their weapons from fallen Robot Masters during the match. Basically, weapons would only be dropped during LMS.


I understand Crash Man's bombs, but Guts Man's boulder really needs to go.
Title: Re: Class based modification (6D)
Post by: ice on July 06, 2012, 04:01:22 PM
another annoying problem, woodman's mainfire's shots have a tiny hitbox compared to the size of the projectile, the speed of the ammo regen pretty much forces you to use the mainfire as a ranged attack to save ammo most of the time
Title: Re: Class based modification (6D)
Post by: TheDoc on July 06, 2012, 04:11:49 PM
Quote from: "Gumballtoid"
During LMS (or any game mode where players do not respawn), Copyweps should spawn with only the buster

Only spawning in with the buster is a big disadvantage. The reason copywep players are powerful is because they can pick up weapons, right? In DM, they have the ability to go around picking up weapons to use against the RMs (and Dr. Wily, etc.). If they just start out with the buster, not only is trying to get the first kill going to be very difficult without weapons, but players will target Copywep players right when the game begins because they know all they've got are the puny busters and nothing else. And what happens if most/all of the players are copywep? Talk about a dull round.
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 06, 2012, 04:15:58 PM
Quote from: "Musashi-COM"
Copywep tokens DO disappear...after precisely 2 minutes, IIRC. Any lower and we might end up giving copywep classes the shaft :?
Pretty much every map in the game has weapon pick ups for them anyway so they don't get too much of an disadvantage by not having a lot of time to grab dropped weapons.

Edit: Oh god, Drill man can actually fight. THANK YOU
Also I love the new alt for Freeze, its bad ass as hell.

Also, why does Pharaoh shoot out charged Pharaoh Shots though? You gave him the charge, why not just change it to Pharaoh Wave, which is what he actually charged up. Keep the overhead thing is you really want just make him shoot it as the wave.  Watch Pharaoh fight, the Shots are when he does the jump and throw attack, Wave is when he charges, notice how its taller and thin?  Yes, it is different then how he did Wave in Power Battles.
Title: Re: Class based modification (6D)
Post by: Tengu on July 06, 2012, 05:04:45 PM
Quote from: "Musashi-COM"
Any lower and we might end up giving copywep classes the shaft :?

To be honest, Copywep classes usually have a bit more of an upper hand
Title: Re: Class based modification (6D)
Post by: Celebi on July 06, 2012, 05:46:30 PM
Let me make a giant list of stuff that was changed, because some classes haven't changed at all and people are whining about them "changing."

(click to show/hide)

I probably missed something.
Title: Re: Class based modification (6D)
Post by: -FiniteZero- on July 06, 2012, 06:04:47 PM
Hmm. I've been playin' classes with the Chaos Generator's Zombie mode, just seeing how long I can survive as each class. I think I'll put here the scores I'd give each class on Zombie-Killin'-Effectiveness.

For this, I am doing Shade Man's stage, with the modifiers Zombie (Of course), Reflect (Doesn't affect anything for this), and Explosion Armor (I'm assuming this doesn't effect Zombies.), and with Buckshot mode.

Copywep Classes
(click to show/hide)

"Extra Classes"
(click to show/hide)

MM1 classes
(click to show/hide)

MM2 Classes
(click to show/hide)

MM3 Robot Masters
(click to show/hide)

MM4 Robot Masters
(click to show/hide)

MM5 Robot Masters
(click to show/hide)

MM6 Robot Masters
(click to show/hide)

MM7 Robot Masters
(click to show/hide)

Mega Man Killers
(click to show/hide)

I will update this as I do further testing.
Title: Re: Class based modification (6D)
Post by: Celebi on July 06, 2012, 10:20:43 PM
Quote from: "FiniteZero"
Hmm. I've been playin' classes with the Chaos Generator's Zombie mode, just seeing how long I can survive as each class. I think I'll put here the scores I'd give each class on Zombie-Killin'-Effectiveness.

For this, I am doing Shade Man's stage, with the modifiers Zombie (Of course), Reflect (Doesn't affect anything for this), and Explosion Armor (I'm assuming this doesn't effect Zombies.), and with Buckshot mode.

That entire post made me "what" so hard.
Title: Re: Class based modification (6D)
Post by: Demixe on July 07, 2012, 02:44:01 AM
I have a problem....
When i extract the files of classes-v6d on my MM8BDM folder the classes wad don't appear please help long time i don't play classes
Title: Re: Class based modification (6D)
Post by: TheDoc on July 07, 2012, 02:55:38 AM
By "extract", are you unzipping the entire file? Can't you just put the pk3 file in as is?
Title: Re: Class based modification (6D)
Post by: Demixe on July 07, 2012, 03:08:17 AM
Quote from: "TheDoc"
By "extract", are you unzipping the entire file? Can't you just put the pk3 file in as is?

Well the pk3 file don't appear in the classes-v6d.rar
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 07, 2012, 03:16:11 AM
Step-by-step process on How to Make Classes-Taunts.pk3 Work:

1 - DOWNLOAD Classes-v6d.pk3 (http://www.mediafire.com/?81xyjikptslcqsb).

2 - Place Classes-v6d.pk3 on the same folder where all the MM8BDM files are located. This is the same folder as MM8BDM.exe and the rest of the files are located, NOT INSIDE THESE FILES.

3 - Create new folder called Skins on the same folder where all the MM8BDM files are located.

4 - DOWNLOAD Classes-TauntsV1.pk3 (http://www.mediafire.com/?xfgir7ewhzls4kp)

5 - Cut Classes-Taunts.pk3 and Paste it inside the Skins folder located where your MM8BDM files are. Again, this is where the MM8BDM.exe launcher and the rest of the files are located, NOT INSIDE THESE FILES.

6 - Open MM8BDM.exe and only add Classes-v6d before starting the game through the Add file... option.

NOTE: There is no Classes-v6d.rar, Classes-v6d.zip, Classes-v6d.wad, Classes-TauntsV1.rar, Classes-TauntsV1.zip or Classes-TauntsV1.wad. There is only Classes-v6d.pk3 (http://www.mediafire.com/?81xyjikptslcqsb) and Classes-TauntsV1.pk3 (http://www.mediafire.com/?xfgir7ewhzls4kp). There is NO NEED for extraction, you must only add Classes-v6d.pk3 through the MM8BDM.exe launcher's "Add file..." option.
Title: Re: Class based modification (6D)
Post by: Demixe on July 07, 2012, 04:00:56 AM
Thanks Musashi
but how do i make those files work on doomseeker?
Title: Re: Class based modification (6D)
Post by: Korby on July 07, 2012, 04:20:24 AM
viewtopic.php?f=27&t=728 (http://cutstuff.net/forum/viewtopic.php?f=27&t=728)
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 07, 2012, 04:28:36 AM
Quote from: "Demixe"
Thanks Musashi
but how do i make those files work on doomseeker?

Go to where Korby said.

Or you could follow my ninja'd instructions:

(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Beed28 on July 07, 2012, 12:06:32 PM
Quote from: "FiniteZero"
(click to show/hide)

Plants vs Zombies, anyone? :p

Anyway, I found a major, high priority, game breaking bug that should be fixed immediently: Ballade doesn't drop his weapon when he dies.

EDIT: Neither does Quint.
Title: Re: Class based modification (6D)
Post by: GameAndWatcher on July 07, 2012, 12:08:16 PM
Here's a suggestion...
The characters that currently don't drop a weapon drop a W-tank.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 07, 2012, 05:49:25 PM
Quote from: "Beed28"
Ballade doesn't drop his weapon when he dies.

EDIT: Neither does Quint.

Stop and think what would happen if we give people the chance for gratuitous Ballade Cracker and Sakugarne after killing said classes.

We know. It's on purpose.
Title: Re: Class based modification (6D)
Post by: Knux on July 07, 2012, 06:19:11 PM
I know people don't like things repeated, but because it was left behind with a bare amount of comments, here are the Flash Man HUD animations, from 1 to 4. Remember that feedback helps.
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 07, 2012, 06:26:36 PM
Quote from: "Knux"
I know people don't like things repeated, but because it was left behind with a bare amount of comments, here are the Flash Man HUD animations, from 1 to 4. Remember that feedback helps.
(click to show/hide)

I'm just gonna grab these and make them better or something, thank you. The arm is just wrong, but the buster is ok. I could just easily grab some other HUD graphics and base the arm positions from there.
Title: Re: Class based modification (6D)
Post by: Knux on July 07, 2012, 06:29:42 PM
Well, that works, I suppose. Though telling me why it's wrong might help me improve, but whatever. Glad to be of assistance.
Title: Re: Class based modification (6D)
Post by: Clayton on July 07, 2012, 09:04:57 PM
Every single release the mod is getting more and more balanced. However it still has some ways to go before it can become balanced. I'm not going to bother making a list of things that are not balanced because most of the things I have said already are started to be put in action. Right now I just want to concentrate on bombman.

(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Korby on July 07, 2012, 09:07:48 PM
(click to show/hide)

To sum it up.
Suck it up. He's not Napalm Man, play him differently.
Title: Re: Class based modification (6D)
Post by: DarkAura on July 07, 2012, 09:34:21 PM
He just solos (that how it's spelled?) with Bomb Man only. Try being unique for once, Lad. Stop being so unforgivingly predictable.

Anyway...

(http://img826.imageshack.us/img826/1060/screenshotdoom201207070.png)

Maybe I should space the arms out more.
Title: Re: Class based modification (6D)
Post by: TheDoc on July 07, 2012, 09:43:11 PM
Magnetman, I presume?
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 07, 2012, 09:47:05 PM
Bend the elbows some more
Title: Re: Class based modification (6D)
Post by: Clayton on July 07, 2012, 10:04:20 PM
Quote from: "Korby"
(click to show/hide)

To sum it up.
Suck it up. He's not Napalm Man, play him differently.

Well that's not a very nice thing to say. I'd like you to try playing bombman and we'll see how you feel. Or maybe ask Celebi to use bombman and We'll see how many frags he gets. Plus, The description I gave above is nothing like napalm man, I don't know where you could have got that from?
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 08, 2012, 12:44:10 AM
Celebi gets frags with any damn class he plays, that arguement is completely invalid.
Title: Re: Class based modification (6D)
Post by: Tengu on July 08, 2012, 12:46:02 AM
Lad, I'm just gonna be honest. If you want every class how you want it, then you might as well make your own classes mod. Suggestions are nice, but a bit obnoxious when you keep pushing them in people's faces
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 08, 2012, 01:11:51 AM
Flame Man still can't set off the oil in his own stage.

How has this not been addressed?!
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 08, 2012, 01:18:36 AM
Quote from: "Shmeckie"
Flame Man still can't set off the oil in his own stage.

How has this not been addressed?!
Once the next version comes out all fire weapons will set off the oil, so they can easily set it to then.  At least, thats what they said about the fire weapons.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 08, 2012, 01:28:03 AM
Look

The silly thing thinks he's entitled to point out buffs for Bombman.

Bombman=precission, individual battling, mindful use of ammo supply.

This is the way the class was meant-no, designed to be played. If you're playing Bombman like you would play Napalmman and have the nerve to believe you have the duty of pointing out changes to allow this out-of-the-box playstyle, you're absurdly mistaken and your view is entirely out of bounds. Feedback is allowed up to a certain point: either when it clashes with the devteam's views (which is, despite this naturally having been proven wrong multiple times, mostly composed of knowledgable people regarding the mod and vanilla playstyles, ins and outs of both, and a creative mind for balancing and mindfull tweaking), or when said feedback in obviously unfundamented and/or misinformed. Yours in this case is the latter.

Bombman should not (and must not) be a spammy frag machine. It should be something along the lines of Ballade or Burstman or Slashman, not Napalmman or Drillman or Springman.

You should not need more than 5 bombs consecutively to achieve substantial progress on your objective, wether you're skilled or not. If anything, Bombman's ammo usage should be nerfed further or left as is, in my honest opinion. Sturdy armor's there to make up for the disadvantage of being slowed down while holding a bomb AND when priming it and thus being exposed, which in turn was put there to counter the sheer amount of good things the class packs (3HKO on direct hit most of the time plus splash damage plus higher jump than Megaman).

Are you mad yet?

Because I've been constantly looking for ways to revamp Bombman ever since I joined so all the good things are heavily outweighted by gimmicks that could actually replace both fires

I agree with Korby's opinion.

Suck. It. Up. Go play Napalmman if you want a better Bombman.
Title: Re: Class based modification (6D)
Post by: SmashTheEchidna on July 08, 2012, 12:39:27 PM
The only real problem I've been having so far is Megaman's slide. I can deal with how short it is, but now that he can't jump either, it's been doing more harm than good for me. And paired up with it being shorter, it almost seems useless now. It's especially a problem in places like MM2DW1, with lots of potholes and stuff in the way. In places like that you're better off just walking.  :|
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 08, 2012, 03:40:54 PM
I love the new fixes to the mod, guys. Wonderful work.

Just one suggestion- I think you should make Napalm's ammo consumption a bit higher. As it stands, he's basically able to fire three Napalm Missiles in a row after firing two and waiting one second. It's not really because it's cheap, it's really powerful if all three hit. It's essentially a complete death sentence if you fire all three into a crowd.

I've been playing as Napalm Man recently, and I simply find it giving an unfair advantage.

On another note, I think Napalm could use a bit of an armor buff. Yes, I know he's a close range fighter with very damaging projectiles, but he can only take three or so strong shots before he kicks the bucket.
Title: Re: Class based modification (6D)
Post by: Tengu on July 08, 2012, 05:04:28 PM
I just have to say; well done on fixing up Yamatoman. I find him very fun and enjoyable to play as, and he is nice and balanced now.


There is a bit of an odd question I have though. Have you considered giving Quint a green laser instead of a megaman-style buster weapon with changed accuracy? I bring this up because in a couple models he is shown firing a laser like this.

I.E. This action figure (http://img708.imageshack.us/img708/4456/quintcc.jpg)
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 08, 2012, 05:17:11 PM
Quote from: "Airman_Tengu"
I just have to say; well done on fixing up Yamatoman. I find him very fun and enjoyable to play as, and he is nice and balanced now.


There is a bit of an odd question I have though. Have you considered giving Quint a green laser instead of a megaman-style buster weapon with changed accuracy? I bring this up because in a couple models he is shown firing a laser like this.

I.E. This action figure (http://img708.imageshack.us/img708/4456/quintcc.jpg)
And (I know I know blablabla you think it isn't canon blabla) Quint and R-Shadow are supposed to be identical, and R-Shadow also fired a laser. So it would make sense to give Quint a laser buster shoot too.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 08, 2012, 06:48:45 PM
Quote from: "fortegigasgospel"
Quote from: "Airman_Tengu"
I just have to say; well done on fixing up Yamatoman. I find him very fun and enjoyable to play as, and he is nice and balanced now.


There is a bit of an odd question I have though. Have you considered giving Quint a green laser instead of a megaman-style buster weapon with changed accuracy? I bring this up because in a couple models he is shown firing a laser like this.

I.E. This action figure (http://img708.imageshack.us/img708/4456/quintcc.jpg)
And (I know I know blablabla you think it isn't canon blabla) Quint and R-Shadow are supposed to be identical, and R-Shadow also fired a laser. So it would make sense to give Quint a laser buster shoot too.

That action figure is a modification of the D-Arts Mega Man figure with a Sakugarne made from scratch. Tell me how to give him a laser shot that is akin to Model A's and not Gemini Laser and how it should work (damage values, properties, gimmicks, firing functionality), and maybe Jax would consider it (despite the fact I believe he won't add anything else to him)

If anything, that pose by itself gave me a ridiculous idea: Quint able to shoot his buster while riding Sakugarne.
Title: Re: Class based modification (6D)
Post by: -Daiki-TheOni on July 08, 2012, 06:54:54 PM
.....please, read this, I,m tired....
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 08, 2012, 07:06:58 PM
Usually the reason why they can't use those is because they need the permission of the other mod.

Due to the strained nature between the two mod's biggest fans (Ice-IX for KY and... I think Myroc for YD, can't remember) and King Yamato's general inactivity, this is somewhat unlikely to happen.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 08, 2012, 07:11:58 PM
I would like that too, but...what Star Dood said.
Title: Re: Class based modification (6D)
Post by: -Daiki-TheOni on July 08, 2012, 07:38:24 PM
OK, thanks for answer me
 :)
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 08, 2012, 08:11:51 PM
Quote from: "Musashi-COM"
That action figure is a modification of the D-Arts Mega Man figure with a Sakugarne made from scratch. Tell me how to give him a laser shot that is akin to Model A's and not Gemini Laser and how it should work (damage values, properties, gimmicks, firing functionality), and maybe Jax would consider it (despite the fact I believe he won't add anything else to him)

If anything, that pose by itself gave me a ridiculous idea: Quint able to shoot his buster while riding Sakugarne.

Ashe's Model A's worked like Gemini Laser I thought?

Oh well. Lower firing rate (maybe the rate of firing uncharged protobuster shots), ripping (what makes it different), faster moving speed (to make up for the firing rate), and possibly lower damage (to make up for the ripping and speed).  Leaving it just a regular straight fire weapon makes it like a buster.

Just a thought.
Title: Re: Class based modification (6D)
Post by: Korby on July 08, 2012, 09:07:01 PM
Quote from: "Star Dood"
(napalm man stuff)

"I want you to nerf his missiles but buff his armor!"

Napalm Man is almost literally a glass cannon the only thing separating him from that role is not being Glass armor. You launch all of your projectiles, hope to kill something, then you run away and recharge. If you're caught while recharging, you're pretty much doomed unless you've got good aim with your mainfire.

One can consider firing three missiles to be an "unfair advantage" but you seem to be forgetting the fact that you will either A)Die immediately after or 2)Have to run away, unable to get any more frags.

This is problematic in both (T)LMS and DM.
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 09, 2012, 04:29:22 AM
So I think Star Man needs to lose that armor when Star Crash is up.

He already does crazy damage with it, he can fire it for ripping damage, and he can set those star turrets. With all this, he does not need armor when Star Crash is up.
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 09, 2012, 04:57:06 AM
I agree with these sentiments.  :ugeek:
Title: Re: Class based modification (6D)
Post by: Knux on July 09, 2012, 06:02:36 AM
Quote from: "Shmeckie"
So I think Star Man needs to lose that armor when Star Crash is up.

He already does crazy damage with it, he can fire it for ripping damage, and he can set those star turrets. With all this, he does not need armor when Star Crash is up.
Assuming he can either get up close or land a trap flurry, then yes. Besides that, the thrown shield doesn't go too fast, so I don't see why. I've played against and as Star Man before, and I feel he's fine. That's just me, though.
Title: Re: Class based modification (6D)
Post by: Korby on July 09, 2012, 06:23:20 AM
Quote from: "Knux"
the thrown shield doesn't go too fast
This is a good thing.
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 09, 2012, 11:06:44 PM
I would tend to agree with Shmeckie and OJ. It's just something he doesn't need.

I would also openly suggest nerfing Gutsman's Super Arm damage slightly, and changing the B&F boulder to something that clashes less.
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 10, 2012, 12:33:35 AM
I don't think Guts needs a damage nerf, so much as he needs some kind of counterbalance to Super Arm. I've said before; KY Classes got Guts Man just right. Limited Super Arm ammo, and having Guts slow down while holding the rock.
Title: also faster rolling disables Toad Man river abuse
Post by: Hallan Parva on July 12, 2012, 09:02:17 PM
maybe

you have to jump before using Super Arm!?!?!?!?!

I support shooting while riding Sakugarne. :ugeek:


Oh, and for Bomb Man, maybe his rolled bombs could be more useful? I find it awkward that you have to pick a bomb first before having to let it slide-bounce around like vanilla Hyper Bomb with greatly reduced damage output. I'm thinking the "rolled" bombs could either be A) dropped immediately without needing to prime them first but use more ammo to compensate, or B) simply deal more damage, as you have to wait for them to asplode versus just throwing it in someone's face.

Alternatively, the rolled bombs could do just that: roll. Make the alt like the Bomb item in Crash Team Racing. You pick up a bomb, you press the alt, and it rolls forward along the ground at high speed, exploding when it hits a player or a wall. These type of rolled bombs would be harder to aim with at close corners but would have the advantage of distance, assuming you're not playing on a stage like Guts Man. The high speed of the bomb is also a double-edged sword; it can catch someone by surprise, but the bomb will be "active" for a shorter time and won't be so much of a pest as a vanilla Hyper Bomb just sitting around.
Title: Re: also faster rolling disables Toad Man river abuse
Post by: fortegigasgospel on July 12, 2012, 09:09:24 PM
Quote from: "SmashBroPlusB"
Alternatively, the rolled bombs could do just that: roll. Make the alt like the Bomb item in Crash Team Racing. You pick up a bomb, you press the alt, and it rolls forward along the ground at high speed, exploding when it hits a player or a wall. These type of rolled bombs would be harder to aim with at close corners but would have the advantage of distance, assuming you're not playing on a stage like Guts Man. The high speed of the bomb is also a double-edged sword; it can catch someone by surprise, but the bomb will be "active" for a shorter time and won't be so much of a pest as a vanilla Hyper Bomb just sitting around.
*cough*Bombman.exe*cough*
Title: Re: Class based modification (6D)
Post by: -Daiki-TheOni on July 12, 2012, 10:47:53 PM
Megaman has a bug.....
When I play with chasecam, megaman does weird movements.
Title: Re: also faster rolling disables Toad Man river abuse
Post by: Knux on July 12, 2012, 11:04:38 PM
Quote from: "SmashBroPlusB"
Rolling bomb.
I suggested that eons ago, and I think it was rejected. >_>
Title: Re: Class based modification (6D)
Post by: Davregis on July 13, 2012, 01:53:02 AM
I hate the idea of something with that massive an explosion being aimed like a gun.
Title: Re: Class based modification (6D)
Post by: Korby on July 13, 2012, 01:54:34 AM
We had a rolling bomb once, iirc.
Title: Re: Class based modification (6D)
Post by: Laggy Blazko on July 13, 2012, 02:32:58 AM
That One Boss suggested Diveman's missiles to be shootable.
I agree with him.

(click to show/hide)

Making them timeout after some time would solve some other problems as well.
Title: Re: Class based modification (6D)
Post by: Korby on July 13, 2012, 04:14:33 AM
I originally planned to make them shootable, but then I figured that if both of his attacks were shootable, they wouldn't be very useful.
Title: Re: Class based modification (6D)
Post by: Davregis on July 13, 2012, 06:44:15 PM
I claimed Darkman1 was UP pages back; remind me to play classes more before I comment on them >.>
Title: Re: Class based modification (6D)
Post by: Emmanuelf06 on July 14, 2012, 08:27:59 AM
I have a little suggestion for yamatoman.

Bikdark complain about the range of alt (chainsaw thing). So, i remembered that.

(http://themechanicalmaniacs.com/axe/sprites/yamatobattlea.gif)

Can it be good if you put the range like this:
For horizontal ---------- => LESS RANGE.
For front || => MORE RANGE!

Cause you can make the same thing of yamatom in the manga an specially the same fun special attack of YamatomanEXE. And it can be more like the taunt (Ken punchs "tatata" = Yamatoman short range multi spears BUT Ken punchs  'tatata" =/= fast circle spear).

For the move speed with this attack, it will be the same thing.

A second alt can be the circle spears thing who can be like a shield....but it will be better for the EXE version of classe... and anyways...2 weapons and 1 defense weapon for yamatoman is maybe too much, except if you make him (exemple the spears attack from the short range spears can be less powerfull.)

Just an idea to make Yamatoman more epic. (The taunt is pretty fun  :lol: )
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 14, 2012, 03:06:55 PM
Quote from: "Stonefunk"
I have a little suggestion for yamatoman.

Bikdark complain about the range of alt (chainsaw thing). So, i remembered that.

(http://themechanicalmaniacs.com/axe/sprites/yamatobattlea.gif)

Can it be good if you put the range like this:
For horizontal ---------- => LESS RANGE.
For front || => MORE RANGE!

Cause you can make the same thing of yamatom in the manga an specially the same fun special attack of YamatomanEXE. And it can be more like the taunt (Ken punchs "tatata" = Yamatoman short range multi spears BUT Ken punchs  'tatata" =/= fast circle spear).

For the move speed with this attack, it will be the same thing.

A second alt can be the circle spears thing who can be like a shield....but it will be better for the EXE version of classe... and anyways...2 weapons and 1 defense weapon for yamatoman is maybe too much, except if you make him (exemple the spears attack from the short range spears can be less powerfull.)

Just an idea to make Yamatoman more epic. (The taunt is pretty fun  :lol: )

The Multi spear attack is King Yamato's alt in CSCC and it has the 'tatata too. Also they should not put any voice clips outside of taunts cause they just took the time to separate them, don't have them put more back into the core file.
Also the range on Yamato's melee fits seeing as he is so slow (and even slower when the melee is being used) especially when you compare him to the other melee classes such as Slash, Charge and Top. You can easily out run Yamato Man with most classes allowing you to get out of the range of his melee.
Title: Re: Class based modification (6D)
Post by: Davregis on July 14, 2012, 03:09:34 PM
Except Yamato isn't a melee class.
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 14, 2012, 03:33:45 PM
Quote from: "Daveris"
Except Yamato isn't a melee class.
1. Powerful melee alt that doesn't use ammo
2. Semi powerful long range weapon with a slow reload time
3. His range weapon drops ammo for him to pick up to speed his reload a bit, but the ammo doesn't last long so he needs to be close to it to have hopes of picking it up in time.

Yamato excels in close range because of these things thus can be counted as a melee class due to being best at melee range. But he is more of a tanky melee class as apposed to the speedy ones.  Like it or not slow melee characters exist, espicially when the speed is tradded off of the hp to survive an onslaught (which is not be the case for Yamato though). And just because something is a "melee" class doesn't mean they can't have a semi decent ranged attack either.
Title: Re: Class based modification (6D)
Post by: Korby on July 14, 2012, 06:18:29 PM
Keep in mind, even Top Man has a ranged attack.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 14, 2012, 08:24:37 PM
You know, I actually suggested multiple times for Yamato's chainsaw attack to be replaced with something else. Like a Guts Punch that covers range up front and less range to the sides.

Because that's not a chainsaw.

That's a spear.

You stab with a spear.

You thrust with a spear.

You don't spin it around like you were some cheerleader.
Title: Re: Class based modification (6D)
Post by: Korby on July 14, 2012, 08:35:13 PM
Yamato Man does.
Title: Re: Class based modification (6D)
Post by: Tengu on July 15, 2012, 12:56:38 AM
So uh after some testing...


Title: Inb4 someone makes it better
Post by: DarkAura on July 15, 2012, 02:16:47 AM
Quote from: "Orange juice :l"
Bend the elbows some more
Oh hey, I forgot about this:

(http://img821.imageshack.us/img821/7279/magbg0.png)
Title: Re: Inb4 someone makes it better
Post by: MusashiAA on July 15, 2012, 02:31:40 AM
Quote from: "DarkAura"
Quote from: "Orange juice :l"
Bend the elbows some more
Oh hey, I forgot about this:

(http://img821.imageshack.us/img821/7279/magbg0.png)

Maybe you could have the last frame of that animation be Toad idle arms with their hands closed? EDIT: also, the fingers should be facing you instead of facing each other when the hands are closed

Also, do you mind animating his mainfire HUD frames as well if possible?
Title: Re: Class based modification (6D)
Post by: Davregis on July 15, 2012, 02:09:31 PM
Can you bring down Guts Man's armor a bit?
Title: Re: Class based modification (6D)
Post by: ice on July 15, 2012, 02:11:36 PM
Quote from: "Daveris"
Can you bring down Guts Man's armor a bit?
I support this

Slightly below average speed
high armor
good damaging melee attack
1 hit kill attack with infinite ammo
Title: Re: Class based modification (6D)
Post by: Dusty on July 15, 2012, 08:35:15 PM
http://img32.imageshack.us/img32/8895/classespics.png (http://img32.imageshack.us/img32/8895/classespics.png)

I've begun a side project of making up profile pics for the various classes, this is so newcomers aren't so daunted and serves as a sort of "instruction manual" for the classes mode period.

It will include weapon names, descriptions do etc. etc. U. sword has said that he will be e-mailing/sending me the names/alts and such of the characters and I will be doing up the profiles in due time. I'm using the miniMEGA style i've developed for the comic and what not.

Tell me what you all think of what i've done so far.
Title: Re: Class based modification (6D)
Post by: SmashTheEchidna on July 15, 2012, 09:16:50 PM
Looks great! I actually forgot how good of an artist you are.  :p
Title: Re: Class based modification (6D)
Post by: Korby on July 15, 2012, 09:47:06 PM
Ring's...ring on the top of his head looks like it might be a bit too tall.

I thoroughly enjoy that Darkman 2/Shield Sentinel!

It's very nice of you to do this, Dusty!
Title: Re: Class based modification (6D)
Post by: Dusty on July 16, 2012, 12:56:58 AM
it's more than likely i'll have to re-draw some of these. like Ring, Bright, Quint.

though it won't be too many I'd wager, some will need adjusting to fit more with the "style" i've created and had in mind.
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 16, 2012, 01:30:20 AM
Quote from: "Dusty"
http://img32.imageshack.us/img32/8895/classespics.png

I've begun a side project of making up profile pics for the various classes, this is so newcomers aren't so daunted and serves as a sort of "instruction manual" for the classes mode period.

It will include weapon names, descriptions do etc. etc. U. sword has said that he will be e-mailing/sending me the names/alts and such of the characters and I will be doing up the profiles in due time. I'm using the miniMEGA style i've developed for the comic and what not.

Tell me what you all think of what i've done so far.

Very nice idea, I like it!

Though a few could use some redrawing. Pharaoh Man in particular.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 16, 2012, 06:26:51 AM
Yes, some of those could use some redrawing so they emphasize their tendential class role or their weapon of choice.

This idea reminds me of Super Mario 64's instruction booklet, explaining players the different moves Mario has in the game as well as pictures of 3D models showing the moves...

Also, did you say something about ATTACK NAMES? Because I have a complete list of named attacks, and maybe you might want to take a look at that (I've been wishing for a long time to establish errrrm official names for every attack in the game).
Title: Re: Class based modification (6D)
Post by: Hallan Parva on July 16, 2012, 11:19:01 PM
Can we PLEASE call Junk Man's blocks "RockCube"? :lol:

Also, I'm still a bit cheesed about Proto Man's lowered health values. In comparison to Mega Man and Bass, his mobility values are lower (Bass can double jump and Mega's slide is more effective) and his buster is harder to use than both the Charge Mega Buster and the Bass Buster (Mega's projectile is easier to land a hit with and Bass has rapid fire with spread). Sure, he gets a shield, but if Proto Man's whole bread and butter is supposed to be his arsenal of copy weapons, the shield's sort of a moot point.

I'm suggesting either an increase in health to put him on par with Mega Man and Bass, the ability to carry the shield when using copy weapons and neither firing or charging (to prevent shield abuse with things like Atomic Fire or Wild Coil), or gaining slight armor through PowerProtection while the buster is equipped.
Title: [color=#FF0000]AGAIN![/color]
Post by: Davregis on July 16, 2012, 11:55:40 PM
Class strategy, anyone?


Darkman1

(click to show/hide)
Title: Re: [color=#FF0000]AGAIN![/color]
Post by: fortegigasgospel on July 17, 2012, 12:10:35 AM
Quote from: "Daveris"
Class walkthroughs, anyone?


Darkman1

(click to show/hide)
A class walk through would explain what the main fire is, what the alt fire is, speed, jump ability, items, special ability.
Also you said his unlimited ammo allowed him to create bullet walls, but then said doing so is the wrong way to play him.  You are describing him as able to do anything. You didn't touch on his lack of being able to jump or his speed and FR bonus as his HP goes down.

They should make manuals for the classes.
(click to show/hide)

Example: (not the best there is)
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Celebi on July 17, 2012, 12:11:47 AM
Quote from: "SmashBroPlusB"
Can we PLEASE call Junk Man's blocks "RockCube"? :lol:

Also, I'm still a bit cheesed about Proto Man's lowered health values. In comparison to Mega Man and Bass, his mobility values are lower (Bass can double jump and Mega's slide is more effective) and his buster is harder to use than both the Charge Mega Buster and the Bass Buster (Mega's projectile is easier to land a hit with and Bass has rapid fire with spread). Sure, he gets a shield, but if Proto Man's whole bread and butter is supposed to be his arsenal of copy weapons, the shield's sort of a moot point.

I'm suggesting either an increase in health to put him on par with Mega Man and Bass, the ability to carry the shield when using copy weapons and neither firing or charging (to prevent shield abuse with things like Atomic Fire or Wild Coil), or gaining slight armor through PowerProtection while the buster is equipped.
What.

Protoman has his advantages and disadvantages, so do the other thrtwo copies classes.  His buster is a direct copy of the vanilla proto upgrade, but with a small changes. (Proto's shield can block proto shots, etc.)
Actually let's look at the things Protoman can do.
You need to look at the bigger picture rather than one specific thing, that being his lower armor and his assumed "lower" mobility.
God if Protoman could use his shield with any weapon...he already can do insane damage fast.

tl;dr Protoman is dangerously fine, best look at what you said again.

-Side edit due to other posts, for the guides on classes, I could do them later if needed.
Title: Re: Class based modification (6D)
Post by: ice on July 17, 2012, 03:38:37 PM
an annoying online but I've spotted
Turboman no longer turns into a car online
protoman and bass can nolonger slide half the time (sprite wise, they are just holding the buster while moving forward)
(not online but relevant) the protosheild, or anything that has the DONTRIP flag can destroy turbo roaders (can fix it by having them set to spawn another one after a  few seconds of dying)
Title: Re: Class based modification (6D)
Post by: Korby on July 17, 2012, 07:47:22 PM
I'm not sure what's going on with Turbo or Proto/Bass, but I'll assume it's netcode stuff.

However, the Proto Shield thing I am well aware of, and probably won't be fixed, especially because it's a "problem" in the actual game.
Title: Re: Class based modification (6D)
Post by: Davregis on July 18, 2012, 12:45:22 AM
Can you add a delay for Enker's posing?
Title: Re: Class based modification (6D)
Post by: xColdxFusionx on July 18, 2012, 05:19:02 PM
Quote from: "Celebi"
Protoman has his advantages and disadvantages, so do the other thrtwo copies classes.  His buster is a direct copy of the vanilla proto upgrade, but with a small changes. (Proto's shield can block proto shots, etc.)
Actually let's look at the things Protoman can do.
    He has a more powerful buster than Megaman's, small shots 20/10, I don't remember on mini charge shots and both shots doing 50 on full charge.
    His buster charges faster than Megaman's buster, AND his charge shot is faster.
    His dash goes FURTHER than Bass/Megaman's dash can, so he can move around faster.
    Shields shields shields.
You need to look at the bigger picture rather than one specific thing, that being his lower armor and his assumed "lower" mobility.
God if Protoman could use his shield with any weapon...he already can do insane damage fast.

I see your point... but I also see Smash's.
If you try to use a copy weapon instead of his buster, you lose 90% of those bonuses. On a class that is supposed to use everything at his disposal. ...That works beautifully.
I know his buster is pretty ridiculous in the right hands, but unlike the other two copywep classes, he loses any and all survivability if he tries to use anything that isn't his buster. Neither Bass nor Megaman suffers from this problem.

Let's throw some ideas around and see what sticks:
Suggestion 1: Give Protoman the shield for all weapons in exchange for a nerf of some sort. (Health? Speed? Damage? I'll leave this part up to you guys.)
Suggestion 2: Holding down altfire lets Protoman do a sustained slide, giving him an escape mechanism he can use when holding copy weapons in exchange for a nerf of some sort. (I'm thinking Walking Speed, but it's up to you guys.)
Suggestion 3: Give Protoman the Shield Bash (this was mentioned a long time ago, I forget who brought it up, I think it was from Power Fighters/Battles?) as his altfire mobility option for all weapons instead of always having the shield up and sliding.

Also I see what you did there with your allusion to that shiny new class that I'm not going to say the name of
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 18, 2012, 05:42:11 PM
Quote from: "xColdxFusionx"
Quote from: "Celebi"
Protoman has his advantages and disadvantages, so do the other thrtwo copies classes.  His buster is a direct copy of the vanilla proto upgrade, but with a small changes. (Proto's shield can block proto shots, etc.)
Actually let's look at the things Protoman can do.
    He has a more powerful buster than Megaman's, small shots 20/10, I don't remember on mini charge shots and both shots doing 50 on full charge.
    His buster charges faster than Megaman's buster, AND his charge shot is faster.
    His dash goes FURTHER than Bass/Megaman's dash can, so he can move around faster.
    Shields shields shields.
You need to look at the bigger picture rather than one specific thing, that being his lower armor and his assumed "lower" mobility.
God if Protoman could use his shield with any weapon...he already can do insane damage fast.

I see your point... but I also see Smash's.
If you try to use a copy weapon instead of his buster, you lose 90% of those bonuses. On a class that is supposed to use everything at his disposal. ...That works beautifully.
I know his buster is pretty ridiculous in the right hands, but unlike the other two copywep classes, he loses any and all survivability if he tries to use anything that isn't his buster. Neither Bass nor Megaman suffers from this problem.

Let's throw some ideas around and see what sticks:
Suggestion 1: Give Protoman the shield for all weapons in exchange for a nerf of some sort. (Health? Speed? Damage? I'll leave this part up to you guys.)
Suggestion 2: Holding down altfire lets Protoman do a sustained slide, giving him an escape mechanism he can use when holding copy weapons in exchange for a nerf of some sort. (I'm thinking Walking Speed, but it's up to you guys.)
Suggestion 3: Give Protoman the Shield Bash (this was mentioned a long time ago, I forget who brought it up, I think it was from Power Fighters/Battles?) as his altfire mobility option for all weapons instead of always having the shield up and sliding.

Also I see what you did there with your allusion to that shiny new class that I'm not going to say the name of

I think the shield bash may have been me back when Break Man was a class identical to Protoman in an idea to make it stay but have differences.

Since you have new versions of all the weapons for him anyway to add his slide perhaps go with Cold's first suggestion and his nerf is a lower firing rate much how his normal buster shoot has a lower firing rate.

Edit: Suggestion from me:
When Rock/Proto pick up Treble they get Tango, and when Bass picks up Tango he gets Treble.
How about giving them their special attacks from Power Fights for picking up the other one?
Megaman gets Up-thrust
Protoman gets Proto Strike
Bass gets the Somersault Kick

Just quick mid damage melee range attacks.
Title: Re: Class based modification (6D)
Post by: Davregis on July 18, 2012, 05:59:46 PM
How about we let him just use the Proto Buster? I never understand why people use anything else that's not named Top Spin.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 18, 2012, 06:04:02 PM
Quote from: "fortegigasgospel"
Edit: Suggestion from me:
When Rock/Proto pick up Treble they get Tango, and when Bass picks up Tango he gets Treble.
How about giving them their special attacks from Power Fights for picking up the other one?
Megaman gets Up-thrust
Protoman gets Proto Strike
Bass gets the Somersault Kick

Just quick mid damage melee range attacks.

No, I figure they would have to replace the slides...

Regarding Proto Shield wep compatibility... that would be like, the same mess as with the WepC variants or something. And even if it's done, the shield should nonetheless be nerfed so it's not too good. Have you ever imagined what would it be like to have:

A slide
A Proto shield
A whole arsenal of copyweps at your disposition without either of the above being hampered

Yeah, I'd rather keep it the way it is right now (EDIT: and frankly, what Daveris just said minus the Top Spin part)...using copyweps as Protoman still lets you keep your increased mobility, the ability to dodge better AND dem pitdash speed.
Title: Re: Class based modification (6D)
Post by: Korby on July 18, 2012, 07:32:14 PM
Quote from: "Everyone"
Wahh, buff Protoman!
Learn to dodge.

:>

Personally, though, I wouldn't mind him having a shield bash that doesn't do damage(gasp!) with his copyweps out. Blocking projectiles is always nice, and it could go a shorter distance as well.
Title: Re: Class based modification (6D)
Post by: Hallan Parva on July 19, 2012, 12:33:35 AM
I brought this up in the AwNet devroom but here it is again

THE FOLLOWING IDEA IS SOMEWHAT CRAZY

> remove Proto Man's shield with Proto Buster
> remove sliding altfire
> increase Proto Man's running speed
> hold altfire to place the shield in front of you
> give slight armour while shield is held out
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 19, 2012, 12:36:40 AM
Quote from: "SmashBroPlusB"
I brought this up in the AwNet devroom but here it is again

THE FOLLOWING IDEA IS SOMEWHAT CRAZY

> remove Proto Man's shield with Proto Buster
> remove sliding altfire
> increase Proto Man's running speed
> hold altfire to place the shield in front of you
> give slight armour while shield is held out

Only one thing to say (http://soundcloud.com/musashiaa/delicious)
Title: Re: Class based modification (6D)
Post by: Hallan Parva on July 19, 2012, 12:39:47 AM
is sandvich noises a good thing

or what
Title: Re: Class based modification (6D)
Post by: ice on July 19, 2012, 02:39:56 AM
Quote from: "Everyone"
Shield dash

I sugested this when I was makeing the original class (or editing the beta to show YD when I made slide charge buster and the bass class), hell, I still have the sprites
Title: Re: Class based modification (6D)
Post by: Beed28 on July 20, 2012, 10:05:33 AM
Something that bothers me; why can't anyone else other than Mega Man, Proto Man, Bass and Roll pickup and use Beat Call? In CSCC alone, the various classes could pickup Beat Call. Even KY Classes had a Magfly substitute for everyone else.
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 20, 2012, 03:08:23 PM
Quote from: "Beed28"
Something that bothers me; why can't anyone else other than Mega Man, Proto Man, Bass and Roll pickup and use Beat Call? In CSCC alone, the various classes could pickup Beat Call. Even KY Classes had a Magfly substitute for everyone else.
Thats a good question. Though some classes shouldn't be able to still. Slash Man comes to mind due to A) Wall Jump. B) you don't want that alt flying at your face.

Classes such as Gyro, Wind, Gravity and Shade don't really need anything to help them from pits due to abilities that can do that.
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 20, 2012, 03:25:47 PM
... No, Wind would still need it, I think. He can't adjust his flight to go vertically if I remember correctly, so he'll just bang into walls before he dies.

Does Wind Man have free flight now?
Title: Re: Class based modification (6D)
Post by: Knux on July 20, 2012, 07:08:59 PM
You can aim up while flying to go upwards, you know.

Speaking of Wind Man, why must he lose all of his ammo upon flight cancelling? Wasn't nerfing the damage of the hard to aim gyros quite enough already?
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 20, 2012, 09:06:56 PM
Oh, hm. I don't play as Wind Man anyways, so I wouldn't know.
Title: Re: Class based modification (6D)
Post by: Emmanuelf06 on July 22, 2012, 03:15:42 PM
Hey, i have this problem when I host the mode with doomseeker:

Script error, "Classes-v6d.pk3:actors/classbase.txt" line 487:
Replaced type 'PainFX' not found in PainFXC"

What must i do please?... =(
Title: Discuss the Balance Day 1
Post by: Davregis on July 22, 2012, 06:29:19 PM
With the consent of you all not to ignite this, I'd like to establish a community tier listing.
Submissions will be for Overpowered, Overbalanced, High-Powered, Underbalanced, Underpowered, Low Powered, and Dumb.

(click to show/hide)

I'd say this mod is pretty balanced, despite what some say. Yet...

List.
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Fyone on July 22, 2012, 07:07:31 PM
For OB/HP your missing Star Man, Air Man, Napalm Man, for Dumb your missing Wood Man, this is all I can think of at the moment.
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 22, 2012, 07:13:58 PM
Wood Man? Dumb?

I'd find him more in Low Powered, myself.
Title: Re: Class based modification (6D)
Post by: xColdxFusionx on July 22, 2012, 07:16:31 PM
Italics are copies from previous posts.
Underlines are copies from the original list that I think should be moved.

OB is missing Star Man, Cut Man, and Dark Man 3.
HP is missing Skull Man.
UB is missing Ring Man.
Dumb is missing Wood Man.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 22, 2012, 07:42:34 PM
This is rather entertaining, to be honest.

Woodman being low powered or dumb, Airman and Napalmman still being an usual target for OP claims, Ringman being low powered, Magnetman and Gravityman being just dumb, the whole Dumb category in itself, Gutsman being overbalanced... actually, all of it is rather entertaining.
Title: Re: Class based modification (6D)
Post by: SaviorSword on July 22, 2012, 07:46:39 PM
Just wait till Lifeup J completes his...
Title: Re: Class based modification (6D)
Post by: Duora Super Gyro on July 22, 2012, 08:03:14 PM
I think Skullman is OB
I cant tell you how much trouble I have with skullman using all my classes.
Gyroman to me would be HP
Title: Re: Class based modification (6D)
Post by: Fyone on July 22, 2012, 08:11:14 PM
I missed a few, Hard Man is HP. Cut Man should be LP since he had a huge nerf IMO. Shadow Man is OP excluding Death Match, so I guess you could say Dumb. I probably missed a few.
Ones that were said already unless I said otherwise I agree.
Title: Re: Class based modification (6D)
Post by: Myroc on July 22, 2012, 08:21:20 PM
This is absolutely ridiculous. The community has become way too trigger-happy on the "Declare OP" button.

Let me give you a little tip. The next time you feel for defenestrating your screen in frustration and scream "OP!!!11!!1!1one", instead try and mix up your strategies a little. I see few people who ever use more than one or two of their "personal favorite" classes out there. Insanity is doing the same thing over and over again and expecting different results. Adapt to the situation, use classes that benefit from the current environment and opposing class selection, instead of ramming your head repeatedly into a wall for the rest of your days.

We're not going to hit every villain-of-the-week with nerf bats. We'll step in if things get a little too out of hand, but beyond that it's the law of the jungle. Calling classes OP left and right solves nothing and ultimately serves only to annoy us developers.
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 22, 2012, 08:40:31 PM
Cut Man has two kinds of cutters; he can choose one that fits the situation. Cut Man is fine.
Guts Man has incredible HP and can do massive damage. Just slow him down while he has a boulder and he'll be fine.
Air Man is most threatening up close. Keep your distance and you'll be fine.
Wood Man, I'm not sure where he stands. While I like being able to body slam, his leaves need a revamp. Either spread them out a bit more, slow them down a bit, or simply reduce the damage a bit. The best thing to do when fighting Wood Man is to make sure his shield is down before shooting him.
Magnet Man is debatable. His alt is detrimental in that it just stalls the game in DM, and in LMS he can basically shove anyone he wants off the edge for an automatic win. Something needs to be done about that alt.
Hard Man has high HP, has the potential to do high damage, but all of this is offset by his speed. If he misses with his knuckles, he has to wait for them to return. Just keep your distance and you'll be fine.
Shadow Man has two kinds of blades, can turn invisible, and has a high jump. From experience, however, this is all offset by his glass armor. Shadow Man is fine. Once a Shadow Man is caught, he has little chance surviving.
Skull Man has limited ammo, low projectile size, and a shield that provides him with the edge he needs to do well. Skull Man isn't OP; he's just annoying to fight. Only shoot him when the shield is regenerating.
I wouldn't say Gravity Man is OP. He's just incredibly cheap. The best thing to do is to not jump and you'll be fine.
Gyro Man can do ridiculous damage with his Gyros, can fly, but has lower armor. I would say something needs a VERY SMALL nerf, but he's mostly fine how he is now. When fighting Gyro Man, try to predict where he'll land and shoot there.
Star Man just needs to lose the armor when he has his shield up. But keep your distance from him and you'll be fine.

The only classes that absolutely need notable changes are Guts Man and Magnet Man. Most everything else is fine, from my experience.
Title: Re: Class based modification (6D)
Post by: Fyone on July 22, 2012, 08:48:32 PM
I forgot to say Blizzard Man should be HP also.
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 22, 2012, 09:05:50 PM
Quote from: "Gumballtoid"
Magnet Man is debatable. His alt is detrimental in that it just stalls the game in DM, and in LMS he can basically shove anyone he wants off the edge for an automatic win. Something needs to be done about that alt.

Have you ever tried using him? It pretty much only works in three cases, plus there needs to be an open pit in the level. If they're using gyroman, shademan, cloudman, or anyone who can recover from a fall, they're pretty much ungolfable.

1. The enemy is unaware you're there and standing close to a pit- slashman and shadowman can do the same thing, but more reliably.
2. The map is completely full of holes, which is probably a map issue or you're standing too close to hazard areas.
3. You're fighting hardman who can't maneuver fast enough, who is weak to magnetman anyways.

Magnetman has to get right up next to someone to golf them, which doesn't exactly go with his mainfire. Just shoot him and don't stand right next to a pit, and he can't fight back.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 22, 2012, 09:06:57 PM
Ok, let's see. Classes that torn me a new one this week alone...

Ringman is OP

Junkman is OP

Flashman is OP

Napalmman is OP

Skullman is OP

Pharaohman is OP

Metalman is OP

Cutman is OP

Timeman is OP

Starman is OP

Airman is OP

Gutsman is OP

There. They all need nerf bats, just because players who used those classes dominated (or dominate) me on a consistent basis OR I dominate people with those classes, which clearly shows how overpowered those classes are.

Tier listing is looking pretty much like an invitation for a flame war.
Title: Re: Discuss the Balance Day 1 Mk.2
Post by: Davregis on July 22, 2012, 09:28:09 PM
With the consent of you all not to ignite this, I'd like to establish a community tier listing.
Submissions will be for Overpowered, Overbalanced, High-Powered, Underbalanced, Underpowered, Low Powered, and Dumb.

(click to show/hide)

Second listing. I'd like discussion (read: discussion) on classes deemed unsuitable for their tier.
Classes with no good reason to be/to not be placed in a tier will NOT be.

List.
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Korby on July 22, 2012, 09:30:30 PM
You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?
Title: Re: Class based modification (6D)
Post by: Davregis on July 22, 2012, 09:41:14 PM
Quote from: "Korby"
You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?

Not quite, as weaknesses don't come into play excessively.
Title: Re: Class based modification (6D)
Post by: Myroc on July 22, 2012, 10:13:47 PM
Quote from: "Daveris"
Quote from: "Korby"
You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?

Not quite, as weaknesses don't come into play excessively.
That's only a sign of you people not using them enough. Besides, weaknesses are far from the only counters in this game mod.
Title: Re: Class based modification (6D)
Post by: Davregis on July 22, 2012, 10:27:17 PM
Quote from: "Myroc"
Quote from: "Daveris"
Quote from: "Korby"
You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?

Not quite, as weaknesses don't come into play excessively.
That's only a sign of you people not using them enough. Besides, weaknesses are far from the only counters in this game mod.

...That's what defines tiers, yes? The non-weakness counters.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 22, 2012, 11:11:42 PM
Quote from: "Daveris"
Quote from: "Myroc"
That's only a sign of you people not using them enough. Besides, weaknesses are far from the only counters in this game mod.

...That's what defines tiers, yes? The non-weakness counters.

No.

Tier lists measure the overall performance of a class' offensive and defensive capabilities in general combat. That is, one must compare one class with the rest of the classes so a tier list is properly wellfunded.

Except we have designed classes around the idea of giving them an specific role to fit in (Windman flies, Quickman runs, Hardman beats people down, copywep classes, and so on...) that could be countered with other classes' abilities OR abilities that can counter other classes (Flight? Gravity or Seeker classes. Mobility? Stun and slowdowns. Power? You're probably very slow or can't fight multiple enemies at once. Copywep? Most classes are already stronger or faster than you) OR abilities that give you a huge or unusual advantage but won't last forever or behave rather different than most weapons and thus require a bit more of strategy to use it or fight against it (Wily Capsule, Gutsman overall, Leaf Shield, Skullman overall, Star Crash, Junkman, Freeze's altfire. Hell, you could even apply anyone who uses ammo in this.)

Not only that, but weaknesses come into play, which I believe are still disorganized gameplay-wise and leave some classes with too many weaknesses and some with even none at all.

You're not doing a tier list: you're doing a survey of the OP/UP class consensus (adding your very own opinion in there as well, I might add. How unprofessional). And you haven't realized that the same people that build up that consensus are prone to throw hissy fits because Celebi or some other guy dominated them last night because they weren't able to change their strategy or to calmly accept they just aren't doing well at this game right now.
Title: Re: Class based modification (6D)
Post by: Myroc on July 22, 2012, 11:19:42 PM
I would like to add that, yes, one can certainly say that, for example "Class A is on average slightly stronger than Class B". This is not an issue. Class A may very well be stronger than Class B, but he can't excel in all areas of expertise at once. A might be very weak to Class C, since he is very able to take advantage of A's weak points. The real problems arise from when a class is good at everything. This shouldn't ever happen, and if it does happen, chances are we'll fix it in no time.

Your "tiers" solve nothing, as you can never have a class who is stronger (even by a small percentage) than every other class at once.
Title: Re: Class based modification (6D)
Post by: Davregis on July 22, 2012, 11:58:38 PM
Let it not be said that I cannot realize when I am in the wrong.
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 23, 2012, 01:37:31 AM
Quote from: "Myroc"
I would like to add that, yes, one can certainly say that, for example "Class A is on average slightly stronger than Class B". This is not an issue. Class A may very well be stronger than Class B, but he can't excel in all areas of expertise at once. A might be very weak to Class C, since he is very able to take advantage of A's weak points. The real problems arise from when a class is good at everything. This shouldn't ever happen, and if it does happen, chances are we'll fix it in no time.

Your "tiers" solve nothing, as you can never have a class who is stronger (even by a small percentage) than every other class at once.

Quote from: "Myroc"
This is absolutely ridiculous. The community has become way too trigger-happy on the "Declare OP" button.

Let me give you a little tip. The next time you feel for defenestrating your screen in frustration and scream "OP!!!11!!1!1one", instead try and mix up your strategies a little. I see few people who ever use more than one or two of their "personal favorite" classes out there. Insanity is doing the same thing over and over again and expecting different results. Adapt to the situation, use classes that benefit from the current environment and opposing class selection, instead of ramming your head repeatedly into a wall for the rest of your days.

We're not going to hit every villain-of-the-week with nerf bats. We'll step in if things get a little too out of hand, but beyond that it's the law of the jungle. Calling classes OP left and right solves nothing and ultimately serves only to annoy us developers.

I... I think I love you...

Do you... um... do you wanna go out sometime? I mean, it's not like I like you, or anything! B-baka!

Throwing a wink with a floaty heart coming out of it your way, too, Musashi! Tee-hee!
Title: Re: Class based modification (6D)
Post by: xColdxFusionx on July 23, 2012, 02:51:55 AM
This argument in a nutshell, from my POV:
Quote from: "Daveris"
Hey, we should all make a list of what classes we as a community think need to be looked at and possibly reworked.
Quote from: "Community"
That's a good idea!
Quote from: "Devs"
This mod is perfectly balanced as is and shouldn't be changed in any way. You guys have no sense of balance.
...This does not bode well in the slightest. (http://cutstuff.net/forum/viewtopic.php?f=7&t=3818)

This mod does revolve around counters. The problem here is, the way you're making your arguments makes it sound like this mod is immaculate and changing anything by even a little bit is a sin. I do recognize that some complaints are unfounded, but that doesn't mean you should just blow off every complaint about the mod and pretend it doesn't have its flaws. It is, indeed, imperfect. Getting better, but still imperfect.

Also, Shmeckie, thank you for providing absolutely nothing constructive and just sitting there and sucking up to the people in charge.

...Calm down, xCFx. Everything's going to be alright.

Alright, here is my full list of who I'd like to see looked at (with reasons this time!)

Roll - You'd expect the melee support class to have a bit more than 50 health. While I do agree she should be frail, that's no excuse to turn her into Ran. ...What exactly is she supposed to do, anyway?
Wood Man - Hey! Let's take a gimmicky and ridiculous-looking class and make it even more gimmicky and ridiculous-looking! ...OK, so you solved the problem of him being not able to hurt anyone. But - let's face it - the leaf wave looks... for lack of a better descriptor, silly. I'd suggest either having the shield cause a circular explosion of leaves or rework the leaf wave to not look like some invisible guy running along with a flag made of leaves...
Magnet Man - You blame Magnet Golfing on bad maps. I blame it on Magnetism having no other practical use. You can push away close-range classes so they can't get you for another 2 seconds. Whoop-dee-doo. Can we give him an ability for his Magnetism that isn't pointless except for on the five maps where it causes the game to devolve into sumo wrestling?
Gravity Man - Gravity Man attack-wise is fine. My question here is that would it kill you guys to tone down the height-based damage multipliers on Gravity Hold? He's supposed to counter fliers and bouncers, not everyone who happens to have a spacebar. He especially makes vertical maps and maps with height-based gimmicks such as Dive Man, Gyro Man, Gravity Man (coincidentally? who knows?), Spring Man, or Burst Man incredibly painful, in addition to making MM2DW1 incredibly boring for anyone who happens to NOT play as him since half of the battle will be spent in space.
Star Man - Flavor of the Month, as a friend of mine once called it. The one thing that can reliably bring pain and suffering, no matter who uses it. Sure, he has trouble at range. But if he manages to get next to you, you're dead. Not to mention half damage while the Star Crash is up effectively makes him Stone Man with a high speed while he's killing you. The only thing(s) that can reliably evade him are flying classes and quick classes (who frequently have the added bonus of being gibbed when touched with anything that isn't the ground.)
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 23, 2012, 02:54:44 AM
Quote from: "Shmeckie"
I... I think I love you...

I agree wholeheartedly with CF.
Title: Re: Class based modification (6D)
Post by: Laggy Blazko on July 23, 2012, 02:59:16 AM
Roll's there to kill me when i'm diveman. D:

Also, magnetman's magnetism can throw close foes away so it's easier to hit them with magnet missiles.
Title: Re: Class based modification (6D)
Post by: Korby on July 23, 2012, 03:40:32 AM
Personally, I'd like to say that I never said this mod is perfectly balanced, and I certainly don't think that. I simply stated that tiers in this mod simply wouldn't make sense.

I agree with Cold Fusion as well. Roll is useless(Let's make a glass melee class!), Woodman isn't fun, etc.
I'll look into something I could do for Magnet. Perhaps I could increase the pushing power, but give people hit an item that makes them unable to fall off Block Monster lines. Maybe just give him a new altfire altogether.
Gravityman apparently already got a change, according to Jax. I haven't personally looked at it yet, but that's something to look forward to I suppose.
Also also I'll go nerf Starman...somehow.

Thank you for your comment, Cold Fusion.

Expect a post from Musashi in about 10 minutes
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 23, 2012, 03:55:58 AM
It's over 10 minutes, am I too late?!

And how dare you diss the incredibleness that is new Woodman?!

Expect a post from Korby about how he's butthurt because Woodman was changed
Title: I can't make things happen... but I am the KING of theory.
Post by: Hallan Parva on July 23, 2012, 04:44:32 AM
Quote from: "Shmeckie"
I... I think I love you...
Coldy you are my hero.

TIME FOR SMASHBRO'S WHY DEE SALAD FEEDBACK HOUR

THIS IS A HUGE ASS POST SO IT HAS BEEN SPOILERIZED FOR YOUR CONVENIENCE
(click to show/hide)
EDIT: I know this is a silly thing to bring up but

PAGE 555 GET
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 23, 2012, 06:15:30 AM
I think Gravity's Gravity Hold is good as is. How many robots actually have a jump that is too much more then a normal jump? How many maps have a drop down that's reliable for high Ghold damage?  If you make it near useless against normal jumps Gravity becomes purely a situational class.  And his buster isn't too viable either, it moves not that fast, its ROF isn't that good. I think I've only really hit with it while shooting at Hard Men, or into a crowd, and I don't think I've ever gotten a kill with the buster.

Personally if you lower Ghold's power give Gravity something related to how he fights in MM5, using his body as a weight.  Maybe when GWalk ends he damages anyone he lands on, or make him do like 2 damage for stepping on someone with those SPIKEY feet.
As it stands Gravity really only gets use in low grav maps or when flying classes are around, which don't happen all that often.
Title: Re: Class based modification (6D)
Post by: Myroc on July 23, 2012, 08:33:03 AM
Quote from: "xColdxFusionx"
Quote from: "Devs"
This mod is perfectly balanced as is and shouldn't be changed in any way. You guys have no sense of balance.
...This does not bode well in the slightest. (http://cutstuff.net/forum/viewtopic.php?f=7&t=3818)

This mod does revolve around counters. The problem here is, the way you're making your arguments makes it sound like this mod is immaculate and changing anything by even a little bit is a sin. I do recognize that some complaints are unfounded, but that doesn't mean you should just blow off every complaint about the mod and pretend it doesn't have its flaws. It is, indeed, imperfect. Getting better, but still imperfect.
(click to show/hide)
No.

When will you people ever learn to stop putting words in my mouth. I never said this mod was "perfectly balanced". Neither did Musashi for that matter. Hell, we said almost the opposite; the mod doesn't need to be perfectly balanced, as long as it doesn't get out of hand, since no one class can be stronger than every other class at the same time. If we wanted perfect balance, we'd lock everyone into a single class and remove all powerups. Skull Man only, no items, MM3Mag, nothing else. Perfectly balanced. Have fun.

No, we'll still make tweaks and changes as we see fit, and we will still take your opinions in mind as we do so, as long as those reasons are valid and are actually an issue in the first place. But don't expect us to bring out the nerfguns as soon as someone starts dominating as a certain class*, and if you could at least try to switch up your strategies, you might discover that a nerf isn't needed in the first place.

Oh, and one more thing:
Quote from: "xColdxFusionx"
Quote from: "Daveris"
Hey, we should all make a list of what classes we as a community think need to be looked at and possibly reworked.
This is not what he said with those "tiers". What he did was say "these classes are too powerful" and "these classes are not powerful enough". That's all he said. He provided no reasoning to back up either side of the argument. The only thing he (and much of the community joined in on it) ended up saying through this mess was "these classes is OP" and "these classes are UP", without adding anything of additional value. This is aggravating.

*Speaking of which, don't you people so much as dare use "Celebi dominates as class X" as a valid argument. He's Celebi. We're pretty sure he could kick our asses using only the megabuster.
Title: Re: Class based modification (6D)
Post by: xColdxFusionx on July 23, 2012, 12:55:08 PM
What I was trying to say is that you guys sounded like you were starting to slip into that "we're better than you at balancing so shut up" attitude. While I do agree that some of these claims were a bit unfounded (Guts Man? Really?), I do think that the community calling classes up for judgment should be at least addressed in some other way than just blowing it off. Especially when one of the tiers is called "Dumb."

Also Celebi could probably kick our asses using only vanilla Spark Shock, but that's beside the point.
Title: Re: Discuss the Balance Day 1 Mk.2
Post by: Davregis on July 23, 2012, 02:13:34 PM
Quote from: "Daveris"
Classes with no good reason to be/to not be placed in a tier will NOT be.

Devs, if you would act as moderation for this...
Title: Daveris you are making it worse for yourself
Post by: Hallan Parva on July 23, 2012, 02:30:26 PM
so how about that Magnet / Wood revamp I mentioned earlier -- *shot*

okay maybe this is pushing it but

I honestly think my proposal for Magnet Man (and Wood Man to a slightly lesser degree) would work

for Roll / Gravy / Star I was mainly tossing ideas around but

I feel REALLY GOOD about Magnet and Wood
Title: Re: Class based modification (6D)
Post by: Knux on July 23, 2012, 04:26:58 PM
Magnet golfin' works fine though. :ugeek:
Title: Re: Class based modification (6D)
Post by: Tengu on July 23, 2012, 05:33:32 PM
Whereas I like Magnet golfing and think it's really entertaining/fun and all, I just think that Magnet should be able to pull and not push.
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 23, 2012, 05:41:14 PM
Why would the "sniper" class want people to get close to him? That'd be like if slashman's alt pushed people away.

Besides, golf is the national sport of Cutstuff  :ugeek:
Title: Re: Class based modification (6D)
Post by: Tengu on July 23, 2012, 05:43:50 PM
Well then why doesn't someone come along and make a Cutstuff Golf wad? That seems like a legit idea.
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 23, 2012, 07:08:24 PM
It's not as fun when everyone's trying to do the same thing. Golfing is fun as-is because you actually have to sneak, dodge, and get in close to golf people away. If it'd be possible to somehow remove the -1 frag from falling off if you were recently magnet pushed, that would alleviate most of the grievances about golfing.
Title: Re: Class based modification (6D)
Post by: SaviorSword on July 23, 2012, 07:33:17 PM
A separate golfin' (named curlin' at the moment) is under development, however there's no progress at it what so ever. However, Magnet's alt might get a ledge protection, like how bots/monsters are blocked by the linedefs. So sure ya can get knocked pretty close to the edge and fall off yarself, but it'll never be Magnet that causes it anymore.
Title: Re: Class based modification (6D)
Post by: Orange juice :l on July 23, 2012, 07:40:44 PM
Magnet's alt is one of the only reasons he's ever used anymore. It's the only reason people use him above dive or wily- if you take away the fun factor, he's useless. Besides, if you can golf someone, another class can do the job just as easily.  Heck, if you can't stay away from a pit long enough to gun down a magnetman who's not firing back, the problem probably doesn't lie in the class.
Title: Re: Class based modification (6D)
Post by: Celebi on July 23, 2012, 07:51:31 PM
Hi here are some future stuff.

Gravityman's g hold is using something Jax made, it does damage based on height.  Example, Megaman jumps to full height, the g hold is used, 30 damage around.  Another example, in low gravity in Diveman's map, a Megaman jumps to max height in the lower gravity, g hold is used, it does around 30 damage.  So plainly, does less damage in low gravity, more damage in high gravity, and severely reduced damage on springs.

Starman's shield was changed and does less but more consistent damage.  The shield toss itself also does less damage but now stuns as much as skull shots do.  This in turn saves people from "running with" the shield for massive damage.

Magnetman, possible changes include something with charging alt to fling further, doesn't exist yet.  Other than that, play smart with Magnet.  See a Magnetman running for you? Probably trying to alt you into a pit.

Woodman, my god people it is pretty damn easy to fight him.  Wait until you see a shield thrown at you, then fire.  Once Woodman "shoots" again, thus another shield, stop shooting and wait.

Roll is what now?
Title: Re: Class based modification (6D)
Post by: Davregis on July 24, 2012, 12:16:54 AM
A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P
Title: Re: Class based modification (6D)
Post by: ice on July 24, 2012, 12:17:51 AM
Wasn't original the point of classes to play as your favorite charcter?
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 24, 2012, 12:32:36 AM
Quote from: "ice"
Wasn't original the point of classes to play as your favorite charcter?

That's why I play it, anyway...

Quote from: "xColdxFusionx"
Also, Shmeckie, thank you for providing absolutely nothing constructive and just sitting there and sucking up to the people in charge.

My contribution was that I wholeheartedly agree with what Myroc said and expressed that sentiment in a positively hilarious way. But "lol" at the silly abrasiveness, here.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 24, 2012, 12:50:12 AM
Quote from: "Daveris"
A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P

k, that clearly shows that seeker classes are the way to go when playing on big open maps, and there is no other viable way to play because you will be dominated by anyone who plays seeker classes on said maps.

You are annoying people in here because we made stuff people "abuse" to get easy kills. That is, WE made stuff PEOPLE "abuse", which is apparently why YOU lose. What are you, 15?.

Fuck the police, get out. Go whine somewhere else.
Title: Re: Class based modification (6D)
Post by: Knux on July 24, 2012, 12:58:27 AM
A suggestion before I forget: you know Tomahawk Man's alt, the feather shotgun? How about a HUD animation for it? Heck, I'd do it myself if you wanted. Or is it trouble to implement? Either way, it's fine. It's just a thought in case you wanna snazz it up.

Here's what I mean. (http://spritedatabase.net/file/6399)

It would be two animations, I guess.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 24, 2012, 01:01:20 AM
Quote from: "Knux"
A suggestion before I forget: you know Tomahawk Man's alt, the feather shotgun? How about a HUD animation for it? Heck, I'd do it myself if you wanted. Or is it trouble to implement? Either way, it's fine. It's just a thought in case you wanna snazz it up.

Here's what I mean. (http://spritedatabase.net/file/6399)

Sure, why not? I don't see any problem with adding more details that just further help players differentiate between attacks
Title: Re: Class based modification (6D)
Post by: Davregis on July 24, 2012, 01:14:01 AM
Quote from: "Musashi-COM"
Quote from: "Daveris"
A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P

k, that clearly shows that seeker classes are the way to go when playing on big open maps, and there is no other viable way to play because you will be dominated by anyone who plays seeker classes on said maps.
I have no idea how to react to this. I've never seen someone blow up so completely in response to a joke.
That's like saying Magnet Golf was the sole purpose of this mod.

Musashi, what the heck is wrong with you!?
Title: Re: Class based modification (6D)
Post by: Magnet Dood on July 24, 2012, 01:26:25 AM
Speaking of Knux's idea, do you want me to make those sprites where Charge Man rotates his arms like pistons for his charge and him shooting up his hand in the air for the coal shot? I asked, but I never got a reply. >_>
Title: Re: Class based modification (6D)
Post by: Laggy Blazko on July 24, 2012, 01:31:19 AM
Quote from: "ice"
Wasn't original the point of classes to play as your favorite charcter?
Meh, I usually choose a class depending on the situation. (I use copyweps when I'm not sure what to choose)
Quote from: "Musashi-COM"
Quote from: "Daveris"
A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P

k, that clearly shows that seeker classes are the way to go when playing on big open maps, and there is no other viable way to play because you will be dominated by anyone who plays seeker classes on said maps.

You are annoying people in here because we made stuff people "abuse" to get easy kills. That is, WE made stuff PEOPLE "abuse", which is apparently why YOU lose. What are you, 15?.

Fuck the police, get out. Go whine somewhere else.
LOL epic overreaction.  :lol:  :lol:  :lol:
Title: Re: Class based modification (6D)
Post by: Davregis on July 24, 2012, 02:23:09 AM
Quote from: "Shmeckie"
Quote from: "ice"
Wasn't original the point of classes to play as your favorite charcter?

That's why I play it, anyway...

I just try to have fun :P
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 24, 2012, 04:01:00 AM
Quote from: "Musashi-COM"
Sure, why not? I don't see any problem with adding more details that just further help players differentiate between attacks
Just a quick comment. If you're trying to make Flash Man raise his arm upon using his alt, perhaps you could attatch Knux's buster to an edit of Charge Man's raised arm. Also, maybe Bright Man needs some love in the animation department. :V

EDIT: I'll post a list of potential HUD animations and see if we can't make some of 'em happen, if that's alright with you guys.

(click to show/hide)
Title: Re: Class based modification (6D)
Post by: DarkAura on July 24, 2012, 06:53:46 AM
(http://img193.imageshack.us/img193/415/hudsm.png)

Magnet1: Re-made previous hand with fingers facing player.
Magnet2: Was suggested for after the frame with the first hand to have the same thing in the same positions as Toad's hands.
Ice: A suggestion for replacing the current HUD for when Ice uses his main.
Fire: For when Fire uses his alt, like in PoweredUp he brings his buster up then down "buster pumping."
Charge: A suggestion for when Charge uses his main, his two hands making a circular motion near the bottom of the screen as if near his wheels like on his attack sprite.

If given the go-ahead for these, I'll set them up in a file and send 'em.
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 25, 2012, 06:37:18 AM
Actually, I was really hoping someone would bring up Charge Man. I think he should just hold two fists at "waist" height (lower than normal) when charging. The animation would get really bothersome really fast.
Title: Re: Class based modification (6D)
Post by: Tengu on July 25, 2012, 12:22:54 PM
Yeah, I'm gonna second what GBT said.
Title: Re: Class based modification (6D)
Post by: Fyone on July 25, 2012, 01:14:52 PM
Yeah, I think the he should have both arms at waist. And if possible maybe who could move his arms in a choo-choo position (circular motion back and forth; easy edit from Stone Man's HUD). This way he can have an animation. If it's not possible than just have both arms come into the body I guess.
Title: Re: Class based modification (6D)
Post by: Korby on July 25, 2012, 04:54:49 PM
With how his attacking works, I'm pretty sure we(I) can't give him a HUD animation without screwing something up.
Changing the sprite used while attacking, however, is perfectly possible.
Title: Re: Class based modification (6D)
Post by: xColdxFusionx on July 25, 2012, 06:06:06 PM
Technically, there is a way you could add an animation, but it would be clunky and impractical.
Title: Re: Class based modification (6D)
Post by: MusashiAA on July 25, 2012, 07:41:42 PM
Why don't you guys go ahead and make dem HUD improvements while we test the new stuff that is totally not broken? Of course, they might need to be animated or something (3 frames should be enough), but as Korby said, we(Korby) might end up breaking something by just tampering with the attack to allow the extra HUD frames or whatever.

I'll just quietly sit here and do sound effects.

Dum dee dum.
Title: Re: Class based modification (6D)
Post by: ice on July 26, 2012, 02:21:10 AM
ahem *is the guy that screwed around with the original mm3 classes weapons changing the animation leaving the ROF untouched*

Don't see how it would break anything, heck, might even end up changing up a class to accommodate the new HUD making something new (Needleman's dual machinegun buster)
Title: Re: Class based modification (6D)
Post by: Davregis on July 27, 2012, 02:24:48 PM
Hey Shmeckie, why'd you ban Yamato again? I got kicked from your server for it.
Title: Re: Class based modification (6D)
Post by: Hilman170499 on July 27, 2012, 02:29:05 PM
I have this very wild idea:
Alternative Skins.
You know how certain classes have different forms? What about turn those forms into alternative skins for the respective classes?
ex.:
(click to show/hide)
Title: Re: Class based modification (6D)
Post by: Knux on July 27, 2012, 05:16:51 PM
Those used to be available for a long time, but they got taken out because of a reason I don't remember.
Title: Re: Class based modification (6D)
Post by: Hilman170499 on July 27, 2012, 05:38:09 PM
Actually, the alternative skins are separate classes.
In my idea, skins would be added to certain classes with the help of SKININFO.
Title: Re: Class based modification (6D)
Post by: Max on July 27, 2012, 05:51:08 PM
Yeah the thing about SKININFO is that it doesn't work!
Title: Re: Class based modification (6D)
Post by: Korby on July 27, 2012, 06:51:41 PM
Correction.
It doesn't work because of the way YD set up these classes, so we're forever cursed with that mistake.
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 27, 2012, 07:38:40 PM
Always can do what I suggested and make alternate skins (Megaman?, Helmetless Megaman, etc) as a different class with different stats and weapons.
Title: Re: Class based modification (6D)
Post by: -FiniteZero- on July 27, 2012, 07:45:46 PM
Like Helmetless Megaman taking 2x damage? (Stupid idea, I know.)
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 27, 2012, 08:10:03 PM
Quote from: "FiniteZero"
Like Helmetless Megaman taking 2x damage? (Stupid idea, I know.)
On top of a different but better charge shot (laser, arrow and Mega Arm come to mind) and possible a replacement to the slide (Upthrust comes to mind)
Title: Re: Class based modification (6D)
Post by: Davregis on July 27, 2012, 09:30:01 PM
Quote from: "FiniteZero"
Like Helmetless Megaman taking 2x damage? (Stupid idea, I know.)

Gives double damage, takes double damage!
...
:P
Title: Re: Class based modification (6D)
Post by: Korby on July 27, 2012, 09:39:31 PM
Quote from: "Daveris"
Gives double damage, takes double damage!
Please direct your attention to Protoman.
Title: Re: Class based modification (6D)
Post by: Davregis on July 27, 2012, 11:52:01 PM
'Twasnt intended seriously, but Proto is getting changed somehow..?
Title: Re: Class based modification (6D)
Post by: Smunch on July 28, 2012, 04:09:22 AM
All right, time for a

Suggestion dun dun

I know, I know.  Suggestions. Ew.

To give Roll a fairly minor indirect usefulness buff.. what if upon death she dropped any remaining Health Gifts?  Or just one upon any death, regardless of having one in stock? Maybe even make it a small pellet and set it to 10 HP instead of 25.  

It'll sorta make her role as a cleric easier instead of dropping 0-2 health pellets each life and hoping a teammate sees it, needs it, and is able to get to it in time (because more often than not they'll make it more useful than the Roll would) Maybe have her make a more unique sound effect to attract attention when using Roll heal, I dunno.

I wouldn't recommend changing anything else though, since she's currently in the fun tier, and this game requires fun
Title: Re: Class based modification (6D)
Post by: Hallan Parva on July 28, 2012, 04:22:51 AM
I don't know

maybe you could give her explodey flower bombs (http://cutstuff.net/forum/viewtopic.php?p=182477#p182477)

because Roll needs to be fun tier like Smunch said
Title: Re: Class based modification (6D)
Post by: Shmeckie on July 28, 2012, 06:39:08 AM
Quote from: "Daveris"
Hey Shmeckie, why'd you ban Yamato again? I got kicked from your server for it.

He's not. My damn Skulltag keeps putting that old welcome message back, despite how many times I've changed it.
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 29, 2012, 12:36:08 PM
So, yeah. Something needs to be done about Copyweps. Also Bikdark went on a hilariously long tangent about it, but that's beside the point.

Yes, yes, another lengthy post whining about Copyweps being OP, wah wah, shaddap GBT, but hear me out, please.

In LMS, the problem seems more prominent. You've got jack-of-all-trades classes that not only start with several weapons and a buster, but can pick up new weapons as well! In DM, the problem is lesser, but it still exists. Copyweps are able to collect ammo to recharge weapons, and can pick up both weapons from the map and weapons from defeated Robot Masters. You'll probably say, "Oh but dey haz to conserve ammo so dey is balanced and shiz." This isn't quite the case. It only takes so many hits to defeat a Robot Master, and Copyweps have more than enough ammo to do just that. In addition, say Mega Man has a Needle Cannon, and he badly needs ammo for it. He can just pick up a dropped Needle Cannon from a defeated Needle Man for an instant recharge. I know your first reaction will be "Adapt," but half of the time they have a weakness weapon (or Rolling Cutter) that they'll spam to hell and back.

I would openly suggest, in DM (CTF, Possession, Terminator, ect.), weapon drops are removed completely. They weren't needed, since weapons are already placed on the map. In LMS, the same could be done, or Copyweps could spawn with only their buster, thus forcing them to earn new weapons. The alternative would make playing as a Copywep much more interesting, but that's just me.

In the case you're absolutely set on keeping Copyweps as they are, at least something needs to be done about Proto Man. He's incredibly dominating in LMS because his buster charges quickly, his shots travel at immense speeds, and it's very powerful. That's just his buster! As much as you may want to think, lower armor just doesn't make up for it. I'll just leave this here for you to consider.

+Chargeable buster, 2HKO on normal armor
+Charge shot slightly faster than Mega Man's
+Shield with buster equipped
+Slide usable with any weapon, with almost no cooldown
+Can copy weapons, exploit weaknesses
+Can use assist items
*Normal speed
*Normal jump height
-Ammo required to use special weapons
-Takes slightly more damage
-Charge shot slightly smaller than Mega Man's

Bass has a bit of an edge but this is only because he can spam Treble to hell and back if given the chance.
Title: Re: Class based modification (6D)
Post by: GameAndWatcher on July 29, 2012, 02:02:14 PM
Quote from: "Gumballtoid"
In LMS, the same could be done, or Copyweps could spawn with only their buster, thus forcing them to earn new weapons. The alternative would make playing as a Copywep much more interesting, but that's just me.

You're saying that they should like they used to?  They used to play like that, but YD gave the three of them the LMS weps
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 29, 2012, 03:16:27 PM
Robot masters should only drop weapons if the drop weapons setting for the server is turned on if it isn't already like that.
Title: Re: Class based modification (6D)
Post by: Korby on July 29, 2012, 04:14:28 PM
GBT, you have got to be the first person I've seen who's wanted Protoman nerfed.
Title: Re: Class based modification (6D)
Post by: Davregis on July 29, 2012, 04:20:03 PM
Most shouldn't want anything done to him at all.
Title: Re: Class based modification (6D)
Post by: Gumballtoid on July 29, 2012, 04:40:18 PM
Quote from: "Korby"
GBT, you have got to be the first person I've seen who's wanted Protoman nerfed.
Really? That's odd. I've seen people complain about him in servers before so I thought this was a more prominent issue. To be honest, I just want something done about that buster.
Title: Re: Class based modification (6D)
Post by: Hallan Parva on July 29, 2012, 07:11:17 PM
how about

we make the buster a 3HKO (or gasp, even a 32-damage 4HKO!!)

give the buster a SLIGHTLY reduced charge time

and give him the shield with all non-charging copyweps

hey doesn't that sound familiar (http://cutstuff.net/forum/viewtopic.php?p=181981#p181981)
Title: Re: Class based modification (6D)
Post by: Davregis on July 29, 2012, 07:12:18 PM
3HKO at least. His 2HKO is crazy in duels >.>
Title: Re: Class based modification (6D)
Post by: Knux on July 30, 2012, 05:18:51 AM
Classes duels are pro. :ugeek:
Title: Re: Class based modification (6D)
Post by: LifeCraft J on July 30, 2012, 12:04:53 PM
I'm sorry but classes duel will not work, not with SKULLMAN around. He is too overpowered for duel.
Title: Re: Class based modification (6D)
Post by: Korby on July 30, 2012, 08:09:34 PM
With the real reason being counterpicks.
Title: Re: Class based modification (6D)
Post by: Davregis on July 30, 2012, 08:21:06 PM
Quote from: "Lifeup J"
I'm sorry but classes duel will not work, not with SKULLMAN around. He is too overpowered for duel.

Anyone who respects you in a duel won't pick Skull.
Title: Re: Class based modification (6D)
Post by: HD_ on July 30, 2012, 11:57:47 PM
Also Skull got nerfed too much, you people are too paranoid :(
Title: Re: Class based modification (6D)
Post by: Davregis on July 31, 2012, 12:15:52 AM
Quote from: "Human Destroyer"
Also Skull got nerfed too much, you people are too paranoid :(

You'd better be talking about the next version >.>

Also Mus, how's GHold getting changed?
Title: Re: Class based modification (6D)
Post by: fortegigasgospel on July 31, 2012, 01:33:31 AM
Be smart on your straffing and do your best to avoid his buster shots, then go for him once his barrier is down, play evasive until then, then go on the offensive to try and down him while he barrier is still reloading, his barrier's ammo doesn't go up as fast while he is firing his buster.
Title: Re: Class based modification (6D)
Post by: Davregis on July 31, 2012, 01:35:56 AM
Point is, you shouldn't have to go out of your way THAT MUCH for a single class.
Title: Re: Class based modification (6E)
Post by: Korby on July 31, 2012, 01:46:12 AM
Out of your way? You mean dodging? Oh man, that's SOOOO out of the way!
Oh wait, you have to dodge other stuff too.
Hmm

Also here's 6e (http://www.mediafire.com/?bubssmp72nhwj9h)

Total Changelog:
DocRobot Class
Weapon Archive flag carrier Class

Nerfs: Star, Blizzard, Fire, Knight, Guts
Changed: Dark3 (minor alt rage), Dark4, Gravitymanhold, Magnet alt, Wily, Enker
"Classwep"s changed to "Boss"
Shadowman displays an icon to teammates while cloaked
Timeman and oilman bots
Bot weapon A.I. given to: Cut, Guts, Magnet, Gravity

Other fixes
Title: Re: Class based modification (6E)
Post by: MusashiAA on July 31, 2012, 02:02:26 AM
AND TO CONMEMORATE THE COMPLETION OF V6

THE CONMEMORATIVE V6 COMPLETION MUSIC PACK

http://www.mediafire.com/?wv4tk2y5x808x83

STEP 1.- EXTRACT IN MM8BDM FOLDER
STEP A.- OVERWRITE IF IT ASKS SO

STEP 2.- IN-GAME, CHANGEMUS POUNDYOU

STEP G.- SV_CHEATS 1, SV_FASTWEAPONS 1, PLAY GUTSMAN

ENJOY
Title: Re: Class based modification (6E)
Post by: fortegigasgospel on July 31, 2012, 02:15:32 AM
I'm gonna say it since I heard someone say "Docrobot is useless"

He is a copy weapon class, he has more walking speed then the other 3. He has no alt and can not pick up weapon energy, but he regains weapon ammo automatically over time. And he doesn't need the weapon selected for it to reload. His normal buster is like the vanilla mega-buster with a lower RoF (think Gravity's RoF).

If he has other abilities I didn't notice, my bad.
Title: Re: Class based modification (6E)
Post by: MusashiAA on July 31, 2012, 02:22:05 AM
Here's the magic about DocRobot:

If he grabs a copy weapon and fires it, he gains the attributes of the class the weapon comes from.

Jump height (highest attainable should be from Wild Coild or Gravity Hold/Sphere, if not both give the top jump height)
Walking speed (highest attainable should be from Quick Boomerang)
Armor (highest attainable should be from Hard Knuckle, Super Arm or Rain Flush)
Also I don't remember if weaknesses are copied as well

This stat change kicks in by just pressing mainfire (or maybe altfire works as well, I don't remember). Switching weapons or obtaining them won't do it. You have to fire them. The Doc Buster resets your stats to the default DocRobot class stats.

EDIT: Ammo regenerates at a steady, maybe general pace for all weapons, even if you don't have them selected. BUT, he has doubled ammo usage on all copy weapons.
Title: I came :ugeek:
Post by: Hallan Parva on July 31, 2012, 03:49:40 AM
Quote from: "Musashi-COM"
Here's the magic about DocRobot:

If he grabs a copy weapon and fires it, he gains the attributes of the class the weapon comes from.
Beautiful... absolutely beautiful. I am in love with your dev team now.

Might I ask what exactly changed with Magnet Man's alt? I haven't gotten a chance to try it out versus human opponents, and you can't exactly golf with bots. Also, what was the nerf with Star Man? If it's an armor / speed / health nerf I can understand, but I'm sort of nervous about a damage nerf.

Oh, and why did Fire Man, of all things, get a nerf? The poor guy's fragile enough, and he's only REALLY devastating if he can get close and pump shots into your face; Fire Storm's shot has a greater chance of connecting with the "foot flame", the shield orb can deal bonus damage, and the Fire Wave is so darn slow that it's only really good as a diversion or to catch someone by surprise... unless you get close and he pumps shots into your face.

Mind you, I'm not exactly complaining; in fact, if the changes have proper justification and prove to work in practice, I might actually come to love the adjustments. I just don't know exactly what happened with Star and Magnet, and I can't see the reasoning behind the Fire Man nerf. I'm just asking for a little clarification, is all.

Right then, have a nice day. Or night. Or whatever. Stupid internet time zones.
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on July 31, 2012, 04:13:43 AM
I can't wait to try this!  :D
Title: Re: Class based modification (6E)
Post by: Korby on July 31, 2012, 04:28:46 AM
Magnet has a chargeable alt now with ramping pushing abilities.
Don't know about Star though.
Title: Re: Class based modification (6E)
Post by: Beed28 on July 31, 2012, 08:05:19 AM
Uhh... the download link's not working. Can someone upload a mirror?
Title: Re: Class based modification (6E)
Post by: Gumballtoid on July 31, 2012, 08:09:05 AM
I have a delicious suggestion for Doc Robot.

Upon picking up a copy weapon, he'd gain a Robot Master's class weapon for himself to use, gaining all their attributes (armor, jump, speed, ect). However, upon picking up another copy weapon, he loses the one he previously had. He would also have a vanilla Mega Buster-style weapon that he never loses. My only concern is it might be difficult to code.

EDIT: AND GET THE TAUNT FUCK YEAH
Title: Re: Class based modification (6E)
Post by: Celebi on July 31, 2012, 08:49:55 AM
Details details

Nerfs: Star, Blizzard, Fire, Knight, Guts
Changed: Dark3 (minor alt rage), Dark4, Gravitymanhold, Magnet alt, Wily, Enker

Star, hug does less damage than previous version but is way more consistent.  Main fire throw actually throws the shield, so it does a rather small amount of damage, but it stuns hard.

Blizzard, mainfire damage reduced, but the shots keep going and home much better than before.  Blizzard bowl has a "ping" sound when used and a half a second startup.

Fire, his alt charges slower, that is it.

Knight, shield bash does a wee less damage, mainfire ripping from 17 to 14.

Guts, he is ever so slightly slower, slower rate of fire on mainfire, and punch is different and not so powerful.

Dark3's rage for altfire is so tiny, you won't notice it.

Dark4's mainfire shots do a little more damage with distance (like 6ish more), and his rage is, the lower his health the faster his rate of fire with main when the shield is up.

Gravityman, his gravity hold does damage based on height now, it does less damage in light gravity, and more damage in heavy gravity.  It also does super less damage on Springs.

Magnet alt, hold alt to charge it!  Holding it makes it do more damage, reach out further, and fling harder.  However, "monster block" was added so one cannot be flung into pits, unless the map maker didn't put monster block or put it in strange places.

Wily Capsule was changed. He can scroll between two weapons in capsule form.  Red buttons is flame thrower mode, short range powerful.  Blue buttons are ice shots, where he fires out four ice shots that bounce around and freeze.

Enker absorbs ammo based on damage now.

There are tons of other small things, graphic, sounds, and small changes.  (Such as Hardman unable to use his alt on ladders.)

EDIT: Derp I forgot DOC DOC DOC and Weapon Archives.

Docrobot, is a copy class who can use most copy weapons.  However, he uses these weapons at twice the ammo, but slowly regenerates ammo for every weapon he has.  Docrobot also adapts to certain weapons, increasing or decreasing his armor/speed/jump height.  (One does not need to use the weapon, but instead slam altfire with the weapon you want to have the bonuses off, except for charge kick.)

Weapon Archives, only appears when you grab the TERMINATOR, a FLAG, or the peltstone? in possession.  (Can't do anything with peltstone? so remember that).  This is a MORPH class, so no taunts.  His main ability is the ability to pick up any weapons that is found on the MAP, not on the ground, but the MAP.  He uses the weapon normally, but can only carry one weapon at a time.  Pressing the item button will discard the current weapon.  At anytime with any weapon, Weapon Archive can fire his buster via altfire or without a weapon.
Title: Re: Class based modification (6E)
Post by: Tengu on July 31, 2012, 03:06:12 PM
I have a suggestion that's sort of based on GBT's for Docrobot.


So, when he gets a frag, he turns into the class that he fragged. Now, the next frag he gets, he switches to THAT class. If that makes sense.
Title: Re: Class based modification (6E)
Post by: Kackebango on July 31, 2012, 04:58:18 PM
Oh lord, please fix the Windman thing in the next update!! Every single flying class except his can move up and down by flying using the actual Fly Up/Down commands.
I've told you many times about it in the past and you just keep ignoring it.
Title: Re: Class based modification (6E)
Post by: Celebi on August 01, 2012, 01:12:46 AM
Quote from: "Kackebango"
Oh lord, please fix the Windman thing in the next update!! Every single flying class except his can move up and down by flying using the actual Fly Up/Down commands.
I've told you many times about it in the past and you just keep ignoring it.
Code: [Select]
WINB A 1 A_ChangeFlag("NOGRAVITY",1)He uses NOGRAVITY, which isn't the same as flight, the creator of Windman wanted this, ie King Yamato.
Title: Re: Class based modification (6E)
Post by: Dusty on August 01, 2012, 01:14:36 AM
(http://img855.imageshack.us/img855/7482/autoclass.png)

Discussed this with some people in-game today. Thought I'd do this up.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on August 01, 2012, 01:20:29 AM
Dusty I love you.
I support Auto Class 2012 :ugeek:


Though, it would be cool if he made things besides Mets...
Maybe other "friendly" enemy types, or even items like the Master Tank.
Title: Re: Class based modification (6E)
Post by: Laggy Blazko on August 01, 2012, 01:26:04 AM
Needs moar rawkit launchair.
(Maybe get it from a dispenser or something =P)
Title: Re: Class based modification (6E)
Post by: Kackebango on August 01, 2012, 01:44:35 AM
Quote from: "Celebi"
Quote from: "Kackebango"
Oh lord, please fix the Windman thing in the next update!! Every single flying class except his can move up and down by flying using the actual Fly Up/Down commands.
I've told you many times about it in the past and you just keep ignoring it.
Code: [Select]
WINB A 1 A_ChangeFlag("NOGRAVITY",1)He uses NOGRAVITY, which isn't the same as flight, the creator of Windman wanted this, ie King Yamato.

Why would he want that?
Title: Re: Class based modification (6E)
Post by: Balls on August 01, 2012, 01:53:05 AM
Dusty, those auto blue prints tickle my fancy. I like.
Title: Re: Class based modification (6E)
Post by: ice on August 01, 2012, 02:28:08 AM
Quote from: "Dusty"
(http://img855.imageshack.us/img855/7482/autoclass.png)

Discussed this with some people in-game today. Thought I'd do this up.


I literaly made that exact same thing long ago and sent it to YD, it was never added (only difference is that he could also use the scraps for his BFG
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 01, 2012, 04:06:36 AM
Quote from: "Dusty"
(http://img855.imageshack.us/img855/7482/autoclass.png)

Discussed this with some people in-game today. Thought I'd do this up.

I know where to put the rocket launcher in here.

full junk bar

press itemfire

MM8's rocket launcher that replaces the mainfire

pressing itemfire again returns you the auto buster and half your junk
Title: Re: Class based modification (6E)
Post by: Davregis on August 01, 2012, 11:08:10 AM
...And Shadow Man OHKOs sentries and is Auto's weakness, right?

Assuming we're going with the TF2 theme, Auto is the Engineer and Shadow is the Spy n' all...
Title: Re: Class based modification (6E)
Post by: Tengu on August 01, 2012, 03:00:01 PM
I'm just gonna bring up the point again-- If you guys want to play TF2, go play TF2. :l
Title: Re: Class based modification (6E)
Post by: fortegigasgospel on August 01, 2012, 08:28:14 PM
Quote from: "Airman_Tengu"
I'm just gonna bring up the point again-- If you guys want to play TF2, go play TF2. :l
^ This.
This is Megaman not TF2, I support Auto being like the engineer, but not everything in this mod being based off TF2.
Besides Bikdark class is spy, not Shadow Man
Title: Re: Class based modification (6E)
Post by: Laggy Blazko on August 01, 2012, 09:30:03 PM
I say do whatever you think is funny.
Title: Re: Class based modification (6E)
Post by: Davregis on August 01, 2012, 10:24:52 PM
Quote from: "Airman_Tengu"
I'm just gonna bring up the point again-- If you guys want to play TF2, go play CSCC. :l

Fixed for truths
Title: Re: Class based modification (6E)
Post by: Shmeckie on August 02, 2012, 03:02:25 AM
This community is way too obsessed with TF2... >.>

It'll probably be awhile before I can really try out the update (got a lot of work to do, and all my game time is spent with Anarchy Reigns at the moment), but the Classes DM server is updated, at least. I did check out Doc Robot for a few minutes, though. Not my cup of tea, but he seems pretty neat. Nice work, fellahs!

Also happy to see Star got the nerf he needed.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on August 03, 2012, 02:49:03 AM
I just thought of something...

Why not have multiple E-Tanks for different classes?

The 30 HP tank can stay for classes that can grab it easily (flying, high jump, etc) while a better grade of E-Tank (50 / 60 HP?) can be available for classes who might have a harder time reaching it.

I can see why the vanilla E-Tank remained the same for the copywep classes, but making all other classes only restore 30 HP seems a bit silly when Gyro Man / Gravity Man / Quint / whatever can just fly right over to the darn thing.
Title: Re: Class based modification (6E)
Post by: Dusty on August 03, 2012, 08:51:15 AM
the copywep class has to usually jump and use platforms to get it. and classes can use platforms too.

As for Auto, my Auto is simply a blueprint suggestion. If any of the programmers want to edit it, add to it, whatever i'm perfectly okay with that. like if you wanted him to have a rocket launcher of some sort.

The Sentry idea did come into mind but not from TF2, I don't play TF2 *not yet anyway* So it was just more of "how do I make this class not like other classes" In my mind it made sense for auto to simply build things to attack others. since his ONLY fighting appearance was in MM8 as backup for the jet sections.

But I'd just like to see him in.

Also I suggest making roll's broom insanely fast. Keep her health the same for balance but like the broom being fast means she'd be able to bat away things better and the her low health would be the balance for that strength. as it is the poor thing can't do much when pitted against a lot of the classes D:
Title: Re: Class based modification (6E)
Post by: Davregis on August 03, 2012, 11:36:36 AM
"A lot of the classes"

That implies that not every class can deal with Roll >.>
Title: Re: Class based modification (6E)
Post by: TheDoc on August 03, 2012, 03:23:42 PM
Could you make it so that DocRobot can swim with Bubbleman's weapon, etc. underwater when he's copied their stats?
Title: Re: Class based modification (6E)
Post by: Korby on August 03, 2012, 06:58:05 PM
I've suggested that, dunno if it was taken for consideration.
Title: Re: Class based modification (6E)
Post by: achtung on August 04, 2012, 03:16:45 AM
New version available on wadhost. Wadseeker fetch should be automatic.

http://wadhost.fathax.com/download.php?view.116 (http://wadhost.fathax.com/download.php?view.116)
Title: Re: Class based modification (6E)
Post by: Korby on August 04, 2012, 03:52:51 AM
Oh hey, sweet, thanks, Mr./Ms. Achtung!
Title: Re: Class based modification (6E)
Post by: Knux on August 04, 2012, 08:50:48 PM
Quote from: "SmashBroPlusB"
I just thought of something...

Why not have multiple E-Tanks for different classes?

The 30 HP tank can stay for classes that can grab it easily (flying, high jump, etc) while a better grade of E-Tank (50 / 60 HP?) can be available for classes who might have a harder time reaching it.

I can see why the vanilla E-Tank remained the same for the copywep classes, but making all other classes only restore 30 HP seems a bit silly when Gyro Man / Gravity Man / Quint / whatever can just fly right over to the darn thing.
Or maybe, make it based on armor. The armor type you have would determine what kind of E-Tank you would receive. Of course, it might not be the best course of action because of class abilities, but yeah. Food for thought.
Title: Re: Class based modification (6E)
Post by: Celebi on August 04, 2012, 09:34:50 PM
Hey hey I made stuff.

Jax made Toadman taunt, I tweaked it a little.
Metalman taunt is a mystery, bonus points if you know where its from.
Hardman taunt is an edit of taunt.
Gemini taunt is part of several taunts me and Mush made, its my favorite one.
Moltres is also part of Gemini taunts, but edited down to the best ever.
And finally ITSTIME, was made by Mush, I tweaked it ever so slightly and made it louder.

That is all. (http://www.mediafire.com/?d2dcdav8zi28cb7)

I should make a tutorial on how to edit taunts, maybe because some don't understand how.
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on August 05, 2012, 05:17:22 PM
Me? Make something, I can't be serious, but I am!
It's a Taunt Pack! (http://dl.dropbox.com/u/7191767/G%26W's%20Custom%20Taunts%20(AUTO).zip)
Changes include:
(click to show/hide)
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on August 05, 2012, 06:55:11 PM
Some of these have been implemented into my tauntfile. Nice job picking these taunts out!
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on August 05, 2012, 07:10:45 PM
Thanks, which ones?
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on August 05, 2012, 07:53:33 PM
Changed (That I remember): Bubble, DocBot, Dust, Charge, Star, Gravity, Wave, Knight
Special mention to Centaur, who I like, but I already put a different one for him that I prefer.
Title: Re: Class based modification (6C)
Post by: GameAndWatcher on August 08, 2012, 12:53:43 AM
Quote from: "A long time ago, I"
have TomahawkMan be weak to Leaf Shield.
Also, this is unrelated:
Custom Taunts (v1b) (http://dl.dropbox.com/u/7191767/G%26W's%20Custom%20Taunts!%20(v1b).zip)
Includes:
(click to show/hide)
Title: Re: Class based modification (6C)
Post by: TheDoc on August 08, 2012, 01:14:02 AM
Quote from: "Game&Watcher"
have TomahawkMan be weak to Leaf Shield.

I second this.
Title: Re: Class based modification (6C)
Post by: Davregis on August 08, 2012, 02:25:23 AM
Quote from: "TheDoc"
Quote from: "Game&Watcher"
have TomahawkMan be weak to Leaf Shield.

I second this.

Third.

And I've the Skullman nerf. Make it so he can't fire his buster while his shield is up unless he's raging.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on August 08, 2012, 02:59:31 AM
Why does Skull Man need a nerf of all things?

I've said it before and I'll say it again: Skully doesn't have a real game anymore.

Dark3's a better sniper, Enker's a better counter, Wood's a better shielder, etc etc

I know a few other classes do this too (Flame being a "cheaper" Fire, for instance) but Skull just feels... lacking.

Maybe it's the "rage" only lasting a second and a half, or maybe it's the ammo count. I don't know.

I just want a more fun Skull Man.
Title: Re: Class based modification (6E)
Post by: Laggy Blazko on August 08, 2012, 03:39:24 AM
Skullman is versatile, then.
And he still can beat me even in my own server.
Title: Re: Class based modification (6E)
Post by: Korby on August 08, 2012, 05:15:19 AM
Skullman is a duelist, that's really all he's good at anymore*.


*This is counting the current playstyle of people, Celebi does not count.
Title: Re: Class based modification (6E)
Post by: Tengu on August 08, 2012, 06:15:46 AM
I have a suggestion for Gemini.



While using the clone, your armor is reduced to 50%, sort of like you're "splitting it". This also gives Classes with Rippers a good line of attack against Gemini.
Title: Re: Class based modification (6E)
Post by: Davregis on August 08, 2012, 11:46:08 AM
Or we could have the clone take a small percentage of damage for Gemini...

1/6th, 1/5th, etc...
Title: Re: Class based modification (6E)
Post by: Tengu on August 08, 2012, 02:57:18 PM
It doesn't change the fact that the gemini clone is practically an aimbot that can snipe people from across Gyroman <_<
Title: Re: Class based modification (6C)
Post by: xColdxFusionx on August 08, 2012, 03:04:59 PM
Quote from: "Game&Watcher"
Also, this is unrelated:
Custom Taunts (v1b) (http://dl.dropbox.com/u/7191767/G%26W's%20Custom%20Taunts!%20(v1b).zip)
Includes:
(click to show/hide)

Metalman was the only one I ported this time.
Dr. Wily's was pretty funny, though! :3
Title: Re: Class based modification (6E)
Post by: TheDoc on August 08, 2012, 04:23:00 PM
Quote from: "Airman_Tengu"
It doesn't change the fact that the gemini clone is practically an aimbot that can snipe people from across Gyroman <_<

If that's the case, instead of making the player AND the clone shoot the same projectile (Gemshot), you could have the clone fire a copy of it (Gemshot2,etc.), which is the same as Gemshot except it has less range, like Flashman's buster. I don't think the clone's health is an issue.
Title: Re: Class based modification (6E)
Post by: Tengu on August 08, 2012, 04:44:37 PM
I still think the idea of shortening the detection range, and reducing armor to 50 percent while using it is plausible
Title: Re: Class based modification (6E)
Post by: Beed28 on August 11, 2012, 01:47:33 PM
I found an actual game breaking bug this time round; rarely when Flash Man is killed by the Mirror Buster, the game crashes. I had a Copy Wep Mirror Buster and there was an Enker bot running around.
Title: Re: Class based modification (6E)
Post by: Fyone on August 11, 2012, 01:53:15 PM
Will Crystalman's white shot be added some time in the future?


0:14 for reference.
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on August 11, 2012, 02:13:53 PM
I actually suggested this at one point to someone. They shot it down because it "makes him just another buster class." Although he kind of is already.
Title: Re: Class based modification (6E)
Post by: Korby on August 11, 2012, 05:17:57 PM
There's no point. His current mainfire is basically the same, but it also bounces.
Title: Re: Class based modification (6C)
Post by: LifeCraft J on August 12, 2012, 12:42:32 AM
Quote from: "Game&Watcher"
Quote from: "A long time ago, I"
have TomahawkMan be weak to Leaf Shield.
Also, this is unrelated:
Custom Taunts (v1b) (http://dl.dropbox.com/u/7191767/G%26W's%20Custom%20Taunts!%20(v1b).zip)
Includes:
(click to show/hide)

Yes! I like your taunts G&W! And I'm assuming that Skull Man has that taunt from Meta Knight right?
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on August 12, 2012, 01:30:40 AM
Meta Knight? Yes.
Brawl Taunts? No.
Why? SkullMan may eventually get balanced in later releases of classes.
Though I'd be happy to release it as an .ogg if you guys want.
Title: Re: Class based modification (6E)
Post by: Davregis on August 16, 2012, 05:47:11 PM
Is Flame Man OP or what
Title: Re: Class based modification (6E)
Post by: Tengu on August 17, 2012, 01:25:05 AM
Quote from: "Daveris"
Is Gemini Man's clone OP or what

Fix'd
Title: Re: Class based modification (6E)
Post by: Korby on August 17, 2012, 01:32:45 AM
No, actually, his original statement was more fitting.
Title: Re: Class based modification (6E)
Post by: Gumballtoid on August 17, 2012, 04:17:00 AM
Something still needs done about that clone.

But yes, Flame Man could use a change.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 17, 2012, 08:20:18 AM
How is Flameman OP again?

Also, there are multiple approaches on nerfing the Gemini clone:

-Remove shot's stunlock if it exists
-Decrease ROF
-Reduce health by 20%
-Add an ammo consumption for when a Geminiman commands his clone to follow him, but not for staying down.

Also, you could keep it as is (even buff it) but make his shots consume the very same ammo that is also its HP. 15 shots.
Title: Re: Class based modification (6E)
Post by: Beed28 on August 17, 2012, 01:55:31 PM
I don't know what happened here:
(http://img18.imageshack.us/img18/9586/screenshotdoom201208171.png)

When Metal Man died from the Force Beam, he left behind a ghostly image that couldn't be interacted with. I think this also happened with Proto Man the other day on Chaos Generator (It was Spring Man Remixed, I think one of the effects was Random Force Beams, but I remember there was Jelly World and Dead Rising in play).

EDIT: I remember now. It was Evil Yashichi, which also cause the victim to immediently explode instead of a delay. Prehaps there's something amiss with the Instagib death states.
Title: Re: Class based modification (6E)
Post by: ice on August 17, 2012, 02:03:10 PM
Quote from: "Gumballtoid"
But yes, Flame Man could use a change.
Quote from: "Musashi-COM"
How is Flameman OP again?

flameman has a 4 hit kill main and alt
(basically my class minus the speed/armor buffs with an ammo limit)
Title: Re: Class based modification (6E)
Post by: Davregis on August 17, 2012, 06:16:59 PM
Quote from: "Musashi-COM"
How is Flameman OP again?

Reload speed, damage, and ease of aim.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 17, 2012, 10:08:36 PM
Quote from: "ice"
4 hit kill main and alt

Yeah...now that I remember, Cel told me this on a test server pretty much prior to release (it was in MM2WOO, IIRC)...sadly, I don't remember the outcome of that conversation. I've always left buffs and nerfs to the bulk of devs that unnervously take on those issues. I mostly suggest changes and maybe some nerfs, and in such spirit I once suggested a change for Flameman's mainfire: reduced direct damage, but hit applies an afterburn effect that damages over time akin to Wily Capsule's flamethrower, except different. Was rejected.

Quote from: "Daveris"
Reload speed,
This is the new ammo regeneration system's fault. I TOLD JAX THIS COULD BE AN ISSUE THE VERY SAME DAY THIS WAS ADDED.

damage,
Mainfire is kinda unexcusable unless I'm forgetting something. But the altfire's projectile is somewhat unpredictable, as it travels in an erratic pattern. I guess the damage is fine if you manage to hit someone.

and ease of aim.
I hope you're talking about the mainfire...and still, that's just ludicrous! So I guess DocBot's buster is unbalanced because it's easier to aim than Mega's?
Title: Re: Class based modification (6E)
Post by: Davregis on August 17, 2012, 10:34:38 PM
Ease of aim referred to the spammability of both. The ammo regenereates SO QUICKLY that you can simply
run around altspamming and you'll be able to launch 4-5 pillars with ease.
Title: Re: Class based modification (6E)
Post by: LlamaHombre on August 17, 2012, 11:04:06 PM
You have to remember though that the flame pillars are incredibly unpredictable. If you're going to rely on flame pillars alone, you're losing half of the frags you could be getting.

Flame Man's main polish is that he's a great mid to close range fighter, but isn't very good against flying classes or anything long range. At mid range, you have to use both your main and alt fires in conjunction with each other or you're going to drain your entire bar with the opponent still alive, then need to reload. 2 pillars and 2 fireballs is a healthy dose of death when you're playing as him.
Title: Re: Class based modification (6E)
Post by: Davregis on August 17, 2012, 11:16:49 PM
The pillars are more spammable than Spring Man and the main does this game's version of long range just fine.
Title: Re: Class based modification (6E)
Post by: LlamaHombre on August 17, 2012, 11:50:11 PM
Yeah, they're more spammable. It's one projectile. The other flames appear to be for decoration, while they're all just one big hitbox.

Spring Man has one springs spread into two, which gives it the Crystal Eye effect of not only having an easier time hitting things by bouncing, but by contact with the original dealing twice as much damage.

Snake Man is a 5 hit kill with a faster rate of fire, larger ammo capacity, and faster projectiles. His projectiles go in a straight line, compared to Flame Man's pillars. Flame Man's pillars also fade out over time, while Snake Man's snakes go until they're no longer needed. Snake Man has no other means of coverage, though, which is why he's given a climb. Flame Man doesn't climb, so he's given a projectile smaller than Fire Man's, but faster.

The fireballs are mainly slightly faster projectiles than most other things. Any decent player who knows of the Flame Man's presence shouldn't have a hard time dodging them unless he charges the Flame Man.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 18, 2012, 12:13:43 AM
OH! Now I remember the outcome of my conversation wit Cel!

It was something related to switching between firing mainfire and altfire. Really high damage output.

But yeah, the spammability of Flameman is mostly due to how classes now regenerate ammo regardless of the player holding the fire buttons now.
Title: Re: Class based modification (6E)
Post by: Davregis on August 18, 2012, 12:53:23 AM
Quote from: "LlamaHombre"
The fireballs are mainly slightly faster projectiles than most other things. Any decent player who knows of the Flame Man's presence shouldn't have a hard time dodging them unless he charges the Flame Man.

Snake Man is landlocked. He's not a good comparison to ANY class.

The point is the pillars are spammy as heck and the main does way too much damage.
You've based your argument off the idea that the pillars are hard to aim. The mainfire obviously isn't, does 25 damage, travels fast enough, and has essentially limitless ammo.

Yet the pillars themselves require no aiming whatsoever

I can do this nonstop, covering a wide range at no detriment whatsoever.
(click to show/hide)
Two seconds later, I can spam 5 sets of pillars again. It requires no precision whatsoever.
Title: as usual, celebi is exempt from my arguments
Post by: Korby on August 18, 2012, 01:00:22 AM
Napalmman
Knightman
Cutman
Fireman
Bombman
Waveman
Tomahawkman
Darkman 3

Don't mind me, just listing a ton of classes I would play over Flameman because they're better in many, many ways.
Title: Re: Class based modification (6E)
Post by: LlamaHombre on August 18, 2012, 01:01:55 AM
Quote from: "Daveris"
Snake Man is landlocked. He's not a good comparison to ANY class.
If you say so.

The point is the pillars are spammy as heck and the main does way too much damage.
View the bottom for my state-all end-all response to this.
You've based your argument off the idea that the pillars are hard to aim.
They're not hard to aim, they're just inconsistent and you have to get used to that. Flame Man isn't as mindless as you believe it is.
The mainfire obviously isn't, does 25 damage, travels fast enough, and has essentially limitless ammo.
If it'd make you that happy, I'd be fine with more ammo consumption for the fire ball. It's still a straight moving projectile, though, and that alone makes it easier to dodge if you don't have armor and you suddenly take 8 hits from it.

Yet the pillars themselves require no aiming whatsoever
"View the bottom for my state-all end-all response to this."

I can do this nonstop, covering a wide range at no detriment whatsoever.
Your image is broken, you might want to see a doctor about that

Two seconds later, I can spam 5 sets of pillars again. It requires no precision whatsoever.
They don't require precision because you need to manipulate your opponent into them. You need to use your fireballs to scare your opponent into moving towards the flames. If you're running into them, it's your fault. Using 3 or 4 of those waves and then using fireballs the rest of the way is the way Flame Man's meant to be played. Using all 5 is a waste of ammo.
Title: Re: Class based modification (6E)
Post by: Davregis on August 18, 2012, 02:12:09 AM
Seems I'm rather poor at balance Y/N
Title: Re: Class based modification (6E)
Post by: Gumballtoid on August 19, 2012, 11:54:36 AM
With the new palette in MM8BDM v3, are you guys planning on giving the Robot Masters their original NES colors? I seriously hope so. The current shade of yellow used on Gutsman, Bombman, and Docrobot metaphorically stab me in the face.
Title: Re: Class based modification (6E)
Post by: Beed28 on August 19, 2012, 12:02:59 PM
Quote from: "Gumballtoid"
With the new palette in MM8BDM v3, are you guys planning on giving the Robot Masters their original NES colors? I seriously hope so. The current shade of yellow used on Gutsman, Bombman, and Docrobot metaphorically stab me in the face.
THIS. SO HARD.


Also, I'm reposting this since I didn't seem to recieve any comment or notice on this insect bug:
Quote from: "Beed28"
I don't know what happened here:
(http://img18.imageshack.us/img18/9586/screenshotdoom201208171.png)

When Metal Man died from the Force Beam, he left behind a ghostly image that couldn't be interacted with. I think this also happened with Proto Man the other day on Chaos Generator (It was Spring Man Remixed, I think one of the effects was Random Force Beams, but I remember there was Jelly World and Dead Rising in play).

EDIT: I remember now. It was Evil Yashichi, which also cause the victim to immediently explode instead of a delay. Prehaps there's something amiss with the Instagib death states.

EDIT: I can confirm this. I just tested it on a single Cut Man bot and I've been using the Instagib Metal Blades. I managed to get three ghosts to appear:
(http://img843.imageshack.us/img843/5961/screenshotdoom201208191.png)
Title: Re: Class based modification (6E)
Post by: JaxOf7 on August 22, 2012, 03:15:08 AM
In case anyone was not aware, custom balance patches are a completely legit thing.
Like this one:

http://wadtemp.fathax.com/files/ClassesBalance-v6e-v1.pk3
(please add after Classes-v6e)
(also, I recommend adding http://wadtemp.fathax.com/files/ (http://wadtemp.fathax.com/files/) to your wadseeker sites)

v1
Copywep nerf: -9% damage dealt, +11% damage taken, copywep v copywep essentially remains the same. (Mega, Proto, Bass, Doc)
Ballade nerfed to light armor
Gyro speed 1.0 > 0.93, double gyro damage fixed
Flame reload slight slowed, alt nerfed to 25 damage, main costs 2 ammo with reduced speed and hitbox but now leaves a flame pillar upon hitting ground.
Geminiman spawns with half ammo, Clone's fire delay upon being summon/moved increased.


As you can tell, that first change is a pretty drastic change and I would like to see feedback on it first.
Title: Re: Class based modification (6E)
Post by: LifeCraft J on August 22, 2012, 12:26:27 PM
I shall host that wad Jax.  ;)
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on August 22, 2012, 03:22:16 PM
Quote from: "JaxOf7"
Copywep nerf: -9% damage dealt, +11% damage taken, copywep v copywep essentially remains the same. (Mega, Proto, Bass, Doc)

I don't like this already.
The only reason these classes were worth playing in the first place was because they had OK health and did OK damage.
Something tells me this is not going to end well.
Title: Re: Class based modification (6E)
Post by: Korby on August 22, 2012, 03:39:02 PM
Coincidentally, that's pretty much exactly what everyone else on the team said.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 22, 2012, 08:46:59 PM
And thankfully, the stuff here is mostly just up to change depending on feedback from players AND is optional as well. Like a public beta, except something I still don't get. I'll get it eventually, though :D
Title: Re: Class based modification (6E)
Post by: Tengu on August 23, 2012, 01:35:44 AM
Sorry, but I have major beef with Woodman. (And Stoneman is downright useless for that matter)


To be brutally honest, he's just been ruined.


Old Woodman might not have been perfect, but I would gladly take him over the current one.


For starters, Leaf Shield's hitbox is tiny. I mean yeah you could just say "Aim" or... "Adapt."... *Coughs*

But no, it's slow moving, and has a small hitbox so even if you are good at aiming, it doesn't do you much good.

The body slam I guess I don't mind.

The Leaf Rain... Okay I'm sorry but what were you thinking <_< That Leaf Rain is just a bad idea.

For starters, all you have to do is just run into projectiles and you get a pretty powerful attack going there for a *ahem* DEFENSE-BASED class. On top of that, in Co-Op games team mates can trigger the leaf effect.

You might say " It encourages teamwork" or "Adapt"... *Coughs louder*

But no, shooting a team mate repeatedly to get a broken, hard to avoid raining attack that's pretty powerful, is NOT teamwork. I don't sit around shooting woodmen all day, don't get me wrong.

But this class IS JUST A MESS.

Thank you. l:
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 23, 2012, 01:53:52 AM
Dodge harder

But then again... how do you dodge this:

(click to show/hide)

Woodman's Leaf Rain

Triggered when a projectile hits the player's Leaf Shield, summons a row of four leaves that drop from above and travel forward.


Travels up and down walls
Spreads after a long while
Covers a big range
Can be triggered by teammates

Can only be fired while Leaf Shield is up
Distance between rows decreases accuracy THAT PIC IS FROM AN OLD BETA ARGH WHY
Slow travel speed
Firing delay

Protips:

STEP ASIDE Don't shoot the Woodman

EDIT: Regardless of all this...despite the Leaf Rain being boss (except for being slow), Woodman himself has a delay for summoning the Leaf Shield AND firing it, as well as the Leaf Rain itself having a delay before firing away. The shield (and therefore the rain) also lose effectiveness when the player doesn't have any ammo at all. After all, what are you gonna do with a 1-second Leaf Shield against an enemy that outwaits it until you're exposed? Run?
Title: Re: Class based modification (6E)
Post by: ice on August 23, 2012, 03:13:59 AM
Quote from: "MusashiAA"
EDIT: Regardless of all this...despite the Leaf Rain being boss (except for being slow), Woodman himself has a delay for summoning the Leaf Shield AND firing it, as well as the Leaf Rain itself having a delay before firing away. The shield (and therefore the rain) also lose effectiveness when the player doesn't have any ammo at all. After all, what are you gonna do with a 1-second Leaf Shield against an enemy that outwaits it until you're exposed? Run?
Or you could just tackle them to death if you're in a small area
Title: Re: Class based modification (6E)
Post by: Korby on August 23, 2012, 03:15:48 AM
so wait
you're telling me an attack that is completely optional and only happens if you shoot him is broken

I understand teammates shooting him being broken, but it's sort of your fault in any other situation

hey guys I threw rocks at a lion and it ate my hand, let's kill all the lions
Title: Re: Class based modification (6E)
Post by: Tengu on August 23, 2012, 03:18:18 AM
Regardless, the old Woodman worked nicer. <_>



And with regards to Stoneman... Man... <_<

That mainfire should honestly be replaced from one of his attacks from Power fighters
Title: Re: Class based modification (6E)
Post by: Korby on August 23, 2012, 03:20:30 AM
I won't deny liking old woodman more, myself. For now, just don't shoot him when he has a shield up and focus on more important targets, like a homing class

as for stoneman, I have a few ideas to tweak that mainfire.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 23, 2012, 03:21:34 AM
Quote from: "ice"
Quote from: "MusashiAA"
EDIT: Regardless of all this...despite the Leaf Rain being boss (except for being slow), Woodman himself has a delay for summoning the Leaf Shield AND firing it, as well as the Leaf Rain itself having a delay before firing away. The shield (and therefore the rain) also lose effectiveness when the player doesn't have any ammo at all. After all, what are you gonna do with a 1-second Leaf Shield against an enemy that outwaits it until you're exposed? Run?
Or you could just tackle them to death if you're in a small area

One miss and you're open. Mincemeat. You don't even regenerate ammo while doing a body slam. Not even damage locks you out of the body slam attack. Ammo doesn't even regenerate enough to give you time to get out of there, or to have it up for more than 3 seconds in the middle of a 1v1 struggle, and the enemy will sure as hell keep their distance because of that body slam and preempting a rain.

Quote from: "Korby"
as for stoneman, I have a few ideas to tweak that mainfire.

Been like that for a long time, actually. No progress whatsoever :I
Title: Re: Class based modification (6E)
Post by: Tengu on August 23, 2012, 03:22:21 AM
Hmm well, talking with some people last night, I can suggest making his mainfire somewhat similar to HD's CSCC class's attacks.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on August 23, 2012, 04:21:54 AM
Quote
so Wood Man sucks but we don't know what to do with him
hey how about that revamp that one nerdy guy posted up here (http://cutstuff.net/forum/viewtopic.php?p=182477#p182477)

yeah that doesn't seem too bad :ugeek:
Title: Re: Class based modification (6E)
Post by: Davregis on August 23, 2012, 11:39:06 AM
Or we could just replace his altfire with a weaker, faster travelling version of the old one.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on August 23, 2012, 06:50:05 PM
Quote from: "In the revamp idea, I"
While I'm here, I'm also proposing an increased distance for the Log Roller alt. As it stands, the attack has a dreadfully short range, and it's a real pain to use for any practical purposes. The alt should be a viable means of attack so Wood Man players won't have to spam the shield so much.
please read what the nerdy guy said, thanks :ugeek:
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 23, 2012, 07:03:57 PM
Quote from: "PlusKnight"
Quote from: "In the revamp idea, I"
While I'm here, I'm also proposing an increased distance for the Log Roller alt. As it stands, the attack has a dreadfully short range, and it's a real pain to use for any practical purposes. The alt should be a viable means of attack so Wood Man players won't have to spam the shield so much.
please read what the nerdy guy said, thanks :ugeek:

Sometimes when we don't say anything, it's because

here, come closer shonny

WE ALREADY CAME UP WITH SOMETHING

oh, and not about the body slam that is comboable if it connects, i mean the leaf rain

Let me even try tackling that "body slam is impractical" argument. The thing was made for the sole purpose of having the possibility of breakthrough available when the player doesn't have enough ammo to withstand a CQ struggle and is out of offensive options. Higher-than-average damage output and comboable if it connects, but it can become a huge liability if you miss. I'd call it a Woodman's last option: it's not really meant for general combat, but rather as a desperado attack in a close quarter combat situation where the odds are severely against you (which shouldn't happen if you know how to conserve ammo).
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on August 23, 2012, 10:51:34 PM
*covers ears* Ow. Was the shouting necessary?

For future reference, though, it would be nice if things like that are brought up earlier so people don't assume otherwise.

But yeah, Woodman's Leaf Rain needs to be fixed one way or another. Glad to hear that's the case.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 23, 2012, 10:55:30 PM
Since there isn't really much to exploit out of a fix, I'll just spill the beans, k?

The idea right now (it hasn't been implemented yet) is having the rain fire only depending on how much damage the shield has sustained. When it reaches a certain amount, it fires away. The first (and llast) discussion about it orbited around 25 damage being the required amount for non-friendly fire, and 50 damage being the required amount for friendly fire.
Title: Re: Class based modification (6E)
Post by: Davregis on August 25, 2012, 12:18:01 AM
I have an idea for Stoneman; highlight the path his stones take in the HUD, so people can aim.
Title: Re: Class based modification (6E)
Post by: JaxOf7 on August 26, 2012, 06:16:02 AM
Hey guys, it's sprite request time!
http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/
See that weapon where they make a stone hand travel along the ground?
I want rotations of that.
Title: Re: Class based modification (6E)
Post by: DarkAura on August 27, 2012, 03:30:07 AM
Some more stuff.

(http://img26.imageshack.us/img26/46/teleb0.png)

+Rotations for the "weaker" Thunder Beam.
+Magnet skin sprites for when he is charging his alt.
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 27, 2012, 03:46:21 AM
Quote from: "DarkAura"
Some more stuff.

(http://img26.imageshack.us/img26/46/teleb0.png)

+Rotations for the "weaker" Thunder Beam.
+Magnet skin sprites for when he is charging his alt.

OH HEY KORBY, LOOK AT THAT
Title: still say it should be blue
Post by: Korby on August 27, 2012, 05:58:35 AM
no go away
Title: Re: Class based modification (6E)
Post by: Hallan Parva on August 27, 2012, 02:43:09 PM
Quote from: "Korby"
still say it should be blue
Powered Up accuracy

oh man yes do it

do it now

 :ugeek:  :ugeek:  :ugeek:  :ugeek:  :ugeek:
Title: Re: Class based modification (6E)
Post by: MusashiAA on August 27, 2012, 09:38:48 PM
How about it flashes between yellow and blue? And not look like THAT but look like a dumbed down edit of Sheep Man's Thunder Wool?
Title: Re: Class based modification (6E)
Post by: Gumballtoid on August 27, 2012, 09:48:57 PM
It should totally be blue. I'm sorry, I love palette swaps to no end.
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 02, 2012, 01:23:53 AM
v1 -> v2
Leaf counter requires 25 damage to release.
Gyro flight ammo consumption doubled
Doc armor more accurate, armor bug fixed, buster can alt.
Dust spawns with less ammo and gets less ammo from junk pickup. Can make people drop junk with alt. Dust buster more resembles dust bitter. Defense buffed to sturdy armor. Team Pull fixed.
Junk gets less ammo from junk pickup. Has a slow regen when junk shield is not up. Junk block has a proper ammo cost and junk throw produces the same amount of junk it costs.

http://wadtemp.fathax.com/files/ClassesBalance-v6e-v2.pk3
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 02, 2012, 01:59:10 AM
So

I'm currently hosting these classes with the balance patch above, given the current situation of no one hosting classes right now Shmeckie insisting on YDClasses FFA Deathmatch no one hosting YDClasses as of lately, and preempting the inevitable fall of Celebi's server.

Lag is to be expected, and this might as well be a test to see if my crappy internet can handle some matches without much of it...
Title: Re: Class based modification (6E)
Post by: Davregis on September 02, 2012, 02:42:13 AM
Nobody's been on servers since the Foxhorde.
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 02, 2012, 03:05:33 AM
Well, I'll just keep hosting whenever I remember to host. I just want to see if my internet connection would sustain a bearable match.
Title: Re: Class based modification (6E)
Post by: Shmeckie on September 12, 2012, 02:05:50 AM
Quote from: "Daveris"
Nobody's been on servers since the Foxhorde.

I still get a good amount of folks in mine. Moreso since I stopped hosting map packs to make it more accessible to new folks.
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 12, 2012, 03:09:35 AM
Quote from: "Shmeckie"
Quote from: "Daveris"
Nobody's been on servers since the Foxhorde.

I still get a good amount of folks in mine. Moreso since I stopped hosting map packs to make it more accessible to new folks.

Quote from: "JaxOf7"
http://wadtemp.fathax.com/files/ClassesBalance-v6e-v2.pk3
[/size]

:>
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 12, 2012, 06:49:18 AM
how about a nice big can of "never'

new copywep class "change" sucks harder than Dust Vacuum
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 12, 2012, 09:14:03 AM
Quote from: "SmashBroPlusB"
new copywep class "change" sucks harder than Dust Vacuum

What should be done about this "copywep classes r op" issue, then?
Title: Re: Class based modification (6E)
Post by: Emmanuelf06 on September 12, 2012, 11:52:42 AM
Quote from: "Shmeckie"
Quote from: "Daveris"
Nobody's been on servers since the Foxhorde.

I still get a good amount of folks in mine. Moreso since I stopped hosting map packs to make it more accessible to new folks.

Good idea, i have the pack maps, but when i see a server with a lot of differents packs, i become crazy....It can be worse for the new users of the game  :?
Title: Re: Class based modification (6E)
Post by: Gumballtoid on September 12, 2012, 01:17:19 PM
Quote from: "MusashiAA"
What should be done about this "copywep classes r op" issue, then?
DM: Robot Masters don't drop weapons
LMS: Copyweps don't spawn with weapons

Also nerf dat Protobuster pls.
Title: Re: Class based modification (6E)
Post by: Laggy Blazko on September 12, 2012, 02:04:13 PM
Quote from: "Gumballtoid"
DM: Robot Masters don't drop weapons
What? NOOOOO!!
Copyweps aren't a problem in DM, IMO.
Quote from: "Gumballtoid"
LMS: Copyweps don't spawn with weapons
This or spawn with less weapons.
Title: Re: Class based modification (6E)
Post by: LlamaHombre on September 12, 2012, 04:12:05 PM
Copyweps should only be allowed to pick up one weapon per slot, and picking up another weapon of that slot would remove your previous weapon.

Say I have Needle Cannon, if I pick up Yamato Spear it'll remove Needle Cannon from my inventory until I pick it up again. Then it'll remove Yamato until I pick it up again and rinse and repeat.
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on September 12, 2012, 09:05:33 PM
Quote from: "Gumballtoid"
LMS: Copyweps don't spawn with weapons
Didn't people use to complain about this when IT WAS THE CASE?
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 12, 2012, 09:14:55 PM
Quote from: "LlamaHombre"
Copyweps should only be allowed to pick up one weapon per slot, and picking up another weapon of that slot would remove your previous weapon.

Say I have Needle Cannon, if I pick up Yamato Spear it'll remove Needle Cannon from my inventory until I pick it up again. Then it'll remove Yamato until I pick it up again and rinse and repeat.

Hmm... restricting copywep classes to a limited number of weapons? Kinda like limiting players to 8 (Robot Master) special weapons in the games? Sounds interesting...

But perhaps some maps include too many weapons that take up the same slot...
And there's also some inconsistency in the weapon slot arrangement...
Plus, there's also other issues with special weapons that should theoretically be solved in vanilla itself (and perhaps could be solved through this mod)...

I was initially against this nerf, instead asking for a more individual take on nerfing special weapons (that is, looking and discussing each weapon, one by one, and then coming up with a decission of nerf or no nerf). But then Jax said the balance patches are not so much of a mandatory patch but more of a public testing patch for upcoming changes we're not sure to add into the main mod.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 13, 2012, 04:46:52 AM
I have an idea.

Maybe a copy weapons class can hold a maximum of 8 weapons (7 Master Weapons and the buster) like Llama suggested, but weapons aren't limited by their slot type. Instead, an indicator would appear when the player has maxed out their weapons, and if the player picks up that 9th weapon, the weapon they are currently using will instantly be removed and replaced with the new weapon; picking up a weapon with the buster equipped would simply toss away the new picked up one. This way players can choose what weapons they want to dump, and if a map has an excess of rapid-fire or shield weapons then the copy classes aren't effectively screwed.
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 13, 2012, 07:08:47 AM
Quote from: "Laggy Blazko"
Quote from: "Gumballtoid"
DM: Robot Masters don't drop weapons
What? NOOOOO!!
Copyweps aren't a problem in DM, IMO.
Quote from: "Gumballtoid"
LMS: Copyweps don't spawn with weapons
This or spawn with less weapons.
SV_BossWeaponDrop
SV_LMSSpawnWithWeapons
There we go. Been wanting to put in these options in for a while now actually.


What the hell is this weapon replacings thing.
It's not like you can choose to pick up or not pick up a weapon you run past. I remember like it was yesterday, the versions I would actively avoid running into weapon pickups because I didn't want my chat and sound bombarded with "POWER UP! YADDA YA!" Point is: you really shouldn't try to make people want to avoid picking up something as prolific as weapons.
The other thing wrong with this is you're way less effected by it if you just expend weapons completely and drop those ones. And then you could pick up that same weapon you expended on the map and have full ammo with it again in meta fashion.

Now about the solution I am currently using...
Do note that you can still play a rather vanilla-ish game of MM8BDM if everyone just joins the game as Megaman. I consider this neat.
And does it not make sense that a jack of all trades would suffer in all of them?  Their special ammo does factor here, but not quite by enough.
By making them weaker, they also have to rely on exploiting weaknesses more since that is one of their greater strengths and come up short without doing so.
Title: Re: Class based modification (6E)
Post by: TeirusuNuigurumi on September 14, 2012, 08:08:07 PM
So what's the arguement this time? I'm seein' copyweps and weapon limits. STORY NOW :twisted:
Title: Re: Class based modification (6E)
Post by: Korby on September 15, 2012, 03:47:21 AM
The argument is that people are complaining that Copyweps are OP and they're suggesting nerfs to them.
Title: Re: Class based modification (6E)
Post by: ice on September 15, 2012, 05:06:32 AM
the main things copy weps have over other classses  are


Megaman:
Slide, strong mainfire

Protoman:
strong mainfie, slide, shield

bass;
double jump, dash, treble (VERY easy to get powerful items with double jump that Van. megaman has to work for)

Doc robot:
random buffs increasing the usefulness of van. weapons

all sans doc robot:
beat, M tanks, full E tanks

for lulz, how about, adding a van. megaman class
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 15, 2012, 06:49:47 AM
I'm kinda willing to wait for vanilla v3a and see if there are any additional buster upgrades, as well as any nerfs on the special weapons. Maybe we could dumb down the copywep classes' default weapon and attributes, and have them obtain their current abilities through item replacements of said buster upgrades. If anything, Mega would be the one most dumbed down; reverting him into the vanilla class.

As for special weapons...I kinda thought about the nerfs a bit, and I came to a conclusion:

Copy weapons' damage is reduced by 9% against Robot Masters only: This makes sense, but maybe we should revise each weapon and add a custom damage reduction to each instead of a general percentage nerf OR make certain weapons do less damage to specific types of RMs (fire copy weapon does less damage on fire-based robot masters).

Copywep classes take 12% more damage only from Robot Masters' attacks: 12% seems a bit much...maybe just 10%?

ALTERNATIVELY, we could also try different approaches rather than straight damage nerfs, like custom ammo recovery on ammo pickup (depending on the ammo usage of each weapon), reducing the rate of which copy weapons are dropped from dead Robot Masters, adding a 1-minute respawn delay to map's copywep tokens...
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 15, 2012, 07:18:05 AM
I kept telling you to make Bass's second jump more of a "jump and a half" instead of two free jumps

and I kep telling you to make Proto have the shield with all no-charge weps but nerf the buster and lower his HP

but NNNOOOOOOOOOOOOO

now look at the lot of you, crying over how vanilla plus Charge Adaptor from PU is overpowered

especially considering how some classes get infinite Rolling Cutter, Screw Crusher, Noise Crush, etc etc



BABIES (http://www.cutstuff.net/forum/viewtopic.php?p=113615#p113615)
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 15, 2012, 07:52:31 AM
Quote from: "MusashiAA"
Copywep classes take 12% more damage only from Robot Masters' attacks: 12% seems a bit much...maybe just 10%?
Basic math says 10% is the amount that would make attacks from other copyweps do normal damage, but testing showed it had to be 12% for some reason.
Title: Re: Class based modification (6E)
Post by: Gumballtoid on September 15, 2012, 01:13:50 PM
Quote from: "MusashiAA"
I'm kinda willing to wait for vanilla v3a and see if there are any additional buster upgrades, as well as any nerfs on the special weapons. Maybe we could dumb down the copywep classes' default weapon and attributes, and have them obtain their current abilities through item replacements of said buster upgrades. If anything, Mega would be the one most dumbed down; reverting him into the vanilla class.
If I may suggest...

Removing Jet and Power adapters. They would bring the grand total of Mega Man's power-ups to five. Three is more than enough (Arrow, Laser, Super Adapter) and replacing Proto and Bass upgrades with a special buster upgrade for Mega Man, Proto Man, and Bass.

Now, this may receive some opposition, but remove the slide/dash completely. It gives all three unnecessary mobility that they shouldn't have, since they're jack-of-all-trade classes and not movement-based classes.

Copyweps should only have a maximum of eight weapons, plus their buster and any support items they have. In removing the slide, the altfire can be used to drop the weapon they have equipped (using it with a buster would do nothing). The same logic could apply to Doc Robot; drop the weapon with the altfire, thus forcing him to take on the armor and speed values of the weapon he has equipped.

Robot Masters do not drop weapons. It kind of defeats the purpose of having weapons placed on the map beforehand, and it just gives copyweps more weapons than they really need. This would also make weapons such as Gravity Sphere and Skull Sniper LMS-exclusive.

Mega Man should spawn with the vanilla Mega Buster. If he grabbed an Arrow or Laser upgrade, he could use those in addition. Upon grabbing a buster upgrade, Mega Man gets his current charge buster. His strength would be having three additional weapon upgrades (Arrow, Power, Super Adapter) in addition to copying weapons.

Proto Man should spawn with a buster akin to his MM3 appearance. Upon grabbing a buster upgrade, he gets his current buster (with nerfed damage, hopefully). Proto Man would retain his lower armor, but would (don't kill me) get a shield with every weapon. His strengths would be taking a bit more of a defensive stature (shield) but at the cost of taking more damage.

Bass would spawn with a dumbed-down version of the Bass Buster; lower ROF, damage, projectile speed. Grabbing a buster upgrade would give him his current buster. He would still get all his different assist items (Sentry, Item, Boost, and Rescue (?)) and his double jump, since he's Bass and all. His strengths would be being able to get in someone's face and spam shots, but he wouldn't have any real effectiveness at range without use of a copied weapon.

In LMS, Mega Man, Proto Man, and Bass spawn with pre-upgraded busters (Mega Man would randomly spawn with either charge, Arrow, or Laser busters). However, they would only spawn with two random copied weapons (including weapon supplements made by Jax), thus forcing them to earn additional weapons from defeated Robot Masters without being grossly underpowered at the beginning of the round. Weapons like Centaur Flash and Flash Stopper would be exclusive to Deathmatch. However, any weapons dropped by Robot Masters will never despawn, and only disappear when they're picked up.
Title: Re: Class based modification (6E)
Post by: TheDoc on September 15, 2012, 02:25:05 PM
Quote from: "Gumballtoid"
If I may suggest...

Removing Jet and Power adapters. They would bring the grand total of Mega Man's power-ups to five. Three is more than enough (Arrow, Laser, Super Adapter) and replacing Proto and Bass upgrades with a special buster upgrade for Mega Man, Proto Man, and Bass. I agree with replacing Jet and Power adaptors with special upgrades for each copywep class (not docrobot) because Megaman is the one raking in all the upgrades, while Protoman and Bass have ABSOLUTELY NONE.

Now, this may receive some opposition, but remove the slide/dash completely. It gives all three unnecessary mobility that they shouldn't have, since they're jack-of-all-trade classes and not movement-based classes. The reason Mega, Proto, and Bass have the dash/slide is to be original and have that extra mobility but mostly originality. It adds to the feel of being Megaman, Protoman, or Bass. Plus, some of the RMs have incredible mobility as well, whether it be speed (Quickman), jumping ability (Springman), or both (Cutman), so it's only fair these guys have SOME mobility.

Copyweps should only have a maximum of eight weapons, plus their buster and any support items they have. In removing the slide, the altfire can be used to drop the weapon they have equipped (using it with a buster would do nothing). The same logic could apply to Doc Robot; drop the weapon with the altfire, thus forcing him to take on the armor and speed values of the weapon he has equipped. First off, the Weapon Archive in CTF already goes by your DocRobot logic, and I feel that as an unnecessary nerf of Docrobot, so just no. I agree with the eight weapons idea, though. Unlike your idea of the altfire (since I'm supporting the slide/dash), the weapon you have equipped will be the one swapped. It'd be nice to have a counter of how many weapon you have so you don't accidentally swap out a weapon you have equipped, like TheBladeRoden's Flame Mammoth class had with the oil. If that doesn't work, an item to drop your weapon (like Weapon Archive) would be great.

Robot Masters do not drop weapons. It kind of defeats the purpose of having weapons placed on the map beforehand, and it just gives copyweps more weapons than they really need. This would also make weapons such as Gravity Sphere and Skull Sniper LMS-exclusive. RMs are supposed to drop weapons. That's the foundation of Megaman. NO.

Mega Man should spawn with the vanilla Mega Buster. If he grabbed an Arrow or Laser upgrade, he could use those in addition. Upon grabbing a buster upgrade, Mega Man gets his current charge buster. His strength would be having three additional weapon upgrades (Arrow, Power, Super Adapter) in addition to copying weapons. Proto Man should spawn with a buster akin to his MM3 appearance. Upon grabbing a buster upgrade, he gets his current buster (with nerfed damage, hopefully). Proto Man would retain his lower armor, but would (don't kill me) get a shield with every weapon. His strengths would be taking a bit more of a defensive stature (shield) but at the cost of taking more damage. Bass would spawn with a dumbed-down version of the Bass Buster; lower ROF, damage, projectile speed. Grabbing a buster upgrade would give him his current buster. He would still get all his different assist items (Sentry, Item, Boost, and Rescue (?)) and his double jump, since he's Bass and all. His strengths would be being able to get in someone's face and spam shots, but he wouldn't have any real effectiveness at range without use of a copied weapon. Wha-NO! When I said a special upgrade for each copywep class (again, not docrobot), I didn't mean that they spawn in with nothing and get their regular buster through an upgrade. I wanted something unique for Proto and Bass since they have no buster upgrade. Why would Mega, Proto, or Bass NOT have their buster? What if the map doesn't offer you that upgrade? YOU'RE SCREWED!

In LMS, Mega Man, Proto Man, and Bass spawn with pre-upgraded busters (Mega Man would randomly spawn with either charge, Arrow, or Laser busters). However, they would only spawn with two random copied weapons (including weapon supplements made by Jax), thus forcing them to earn additional weapons from defeated Robot Masters without being grossly underpowered at the beginning of the round. Weapons like Centaur Flash and Flash Stopper would be exclusive to Deathmatch. However, any weapons dropped by Robot Masters will never despawn, and only disappear when they're picked up. Ok, let's say that everyone's a copywep class. 2 weapons is it. How about if there are 4 players and two are RMs. The copyweps are still very limited. If the RMs don't drop weapons in LMS (it been awhile since I've played it), then I'd like to see them drop them, but the copywep classes should begin with the normal 5 weapons.
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 16, 2012, 01:17:33 AM
Let me clear up that these are just suggestions. As far as I know, a consensus hasn't been reached yet.

So

For Mega Man:
(click to show/hide)

For Proto Man:
(click to show/hide)

For Bass Man:
(click to show/hide)

For Mega Man, Proto Man and Bass Man; regarding special weapons; follows the "each copywep class should keep a maximun of weapons" route:
(click to show/hide)

For Mega Man, Proto Man and Bass Man; regarding special weapons, follows the current "less damage dealt on Robot Masters, more damage taken from Robot Masters" route:
(click to show/hide)

For Doc Robot:
(click to show/hide)
Title: Re: Class based modification (6E)
Post by: ice on September 16, 2012, 01:56:00 AM
I'd say leave megaman's charge buster as it is now or just make it a 3 hit kill

as for Bass, that sounds more like a buff then a nerf
Title: Re: Class based modification (6E)
Post by: TheDoc on September 16, 2012, 02:08:39 AM
Quote from: "MusashiAA"
Also can use the adaptor modules that replace the buster and the slide, as well as all items

Waitwaitwait, you're saying that if he uses the upgrade, he loses ALL HIS ITEMS? I think I'm misinterpreting this.
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 16, 2012, 02:26:47 AM
Quote from: "ice"
I'd say leave megaman's charge buster as it is now or just make it a 3 hit kill

as for Bass, that sounds more like a buff then a nerf

I'd like Proto to hold the spot as the copywep with the most useful and powerful default weapon. Mega Man's Mega Buster has actually been nerfed to a point of reversion, maybe to encourage players to use special weapons a bit more instead of sticking with the first weapon you can use. Nerfing the Mega Buster has that same objective.

Also, at the time I didn't know precisely how much damage Bass's Bass Buster does :I. If what you mean is the slide limitation, the stamina regeneration should actually stay the same for all copywep slides. Bass is about power output and mobility, wether we like it or not. Proto should still be the strongest default, but Bass ends up being a virtually more menacing threat because of the way the Bass Buster was conceived.

Quote from: "TheDoc"
Waitwaitwait, you're saying that if he (Mega Man) uses the upgrade, he loses ALL HIS ITEMS? I think I'm misinterpreting this.

Yeah, you are. Jet and Power modules would replace his buster as they do now, but not disabling him from using the rest of the items he can use (ALTHOUGH THE IDEA SOUNDS INTERESTING  :ugeek: )
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 16, 2012, 02:58:36 AM
Quote
Proto Buster's charge shot does 33 damage (top tier 4HKO), the rest such as projectile speed and hitbox stays the same.
Now I like it...
Quote
Nerf the Mega Buster charge shot to 28 damage (mid tier 4HKO), with an added knockback on firing akin to Hard Knuckle.
[Proto's] Charge is lost if you're hit.
... Now I don't.

The copy weapon classes are, in my eyes, supposed to be the "golden standard". These classes are good to pick in nearly any situation because they can play good, but not great. (Well, except for Bass, but he had way too much going for him.) Mega Man's buster had a decent charge rate and decent power, and Doc Robot's buster was simply a back-up weapon to use until he could regen more ammo for his Master Weapons. Proto Man, while having a RIDICULOUS two-hit KO and the shield, still fell victim to more than a few other weapons and map types due to his lower defense values.

I like the general direction you're going with the nerf proposal. Tying the slides to a stamina bar was something I supported from the very beginning, and the limit of 8 Master Weapons (and 4 in LMS, hadn't thought of that) can be well understood. However, I think you go a tad bit too far in other areas; the bullshit "oh we deal less damage and can't take very many hits" thing was something everyone is trying to AVOID with these convoluted copy weapon changes.

I also think that Mega Man lacking any additional upgrades is silly. In the mod where he has the most options (Power, Jet, Super) it's sort of puzzling as to why you'd want every buster upgrade to make him use the plain old Charge Buster. Yes, yes, balance is a thing, but so is super fun jet pack time, and if we've learned anything from SilverSin's Saxton Hale mod recently, it's that the general "fun value" can keep players returning no matter how awkward the mod feels.

Speaking of upgrades, I also think that the level up progression is a bit... off. Mega Man starts with vanilla plus sliding and has to earn his charging, which makes sense even in the core game. Proto Man having a slightly stronger vanilla buster with a shield isn't something I thought of, but it makes sense gameplay-wise and could work if effectively executed. However, Bass gets damn near all his perks and only suffers a slightly slower rate of fire with a 1-damage penalty. Uh... what? I mean, I see where you're coming from, but come on this does NOTHING to prevent Bass from always being the better choice outside of LMS game modes! Possibly perks like full double jumps or shot penetration (a la Charge Buster; they pierce only on kill) could be added to the complete Bass Buster, or if that's not possible maybe something else could be done to make the "Bass Cannon" feel weaker... maybe a slightly higher projectile spread?

One more thing, and this has been bugging me for a while, actually. Treble Booster is dumb. The flight is a tad clunky, the damage output isn't fantastic, it shoots SLOWER than your regular Bass Buster, and if you switch out of it you lose it regardless of its remaining energy. I don't know what needs to be done, and I really don't care. Faster flight? A better spread shot? Higher damage output with the trade being a shorter duration? I just want Treble Booster to be something worth using instead of a two-second "fuck I need to fly up here, oh I'm there, let's go back to Ring Boomerang".

That's pretty much my take on the revamp you posted. Ask questions, comment, argue, whatever.
Title: Re: Class based modification (6E)
Post by: Korby on September 16, 2012, 03:15:18 AM
I'm not finished with my ideas for Copywep classes, but in general, it goes a little something like "Take out Mega's chargebuster+slide and root Bass when he's firing."

See you soon  :ugeek:
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 16, 2012, 03:23:32 AM
At first I wanted Bass' double jump and dash to be gained from Jet and Power modules respectively, but it didn't make much sense. Plus, double jump and dash are what make Bass different from Mega Man and Proto Man.

Perhaps if we add a stamina consumption to the double jump...

Regarding Mega Man, I still mantain my position about keeping Mega Man's Mega Buster as weaker than the Proto Buster and just slightly better than the Bass Buster. If you haven't realized, I took stuff from MM4GB's Mega Buster (knockback on full charge fire, intended as a virtual nerf), MM5 and MM6's Mega Buster (losing charge if you're hit, justifies the existence of the middle charge shot and its damage) and MM7's Mega Buster (does 2 damage instead of 3 damage, keeps Mega Buster from being too good and should encourage players to use special weapons intead).
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 16, 2012, 03:28:50 AM
I fail to understand how Mega's "new" buster is better than the Bass Buster.

Bass Buster deals 9 damage per shot. Three shots (under a second of attack) deals 27 damage.
Mega Buster would deal 28 damage at full charge... which takes a little while to prepare. Oh yeah, don't miss.

Am I the only one who thinks that Mega's constantly getting the short end of the stick? :?
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 16, 2012, 03:35:12 AM
Quote from: "SmashBroPlusB"
I fail to understand how Mega's "new" buster is better than the Bass Buster.

Bass Buster deals 9 damage per shot. Three shots (under a second of attack) deals 27 damage.
Mega Buster would deal 28 damage at full charge... which takes a little while to prepare. Oh yeah, don't miss.

Am I the only one who thinks that Mega's constantly getting the short end of the stick? :?

You keep the 10 damage pea shot, the middle charge shot is an 8HKO, the full charge shot has a wider hitbox, you have technically TWO different buster upgrade modules, and, oh hi Mark, special weapons.

Nerfing/buffing the default weaponry of the copy weapon class isn't gonna help to nerf the class that can grab all those weapons in those maps or dropped by some enemies and use them and refill their ammo. Special weapons are and should ALWAYS be the best option when playing as a copywep class. If anything, nerfing the default weapons is nothing but a virtual nerf.
Title: Re: Class based modification (6E)
Post by: ice on September 16, 2012, 03:36:31 AM
@Smash
the treble booster was originally alot stronger than it is now, so strong it was borderline broken at close range (air shooter power) not sure how much it was nerfed from the original
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 16, 2012, 04:07:50 AM
10 damage pea shot? Okay, with Bass I can hike a leg up and piss out 9 damage everywhere.
A wider hit box can be a blessing as well as a curse, especially in tight areas.
If there's a second buster upgrade then I must have passed it. I only saw the Charge Buster upgrade.
Special weapons? What does that have to do with anything? THEY BOTH SPECIAL WEAPONS.
Middle charge shot is useful, I'll give you that one.

I'm not just complaining about Mega Man's buster, I'm saying he's always been the weakest of the copy classes (unless equipped with Super Adaptor, but I'm not sure if that's in the revamp). Proto Man has a fast-moving charge shot, a shield, and a powerful dash. Bass has double jump and omni-dashes (plus a dash "advantage" with the fatigue model you suggested). Doc Robot can flat-out clone the armor and movement of other Robot Masters, giving him sonic speed, high jumps, super-thick defenses, and whatever else. What does Mega Man get? A sub-par 28 damage charge.
Title: Re: Class based modification (6E)
Post by: Korby on September 16, 2012, 04:15:32 AM
doc doesn't get sonic speed or super thick defenses
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 16, 2012, 04:32:43 AM
then what's a quick boomerang

or a hard knuckle

tanking twice the hits you normally could seems pretty darn thick to me
Title: Re: Class based modification (6E)
Post by: Korby on September 16, 2012, 04:42:52 AM
you do not get twice the speed when using quick boomerang, and you also get light armor.

you slow down when using hard knuckle, and it only reduces 40% of incoming damage, not 50%.

you also seem to be forgetting the increased ammo cost of all of his copyweps
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 16, 2012, 04:50:36 AM
I'm well aware of the drawbacks of each transformation. If it sounded like Doc gets all those perks at once, then I apologize, but usually there's a price to pay for each benefit. I also know he eats ammo for breakfast, which is the challenge in using Doc Robot. You constantly have to rotate your weapons out in order to keep a somewhat steady flow of ammo running between them.

This, however...
Quote from: "Korby"
it only reduces 40% of incoming damage, not 50%.
I didn't know that, I thought it was 50%. Thanks for the tip.
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 16, 2012, 06:09:57 AM
Mega has normal movement speed, a slide, normal jump height and normal armor to start with, as well as no weaknesses. He can use Eddie Item, Tango Roll, Rush Jet, Jet Adaptor, Power Adaptor, Super Adaptor, his buster, AND ALL 57 (FIFTY SEVEN) SPECIAL WEAPONS IN THE VANILLA GAME.

Proto has ^that save for light armor, a longer slide and the Proto Buster as the one default weapon he starts with. Oh, and no adaptors. Despite all of this, he is pretty much Mega Man.

Bass almost has all of that, except he starts with the Bass Buster as his default weapon, normal armor, a comboable dash and a double jump, cannot use adaptors, and has his own set of items (Treble Boost replacing Rush Coil and Rush Jet, Treble Item replacing Eddie Item, and Treble Sentry replacing Tango Roll).

Doc varies too much to be considered a standard copywep class (which is why I call him a copystat class instead). His attributes change depending on the weapon he's using, but not enough to make him radically different from the vanilla class. Sadly, he suffers from the limitations of robot master classes in terms of items and ammo pickup.

The key point here being that these classes are COPY WEAPON CLASSES. That is, they have 57 special weapons at their disposal, not counting their default weapon. Are the default weapons worse than the special weapons? THEY SHOULD, because if they are, players will miss the point of the classes: BEING ABLE TO USE SPECIAL WEAPONS THAT ARE MARGINALLY BETTER THAN YOUR DEFAULT WEAPON.

So let's recap: what attributes and abilities does each copywep class have for battle?

Mega has 57 special weapons, Jet, Power and Super Adaptors, the chargeable buster, a short slide, and vanilla stats. Oh, and Tango Roll.

Proto has 57 special weapons, Proto Buster, a long slide, and light armor. Oh, and Tango Roll.

Bass has 57 special weapons, the Bass Buster, the top tier dash, and a double jump. Oh, and Treble Sentry and Treble Boost.

Mega Man does not need a good buster, nor does any other copywep class: they just have to be enough for a player to withstand the distance between your spawn point and a weapon token. Mega Man's oozing with other choices besides his buster, and so are the other copywep classes.

What should be nerfed? The default weapons or the special weapons?
Title: Re: Class based modification (6E)
Post by: Galactan on September 19, 2012, 05:44:14 AM
Perhaps you could limit the copyweps to one or two weapons in the inventory a a time.
Title: Re: Class based modification (6E)
Post by: Flashbang on September 19, 2012, 09:29:21 PM
Could the Rockman No Constancy Classes be like transformations of some sort?

Like, you fill up a separate energy bar, and get an item that changes them to their No Constancy counterpart?

Actually, that doesn't sound very future-proof.

Maybe they could be power-ups.

Or just separate classes. :|
Title: Re: Class based modification (6E)
Post by: Gumballtoid on September 20, 2012, 12:31:29 AM
I personally don't think RnC classes would be wise (at all).

But if the team is planning on it, it would be better to wait until the expansion's weapon issues are patched up.
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on September 22, 2012, 05:15:54 AM
I could see RnC classes as a separate patch.
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 22, 2012, 05:22:39 AM
Quote from: "xColdxFusionx"
I could see RnC classes as a separate patch.

With robotic versions of the MM2 Master's taunts

I PRETTY MUCH CONFIRMED IT, DIDN'T I
Title: Re: Class based modification (6E)
Post by: TheDoc on September 22, 2012, 01:00:23 PM
Quote from: "xColdxFusionx"
I could see RnC classes as a separate patch.

That's what I think it should be. This modification is for classic Megaman only. I don't know why people would want to add/request whatever romhack/series to this mod, but if you want to add said classes, do like TheBladeRoden with MMX1 and make your own topic. But I digress.

Since Mus keeps stressing the fact that the copywep classes have 57 weapons, I'm gonna address that.

I get that there's techinically 57 weapons in ALL, but on one map, at max there's, what, 5? Eddie Call and different Robot Masters could potentially make that amount go up but 1.) Eddie Call is fairly rare. When I think of Eddie Call, I think of Windman and Geminiman. That's all that comes to my head. 2.) The probability of ALL the Robot Masters having a different weapon than what the map has unlikely at best. And don't forget the copywep classes themselves. 3.) Even if Eddie Call was present and the RMs had different weapons to offer than the map, at the VERY max you hit 20, just MAYBE. The copywep classes are still limited in the weapons they choose from right from the start.
Title: Re: Class based modification (6E)
Post by: Korby on September 22, 2012, 06:01:26 PM
Quote from: "xColdxFusionx"
I could see RnC classes as a separate patch.
You are correct.

Also keep in mind, at the very max you'll hit 20 weapons...until you die.
Title: Re: Class based modification (6E)
Post by: TheDoc on September 22, 2012, 06:39:09 PM
Quote from: "Korby agreed when xColdxFusionx"
I could see RnC classes as a separate patch.

So wait, do you mean that this will be a patch onto this mod or another mod all together compatible with this mod?
Title: Re: Class based modification (6E)
Post by: Korby on September 23, 2012, 05:16:48 AM
It's a patch for this mod that's loaded with RNC to allow for RNC classes.
Title: Re: Class based modification (6E)
Post by: Korby on September 23, 2012, 04:44:23 PM
Just thought I'd throw the balance patch up on the front page because the old link died.
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on September 23, 2012, 05:18:30 PM
Quote from: "JaxOf7"
v1 -> v2
Leaf counter requires 25 damage to release.
Gyro flight ammo consumption doubled
Doc armor more accurate, armor bug fixed, buster can alt.
Dust spawns with less ammo and gets less ammo from junk pickup. Can make people drop junk with alt. Dust buster more resembles dust bitter. Defense buffed to sturdy armor. Team Pull fixed.
Junk gets less ammo from junk pickup. Has a slow regen when junk shield is not up. Junk block has a proper ammo cost and junk throw produces the same amount of junk it costs.

http://wadtemp.fathax.com/files/ClassesBalance-v6e-v2.pk3
Link's dead...
Title: Re: Class based modification (6E)
Post by: Korby on September 23, 2012, 05:20:29 PM
Quote from: "Korby"
Just thought I'd throw the balance patch up on the front page because the old link died.
Title: Re: Class based modification (6E)
Post by: GameAndWatcher on September 23, 2012, 05:27:59 PM
(http://zwinglisblog.files.wordpress.com/2012/06/facedesk.jpg)
^This at myself
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 23, 2012, 06:01:50 PM
Quote from: "Me, on the RNC topic"
I personally suggested that the RNC classes could be super versions of the MM2 classes. Grabbing a Super Adaptor token gives them a temporary transformation into their RNC counterpart.

Though, Jax and Korby want them to be separate classes, so I was outnumbered.

I just realized that I posted it in the wrong topic.

Dur.
Title: Re: Class based modification (6E)
Post by: TheDoc on September 23, 2012, 06:13:27 PM
Ummmmmmmmm..........ahhhhhhhhhhhhhh........what's the balance patch?
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 23, 2012, 07:10:20 PM
Quote from: "TheDoc"
Ummmmmmmmm..........ahhhhhhhhhhhhhh........what's the balance patch?

http://www.mediafire.com/?b76rs3hcbcg3b92

Dis one.
Title: Re: Class based modification (6E)
Post by: TheDoc on September 24, 2012, 02:14:20 AM
Quote from: "Game&Watcher"
(http://zwinglisblog.files.wordpress.com/2012/06/facedesk.jpg)

No, what does it CHANGE?
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 24, 2012, 02:24:46 AM
Quote from: "JaxOf7"
v1
Copywep nerf: -9% damage dealt, +11% damage taken, copywep v copywep essentially remains the same. (Mega, Proto, Bass, Doc)
Ballade nerfed to light armor
Gyro speed 1.0 > 0.93, double gyro damage fixed
Flame reload slight slowed, alt nerfed to 25 damage, main costs 2 ammo with reduced speed and hitbox but now leaves a flame pillar upon hitting ground.
Geminiman spawns with half ammo, Clone's fire delay upon being summon/moved increased.

Quote from: "Game&Watcher"
Quote from: "JaxOf7"
v1 -> v2
Leaf counter requires 25 damage to release.
Gyro flight ammo consumption doubled
Doc armor more accurate, armor bug fixed, buster can alt.
Dust spawns with less ammo and gets less ammo from junk pickup. Can make people drop junk with alt. Dust buster more resembles dust bitter. Defense buffed to sturdy armor. Team Pull fixed.
Junk gets less ammo from junk pickup. Has a slow regen when junk shield is not up. Junk block has a proper ammo cost and junk throw produces the same amount of junk it costs.
Title: lather, rinse, repeat
Post by: Hallan Parva on September 24, 2012, 02:38:24 AM
I still say the copywep nerf needs to die in a fiery pit somewhere
Title: Re: lather, rinse, repeat
Post by: MusashiAA on September 24, 2012, 02:53:24 AM
Quote from: "SmashBroPlusB"
I still say the copywep nerf needs to die in a fiery pit somewhere

Why, are they UP now? They suck now?
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 24, 2012, 03:52:46 AM
I thought we went over this

I mean the copyweps in the "patch"

you were going to fix it though so it's okay I guess (http://cutstuff.net/forum/viewtopic.php?p=190882#p190882)
Title: Re: Class based modification (6E)
Post by: MusashiAA on September 24, 2012, 10:12:52 AM
No no, really

I meant what I said: was it a severely handicapping nerf?

All damage dealt by copywep classes is reduced by 9%. The highest value deducted from a weapon (Atomic Fire, deals 255 damage per hit, projectile rips) is 23, and it's still a 1HKO. Next ones are Pharaoh Shot and Sakugarne (both deal 80 damage tops, highest possible with splash damage) and Hard Knuckle (80 damage), which are deducted by 7, and all are still 2HKOs. The amount of damage reduced isn't as worrying as the amount of damage copywep classes now take from the rest of the classes, which is 11%. And still, it shouldn't make enough difference to bump 3HKOs into 2HKOs.

I haven't seen enough proof that it's a steep and unfair nerf, and yet we on the devteam were and still believe that this isn't solving anything.
Title: Re: Class based modification (6E)
Post by: Korby on September 24, 2012, 06:59:50 PM
it would help if celebi would host the patch
Title: Re: Class based modification (6E)
Post by: Gumballtoid on September 24, 2012, 07:10:25 PM
I got to use Mega Man a bit yesterday when Fyone hosted the patch.

I think it's just what he needed without over-complicating his weapon system. Plus, it forces you to think and try to exploit weaknesses or use a weapon that's practical on the map.

Gyro Man is pretty annoying though, but I can't think of a way to remedy this.
Title: Re: Class based modification (6E)
Post by: Celebi on September 24, 2012, 08:43:39 PM
Quote from: "Korby"
it would help if celebi would host the patch
I did before, very few actually got into the server, there were a ton of people joining without the correct things. (Was only hosting classes/patch)  EVEN when I provided as much help as a server can in directing players to where the patch was, I will host it later once I get home.
If I get home

Also Gyroman should jump lower since he can fly and maybe have a smaller movement speed in general. Sort of like how Bass is going to made a little slower than Megaman/Protoman.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 24, 2012, 08:59:57 PM
Quote from: "MusashiAA"
The amount of damage reduced isn't as worrying as the amount of damage copywep classes now take from the rest of the classes, which is 11%. And still, it shouldn't make enough difference to bump 3HKOs into 2HKOs.
See, you're just focusing on the obvious things. While it may be true that a typical 3HKO may remain a 3HKO, we now have things like a 9HKO turning into an 8HKO. "Oh, but that's such a tiny difference! SmashBro's just being a bitch again!" Well, the truth of the matter remains that a tiny change can make a huge difference. For example, what would happen if Rolling Cutter's damage was reduced by exactly one point? It might not look like much, but being a ripper, that one point can make a dramatic difference in the weapon's damage output.

This is the exact same thing I was talking about when I brought up Wind Storm in the MM8 Discussion Thread:
Quote from: "SmashBroPlusB"
I'm not asking for a huge buff, but a "just enough" one; a hit or two from Wind Storm will still appear to be fairly weak, but if you somehow manage to pull of that Air Combo, it will do noticeably more damage overall.
Sure, the big boys will remain to do their thing, but that's just it. They're the big boys for a reason. They were supposed to do that much damage in the first place. What I see suffering are the weapons that nobody ever uses, the "average guys" like Needle Cannon or Bubble Lead. Instead, the all-around damage nerf to every weapon will do nothing but cement the pattern of using solely the "big boys" like Hard Knuckle, Atomic Fire, Power Stone, Magnet Missile, and whatever else. Everyone will continue to break Mega Man in the ways he was broken in the first place. This so-called "nerf" does nothing to fix the problem, and by discouraging the use of weaker weapons, it can effectively make the problem even worse.

This is why I supported the alternative nerf; removing the awesome busters and making you work to "patch" them. This would put a bigger emphasis on actually using the "average guys" that nobody liked using before, because Needle Cannon would be a step up from the buster instead of the other way around. Making copy classes deal less damage with the weapons that need the most help is just plain stupid, and the added damage taken by other piss-weak weapons only compounds the problem.

And besides, why use a nerfed-to-dumb copy class anyway when you can have OHKO Super Arms on tap?
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 28, 2012, 11:39:18 PM
I shouldn't really be concerned about vanilla weapon tiers since I handle this mod, not vanilla, but here goes.

With ton of the classes capable of running and flying at super sonic speeds and being able to take a ton of hits, are you really willing to say big boy weapons are going to be big boys in all situations and against all class setups?

By the way, hard knuckle + magnet missile isn't enough to flat out kill a normal armor with this nerf.
Also Atomic Fire is no longer a one hit kill on normal armors.
So you really can't say the big boys are not that affected.

And even IF there is more value placed on power weapons, so what?
The copyweps are the classes with limited ammo and can run out of weapon use.
Does that not mean they should save their trump card for when they need it since they have less of everything else?
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 28, 2012, 11:51:04 PM
Quote from: "JaxOf7"
Atomic Fire is no longer a one hit kill
IT IS A 255 DAMAGE RIPPER

WHAT THE [redacted] DID YOU DO!?!?!?
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 29, 2012, 12:04:09 AM
(click to show/hide)

Meanwhile in ClassBase.txt
(click to show/hide)

If you're wondering why that's there, it's because Hardman getting killed at full health by atomic fire was kinda inconvenient.
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on September 29, 2012, 12:06:10 AM
I just felt my brain leak out of my ears.

What possessed you to make you think this was a good idea?!

Give Heavy Armor classes the ability to resist it, okay, maybe I can see that. But you just screwed up how Atomic Fire is supposed to work.
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 29, 2012, 12:15:01 AM
Did 100 damage in vanilla.
Pre-nerf in classes, does 100 damage once. (should be 90 damage once post nerf)

Still rips, still huge, still strong, not completely unfair to big guys that are supposed to tank attacks, what did I mess up?
Title: Re: Class based modification (6E)
Post by: xColdxFusionx on September 29, 2012, 12:30:57 AM
The fact that the medium guys, who are supposed to be about as tough as Megaman, can now tank having a small star shot through their torso.

I'd be fine if the thing deals 110 damage or something so it still does its job when its supposed to. Right now, it's basically a somewhat-stronger Charge Buster.

Also I still don't approve of the copywep nerf.
Title: Re: Class based modification (6E)
Post by: TheDoc on September 29, 2012, 01:00:22 AM
I hit Woodman with a fully charge Atomic Fire and it didn't kill him, but it kills other people. Woodman is the weakest to Atomic Fire and now he's one of the most resistent to it. WTF.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 29, 2012, 01:14:16 AM
Yeah, you guys fucked up Atomic Fire pretty badly.

I mean, it takes a good 6 seconds to charge, and it's barely stronger than a charged shot now. Seriously guys?
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 29, 2012, 01:30:14 AM
Quote from: "TheDoc"
I hit Woodman with a fully charge Atomic Fire and it didn't kill him, but it kills other people. Woodman is the weakest to Atomic Fire and now he's one of the most resistent to it. WTF.
Gonna guess he had his shield up/ it outright missed and there was desync. That is otherwise quite impossible and I encourage you to replicate it.

Quote from: "SmashBroPlusB"
barely stronger than a charged shot now.
45 damage (he did mean mega buster right? "charged shot" is a pretty vague term.)
90 damage
Yeah no difference at all, what was I thinking
Title: Re: Class based modification (6E)
Post by: TheDoc on September 29, 2012, 01:58:23 AM
You guess wrong. *fingers him over* Lemme show ya somethin'

(click to show/hide)

And this...

(click to show/hide)

Them's the facts, son.
Title: Re: Class based modification (6E)
Post by: Hallan Parva on September 29, 2012, 02:25:58 AM
Quote from: "JaxOf7"
Quote from: "SmashBroPlusB"
barely stronger than a charged shot now.
45 damage (he did mean mega buster right? "charged shot" is a pretty vague term.)
90 damage
One has infinite ammo and a soft charging animation, and charges in about 40% of the time Atomic Fire does.
The other flashes between stark black and white, uses a third of your ammo bar, and screams like a hyena.
Quote from: "JaxOf7"
Yeah no difference at all, what was I thinking
That's a good question.

It's one thing when the community blatantly voices their disdain over a feature and wants it changed.
It's another thing for you to say we're all wrong and you'll never change it, and to sound pompous as hell while doing so.

This is why the infamous YD/KY split happened. Think about it.
Title: Re: Class based modification (6E)
Post by: JaxOf7 on September 29, 2012, 03:01:18 AM
TheDoc, are you playing on a skill setting other than nightmare?
(click to show/hide)

@Smash
"Stronger" tends to mean "more damage" if I'm not mistaken.
Your allegations on the buster being "better" are debatable as well since atomic fire is still of much higher damage, charge time is not an issue if you haven't entered combat yet and are opening with it, and your citation of "screaming like a hyena" should not matter since they both have highly obvious audio cues.

Also in case anyone was wondering, I'm not actually against having atomic fire just do 110 damage or whatever. It doesn't really have  an official vanilla value since it just kills, but I need a good reason to make it whatever value. (Not sure if not killing Quint in one hit with it is good enough, especially after that compaint about big boys and all.)

And for those that want to use their copyweps at normal damage, there will be a hilarious way alongside this nerf to do so soon enough.
Title: Re: Class based modification (6E)
Post by: Galactan on October 03, 2012, 04:10:27 AM
This is probably a dumb question, but are any ideas being thought of for MM8 classes?
Title: Re: Class based modification (6E)
Post by: Tengu on October 03, 2012, 04:12:27 AM
IIRC, the MM8 Classes are basically done, no?
Title: Re: Class based modification (6E)
Post by: MusashiAA on October 03, 2012, 04:32:19 AM
Quote from: "Tengu and Tango"
IIRC, the MM8 Classes are basically done, no?

No. They are all not done (class built with old Lego MM8 weapon, only two of them), nor their gameplay has already been sufficiently discussed. We agreed on (kinda) waiting for v3a and see how the copy weapons work. There are some concepts, but development right now is focused on other things.

At worst, you're gonna have to wait until vanilla updates to v3a for the MM8 classes.

Thankfully, we've been working on some tweaks and updates to the old classes (the balance patches) and the Rockman no Constancy classes (which is a patch, not part of the mod core). So rest assured that an update will come. Just not as substantial as one with 8 new classes...that is, not until the RNC classes are done, but they're not so different from the MM2 classes anyways :P
Title: Re: Class based modification (6E)
Post by: Korby on October 03, 2012, 06:11:28 PM
Quote from: "MusashiAA"
[At worst, you're gonna have to wait until vanilla updates to v3a for the MM8 classes.
At best*
Quote from: "Tengu and Tango"
IIRC, the MM8 Classes are basically done, no?
Not at all. The only ones with tangible betas are Sword, Frost(?), Grenade, and Astro.

However, MM9 is almost finished.
Title: Re: Class based modification (6E)
Post by: JaxOf7 on October 05, 2012, 12:00:35 AM
v2 -> v3
Rockman class added (No charge, no slide, no adaptors, glass armor, weapons at normal power)

Bass run speed 0.8 -> 0.75
Mega, Proto, Bass, Roll slides buffed
Guts has stun armor when not holding a rock
Junk revamped again
Atomic Fire at 130 damage

http://wadtemp.fathax.com/files/ClassesBalance-v6e-v3.pk3
Title: Re: Class based modification (6E balance v3)
Post by: Hunter_orion on October 05, 2012, 02:39:23 AM
Doom didn't seem to like this version.

Quote
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 1:
Parent type 'MegamanC' not found in RockmanC
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
"player.startitem" requires an actor of type "PlayerPawn"


Execution could not continue.

Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
Unexpected 'GlassHealthBar' in definition of 'RockmanC'
Title: Re: Class based modification (6E balance v3)
Post by: Celebi on October 05, 2012, 02:47:03 AM
Quote from: "Hunter_orion"
Doom didn't seem to like this version.

Quote
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 1:
Parent type 'MegamanC' not found in RockmanC
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
"player.startitem" requires an actor of type "PlayerPawn"


Execution could not continue.

Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
Unexpected 'GlassHealthBar' in definition of 'RockmanC'

You need to add Classesv6e first THEN the balance patch.
Title: Re: Class based modification (6E balance v3)
Post by: ice on October 05, 2012, 03:27:29 AM
Played this and all I can say is, My god, rockman in pathetically under powered, heck, in classes without the patch megaman can hold his own against other classes with his slide and adaptors and whatnot, then you have rockman, just vanilla megaman that dies in 3 hits from most weapons, bass decimates him in a matter of seconds, and he's supposed to be the one with weak shots. At least put him back to vanilla health
Title: Re: Class based modification (6E balance v3)
Post by: GameAndWatcher on October 05, 2012, 03:43:49 AM
Behold, my awful MS Paint Skills!
I'll just leave this here, because I don't want to forget about it:
(http://farm9.staticflickr.com/8298/7990284533_c43901afbc_b.jpg)
Title: Re: Class based modification (6E balance v3)
Post by: Hallan Parva on October 05, 2012, 04:01:43 AM
Give him a buster that takes ages to charge but fires off 3 full-charge blasts in one go... and I'm in support. :ugeek:
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on October 05, 2012, 08:28:52 AM
It's a good thing this is just an experimental patch that is literally a public beta.

Because frankly, I don't dig the Rockman class having glass armor as well. Maybe an intermediate between glass and light (and give it to Roll as well), or just bump him to light armor and see what happens.

Junkman may have been simplified now, but I don't think he has a concrete game style going on. He oscillates between a somewhat-sloppy support role, a virtual tank, but a slow and innefective powerhouse that can only be effective if the added stun on the Junk Armor shot is used in conjuction with his other attacks. Maybe increase his movement speed a little bit?. I'd also like him to have a more developed support role other than "area denial that doesn't pose a huge threat to the progression of the enemy team". Maybe if a teammate steps inside the Junk Cube, he destroys it and gets a small armor effect similar to Junkman's Junk Armor, but that doesn't last forever or just barely reduces the damage taken from enemies?
Title: Re: Class based modification (6E balance v3)
Post by: ice on October 05, 2012, 12:22:57 PM
I dont really see why he shoud have weak armor at all, atm he's megaman with less HP, an average speed weak buster that's easy to dodge, no slide, and no adapters, the only upside is normal damage, but the cons heavily outweigh the 1 pro

when you look at classes with weak armor, 9 times out of 10, it's always a fast moving character, weak armor's fine for Roll cause of the stun and how quickly her alt covers distance, but rockman here runs at average speed with no viable means of dodging without dieing from the slightest tap, while megaman could just take damage and still have a fiighting chance
Title: Re: Class based modification (6E balance v3)
Post by: Gumballtoid on October 06, 2012, 11:45:33 AM
I love this patch, except Rock Man's armor is pathetic. Also he's green. im cry.

Actually I was planning on posting a Mega Man? blueprint. G&W beat me to it. Might as well try to finish it and post it.

EDIT: Whelp.

(click to show/hide)
Title: Re: Class based modification (6E balance v3)
Post by: Hallan Parva on October 06, 2012, 05:39:41 PM
I like the idea of being "stuck" with 3 weapons but I don't like how it's planned to work. What if there's weapons everywhere and you just want to walk around and chew the scenery? You might mean to pick up that Metal Blade next to that wall over there, but someone Gravity Holds a Gyro Man that's in the air in front of you, he drops down instantly, and now you have Gyro Attack that you obviously didn't want... along with the weakness to falling that you didn't want either. Fucking glorious.

I think that Mega Man? should start with four weapons: his green-flashing "Boss Room Buster" and three "Dummy Busters". Each Dummy Buster is a weapon painted white and light-grey and they shoot 5-damage buster shots at half the rate your normal Boss Room Buster does. Basically, they serve as "slots" to where a weapon can be equipped. Running over a weapon drop while a Dummy Buster is equipped would "slot it in" and give you the attack and weaknesses. The idea of picking and choosing your three weapons would help to balance out the fact that you can't drop any of them, and making the player use a heavily-nerfed attack while selecting their weapons makes it so they can't just sit around and wait for that enemy Heat Man to drop Atomic Fire for them.

In fact, here's an idea: why not give Mega Man? special weapon variants that only he can obtain? Not only would it help to de-clone him even further, but it could actually be the key to some balance issues. For example, the Atomic Fire our friend previously picked up could change into Atomic Flare, which behaves more like Normal Mega's charge shot. In Mega Man?'s eyes, this means that you have a buster that, when fully charged, shoots giant fire balls which deal more damage and can rip through enemies but move slower than the Boss Room Buster's charge... and they use ammo. Another example would be to give Mega Man? some weapons from Power Fighters / Power Battles by default, like converting all Centaur Flashes to Centaur Arrows. (To make this fair, Centaur Man would drop Centaur Flash on death when 8BDMv3 is released, as the weapon's being tweaked to remove the spam issue.) Some weapons would stay the same though, like Ice Slasher and Magnet Missile. Having a slightly different loadout from the other four copy classes, along with the gimmick of taking extra weaknesses and loading up only four weapons, would prove to be interesting in several ways.

Oh, and one more thing: give him 120% health. He's taking on lots of weaknesses after all, so a little defense would help.
Title: Re: Class based modification (6E balance v3)
Post by: Korby on October 06, 2012, 06:16:27 PM
I really like that green charge shot.
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on October 06, 2012, 07:16:12 PM
What is this madness about being stuck with 3 weapons?

I prefer G&W's idea (all copywep tokens give the MM1 variant, if it exists). I like the graphical thing GBT mentioned (green buster shot). Slides were already buffed in balance patch v3, so no need to buff it further for W-Mega Man. Light armor.

Also, I just got an idea for him (yet another one that sucks): instead of getting the copywep variant, he gets a bosswep variant of the weapon he grabs that uses ammo and can't be recharged. Once it runs out of ammo, it dissapears. In this scenario, I'm gonna take Smashbro's 3-weapons-only idea: three template busters that are generally weak, and are replaced with the bosswep whenever W-Mega Man picks up a weapon. No weaknesses are gained from picking up the bosswep, but you also don't get the stat bonuses like Doc Robot does.

It's pretty bad, I know. Plus, there are some bossweps that don't even use ammo, as they have infinite.
Title: Re: Class based modification (6E balance v3)
Post by: Hallan Parva on October 06, 2012, 07:44:20 PM
For some reason I really don't like the idea of Mega Man? using boss weapons. I don't know, it just doesn't feel right. The whole point of playing as a Robot Master is to do what you do better than anyone else, and if for example Mega Man? could throw around red-hot pillars just as good as Heat Man can, why even play Heat Man? Why not just pick up Atomic Fire and pretend to be Heat Man instead? You have two other weapons and none of Heat's weaknesses, and if you get bored you can just switch it out anyway!

I still like the version I put up the best, because it would make Mega Man? feel like less of a clone and more like he has his own gimmick going on for him. A limit on weapons with some exclusive pre-order bonuses from GameStop weapon versions adds a bit of strategy on what weapons to grab and which slots to put them in, instead of automatically making a beeline for the Power Stone spawn on the map. I'll admit, G&W had a really cool idea, but it also sort of makes Mega Man? taste like "no items, Powered Up only, Final Destination". He loses out on a lot of the perks other copy classes get (adaptors, buster parts, assist attacks, stat boosts) so locking him to Powered Up weapons would also sort of "cheapen" the class's feel.

Quote from: "MusashiAA"
Light armor.
okay why do you all get hard-ons over light armour

for god's sakes if ANYTHING even starts to sound fun you want to slap light armour on it

this is why nobody liked the Rockman class people
Title: Re: Class based modification (6E balance v3)
Post by: Gumballtoid on October 06, 2012, 08:09:59 PM
Quote from: "MusashiAA"
Also, I just got an idea for him (yet another one that sucks): instead of getting the copywep variant, he gets a bosswep variant of the weapon he grabs that uses ammo and can't be recharged. Once it runs out of ammo, it dissapears. In this scenario, I'm gonna take Smashbro's 3-weapons-only idea: three template busters that are generally weak, and are replaced with the bosswep whenever W-Mega Man picks up a weapon. No weaknesses are gained from picking up the bosswep, but you also don't get the stat bonuses like Doc Robot does.

It's pretty bad, I know. Plus, there are some bossweps that don't even use ammo, as they have infinite.
This should have been Doc Robot.

But locking them at the MM1/PU weapons? Definitely wastes a lot of potential.
Title: Re: Class based modification (6E balance v3)
Post by: TheDoc on October 07, 2012, 01:31:16 AM
I liked Smashbro's previous suggestion with the different varients of weaponry, making Megaman? more diverse than Megaman. Thiat is all.
Title: Re: Class based modification (6E balance v3)
Post by: Tengu on October 07, 2012, 02:09:06 AM
No, really.

Docrobot should be that he starts out with his regular buster, and when he gets a kill he obtains the BOSSWEP of that robot master. When he gets his next kill, he is forced to turn into THAT bosswep. So he never stays the same
Title: Re: Class based modification (6E balance v3)
Post by: TheDoc on October 07, 2012, 03:34:01 PM
And what's the chance he'll get a kill with his puny buster?
Title: Re: Class based modification (6E balance v3)
Post by: Tengu on October 07, 2012, 04:00:12 PM
He would have a high armor with his buster. Then when he gets a bosswep, his armor changes accordingly.
Title: Re: Class based modification (6E balance v3)
Post by: Zard1084 on October 07, 2012, 04:54:58 PM
Quote from: "Tengu and Tango"
He would have a high armor with his buster. Then when he gets a bosswep, his armor changes accordingly.
Makes sense... so his weak point will change based on what weapon he gets so if he gets icemans weapon he will take on icemans weakpoint and then if he gets firemans weapon then he gets both icemans and firemans weakpoints?
Title: Re: Class based modification (6E balance v3)
Post by: Gumballtoid on October 07, 2012, 05:19:50 PM
If he got Fireman's data, he would take on Fireman's weaknesses.

Iceman would be lost.
Title: Re: Class based modification (6E balance v3)
Post by: Korby on October 07, 2012, 05:24:19 PM
Why play as a robot master if you can just play as them all?
Title: Re: Class based modification (6E balance v3)
Post by: Tengu on October 07, 2012, 05:36:22 PM
Well that's the thing, Docrobot practically is other robot masters. And I mean I suppose you could pick and choose who you want to go after, but if you're DMing it would still be a bit of a pain.

i.e., start out killing Slashman and next you kill Roll.
Title: Re: Class based modification (6E balance v3)
Post by: Korby on October 07, 2012, 05:40:20 PM
That's not necessarily fun, is it? Let's use that argument everyone has against woodman. "Catching bullets."

Oh no, Rockman jumped in front of the bullet as a heroic sacrifice! Now Doc is screwed!
Title: Re: Class based modification (6E balance v3)
Post by: Tengu on October 07, 2012, 05:43:07 PM
Well, you could potentially make it so if he frags a Copywep class it doesn't work. Or you're restricted to only using the Copywep class's default buster. Unless you're talking about that RMNC Skin class with the glass armor
Title: Re: Class based modification (6E balance v3)
Post by: sipfried on October 08, 2012, 05:51:42 PM
i have found a bug
you need :
plantman
a weapon what you win bij beat enker punk or ballade (aka the megaman killers)

use the plantman shield until its emty
when its fire the shield use normal fire (or first attack)
then you gonna get the weapon you got by beat the megaman killers (ballade,s weapon)
you can fire it entil its emty and cant refull
if you want go back to plantman,s weapon just do next weapon
Title: Re: Class based modification (6E balance v3)
Post by: Celebi on October 08, 2012, 06:12:21 PM
Quote from: "sipfried"
i have found a bug
you need :
plantman
a weapon what you win bij beat enker punk or ballade (aka the megaman killers)

use the plantman shield until its emty
when its fire the shield use normal fire (or first attack)
then you gonna get the weapon you got by beat the megaman killers (ballade,s weapon)
you can fire it entil its emty and cant refull
if you want go back to plantman,s weapon just do next weapon

Plantman shouldn't be able to pick up any copy weapons.  Are you using an older version of classes?  Because Plantman was one of the several able to "rapid" fire copy weapons.
Title: Re: Class based modification (6E balance v3)
Post by: sipfried on October 08, 2012, 06:34:42 PM
Quote from: "Celebi"
Quote from: "sipfried"
i have found a bug
you need :
plantman
a weapon what you win bij beat enker punk or ballade (aka the megaman killers)

use the plantman shield until its emty
when its fire the shield use normal fire (or first attack)
then you gonna get the weapon you got by beat the megaman killers (ballade,s weapon)
you can fire it entil its emty and cant refull
if you want go back to plantman,s weapon just do next weapon

Plantman shouldn't be able to pick up any copy weapons.  Are you using an older version of classes?  Because Plantman was one of the several able to "rapid" fire copy weapons.

no i use the new classes (6E) i explane a little bit
if you beat a megaman killer (ballade example) you got his weapon for good (only megaman protoman bass and docrobot)
Title: Re: Class based modification (6E balance v3)
Post by: Orange juice :l on October 08, 2012, 06:38:02 PM
Pretty sure he's talking about the campaign and the Megaman Killer special weapons you can get in them.
Title: Re: Class based modification (6E balance v3)
Post by: sipfried on October 08, 2012, 06:39:13 PM
Quote from: "Orange juice :l"
Pretty sure he's talking about the campaign and the Megaman Killer special weapons you can get in them.
yes
Title: Re: Class based modification (6E balance v3)
Post by: Celebi on October 09, 2012, 12:08:41 AM
Well then he is probably right, the robot killer weapon gets forced into your inventory so Plantman and other robot masters who can swap weapons, are probably able to use these weapons.  This is a small hindsight, thanks for reporting it.  Sorry I didn't get it at first.
Title: Re: Class based modification (6E balance v3)
Post by: Galactan on October 12, 2012, 04:39:32 AM
Why don't the copyweps have weaknesses?  It seems a little unfair to have the robot masters be confined to 2 or 3 weapons AND have weaknesses while you've got mega man running around with whatever the heck he can grab with no weaknesses...
Title: Re: Class based modification (6E balance v3)
Post by: Hallan Parva on October 12, 2012, 05:24:43 AM
Because most Robot Masters can effectively rape you with the 2 weapons they have.

And if they can't, then they have flight. Or high health. Or super speed. Or whatever the hell Spring Man's deal is.

Last time I checked, a copy class can't rape you unless they have Top Spin / Hard Knuckle / Atomic Fire.




also you know it wouldn't be canon so
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on October 12, 2012, 07:52:21 AM
Actually, it CAN be canon if we adapt the parameters used to determine the weaknesses.

Check the first game Mega/Proto/Bass appeared either as playable characters or as a boss. Check the attack that damages the character the most.

Mega Man takes the most damage from Ice Slasher and Thunder Beam in MM1, but since Elec Man is the most deadly out of the two, then Thunder Beam is the most deadly out of the two. So he's weak to Electricity

Proto Man, as a miniboss in MM3, can be more easily defeated with 7 Hard Knuckle shots (and maybe Gemini Laser can be valid too, since Gemini Man generally does the most damage in that game). So he's weak to whatever Hard Knuckle is supposed to portray

Bass would be weak to either Spread Drill at top damage or Wave Burner, since he was not weak to anything in MM7 and MM8, and these are the most damaging attacks in MM&B. So I guess he's weak to Fire


Since Duo is not weak to anything in MM8, then he would be weak to Ice so I can mantain the trend

But this is a bad idea.
Title: Re: Class based modification (6E balance v3)
Post by: GameAndWatcher on October 12, 2012, 12:15:42 PM
Quote from: "MusashiAA"
Bass would be weak to either Spread Drill at top damage or Wave Burner, since he was not weak to anything in MM7 and MM8, and these are the most damaging attacks in MM&B. So I guess he's weak to Fire

He was too, weak to a, no, two MM7 weapons. He was weak to Noise Crush and Super Adaptor (As Normal and Super Bass respectively). (Not sure about MM8.)
Title: Re: Class based modification (6E)
Post by: Galactan on October 15, 2012, 03:37:37 AM
Quote from: "Korby"
However, MM9 is almost finished.
So is there an estimated release date?  What can we expect weapon and gimmick-wise?
Title: Re: Class based modification (6E balance v3)
Post by: Korby on October 15, 2012, 04:24:09 AM
Before the year is over.

As for weapons and gimmicks...Imagine just flat out playing as the MM9 classes.
Title: Re: Class based modification (6E balance v3)
Post by: sipfried on October 15, 2012, 12:55:51 PM
i found a order bug (also a small one)
when battle megaman 2 boss (guts dozer)
you can get the quick bomerang and take it (use the plantman bug for use the quick bomerang)
and take item 1 (if you play as a robot master its still item 1 and not the carry)
ow and gemini clone also not move (he is not going to the guts dozer) if you do the alt fire (try youreself for testing , hard to tell :(  )
knightman is imume for guts dozer (he can,t be kill if youre to close by him)
Title: Re: Class based modification (6E balance v3)
Post by: Tengu on October 15, 2012, 06:08:40 PM
Well I don't really think that the Classes are really for much use in the offline campaign, to be fair
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on October 15, 2012, 06:22:57 PM
Quote from: "Tengu and Tango"
Well I don't really think that the Classes are really for much use in the offline campaign, to be fair

Yeah, the functionality of the classes isn't measured by its effectiveness in the offline campaign. Campaign bugs only matter to us if they can be replicated online without cheats.

Although I shouldn't be the one to say this, I don't think we really support the offline campaign mode. Just the different online game modes (TDM and TLMS moreso than the others, to be honest :/).
Title: Re: Class based modification (6E balance v3)
Post by: Beed28 on October 15, 2012, 06:41:17 PM
It works fine in offline skirmish, though. Just not the campaign.
Title: Re: Class based modification (6E balance v3)
Post by: Korby on October 15, 2012, 07:09:34 PM
I support the offline campaign :ugeek:

However, he also reported that Gemini Clone does not get pushed by conveyor belts, when it should.
Title: Re: Class based modification (6E balance v3)
Post by: sipfried on October 31, 2012, 02:20:16 PM
i found a realy realy funny bug
choose metalman and use the alt weapon (the close one)
you can normaly climb walls but i found that you ALSO can use for pass deadly lava , water and even pits.
just look down and hold tje alt fire on the grond :)
Title: Re: Class based modification (6E balance v3)
Post by: Hilman170499 on November 05, 2012, 12:56:22 PM
Ka-Bump

Can I please use the coding of this modification as a reference for whenever I make actors?
Title: Re: Class based modification (6E balance v3)
Post by: Korby on November 05, 2012, 07:49:28 PM
I don't see why not.
Title: Re: Class based modification (6E balance v3)
Post by: Galactan on November 16, 2012, 06:41:09 AM
Bumpity bump bump.

Is there any new word on the next big update?
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on November 16, 2012, 06:46:03 AM
Jax retook work on the RNCand MM9classes. Still waiting some results.

And we're still waiting for v3a to come out and restart working on the MM8 classes.
Title: Re: Class based modification (6E balance v3)
Post by: Davregis on November 16, 2012, 12:52:06 PM
Quote from: "MusashiAA"
and restart working on the MM8 classes.

Restart, eh?
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on November 16, 2012, 09:22:48 PM
Quote from: "Daveris"
Quote from: "MusashiAA"
and restart working on the MM8 classes.

Restart, eh?

We (or at least I, don't know if Jax has had another class that is already playable after all this time) currently just have two playable MM8 classes, which were based around Lego's weapons, but then it was decided that work would be halted until v3a came out. Although gameplay and weapon concepts are somewhat already planned for most of them, there's a pretty huge possibility for these to change with whatever v3a offers us.

It's Grenade and Astro, alright? Tengu and Search were next, but it all stopped in favour of waiting.
Title: Re: Class based modification (6E balance v3)
Post by: Korby on November 16, 2012, 09:32:32 PM
We also have playable Frost and Swordmen classes, but I know at least in the case of the latter that they're incredibly early builds and need a lot more work.

Also, the Astro class has to be revamped, as its current build isn't very good.



In other news, Jewel Man is the only MM9 class left to make.
Title: Re: Class based modification (6E balance v3)
Post by: MusashiAA on November 16, 2012, 10:18:32 PM
Quote from: "Korby"
playable Frost and Swordmen classes

Hey, I didn't get that "memo"

D:
Title: Re: Class based modification (6E balance v3)
Post by: Tfp BreakDown on November 17, 2012, 01:49:13 AM
Not to be rude,but could someone fix the link for the balance patch?
Title: Re: Class based modification (6E balance v3)
Post by: Hilman170499 on November 19, 2012, 06:50:40 AM
I got another question:

Can I please borrow the sprites to be used as reference some day?
Title: Re: Class based modification (6E balance v4)
Post by: Korby on November 19, 2012, 07:18:23 AM
yes

Balance Patch v4 (http://wadtemp.fathax.com/files/ClassesBalance-v6e-v4.pk3)

Changelog:
Bubbleman can flood
Several bot weapons added
Title: Re: Class based modification (6E balance v4)
Post by: Emmanuelf06 on November 19, 2012, 07:57:28 AM
That's all ? Nothing about the robotmasters? :p
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on November 19, 2012, 10:20:52 AM
Someone's very commited into making v7a the MM8orMM9 version.

The RNC classes haven't been conceptually conceived in their entirety. Only MetalNC, HeatNC and ClrashNC are finished. The rest is not done.

Jewel Man is the only class left in the MM9 batch, but there's still testing (and some modifications to some classes) yet to be done.

AFAIC, you can expect something big out of this inbetween next week and mid-December.
Title: Re: Class based modification (6E balance v4)
Post by: Emmanuelf06 on November 19, 2012, 01:25:00 PM
Oh i understand! Tomahawkman CPU used the feathers! *_*

Nice, if some robotmasters can use the ALT!

Single compain is cool to play, just for the fun when there isnt some servers :/
(i miss celebi tlms :l
Title: Re: Class based modification (6E balance v4)
Post by: TheDoc on November 19, 2012, 10:31:30 PM
Quote from: "Korby"
Bubbleman can flood

Wait wat?
Title: Re: Class based modification (6E balance v4)
Post by: Beed28 on November 19, 2012, 10:46:04 PM
Quote from: "TheDoc"
Quote from: "Korby"
Bubbleman can flood

Wait wat?

It's a reference to one of Bubbleman's two intro lines in his BOTCHAT:
Quote from: "Bubbleman"
This place needs flooding.
And one of his two victory lines:
Quote from: "Bubbleman"
Yes! Now, let's flood this place and hang out.


Oh, and can I borrow for some resources from this for evil experimental purposes?
Title: Re: Class based modification (6E balance v4)
Post by: Korby on November 19, 2012, 10:54:56 PM
dude I already gave people permission

gopher it
Title: Re: Class based modification (6E balance v4)
Post by: xColdxFusionx on November 20, 2012, 09:31:36 PM
Not sure I like the visual effects on the flooding ability. A bunch of animated squares doesn't really look right to me.

I will admit it's clever and makes Bubbleman seem a bit more playable.
Title: Re: Class based modification (6E balance v4)
Post by: Emmanuelf06 on November 22, 2012, 06:20:44 AM
Is it possible to have more ammo for Junkman? He is not only weird but weak....

But it can be balanced if he had more ammo, not for the junkcube, but when he uses de "barrier launcher" thing....Cause he can paralyse the ennemy and use the punch/junkcube.

The best for him is: Use a lot of ammo, but the junkcube need 75% of the ammo. The barrier, less (anyways, the barrier dont protect so much and dont do so much damage in close range).

Knightman is really powerfull! Specially because the Knightcrush is really fast and goes far.... (but i tried him only with singe mode against the CPU in an IDM map.) Cutman is weak compared to Knightman no?

Again, idk, cause i play Single DM mode sometimes with the bots. But when i tried Junkman in a server, it was really a pain to play with him against a real guy :/

(the little junkcube of the punch is pretty weird too xD )
Just my though =p
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on November 23, 2012, 08:33:21 PM
*facepalm* Everything BUT the wad is in the file. get that fixed
Title: Re: Class based modification (6E balance v4)
Post by: Korby on November 23, 2012, 11:39:46 PM
what?
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on November 24, 2012, 12:08:52 AM
There is no pk3wad in the balance file
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on November 24, 2012, 12:59:08 AM
I just redownloaded the balance patch. It's a pk3 file. What do you mean it's not there? It's sitting right here, I'm looking at it, I just loaded it with Classes v6e, it works.
Title: Re: Class based modification (6E balance v4)
Post by: -Daiki-TheOni on November 24, 2012, 01:33:54 AM
.....mmm download classes v6e first then download the balance v4 "PATCH", select add file then load classes v6e BEFORE balance v4 patch.

the classes wad is not implemented in the patch, Mr.Shadow.
Title: Re: Class based modification (6E balance v4)
Post by: GameAndWatcher on November 24, 2012, 05:36:59 PM
I'd like to propose getting rid of GravityMan's weakness to Ring Boomerang and replace it with Pharaoh Shot.
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on November 25, 2012, 08:28:30 PM
Quote from: "TheunlosingQuint"
the classes wad is not implemented in the patch, Mr.Shadow.
YOU DON'T SAY??
sorry what i meant was in balance link im getting a zip file and that file does not have pk3
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on November 25, 2012, 08:54:29 PM
http://wadtemp.fathax.com/files/Classes ... v6e-v4.pk3 (http://wadtemp.fathax.com/files/ClassesBalance-v6e-v4.pk3)

The file is a .pk3
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on November 25, 2012, 11:26:33 PM
i think its my PC i keep seeing zip
and RNC classes? whats this and where is it?
Title: Re: Class based modification (6E balance v4)
Post by: ice on November 26, 2012, 01:06:39 AM
right click the download link and click save as, and add ".pk3" at the end of the file name
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on November 26, 2012, 04:13:26 PM
oh... thanks
and whats this Classes V1aAuto?
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on November 30, 2012, 03:43:30 AM
Just a little something I thought up I wanted to share.
(click to show/hide)

For those that don't quiet get it from the pictures, I thought up a classes test map. Basically an editable hub map connected to rooms that are built around trying out classes.  Editable meaning its easy to edit the hub to add more sections. Such as a version now would cover 1/PU - 7, RKNs, Quint, Roll, Joe?, Copy Weps - Duo, DMs. But would easily be able to have rooms for 8 and other characters, such as Auto, Duo, etc.

The rooms would have ways to try all functions of your class, such as wall jumping, and learning range of attacks via respawning destroy-able targets., and possible show you weaknesses and classes weak to yours.

Also could easily be edited for other class mods (cough CSCC).
Just a thought though.
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on November 30, 2012, 04:47:34 AM
Quote from: "fortegigasgospel"
Just a little something I thought up I wanted to share.
(click to show/hide)

Hey, this is nice. Would be a great way to start the not-currently-WIP, will-work-when-every-class-is-done campaign mode.

Keep us updated :D
Title: Re: Class based modification (6E balance v4)
Post by: CHAOS_FANTAZY on November 30, 2012, 11:53:20 AM
Quote from: "fortegigasgospel"
Just a little something I thought up I wanted to share.
(click to show/hide)
Just a quick thought--instead of putting one big picture with all the Robot mugshots on it to show which room you're in, maybe separate them up and place one above each teleporter to show which class it displays.
(click to show/hide)

Also, I did have one question that I forgot to ask earlier--will the No Constancy classes be in their own separate file?  Since I don't believe the expansion's being added to the main game, it seems like it would be a strange thing to do to put them together...and, well, I hope you're handling them well.  Because the way I see it, why would anyone play an MM2 class over an RNC class after their release?
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on November 30, 2012, 03:49:47 PM
Yes, the RNC classes will be in a separate file, and can be played alongside the MM2 classes.

And to be honest, RNC classes don't have a "clear superiority" over the MM2 classes just because they're from Rockman no Constancy. They play at their own pace: some might be better (Metancy>Metal), some might not (theoretically, Flash>Flancy). This was the first design decission: we could've turn them into super forms of the current MM2 classes OR, as we did, make them separate classes that don't outclass the MM2 classes.
Title: Re: Class based modification (6E balance v4)
Post by: Knux on November 30, 2012, 04:02:27 PM
I think that making them separate classes is a good idea. There is more variety to choose from and people won't get an OP Metal Man again after he was nerfed.
Title: Re: Class based modification (6E balance v4)
Post by: CHAOS_FANTAZY on November 30, 2012, 08:15:14 PM
Quote from: "MusashiAA"
Yes, the RNC classes will be in a separate file, and can be played alongside the MM2 classes.

And to be honest, RNC classes don't have a "clear superiority" over the MM2 classes just because they're from Rockman no Constancy. They play at their own pace: some might be better (Metancy>Metal), some might not (theoretically, Flash>Flancy). This was the first design decission: we could've turn them into super forms of the current MM2 classes OR, as we did, make them separate classes that don't outclass the MM2 classes.
That may be so, but the bosses as they are in RNC are generally just harder forms of how they are in MM2.  Crancy Clancy has a larger explosion radius than Crash.  Aicy's tornadoes travel faster than Air's.  Flancy's bullets are way stronger than Flash's.  Since (IIRC) the mission statement of Classes Mod is to make it play as if you are that boss, I was worried that the RNC bosses might just come out to be superior versions of the MM2 bosses.
But I'll reserve any further statements until it comes out and I see how Bubbcy measures up to Bubble they play alongside one another.
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 01, 2012, 01:06:04 AM
Quote from: "CHAOS_FANTAZY"
Quote from: "fortegigasgospel"
Just a little something I thought up I wanted to share.
(click to show/hide)
Just a quick thought--instead of putting one big picture with all the Robot mugshots on it to show which room you're in, maybe separate them up and place one above each teleporter to show which class it displays.
(click to show/hide)

That was actually the idea I had, but I'm working very limited until I get a new laptop, what I made was just to show off the concept of the idea. Or I would have fleshed out the details better (such as that skybox not working, or the fact the room actually isn't even long enough to be the total range of Cutman's rolling cutting).

Also a few missing from that picture, IE would like other 3 Dark Men, Wily, I don't remember if there is a Joe class, and later potential characters such as Auto (cause he is so widely desired). But all in all that picture will likely be seeing some use.
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 01, 2012, 04:14:38 AM
Double post but it has been a few hours. But some progress (in my book).

(click to show/hide)
New hub, inspired by Chaos-Hub. And icons will be over teleporters.
The main room will house classes such as Copy Weps and others that don't belong elsewhere.
Outer rooms, though entrances are small (not a DM map so they can be big enough for one person), will cover games. Such as top left will be MMI/PU and so forth.
Characters "to come" will have "?" icons over them.
And yes, it is called "CBMTST: Class Based Modification Class Test Map"
Title: Re: Class based modification (6E balance v4)
Post by: -Daiki-TheOni on December 01, 2012, 11:55:44 AM
CBMTST.....
żwill that have a separate wad/pk3?
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 01, 2012, 06:12:13 PM
Quote from: "TheunlosingQuint"
CBMTST.....
żwill that have a separate wad/pk3?
This is the Class Based Modification mod, so CBM, and it is a class test map, so TST.
I'm not part of the class team, I'm just doing this cause I want to. When I've done all I can I will send it to the people who actually run this, and they can do with it as they please.
Completely redo, scrap it and use something else, whatever they want. Such as ideas of turning it into a campaign. I can't script stuff like that so I'm just making test rooms is all.

As for an update on what I'm doing, the hub for now is done. Even went beyond and added "icons" for Characters who are clearly "to come" (Duo and MM8) though they will be blocked off.  Also I need a Wily 28/28 Mugshot.

Now for screenies.
(click to show/hide)
The words are telling you the direction of the games teleporters. MM2/3/6/7 are up the halls and to the side.  Bosses is reserved for characters who won't have a normal amount of space and are generally stronger (in game) such as Wily, King, Terra and Sunstar (who are the intended patrons of that room) and POSSIBLY Ra Thor if he is to be added. The ? marks by the Killers are intended for Genesis Unit (Buster Rod, Mega Water, Hyper Storm) if they get added. The one next to Quint is intended for Fake Man, if he gets added.  M&B may get placed in the main room before MM9/10 (which isn't actually added yet, just there for show) in a similar fashion to Copyweps.

IF and ONLY IF plans to add them come underway, MMV, DOS+3, R&F2, Strategy rooms will branch off of the halls up to 2/3, 6/7 and 9/10
Title: Re: Class based modification (6E balance v4)
Post by: GameAndWatcher on December 01, 2012, 06:14:48 PM
On the Wily Mugshot, why not use the one used in RM7FC?
Title: I don't remember where I got Duo's icon
Post by: Gumballtoid on December 01, 2012, 07:45:21 PM
Thus far it looks fine, but... The quality on those screenshots makes me gag.

(click to show/hide)
I had these laying around for a while so go ahead and use 'em if you like.

The Wily icon was an edit from MM6's ending because it looks nice.
Title: Re: Class based modification (6E balance v4)
Post by: Hallan Parva on December 01, 2012, 07:52:04 PM
Dang those look nice.



Uh, but it sort of needs the &Bass Robot Masters on it.
Title: Re: Class based modification (6E balance v4)
Post by: SaviorSword on December 01, 2012, 07:53:52 PM
Who's that character on Duo's left?
Title: Re: Class based modification (6E balance v4)
Post by: -FiniteZero- on December 01, 2012, 07:54:28 PM
Terra, who was in Mega Man V fer Gameboy.
Title: Re: I don't remember where I got Duo's icon
Post by: fortegigasgospel on December 01, 2012, 08:16:38 PM
Quote from: "Gumballtoid"
Thus far it looks fine, but... The quality on those screenshots makes me gag.

(click to show/hide)
I had these laying around for a while so go ahead and use 'em if you like.

The Wily icon was an edit from MM6's ending because it looks nice.

I'll try those ones, thanks. The reason the quailty isn't good is because whoever made this picture
(click to show/hide)
originally saved it as a jpeg and not a png. Thus we got stuck with jpeg quailty. And the ones used in 8bitdm are much larger scaled, or I'd have used that Doc robot. I'll try with the ones Gumball posted.

Also it doesn't need M&B ones yet, we don't even have 8 in classes.
Title: Re: Class based modification (6E balance v4)
Post by: GameAndWatcher on December 01, 2012, 08:30:36 PM
I don't really like the Wily Mug that Gumball posted. Why not use the mugshot from RM7FC?
Title: Re: Class based modification (6E balance v4)
Post by: Galactan on December 01, 2012, 09:34:23 PM
Quote from: "Game&Watcher"
On the Wily Mugshot, why not use the one used in RM7FC?

Quote from: "Game&Watcher"
I don't really like the Wily Mug that Gumball posted. Why not use the mugshot from RM7FC?

Jeez.

Anyway, is there a possibility for MMV classes at any point?
Title: Re: Class based modification (6E balance v4)
Post by: GameAndWatcher on December 01, 2012, 09:46:19 PM
^I indeed notice my repetition, but my point is that the Mugshot for Wily in RM7FC would of been better.
Title: Re: Class based modification (6E balance v4)
Post by: Hallan Parva on December 01, 2012, 10:16:39 PM
I love the one Gumball posted and you should feel bad :ugeek:







oh yeah SO IS ASTRO MAN GETTING ASTRO CRUSH ON TAP
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 01, 2012, 11:47:20 PM
Limited Resources here, 8bit's version uses the Wily logo, and I did a quick google search, only ones I found have the W also, link the mugshot and I'll put in. Also thank you gum, they were all perfect fits.

8bitdm DM4 mug used
(click to show/hide)

MM8 Mugs put in and room blocked off
(click to show/hide)

Teleporters not connected blocked off, and 8bitdm Doc mug used.
(click to show/hide)

And fitting for now I think.
(click to show/hide)

If anyone wants to help by making rooms feel free to do so.
Title: Re: Class based modification (6E balance v4)
Post by: Gumballtoid on December 02, 2012, 01:04:00 PM
It might be good to have moving actors in each room for target practice.

Like a Sniper Joe running along a set path that respawns shortly after being destroyed.
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 02, 2012, 07:55:47 PM
I was thinking non-moving targets with various HPs to get general idea of damage, like a weak target with 1 hp and a strong one with 100. Though I lack a program to make transparencies on this computer and I'm not gonna download any cause it ain't my PC.  Also the decorate messed something up when I tried to code them in.

For now I'm going to try and just make it as simple as I can without having to make many additions to actor wise. Yea I know it sounds like I'm being lazy.
Title: Re: Class based modification (6E balance v4)
Post by: Galactan on December 03, 2012, 07:25:37 AM
It might also be good to have a Spring man in each testing room.
Title: Re: Class based modification (6E balance v4)
Post by: xColdxFusionx on December 06, 2012, 05:37:15 PM
So how exactly does the hub work? Can you enter any room as any class, or do you switch classes upon teleporting, or...?

Also Bubble Man's room needs a pool to swim in.
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 06, 2012, 11:26:30 PM
As of currently the hub is like the hub for Chaos generator.  You pick your class like normal and go find the room that corresponds with your class. Any class can enter any room. That is due to me not being too good at ACS and would probably never be able to figure out how to script it to auto-change your class.

Atm the only room is Rock's/Mega's which atm is just the weapon training room from Light Lab.
Title: Re: Class based modification (6E balance v4)
Post by: Emmanuelf06 on December 14, 2012, 05:59:35 AM
Bikdark told me than the gemini clone will have the damage of the player + damage for himself. It's ok and logic.

But, if the laser is nerfed, what's the point? 20 damage for a laser make the laser useless. Except if the speed shot is like x2...... (since the laser is not really used or maybe a little in TLMS).

Windman can need a vertical shot (Change arm ?)

Anyways, i speak for sheeps I know (since nobody respond to me).

But don't forget, class no-sniper (Gyroman, Ballade) is not very good for high ping, it's cool to have some spammers like heatman, Diveman or Geminiman for the high pings (like me), it makes the game more playable (Ballade is better but it's always hard to aim with 170-200 ping actually ) cause if we can't have a good aim with a lag, we can try tactic in TLMS.

Im a little pissed off by the guy who say "magnetman is cheap" "geminiman is op", guys, ok you have 20 ping and can shoot perfectly with robots like Ballade or others, but for others guys, it's the only solution to have a little more fun with this game.

Ok you are ""pro"" but we need some spammer like heatman in this game.

Just sayin cause i have the feeling that some robotmasters will be nerfed and never used....(like Gemini Laser 20 damage, Trololo)
Title: Re: Class based modification (6E balance v4)
Post by: Tengu on December 15, 2012, 03:19:41 AM
Yeah, to be honest I thought the laser was fine. The only thing that needed fixing was the broken clone.
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on December 15, 2012, 04:06:16 AM
Oh, that was a decission to differentiate it from the copywep laser.

Wait, was it nerfed? Because the only change I can recall was the added flashing effecton the projectile. I actually suggested for it to be either longer or travel faster after each bounce.
Title: Re: Class based modification (6E balance v4)
Post by: Emmanuelf06 on December 15, 2012, 05:38:29 AM
Quote from: "MusashiAA"
. I actually suggested for it to be either longer or travel faster after each bounce.

It can be really good! cause it's not really like the one in mm3! I would like it *_*

I have seen that the Gyro attack or Car drive has really a big hitbox thing....
I tried Turboman, he is not so powerfull but really fast and usefull, compared to chargeman....

I noticed, when you use car mode with Turboman, you can see easier the ennemy when you hit him, compared to Chargeman where it's harder....

But chargeman have a stronger armor too, no ?
Title: Re: Class based modification (6E balance v4)
Post by: fortegigasgospel on December 15, 2012, 01:56:53 PM
Quote from: "MusashiAA"
I actually suggested for it to be either longer or travel faster after each bounce.

But then it would have to be changed again later when Strike Man class came out, because thats his thing. And not giving it to Strike at all would just be wrong.
Title: Re: Class based modification (6E balance v4)
Post by: Galactan on December 16, 2012, 09:24:02 AM
Why don't we just give Magnet Man the same armor as Elec Man (glass, I believe)?

After all, he's usually used from a far distance and has the magnet push, so he's not constantly taking hits.
Title: Re: Class based modification (6E balance v4)
Post by: Emmanuelf06 on December 16, 2012, 11:59:30 AM
Why ? What is his armor actually? He is weak, except in TLMS -large map- ....
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on December 16, 2012, 06:45:49 PM
Quote from: "Stonefunk"
Why ? What is his armor actually? He is weak, except in TLMS -large map- ....
IIRC, he has normal armor. I actually think he's fine. I suggested Magnet Missiles being destroyable after they travel a certain distance, but it was rejected because Magnet Missile is already way too innacurate because of its speed. its also too fast so good luck destroying the missiles that can reach mach 7 in 0.01 seconds
Title: Re: Class based modification (6E balance v4)
Post by: Davregis on December 17, 2012, 11:31:57 PM
Would Skullman with light armor a good idea, by any chance?
Title: Re: Class based modification (6E balance v4)
Post by: Galactan on December 18, 2012, 03:00:26 AM
Yes.
Fucking
YES
Title: Re: Class based modification (6E balance v4)
Post by: Knux on December 18, 2012, 04:02:55 AM
Quote from: "Daveris"
Would Skullman with light armor a good idea, by any chance?
His MM&B profile says he's a well balanced combat robot.

Why would he get a weak armor when you need to aim everything you shoot? Skull Barrier Rage needs timing as well, so if you're getting owned by a Skull Man, that means it's a damn good player or you just suck. :ugeek:
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on December 18, 2012, 08:19:02 PM
Skull man needs timing on that damn shield. if i wanted to wait so i can get 3 SHOTS MAX (not copywep) i would play MM4.
Magnetman is fine, we nerfed him enough... or we could nerf him down to nothing. your decision.
No one wants to nerf Darkman3 or give him zoom? seems legit
Was Drill broken before balance v4? I can't kill shit with him in v4.
and now punk is now.... BOUNCY PUNK! when punk punks something (be it dead center) he flies into a pit!
Title: Re: Class based modification (6E balance v4)
Post by: Korby on December 18, 2012, 08:26:45 PM
Quote from: "Mr.shadow"
give him zoom?
no
Title: Re: Class based modification (6E balance v4)
Post by: Magnet Dood on December 18, 2012, 08:29:31 PM
Yes, I believe that Drill could use a slight damage buff for his bombs. As it stands, it's difficult to take someone out with them.
Title: Re: Class based modification (6E balance v4)
Post by: Davregis on December 19, 2012, 01:11:09 AM
Quote from: "Knux"
Quote from: "Daveris"
Would Skullman with light armor a good idea, by any chance?
His MM&B profile says he's a well balanced combat robot.

Why would he get a weak armor when you need to aim everything you shoot? Skull Barrier Rage needs timing as well, so if you're getting owned by a Skull Man, that means it's a damn good player or you just suck. :ugeek:

Skull Barrier's reload time means that in areas with few people, all you need to do is pop it when you see somebody, then run before it reloads
>>>Mind you, this is only effective in LMS

In the same situation in DM, all it requires is timing.
>>>Few classes fire shots fast enough to make it hard

In a crowded room, just run into somebody's shots and score a frag
>>>I was making 1st in crowded rooms awhile back

+Even if you can't pull off the rage, the barrier still makes him hard to hit.

Also, hitstun sniper bullets aren't as hard to hit with as, say, Flame Man's projectile.
Title: Re: Class based modification (6E balance v4)
Post by: Mr.shadow on December 19, 2012, 06:19:50 AM
Quote from: "Knux"
Why would he get a weak armor when you need to aim everything you shoot? Skull Barrier Rage needs timing as well, so if you're getting owned by a Skull Man, that means it's a damn good player or you just suck. :ugeek:

I suck cuz i can't withstand an angry skullman with 30 DAMAGE BULLETS AT 2x SPEED not to mention most of the time you can't take your eyes off him or you're dead.

knux, not raging but: you must be the best player here since not many people can withstand that at thier face OR this post is not legit

Quote from: "Korby"
Quote from: "Mr.shadow"
give him zoom?
no

aww :(  call me stupid but may i ask why?
Title: Re: Class based modification (6E balance v4)
Post by: Knux on December 19, 2012, 06:25:12 AM
Not sure if praising.

Or failtroll.

There are a few ways to defeat a Skull Man. Primarily, don't just go Rambo on them if they are facing you. Try to surprise them, run away, repeat. If there is little cover and the Skull Man player knows what they're doing, chances are it's gonna hurt.
Title: Re: Class based modification (6E balance v5)
Post by: Korby on December 19, 2012, 07:36:03 AM
so
http://wadtemp.fathax.com/files/Classes ... v6e-v5.pk3 (http://wadtemp.fathax.com/files/ClassesBalance-v6e-v5.pk3)
I was told to post this

v4 -> v5
Sniper Joe Class

Cloud man no-ammo fire and recharge does radius damage.
Air man speed reduction but main costs no ammo.
Plant man armor nerfed to light, Buster rof reduced, buster has drain in lms
Skullman no longer rages off of friendly fire
Fixed bubble flood lag
Title: Re: Class based modification (6E balance v5)
Post by: Emmanuelf06 on December 19, 2012, 07:43:28 AM
Need to try it  :mrgreen:
Title: Re: Class based modification (6E balance v5)
Post by: JaxOf7 on December 19, 2012, 08:13:29 AM
Feel I should mention that Sniper Joe is ported from Ice's Enemy Classes mod and that I got permission a very long time ago.
Title: Re: Class based modification (6E balance v5)
Post by: Hallan Parva on December 19, 2012, 10:19:08 AM
Quote from: "Korby"
Skullman no longer rages off of friendly fire
Fixed bubble flood lag
MY BODY IS READY

Quote from: "Korby"
Plant man armor nerfed to light, Buster rof reduced
wait never mind



now I could see a slight problem with Plant Man before
and I could see wanting to make his healing less of "god why" in 1v1

but BOTH nerfs just seem too harsh on the poor guy

I mean really his bullets have piss range already geez cut him some slack
Title: Re: Class based modification (6E balance v4)
Post by: Davregis on December 19, 2012, 12:29:17 PM
Quote from: "Knux"
Not sure if praising.

Or failtroll.

There are a few ways to defeat a Skull Man. Primarily, don't just go Rambo on them if they are facing you. Try to surprise them, run away, repeat. If there is little cover and the Skull Man player knows what they're doing, chances are it's gonna hurt.

There are indeed "few ways" to kill a Skull Man.

Two of them both depend on the map and give the Skull an advantage!

Keep in mind this is primarily based on mono-Skulling and then facing a good Skull when I stopped.
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on December 19, 2012, 04:19:39 PM
Quote from: "Knux"
Not sure if praising.

Or failtroll.

neither. Its this magical thing I call... sarcasm

There are a few ways to defeat a Skull Man. Primarily, don't just go Rambo on them if they are facing you. Try to surprise them, run away, repeat. If there is little cover and the Skull Man player knows what they're doing, chances are it's gonna hurt.

both strategies depend on a roll of a dice. I don't know about you, but i don't prefer I-pray-to-the-heavens-for-the-map-i-want and I-pray-to-the-heavens-this-player-sucks. :ugeek:
Title: Re: Class based modification (6E balance v5)
Post by: Orange juice :l on December 19, 2012, 07:46:39 PM
Skull's damage is garbage without rage, and his only survivability comes from that barrier. If you shoot him while he's running, yeah, he's going to use that speed to get away. If you shoot him while he's got his barrier ready, yeah, he's going to gun you down if he's got great aim. If you actually plan around it and juke him into wasting the barrier, then he's helpless. Only change I can see being reasonable for skullman would be a hitstun nerf, seeing how easily he can lock you down without rage.
Title: Re: Class based modification (6E balance v4)
Post by: Galactan on December 19, 2012, 10:46:47 PM
Hey

Quote from: "Galactan"
Anyway, is there a possibility for MMV classes at any point?
Title: Re: Class based modification (6E balance v4)
Post by: MusashiAA on December 19, 2012, 10:50:58 PM
Quote from: "Galactan"
Hey

Quote from: "Galactan"
Anyway, is there a possibility for MMV classes at any point?

When a MMV expansion comes out.

Maybe.
Title: Re: Class based modification (6E balance v5)
Post by: Duora Super Gyro on December 19, 2012, 11:04:54 PM
Quote from: "Orange juice :l"
Skull's damage is garbage without rage, and his only survivability comes from that barrier. If you shoot him while he's running, yeah, he's going to use that speed to get away. If you shoot him while he's got his barrier ready, yeah, he's going to gun you down if he's got great aim. If you actually plan around it and juke him into wasting the barrier, then he's helpless. Only change I can see being reasonable for skullman would be a hitstun nerf, seeing how easily he can lock you down without rage.

That hit stun is my problem with him, I think it needs a nerf.
Title: Re: Class based modification (6E balance v5)
Post by: Davregis on December 19, 2012, 11:29:29 PM
Quote from: "Orange juice :l"
Skull's damage is garbage without rage, and his only survivability comes from that barrier. If you shoot him while he's running, yeah, he's going to use that speed to get away. If you shoot him while he's got his barrier ready, yeah, he's going to gun you down if he's got great aim. If you actually plan around it and juke him into wasting the barrier, then he's helpless. Only change I can see being reasonable for skullman would be a hitstun nerf, seeing how easily he can lock you down without rage.


Fine with me. As long as it's not removed entirely, that'd be valid.
Title: Re: Class based modification (6E balance v5)
Post by: Mr. Sean Nelson on December 21, 2012, 04:55:19 AM
Y U NO Doomseeker?!?

Y U NO?!?!?
Title: Re: Class based modification (6E balance v5)
Post by: xColdxFusionx on December 21, 2012, 05:25:54 PM
I don't know what the hell you did to his coding, but now Junkman is a walking Crashout command. Someone fix this, please.
Title: Re: Class based modification (6E balance v5)
Post by: Emmanuelf06 on December 21, 2012, 06:59:21 PM
We will take a break with classes mode, it doesnt go with MM8BDM V3A.... xD

Anyways, let's wait v7 Classes now.... ^^
Title: Re: Class based modification (6E balance v5)
Post by: Davregis on December 21, 2012, 11:23:30 PM
So Sniper Joe's buster's getting buffed?
Title: Re: Class based modification (6E balance v5)
Post by: MusashiAA on December 22, 2012, 12:50:58 AM
Quote from: "Daveris"
So Sniper Joe's buster's getting buffed?
No, but there are plans for improving the class.

Also guys you might want to hold your panties for a while. Lots of scripts and stuff were changed in v3a, so Classes-v6f (or v7a, whichever occurs first) and the rest of the class mods will take a while to update. Enjoy vanilla in the meantime.
Title: Re: Class based modification (6E balance v5)
Post by: tsukiyomaru0 on December 22, 2012, 02:21:57 AM
Now that a "certain skin" has been made, can we have that "certain class"?
(click to show/hide)
Title: Re: Class based modification (6E balance v5)
Post by: xColdxFusionx on December 22, 2012, 03:52:01 AM
Only one spoiler works at a time, bro.

Don't worry, I've run into that problem as well.
Title: Re: Class based modification (6E balance v5)
Post by: Toastman on December 22, 2012, 06:41:33 AM
when might v7a come out?
Title: Re: Class based modification (6E balance v5)
Post by: Hallan Parva on December 22, 2012, 07:01:39 AM
Quote from: "tsukiyomaru0"
Now that a "certain skin" has been made, can we have that "certain class"?

(click to show/hide)
"This is... my DESTINY!!"

Main Weapon: Mega Buster
Fire: Mega Buster (can charge; charging stops movement; full-charge shot is devastating)
Alt: EX Mega Buster (fires a full Mega Buster charge instantly; charge for Mega Cannon; uses half the ammo bar)
Alt: Mega Cannon (a slow-moving OHKO that fades after enough distance; uses the entire ammo bar)

Sub Weapon: Variable Buster
Fire: Special Weapon
Alt: Super Arm (pick up an enemy, then throw 'em for good damage) (((THIS IS POSSIBLE BTW)))

Ammo regenerates by landing hits on enemies. Weapon Energy cannot charge the ammo bar.
Title: Re: Class based modification (6E balance v5)
Post by: Davregis on December 23, 2012, 03:08:07 AM
Ninja'd post >.>
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on December 23, 2012, 03:15:49 AM
Quote from: "SmashBroPlusB"
Quote from: "tsukiyomaru0"
Now that a "certain skin" has been made, can we have that "certain class"?

(click to show/hide)
"This is... my DESTINY!!"

Main Weapon: Mega Buster
Fire: Mega Buster (can charge; charging stops movement; full-charge shot is devastating)
Alt: EX Mega Buster (fires a full Mega Buster charge instantly; charge for Mega Cannon; uses half the ammo bar)
Alt: Mega Cannon (a slow-moving OHKO that fades after enough distance; uses the entire ammo bar)

Sub Weapon: Variable Buster
Fire: Special Weapon
    Backwards on ground: Ice Slasher (slow-moving mid-damage projectile that freezes foes)
    Forwards in air: Thunder Beam (up, down, and forward shots that stun foes)
    Everything else: Mega Buster (doesn't charge and instead auto-fires at a good rate)
Alt: Super Arm (pick up an enemy, then throw 'em for good damage) (((THIS IS POSSIBLE BTW)))

Ammo regenerates by landing hits on enemies. Weapon Energy cannot charge the ammo bar.


Whoa whoa WHOA.... WHOA! this is a class not saxton hale! no one hit KOs!
Title: Re: Class based modification (6E balance v5)
Post by: Hallan Parva on December 23, 2012, 06:26:59 AM
Quote from: "Mr.shadow"
Whoa whoa WHOA.... WHOA! this is a class not saxton hale! no one hit KOs!
Guts Man's Super Arm.
A correctly aimed Rolling Cutter or Knight Crush.
Top Man's Top Spin... using either spin method.
Gravity Man's Gravity Hold versus extremely airborne players.
Copy weapons Atomic Fire, Top Spin, and Flame Sword. Flash Bomb comes close.


Your argument is invalid and your reasoning is even worse. :ugeek:
Title: Re: Class based modification (6E balance v5)
Post by: Emmanuelf06 on December 25, 2012, 02:48:51 PM
I miss class mode......

(click to show/hide)
Title: Re: Class based modification (6E balance v5)
Post by: Davregis on December 29, 2012, 11:29:31 PM
So how about that release ETA?
Title: Re: Class based modification (6E balance v5)
Post by: Korby on December 30, 2012, 01:08:01 AM
Soon.






























Valve Time.
Title: Re: Class based modification (6E balance v5)
Post by: MusashiAA on December 30, 2012, 07:33:20 AM
Well, class skin colors are mostly fixed. Some projectile graphics still need fixing. Next comes fixing bugs and glitches regarding attacks and such. Maybe after that it'll be damagetype fixes. And then who knows.

Valve Time.
Title: Re: Class based modification (6E balance v5)
Post by: Beed28 on December 30, 2012, 11:17:00 AM
Quote from: "MusashiAA"
Well, class skin colors are mostly fixed.
Please, please, PLEASE tell me they use their original colours now. Napalm Man's colour made me want to throw myself at a wall.
Title: Re: Class based modification (6E balance v5)
Post by: Korby on December 30, 2012, 04:06:28 PM
I should probably mention that I've been meaning to make Napalm Blue/Orange for quite some time now.
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on December 30, 2012, 09:39:37 PM
Quote from: "SmashBroPlusB"
Quote from: "tsukiyomaru0"
Now that a "certain skin" has been made, can we have that "certain class"?

(click to show/hide)
"This is... my DESTINY!!"

Main Weapon: Mega Buster
Fire: Mega Buster (can charge; charging stops movement; full-charge shot is devastating)
Alt: EX Mega Buster (fires a full Mega Buster charge instantly; charge for Mega Cannon; uses half the ammo bar)
Alt: Mega Cannon (a slow-moving OHKO that fades after enough distance; uses the entire ammo bar)

So... what dafaq is this then? :ugeek:
Title: Re: Class based modification (6E balance v5)
Post by: The Torise on January 02, 2013, 01:05:50 AM
Props for the sound effect on Bubble Man's flooding.  That takes me back
Title: Re: Class based modification (6E balance v5)
Post by: Hallan Parva on January 02, 2013, 01:32:57 AM
Quote from: "Mr.shadow"
So... what dafaq is this then? :ugeek:
I'm no expert, but to me it looks like a crappy attempt at quoting something.
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on January 02, 2013, 02:59:27 AM
Quote from: "SmashBroPlusB"
Quote from: "Mr.shadow"
So... what dafaq is this then? :ugeek:
I'm no expert, but to me it looks like a crappy attempt at quoting something.

are you answering, or trying to piss me off?
Title: Re: Class based modification (6E balance v5)
Post by: DarkAura on January 02, 2013, 03:15:37 AM
Is it possible for YD Grenade to..."pull his own pin?"

Kamikaze atack.
Title: Re: Class based modification (6E balance v5)
Post by: Galactan on January 02, 2013, 04:55:57 AM
Let them adjust to Zandronum before they get back to work on v7
Title: Re: Class based modification (6E balance v5)
Post by: MusashiAA on January 02, 2013, 05:08:02 AM
Quote from: "Galactan"
Let them adjust to Zandronum before they get back to work on v7
You mean Jax, right?

Quote from: "DarkAura"
Is it possible for YD Grenade to..."pull his own pin?"

Kamikaze atack.

Maybe? Itemfire triggers a huge explosion that leaves Grenademan with very little HP, but deals very high damage at point blank? But then again, it's a pretty dumb idea to begin with...an intrussive kamikaze attack that is triggered by the same button that activates E-Tanks and Carry, a cheap high damage-high risk attack that isn't in any way conceptually workable with the current concept of Grenademan...

I would be against it. It's not doable with the current concept of Grenademan.
Title: Re: Class based modification (6E balance v5)
Post by: Korby on January 02, 2013, 05:40:31 AM
Don't listen to Musashi he's not sure what he's saying.

I've fully intended Grenademan to explode on death since creating him.
Title: Re: Class based modification (6E balance v5)
Post by: Galactan on January 02, 2013, 05:58:13 AM
Quote from: "MusashiAA"
You mean Jax, right?

If Jax is the whole dev team, then yes.
Title: Re: Class based modification (6E balance v5)
Post by: MusashiAA on January 02, 2013, 07:07:16 AM
Quote from: "Korby"
Don't listen to Musashi he's not sure what he's saying.

I've fully intended Grenademan to explode on death since creating him.

Well, I have YET to see that actually happening.
Title: Re: Class based modification (6E balance v5)
Post by: Dusty on January 02, 2013, 08:36:56 AM
suicide grenade man. I can dig it.
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on January 02, 2013, 05:36:53 PM
Quote from: "MusashiAA"
Quote from: "Galactan"
Let them adjust to Zandronum before they get back to work on v7
You mean Jax, right?

Quote from: "DarkAura"
Is it possible for YD Grenade to..."pull his own pin?"

Kamikaze atack.

Maybe? Itemfire triggers a huge explosion that leaves Grenademan with very little HP, but deals very high damage at point blank? But then again, it's a pretty dumb idea to begin with...an intrussive kamikaze attack that is triggered by the same button that activates E-Tanks and Carry, a cheap high damage-high risk attack that isn't in any way conceptually workable with the current concept of Grenademan...

I would be against it. It's not doable with the current concept of Grenademan.

how bout grenade man loses a frag when he ragequits and anyone in the blast gives him a frag?
Title: Re: Class based modification (6E balance v5)
Post by: Igorthecrafter on January 02, 2013, 08:46:12 PM
Can you please hurry up with the classes modification?
I'm too angry of waiting
Title: Re: Class based modification (6E balance v5)
Post by: FTX6004 on January 02, 2013, 09:01:15 PM
Quote from: "Igorthecrafter"
Can you please hurry up with the classes modification?
I'm too angry of waiting
I think a class can take a long time to be finish so you must wait for it.
Title: Re: Class based modification (6E balance v5)
Post by: Igorthecrafter on January 02, 2013, 09:27:26 PM
Quote
I think a class can take a long time to be finish so you must wait for it.
Damn so i must wait like 1 month?
Title: Re: Class based modification (6E balance v5)
Post by: MusashiAA on January 02, 2013, 09:34:11 PM
Quote from: "Igorthecrafter"
Damn so i must wait like 1 month?

Valve Time, or "you will wait as long as we wish to make you suffer" ;)

Jax is updating the mod for v3a. That means reorganizing and/or recoding everything. That takes a while.
Title: Re: Class based modification (6E balance v5)
Post by: Accel on January 02, 2013, 10:51:11 PM
Now, I'm not a mod maker, as I'm completely useless when it comes to coding anything that isn't a BotChat, but I'd assume these things take time-- especially when the most recent update changed the very foundation of the game. (From Skulltag to Zandronum.)
Title: Re: Class based modification (6E balance v5)
Post by: Igorthecrafter on January 03, 2013, 12:27:16 PM
Quote
Valve Time, or "you will wait as long as we wish to make you suffer" ;)

Jax is updating the mod for v3a. That means reorganizing and/or recoding everything. That takes a while.


Report this post

So this means 1 week?
Title: Re: Class based modification (6E balance v5)
Post by: -Daiki-TheOni on January 03, 2013, 12:39:59 PM
Be patient, Igorthecrafter, I know how you feel, (this is my favourite mod/wad) but you have to wait....
Title: Re: Class based modification (6E balance v5)
Post by: MusashiAA on January 03, 2013, 11:19:51 PM
Quote from: "Igorthecrafter"
Quote from: "MusashiAA"
Quote from: "Igorthecrafter"
Damn so i must wait like 1 month?

Valve Time, or "you will wait as long as we wish to make you suffer" ;)

Jax is updating the mod for v3a. That means reorganizing and/or recoding everything. That takes a while.

So this means 1 week?

It'll take as long as it should. 1 day, 1 week, 1 month, 1 year...

As long as it should.
When it's done.
Valve Time.

Enjoy vanilla and any other mods that have been updated for v3a in the meantime.
Title: Re: Class based modification (6E balance v5)
Post by: Igorthecrafter on January 04, 2013, 12:22:38 AM
You're right
I'm playing with megaman x classes which has epic classes
and is updated for v3a

Quote from: "TheunlosingQuint"
Be patient, Igorthecrafter, I know how you feel, (this is my favourite mod/wad) but you have to wait....
Hello TheUnlosingQuint
Title: Re: Class based modification (6E balance v5)
Post by: FTX6004 on January 04, 2013, 08:12:14 AM
Quote from: "Igorthecrafter"
You're right
I'm playing with megaman x classes which has epic classes
and is updated for v3a

Is not updated for 3a i was dowloading it today and didn't show me mm8 weapons ammo.
Title: Re: Class based modification (6E balance v5)
Post by: Igorthecrafter on January 04, 2013, 01:05:34 PM
Quote from: "FTX"
Quote from: "Igorthecrafter"
You're right
I'm playing with megaman x classes which has epic classes
and is updated for v3a

Is not updated for 3a i was dowloading it today and din't show me mm8 weapons ammo.
Well since with buckshot ins't too annoying
Title: Re: Class based modification (6E balance v5)
Post by: Galactan on January 05, 2013, 04:22:22 AM
Go discuss the mmx classes on its thread, not here.
Title: Re: Class based modification (6E balance v5)
Post by: TheDoc on January 05, 2013, 09:30:59 PM
It's probably bcuz of v3, but I can't run classes due to "replacement type ShadowBladeNoReturn not found" or something like that. Is that bcuz of the new version of MM8BDM?
Title: It is taking all of my restraint no to fling insults here
Post by: Galactan on January 06, 2013, 06:32:04 AM
Yes, MM8BDM V3 broke classes.
Title: Re: It is taking all of my restraint no to fling insults her
Post by: YGP1111 on January 07, 2013, 02:36:49 AM
Quote from: "Galactan"
Yes, MM8BDM V3 broke classes.
MM8BDMV3c is evilll. :O
 :shock:


But still i cant wait for the MM8 Classes to be released.  :D
Title: Re: Class based modification (6E balance v5)
Post by: Ivory on January 07, 2013, 02:38:05 AM
Hmm. MM8BDM v3c breaks classes huh? I'll have to make note of that for the v3c update :ugeek:
Title: Re: Class based modification (6E balance v5)
Post by: Davregis on January 08, 2013, 12:23:56 AM
Quote from: "Ivory"
Hmm. MM8BDM v3c breaks classes huh? I'll have to make note of that for the v3c update :ugeek:

*twitch*
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on January 08, 2013, 12:25:00 AM
classes was ninja'd...
Title: Re: Class based modification (6E balance v5)
Post by: Ivory on January 08, 2013, 12:28:28 AM
Quote from: "Daveris"
*twitch*
Don't post one word posts please.

Quote from: "Mr.shadow"
classes was ninja'd...
Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.
Title: Re: Class based modification (6E balance v5)
Post by: The Torise on January 08, 2013, 12:36:44 AM
Quote from: "Ivory"
Quote from: "Daveris"
*twitch*
Don't post one word posts please.

Quote from: "Mr.shadow"
classes was ninja'd...
Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.


Sure you say that now, but who will be laughing when we all see Ivory's Class-based Modification for MM8BDM v3c?!
When we get to v3c that is
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on January 08, 2013, 12:40:24 AM
Quote from: "Ivory"
Quote from: "Daveris"
*twitch*
Don't post one word posts please.

Quote from: "Mr.shadow"
classes was ninja'd...
Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.

ShadowbladeReturn is not ShadowbladeReturnC
I meant that quite literately :geek:

However, no you can use classes again it doesn't break it... unless you tried to change the SBR to SBRC
Title: Re: Class based modification (6E balance v5)
Post by: Galactan on January 08, 2013, 01:34:48 AM
No one said anything about ShadowbladeReturnC.
Where the hell are you pulling this from?
Title: Re: Class based modification (6E balance v5)
Post by: Tengu on January 08, 2013, 02:03:22 AM
Yeah really I didn't see any amount of relevance/any sort of sense in that post.
Title: Re: Class based modification (6E balance v5)
Post by: Orange juice :l on January 08, 2013, 02:16:01 AM
I think he's trying to draw the connection between the fact that V3C and ShadowbladereturnC both have capital C's in them.

I don't know either.
Title: Re: Class based modification (6E balance v5)
Post by: Emmanuelf06 on January 08, 2013, 02:45:53 AM
You can't fix it guys? Instead to try to make a V7.... -____-
Title: Re: Class based modification (6E balance v5)
Post by: The Torise on January 08, 2013, 03:41:08 AM
It doesn't really work that way.  The shift to V3 is kind of a big deal for this mod, even if it didn't mean a whole new slew of classes to implement.  Then there are the classes themselves, and it's tricky to design them so that they aren't completely broken.

I mean after all, there are no overpowered classes with this mod.  No sir.
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on January 08, 2013, 04:53:34 AM
Quote from: "Orange juice :l"
I think he's trying to draw the connection between the fact that V3C and ShadowbladereturnC both have capital C's in them.

I don't know either.

ever tried running the classes?!
its the first error message... -_-
at least check before making me look like an idiot
Title: Re: Class based modification (6E balance v5)
Post by: Galactan on January 08, 2013, 05:09:06 AM
Nobody mentioned the first error message.  And nobody made you look stupid.
Title: Re: Class based modification (6E balance v5)
Post by: Mr.shadow on January 08, 2013, 05:23:16 AM
yea i should have quoted and i was making a joke about it. haha...hue
Title: Re: Class based modification (6E balance v5)
Post by: Toastman on January 09, 2013, 04:36:38 AM
Not Found

The requested URL /files/ClassesBalance-v6e-v5.pk3 was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.

Help plox.
Title: Re: Class based modification (version...6F???)
Post by: Korby on January 09, 2013, 08:10:39 AM
bet you weren't expecting this
because I know I sure as hell wasn't.

http://wadtemp.fathax.com/files/Classes-v6f.pk3 (http://wadtemp.fathax.com/files/Classes-v6f.pk3)

this incorporates balance patches up to v5 and works with 3a(mostly)

Issues list:
Electric attacks do not pierce armor

Megaman charge color
Junkman's armor bar
New item replacements and restrictions have not been decided on
Bots do not like Time bender
CTF
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on January 09, 2013, 10:55:19 AM
YES FINALY! Thank you very muuuuuuch, i missed so much this mode <3
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 09, 2013, 03:25:05 PM
This is an awesome birthday present. Two things I noticed so far; the tornadoes for Air Man's Air Wall are missing the death sprites from the Air Shooter tornadoes, and the Tank pickups don't change colour along with the colour of the class. Oh, and the Rockman class is missing a corresponding bot.

EDIT: Also
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Celebi on January 09, 2013, 05:57:39 PM
Quote from: "Beed28"
This is an awesome birthday present. Two things I noticed so far; the tornadoes for Air Man's Air Wall are missing the death sprites from the Air Shooter tornadoes, and the Tank pickups don't change colour along with the colour of the class. Oh, and the Rockman class is missing a corresponding bot.

EDIT: Also
(click to show/hide)

Pssst we were more focused on actually getting this to work in general.  The Airman wall is really cosmetic, don't need to be picky about it.  Tank pickups don't change color because I don't know, ask Jax, its not really a huge issue.  No Rockman bot because bots are broken in general.  AND finally, the hell is with your resolution, you have it on a rather low setting, this will cause the icon to appear bigger.

EDIT: Report anything else here, because really, I'm only one guy.  I can't find everything instantly.

EDIT2: Known issue, Punk is slightly blue when morphing/demorphing from his alt, he used to completely stay blue after using it.
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 09, 2013, 06:13:32 PM
The Tanks don't change colour because this:
Code: [Select]
Spawn:
EBAL E 0
EBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
EBAL EF 6
Goto Spawn+2
They're missing this function:
Code: [Select]
EBAL E 0 Thing_ChangeTID(0,999)The script that changes their colour requires them to have a Thing TID of 999, or they won't change colour. It should look like this in the end:
Code: [Select]
Spawn:
EBAL E 0
EBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
EBAL E 0 Thing_ChangeTID(0,999)
EBAL EF 6
Goto Spawn+3
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 09, 2013, 06:29:51 PM
awesome birthday present!
Title: Re: Class based modification (v6F)
Post by: MusashiAA on January 09, 2013, 07:31:32 PM
Yeah, this is more of a working version than an optimized version. If no evil crash or bug surfaces, v7a will be much more optimized.

None of the MM8 buster adaptors are accesible right now, and all classes can use Beat Support (and Treble Sentry? I don't remember). All MM8 weapons have their appropiate damagetype. Also Oilman uses the new physics, and I'm selling pitchforks and torches right now.
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 09, 2013, 08:29:52 PM
Quote from: "Yellow Devil"
(http://fast1.onesite.com/capcom-unity.com/user/sonicmega/4ccba0626acdaac9e34f4428b9de1b1e.png?v=179584)
THHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNNNNNNNNNKKKKKKKKKKKKKKS SOOOO MUCH!!!!!!
Title: Re: Class based modification (v6F)
Post by: Tengu on January 09, 2013, 09:46:49 PM
Uhh... I don't get it. Are you thanking him for that picture?
Title: Re: Class based modification (v6F)
Post by: Korby on January 09, 2013, 09:51:41 PM
No, he's happy about 6f :ugeek:
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 09, 2013, 10:32:05 PM
And my class of choice is now the average Joe. :D
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 09, 2013, 10:52:07 PM
I have an idea; if a copy wep class kills someone, they automaticly receive their weapon (like in the Robot Master gauntlet), but cannot refill ammo from it afterwards. It would be a great alternative from having endless weapon drops litter the whole area, and I think I know how to do it.
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 09, 2013, 11:19:05 PM
Quote from: "Korby"
No, he's happy about 6f :ugeek:

EEEEEEEEEEEXXXXXXXAAAAAAACCCCCTTTTTLLLLLLYYYYY CCCCCOOOOOORRRREEEECCCCCTTTTTTT
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 09, 2013, 11:20:02 PM
P.S:
Make a class server
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 09, 2013, 11:23:06 PM
There's already four servers up.
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 10, 2013, 12:38:31 AM
Ooh, can I start coding the Duo class towards the weekend? Should be easy enough; just start him off with the Duo Fist. He also should have some sturdy armor compared to the other Copywep classes, but slower speed as well.

Not sure if he should have that bouncing meteor attack, though.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on January 10, 2013, 12:44:05 AM
Quote from: "Beed28"
Not sure if he should have that bouncing meteor attack, though.
Maybe his shoulder slam instead? Just a forward dash that knocks opponents back some distance but does like, 5 damage?
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 10, 2013, 12:51:49 AM
Quote from: "fortegigasgospel"
Quote from: "Beed28"
Not sure if he should have that bouncing meteor attack, though.
Maybe his shoulder slam instead? Just a forward dash that knocks opponents back some distance but does like, 5 damage?
Yeah, pretty much make him like his Power Fighters version. That one was BEAST.
Title: Re: Class based modification (v6F)
Post by: Davregis on January 10, 2013, 12:53:26 AM
Today is a good day.

-Carmina book comes in
-A Memory of Light comes in
-Classes v6F
-Hours of Homework

Hm.
Title: Re: Class based modification (v6F)
Post by: Korby on January 10, 2013, 01:54:55 AM
The Power Fighters version is exactly how I planned to make him, which is why I was excited when we got the Duo Fist made for MM8.

Glad to hear that you'll be making him, Beed!
Title: Re: Class based modification (v6F)
Post by: ice on January 10, 2013, 01:58:30 AM
is it possible to change brightman's alt back to the old style? The new flash stopper makes my head hurt from constant flash spam
Title: Re: Class based modification (v6F)
Post by: Korby on January 10, 2013, 02:05:20 AM
I don't know about the old style because cheaters are cheaters, but something should definitely be done about it.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on January 10, 2013, 12:25:56 PM
Duo class = Duo Fist on the left part of the screen
Title: Re: Class based modification (v6F)
Post by: FTX6004 on January 10, 2013, 03:30:24 PM
I was using megaman class then i charges it then i use chasecam then i didn't saw me flash or something.
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 10, 2013, 06:38:02 PM
Duo's nearly finished, but I'll need sprites of him doing that body slam, both the HUD and sprite.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on January 11, 2013, 03:43:56 PM
Geminiman was modified for the clone and laser finaly?

It looks.....different, the clone can be killed quickly. But the laser looks better, I don't know.

Need to play tlms with you all the people, later o/
Title: Re: Class based modification (v6F)
Post by: Galactan on January 11, 2013, 05:07:36 PM
I've recently noticed that Gemini Lasers from Gemini Man last for an extreme amount of time (until they're blocks moving slower than a snail).  Is this a bug?
Title: Re: Class based modification (v6F)
Post by: The Torise on January 11, 2013, 09:59:25 PM
Quote from: "Galactan"
I've recently noticed that Gemini Lasers from Gemini Man last for an extreme amount of time (until they're blocks moving slower than a snail).  Is this a bug?


I'm not seeing anything like that with Gemini Man.  I've been messing around with him for a while but as far as I can tell the laser lasts for the regular duration.


Oh and while I'm at it, Pharaoh Man bots didn't seem to get the V3a memo.  They just rapid-fire weak shots day in and day out until something (inevitably) kills them.
Wouldn't mind seeing those guys floating around using their weapon right.  Pharaoh Man is one of my favorite robot masters because of this mod alone
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on January 12, 2013, 06:36:51 AM
Ok, i noticed, my fav geminiman have the same Laser as megaman, it's awesome, rebound and all is perfect and the clone looks to have less HP/life (no armor)?

Anyways, it was boring to use only the clone and not the weak laser.

Now, it's more interesting with him, specially in TDM  :D

...oh everythink looks faster since zandronum, no?

Tomahawkman looks to have a faster tomahawkman, i mean, i can shot quickly than before, no?....
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on January 12, 2013, 01:21:12 PM
Two things I noticed:
-Time Man's HUD, when Time Slow is in use, still displays the icon from the Powered Up expansion and not from v3a.
-The sprites for Gravity Man on the ceiling don't have the v3a fix; that is to say his head-cap-thing isn't blue as it should be.

As a matter of opinion, NES-colored Napalm Man with red bomb-hand-things looks awfully gaudy. I see no problem with using the B&F bomb sprites with the original Napalm Man skin.

Though otherwise I am very glad to see this compatible with v3a. The new palette applied to classes made my day.
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 12, 2013, 01:46:45 PM
So guys. What should Duo be weak against? Keep in mind that the fight against him in Mega Man 8 lacked an onscreen health bar. Currently he is weak against the weapons of the initial four Mega Man 8 Robot Masters (Ice Wave, Flash Bomb, Tornado Hold and Thunder Claw), but the wiki and Robot Master Field Guide both say he's weak against Ice Wave. So should I make him weak against ice weapons in general?

Also, should I make Grenade Man as well? Or has someone else taken him?
Title: Re: Class based modification (v6F)
Post by: Korby on January 12, 2013, 01:51:31 PM
I'm not sure if Duo should have a weakness to go with that little theme for copywep classes, but iunno.

I made a work in progress of Grenademan, but I haven't ported it over to 3a yet.
(speaking of, Astroman is basically finished now.)
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on January 12, 2013, 02:16:58 PM
Quote from: "Beed28"
So guys. What should Duo be weak against? Keep in mind that the fight against him in Mega Man 8 lacked an onscreen health bar. Currently he is weak against the weapons of the initial four Mega Man 8 Robot Masters (Ice Wave, Flash Bomb, Tornado Hold and Thunder Claw), but the wiki and Robot Master Field Guide both say he's weak against Ice Wave. So should I make him weak against ice weapons in general?

Also, should I make Grenade Man as well? Or has someone else taken him?
Gotta agree with Korby, since he will be a copy wep I don't think weaknesses would be good, unless he had ridiculous armor or something.
Title: Re: Class based modification (v6F)
Post by: Stardust on January 12, 2013, 03:02:14 PM
This topic smells Mega Man 8, not a bad smell actually, not at all. On the contrary. Through I didn't even finished MM8 in my life (I stopped at that slide in Wily1), and I don't remember and know a lot of things about Duo, so I can't help with its properties, sorry~

I.. would just like to ask something about Gemini Man -my favourite class and one of my robot masters-, if some of you know him a little. I'm trying to handle him.
I noticed I can hurt the clone with my missiles, and vice-versa towards me... is it supposed to work like that ? Is the clone supposed to make "mistakes" by shooting at me when I'm in his aim, and so on if I'm shooting at it ?
I prefer finding strategies with him myself, but I need to clarify the doubt about this clone :3
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 12, 2013, 03:41:49 PM
Found another issue; Mega Man leaves an invisible corpse when he dies (as shown with IDDT on the automap), and his death explosion is not centered either (he explodes from his feet).
Title: Re: Class based modification (v6F)
Post by: xColdxFusionx on January 12, 2013, 03:44:24 PM
The clone friendly fire is probably just an engine limitation; I don't think there's a way to make a sentry that can scan for targets without its projectiles hitting everyone. (CSCC's Troll Sentry and Tsuki Clones do the same thing; Fenga Papit is even weak to his own sentry shots.)

The invisible corpse has always been a thing, too. It's how CutmanMike cheated around not being able to erase bodies.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 12, 2013, 10:45:12 PM
Just joined a TDM and before I could "Spawn"... VERY FATAL ERROR.
http://www.mediafire.com/?ijebv966c8jv8r1
and again
http://www.mediafire.com/?nkk61rc59dxkeh8

Quote from: "xColdxFusionx"
The clone friendly fire is probably just an engine limitation; I don't think there's a way to make a sentry that can scan for targets without its projectiles hitting everyone. (CSCC's Troll Sentry and Tsuki Clones do the same thing; Fenga Papit is even weak to his own sentry shots.)

The invisible corpse has always been a thing, too. It's how CutmanMike cheated around not being able to erase bodies.
CSCC Nis Fo Noci. The "Sentry" is a projectile rather than a monster, and only checks within a cone based on the FOV the player had when spawning them. Uses M-Staff Track and, if it moves even one unit, it spawns a projectile and spawns a dummy in the previous position.
Title: Re: Class based modification (v6F)
Post by: The Torise on January 13, 2013, 04:58:14 AM
So I'm noticing that if Drill Man burrows underground and then moves onto a two-way teleporter (like in his own stage or Centaur Man's stage, for example) then he'll constantly teleport back and forth until he surfaces again, making for extremely easy telefrags.  

I get that this is kind of an unavoidable consequence of the way burrowing works, but I thought I'd just point it out
Title: Re: Class based modification (v6F)
Post by: Korby on January 13, 2013, 05:18:56 AM
Thankfully, it's painfully obvious when he does this, so it's not too much of a problem.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 13, 2013, 05:27:52 AM
Quote from: "Korby"
Thankfully, it's painfully obvious when he does this, so it's not too much of a problem.
Don't forget the funny variant that involves using certain weapons to camp one end of those teleporters.
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 13, 2013, 06:01:41 AM
(click to show/hide)
looks like the telecamper...has met his match :ugeek:

Quote from: "Korby"
Thankfully, it's painfully obvious when he does this, so it's not too much of a problem.

true, but its used to clear telecampers who are being lazy. I think zero(or a number of people at least) remember when there was a drillman(me) who got in first in a number of seconds cuz lazyasses on drillmans stage (with 25 frags). That day was so funny i almost wet myself :lol:

and zero (and korby) correct me if im wrong doesn't drillman set off the bombs at teleporters and doesn't get hurt?
Title: Re: Class based modification (v6F)
Post by: YGP1111 on January 13, 2013, 05:42:37 PM
When will you add classes for the robots in of MM8?
i really want to use aquaman class badly atm DX
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 13, 2013, 06:09:08 PM
Quote from: "YGP1111"
When will you add classes for the robots in of MM8?
i really want to use aquaman class badly atm DX

bleepin... WAIT :ugeek:
Title: Re: Class based modification (v6F)
Post by: Darkus4223 on January 13, 2013, 07:42:56 PM
The new mod doesn't work on my v3a... and the others are outdated... I'm going to ask... does the past one still work on v3a?
Title: Re: Class based modification (v6F)
Post by: Korby on January 13, 2013, 10:14:28 PM
Are you loading anything else with v6F?

Also, no previous versions work with v3a.
Title: Re: Class based modification (v6F)
Post by: Rozark on January 13, 2013, 10:34:50 PM
Introducing:

ROZARK'S FUN TAUNTS

I randomly decided to make a taunt pack for classes, and yes, the occurence was quite random. I've graciously decided to redo EVERY taunt, and even give one to Sniper Joe! So what are you waiting for? Download the shenanners today!

To use them, simply place it in your skins folder. However, unless i'm not aware of some trick, you can ONLY have either the current classes taunt pack or this classes taunt pack. Your choice, I won't pressure you the slightest. :I

DOWNLOAD LINK:
http://www.mediafire.com/?7ua572besdoku9v (http://www.mediafire.com/?7ua572besdoku9v)
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on January 14, 2013, 12:34:42 AM
Rozark, you won't mind if I borrow your taunt coding for my own taunt pack, would you?
Title: Re: Class based modification (v6F)
Post by: Rozark on January 14, 2013, 12:36:26 AM
Sure, go ahead, I really can't deny other taunt packs, and would like to see how others would make one as well. oh man the time i put into this is just why I made things abit simpler Slumped/Shade wise from the other taunt pack, so it should be easy to read. Have fun.
Title: Ok this is getting....
Post by: Mr.shadow on January 14, 2013, 03:14:37 PM
People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?
Title: Re: Class based modification (v6F)
Post by: Rozark on January 14, 2013, 04:13:00 PM
Quote from: "Mr.shadow"
People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?

1. Complain to best evers servers, not here. I've already talked with someone, well, someone who spoke from server. They acknowledge the problem, but it seems like they're going to do nothing.
2. Duel. Why. Just why.
3. watermelon is a silly fellow, why are you frightened by him?
4. If you don't like it, go make your own server or join a different server. It's really not that hard of a fix.
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 14, 2013, 04:56:13 PM
Quote from: "Rozark"
Quote from: "Mr.shadow"
People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?

1. Complain to best evers servers, not here. I've already talked with someone, well, someone who spoke from server. They acknowledge the problem, but it seems like they're going to do nothing.
 "oh" sorry then
2. Duel. Why. Just why.
CUZ YUS MANG
3. watermelon is a silly fellow, why are you frightened by him?
Ask T.Zero. He said it   :lol:  
4. If you don't like it, go make your own server or join a different server. It's really not that hard of a fix.
But they won't be full 24/7 :(
Title: Re: Class based modification (v6F)
Post by: -FiniteZero- on January 14, 2013, 04:57:09 PM
Question.

Where you guys always gonna put in all Darkmen and Sniper Joe, or were you inspired to do that?
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 14, 2013, 05:05:54 PM
Quote from: "Rozark"
Quote from: "Mr.shadow"
People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?

1. Complain to best evers servers, not here. I've already talked with someone, well, someone who spoke from server. They acknowledge the problem, but it seems like they're going to do nothing.
Well, who started the server is likely to look in here...
2. Duel. Why. Just why.
I wish I knew that as well...
3. watermelon is a silly fellow, why are you frightened by him?
The problem is that there are two types of players likely to troll around because TeamKill can happen: Those who Teamkill on purpose and those who will votekick a teamkiller, even if the teamkilling happened by accident (which is very easy because Saxton mod has no compatibility with Classes anymore)
4. If you don't like it, go make your own server or join a different server. It's really not that hard of a fix.
It is not about joining another or starting their own, it's about not having a decent amount of players to play with. I still wait to play around in a 2 Teams Classes DM, for example.
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 14, 2013, 10:49:37 PM
Quote from: Yellow Devil
But this not includes MM9 classes for some unnaparently reason
MM9 or MM8?
Title: Re: Class based modification (v6F)
Post by: Davregis on January 15, 2013, 02:44:24 AM
May I ask that Megaman-BBA be given the stock buster and standard vanilla stats with no copywep abilities?
Title: Re: Class based modification (v6F)
Post by: TheDoc on January 15, 2013, 03:22:56 AM
Question: What's the point of Rockman? He's like a weaker Megaman.
Title: Re: Class based modification (v6F)
Post by: Korby on January 15, 2013, 03:24:55 AM
Technically, he's stronger than Megaman.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on January 15, 2013, 03:28:20 AM
Quote from: "TheDoc"
Question: What's the point of Rockman? He's like a weaker Megaman.
His copy weapons deal more damage as a trade off to his lower def. I think.
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on January 15, 2013, 03:32:00 AM
Rock's supposed to be Vanilla Mega minus his adaptors, but with a different color scheme but more powerful, but with weaker defense.

On a different note, I think Bass should have a Charge Adaptor, (ala MM7 & B&F, THREE different Canon games), even if it does make him more like Mega.
Title: Re: Class based modification (v6F)
Post by: Rozark on January 15, 2013, 08:05:42 AM
Quote from: "Yellow Devil"
SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites

Something tells me that they already plan on adding an adaptor to Bass >_>
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 15, 2013, 11:25:15 AM
Quote from: "fortegigasgospel"
Quote from: "TheDoc"
Question: What's the point of Rockman? He's like a weaker Megaman.
His copy weapons deal more damage as a trade off to his lower def. I think.
No,his copy weapons deal less damage but mega buster does more
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 15, 2013, 02:12:42 PM
Wait a minute... is that supposed to be the RNC Rockman, to go with the RNC classes when they arrive?
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 15, 2013, 05:03:42 PM
Quote from: "Igorthecrafter"
Quote from: "fortegigasgospel"
Quote from: "TheDoc"
Question: What's the point of Rockman? He's like a weaker Megaman.
His copy weapons deal more damage as a trade off to his lower def. I think.
No,his copy weapons deal less damage but mega buster does more
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown

thats not it. they copywep deals more and has light health... I don't think Oliver knows what glass amor is :geek:

anywho... Can we buff shadowman? We keep nerfing him down to nothing
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 15, 2013, 05:16:09 PM
Quote from: "Mr.shadow"
No,his copy weapons deal less damage but mega buster does more
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown

thats not it. they copywep deals more and has light health... I don't think Oliver knows what glass amor is :geek:

anywho... Can we buff shadowman? We keep nerfing him down to nothing[/quote]
Maybe the weapons do more damage but he haves also armor
Title: Re: Class based modification (v6F)
Post by: Celebi on January 15, 2013, 06:06:26 PM
Quote from: "Rozark"
Quote from: "Yellow Devil"
SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites

Something tells me that they already plan on adding an adaptor to Bass >_>
That has been sitting there for a rather long time.


We DO need some Stone Hand sprites for Stoneman, luckily, Duo Fist is plainly Stone Hand but without the "coming out of the ground" part.  Seriously, Stoneman WILL get Stone Hand IF we get some sprites.

Now Rockman is very simple.  He is plainly a normal copy class but doesn't have the "copy nerf," but has GLASS armor, as in he takes 50% more damage from everything. (Also can't use buster upgrades )  The "copy nerf" is every other copy class (Mega, Proto, Bass, Doc, Duo) takes 11% more damage from robot masters and deals 9% less damage to robot masters.  This nerf doesn't apply when they are fighting each other. (IE Bass vs Doc) Also, yeah Rockman will probably be the only one able to use the RNC weapons when those classes get finished and the patch is made. (Its going to be a patch of classes, not going into the core.)
Title: Re: Class based modification (v6F)
Post by: Igorthecrafter on January 15, 2013, 07:39:50 PM
Quote from: "Celebi"
Quote from: "Rozark"
Quote from: "Yellow Devil"
SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites

Something tells me that they already plan on adding an adaptor to Bass >_>
That has been sitting there for a rather long time.


We DO need some Stone Hand sprites for Stoneman, luckily, Duo Fist is plainly Stone Hand but without the "coming out of the ground" part.  Seriously, Stoneman WILL get Stone Hand IF we get some sprites.

Now Rockman is very simple.  He is plainly a normal copy class but doesn't have the "copy nerf," but has GLASS armor, as in he takes 50% more damage from everything. (Also can't use buster upgrades )  The "copy nerf" is every other copy class (Mega, Proto, Bass, Doc, Duo) takes 11% more damage from robot masters and deals 9% less damage to robot masters.  This nerf doesn't apply when they are fighting each other. (IE Bass vs Doc) Also, yeah Rockman will probably be the only one able to use the RNC weapons when those classes get finished and the patch is made. (Its going to be a patch of classes, not going into the core.)
Like this,Rockman is going to be the most balanced class in-game
Oh and why the buster is green?Rockman's color is blue like megaman's
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 15, 2013, 08:40:32 PM
Quote from: "Igorthecrafter"
Quote from: "Celebi"
Quote from: "Rozark"
SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites

Something tells me that they already plan on adding an adaptor to Bass >_>
That has been sitting there for a rather long time.


We DO need some Stone Hand sprites for Stoneman, luckily, Duo Fist is plainly Stone Hand but without the "coming out of the ground" part.  Seriously, Stoneman WILL get Stone Hand IF we get some sprites.

Now Rockman is very simple.  He is plainly a normal copy class but doesn't have the "copy nerf," but has GLASS armor, as in he takes 50% more damage from everything. (Also can't use buster upgrades )  The "copy nerf" is every other copy class (Mega, Proto, Bass, Doc, Duo) takes 11% more damage from robot masters and deals 9% less damage to robot masters.  This nerf doesn't apply when they are fighting each other. (IE Bass vs Doc) Also, yeah Rockman will probably be the only one able to use the RNC weapons when those classes get finished and the patch is made. (Its going to be a patch of classes, not going into the core.)
Like this,Rockman is going to be the most balanced class in-game
Oh and why the buster is green?Rockman's color is blue like megaman's[/quote]

It's green in RNC.... and lolbalance

Quote from: "Igorthecrafter"
Quote from: "Mr.shadow"
No,his copy weapons deal less damage but mega buster does more
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown

thats not it. they copywep deals more and has light health... I don't think Oliver knows what glass amor is :geek:

anywho... Can we buff shadowman? We keep nerfing him down to nothing
Maybe the weapons do more damage but he haves also armor[/quote]

:l.... dafaq?
Title: Re: Class based modification (v6F)
Post by: Rozark on January 17, 2013, 12:39:25 AM
Ahem.
Gentlemen.
BEHOLD

ROZARK'S FUN TAUNTSV2

More hilarity ensues!
More fun taunts!
Even more spamming!

So what are you waiting for? Download the new version today!
http://www.mediafire.com/?pdnni40c06v94oh (http://www.mediafire.com/?pdnni40c06v94oh)

Oh, and to those people who want a changelog:
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 17, 2013, 12:42:19 AM
roz, that belongs in Future bots and taunts
Title: Re: Class based modification (v6F)
Post by: Rozark on January 17, 2013, 12:49:04 AM
Quote from: "Mr.shadow"
roz, that belongs in Future bots and taunts

The keyword being future, while this has already been made. There were no problems with it before, and unless notified, there shouldn't be any now. The attitude of you to EVERYONE lately has been.. interesting. However, now is no time to speak of that. Thanks, but have a nice day.

although I may eventually just have to put this in some other topic that relates to all the misc stuff that I do create..
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 17, 2013, 02:48:00 AM
Quote from: "Rozark"
Quote from: "Mr.shadow"
roz, that belongs in Future bots and taunts

The keyword being future, while this has already been made. There were no problems with it before, and unless notified, there shouldn't be any now. The attitude of you to EVERYONE lately has been.. interesting. However, now is no time to speak of that. Thanks, but have a nice day.

although I may eventually just have to put this in some other topic that relates to all the misc stuff that I do create..

Gee thanks for the hidden insult. And you guys wonder why I act like that. Geez... Just saying
Title: Re: Class based modification (v6F)
Post by: SmashTheEchidna on January 20, 2013, 09:46:56 PM
Mind if I borrow a little coding? I'm trying to get my CSCC class to wall jump. I brought this up in that topic earlier, but I probably should have asked about it here.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on January 21, 2013, 07:52:15 PM
I know this is long overdue, but uh, Quick Man's altfire is lame. It feels like its only purpose is DOHOHO JUST LIEK IN DA ORIGINAL GAME. I can't say I've ever found it legitimately useful.

Why not make it function like actual boomerangs. It can do weak ripping damage in a 3-shot spread (the projectile would be fairly slow), and then return.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 21, 2013, 08:04:08 PM
Quote from: "Gumballtoid"
I know this is long overdue, but uh, Quick Man's altfire is lame. It feels like its only purpose is DOHOHO JUST LIEK IN DA ORIGINAL GAME. I can't say I've ever found it legitimately useful.

Why not make it function like actual boomerangs. It can do weak ripping damage in a 3-shot spread (the projectile would be fairly slow), and then return.
Why not make them fly out, stop, then fly toward the owner? This could help for ambushes.
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on January 21, 2013, 08:07:57 PM
I have three ideas on how classes can be enhanced:

I'd like to see Slashman get his "Tar Bombs" from the actual game, so he wouldn't just be limited to his Slash and Dash.

And another idea that I had, when Gutsman picks up a Super Adapter, he should turn into Gutsman G, as Super Adaptor debuted in MM7 and it's an uncommon item. I'll post a blueprint later, if I get to it.

Windman still needs some form of Wind Storm, whether (pun unintended) it's the pull or an actual projectile, even if his flight has to turn into an item.

Adding anyone's idea for Megaman?.
Title: Re: Class based modification (v6F)
Post by: Korby on January 21, 2013, 10:33:49 PM
The point is to give Quickman a ranged attack.
Title: Re: Class based modification (v6F)
Post by: The Torise on January 22, 2013, 02:52:28 AM
Is Quick Man really that crippled by a lack of a ranged attack?
I understand the mindset behind wanting to give him one but frankly, as a fan of Quick Man, I find it is always the better option to just close the distance with my super speed and start blasting with my primary weapon.  Rarely, if ever, have I found myself relying on the ranged attack for a kill.
Title: Re: Class based modification (v6F)
Post by: ice on January 22, 2013, 07:14:54 PM
I really wish something was done with quint a very long time ago. It's pretty much widely agreed by just about everyone that he's broken. There's a reason the vanilla sakugarne had an ammo bar and was rare, then you have quint, who can 1 shot everyone, is difficult to hit if not using an AOE attack, can drop suddenly at any time (using the alt while looking down in open gl makes for instant fragging), and has infinite ammo
Title: Re: Class based modification (v6F)
Post by: Knux on January 22, 2013, 07:26:06 PM
Quint is broken? People must not know how to time their shots.  :|

Or, too many small maps played where he can trap players quickly.
Title: Re: Class based modification (v6F)
Post by: Accel on January 22, 2013, 07:34:50 PM
Learn to Gravityman.

That, or as Knux said, time your shots better. It's extremely possible to hit Quint players.
Title: Re: Class based modification (v6F)
Post by: LlamaHombre on January 22, 2013, 07:40:57 PM
Quint sucks incredibly badly against AoE classes but can decimate most other classes.
Title: Re: Class based modification (v6F)
Post by: ice on January 22, 2013, 07:43:03 PM
in a server with about 17 people and a 20 frag limit, a quint user had 18 frags on his team while the 2nd highest frag count was 4. I think it's more than simply not timing shots, it literally takes no skill at all to win with quint, just hold the mouse button down, randomly turning every now and then, and win. Not to mention, while quint is going around fragging everyone like noones buisiness, the few players will try to handle the quint only to have everyone else interfere and end up getting both you and them fragged by the said quint spammer giving them even more frags
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 22, 2013, 07:49:46 PM
Quote from: "Accel"
Learn to Gravityman.

That, or as Knux said, time your shots better. It's extremely possible to hit Quint players.

I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.

Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.

And as for a quickman ranged attack: Home in a little- stop -home in a little again.
Title: Re: Class based modification (v6F)
Post by: TheMetalManu on January 22, 2013, 07:51:42 PM
For fuck's sake, even Gravity Man can't deal with Quint if he moves around quickly, or you got like 4 Quint around. This isn't a problem in LMS/TLMS but in DM/TDM Quint is a pain in the ass, I used Quint, and everyone started to use Gravity Man and even Quint. Give him some ammo or something.
Title: Re: Class based modification (v6F)
Post by: Knux on January 22, 2013, 07:58:03 PM
Quote from: "Mr.shadow"
I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.

Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.
Quint's performance depends on the stage, really. Randomly scoring frags by spamming the fire key is hilarious, and most unfortunate to whoever gets under Quint for some obscure reason.

Also, fuck who? I never even implied that. Way to go, son. There are plenty of ways to screw Quint over. Suck it up.
Title: Re: Class based modification (v6F)
Post by: Zard1084 on January 22, 2013, 08:01:24 PM
Quote from: "TheMetalManu"
For fuck's sake, even Gravity Man can't deal with Quint if he moves around quickly, or you got like 4 Quint around. This isn't a problem in LMS/TLMS but in DM/TDM Quint is a pain in the ass, I used Quint, and everyone started to use Gravity Man and even Quint. Give him some ammo or something.
I second that! but yes quint needs ammo bad he is broken right now! unlimited sakugarne is just insane! Fun but insane...
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 22, 2013, 08:14:16 PM
Quote from: "Knux"
Quote from: "Mr.shadow"
I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.

Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.
Quint's performance depends on the stage, really. Randomly scoring frags by spamming the fire key is hilarious, and most unfortunate to whoever gets under Quint for some obscure reason.

Also, fuck who? I never even implied that. Way to go, son. There are plenty of ways to screw Quint over. Suck it up.

 :ugeek: Again we had this argument before over skullman: I don't pray to the heavens for chances and unlike you, i don't depend on the roll of the dice.

Quote
There are plenty of ways to screw Quint over
As in... what? 2 ways? plenty indeed. :ugeek:

Quote
"Also, fuck who? I never even implied that. Way to go, son."
I never said you said that. i said "basically saying" never said you said that directly. LRN2READ :ugeek:
Title: Re: Class based modification (v6F)
Post by: Accel on January 22, 2013, 08:20:13 PM
Quote from: "Mr.shadow"
I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.

Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.

And as for a quickman ranged attack: Home in a little- stop -home in a little again.
I don't play as Quint, so I don't see how I'm saying that at all. While yes, Quint does need nerfing, he IS beatable, especially when playing as a demolition class. Considering I play mostly as classes that use explosives, I don't have all that hard of a time with Quint. There are several other classes that don't have that much difficulty with Quint either, and if you're smart, then you'll keep moving so that you're not an easy target.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 22, 2013, 08:34:22 PM
There are plenty of classes that can beat Quint.

This, sadly, does not matter at all in Deathmatch based modes, and only has a marginal effect in LMS based modes. He's going to take out at least one person per life with little effort and high killing speeds.
Title: Re: Class based modification (v6F)
Post by: Isaac940 on January 22, 2013, 09:19:50 PM
Part of me wonders if the reason that Quint is so good in the server right now is due to the fact that it's 4 teams, cause 4 teams basically devolves into chaos whenever there is more than 2 people on each team. It's basically normal DM with the amount of foes you have, and Quint thrives in chaos and high enemy counts. And these conditions can easily be amplified by the map, as places with low ceilings or little running space are ideal for him. But he probably should be looked at for adjustments.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on January 22, 2013, 09:24:49 PM
Quote from: "Isaac940"
Quint thrives in chaos and high enemy counts.
THIS.

Quint can only roflstomp opponents when they're madly running around and don't have any idea what they are doing. Trust me, it's hard as balls trying to get a frag in a more structured mode like, say, CTF or Team Possession. If an enemy knows where a Quint is and can take him on as he approaches, his threat factor is effectively diminished. In a sense, Quint plays as a very good "kamikaze" class where you just rush in head-first and hope for the best.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on January 22, 2013, 10:57:12 PM
I normally play with Quint, and I can say: a lot of classes can kill him in a "flash".
Have you tried to fight with Quint against Quickman?
You can aply the "pokemon logic" here....
For example: Quint defeat Metalman, Quickman defeat Quint, Metalman defeat Quickman.....
(Is only an example, don,t kill me...)
that happens because is CLASSES mod (is as it should be)

sorry for the grammatical errors
Title: Re: Class based modification (v6F)
Post by: Rozark on January 23, 2013, 01:36:53 AM
My dissection in blue, and comments I made as I read this.

(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 23, 2013, 01:45:43 AM
I see little to no hard evidence in that post either. What you're saying boils down to "Quint is fine, you can kill him, don't nerf him." It's been established he can be killed already. The problem that he will still always win Deathmatch still stands.
Title: Re: Class based modification (v6F)
Post by: Rozark on January 23, 2013, 01:51:02 AM
I still don't see why Quint is such a problem, he has so many counters :I
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 23, 2013, 01:51:40 AM
Yeah, counters that can't kill him before he takes out two other people :l
Title: Re: Class based modification (v6F)
Post by: Rozark on January 23, 2013, 01:53:26 AM
Then perhaps they aim when they land? That'd seem the best answer to me. (And if they can't hit when he lands, well, perhaps the player needs better aim >_>)
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on January 23, 2013, 01:54:51 AM
wait...quint is a problem? i mean hes a little hard to hit somtimes but hes pretty easy to avoid if you know your surroundings, I simply keep my distance from him and time my shots, I can handle him with all the classes I use(Darkman3, Gyroman, Metalman, Shadowman, Napalmman).
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 23, 2013, 02:19:06 AM
Timing those landings is much more difficult when they can use the alt to go down instantly, not to mention the fact that Quint will probably land on someone's head and clean out the crowd. We're not talking about Quint bots. Players will go for the crowds.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on January 23, 2013, 02:34:30 AM
Why not just make the alt freeze Quint in mid-air for a split second before he slam dunks the ground? That way, if you're paying attention you have time to get the heck out of there before he drills your brains in.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on January 23, 2013, 02:42:13 AM
Quote from: "SmashBroPlusB"
Why not just make the alt freeze Quint in mid-air for a split second before he slam dunks the ground? That way, if you're paying attention you have time to get the heck out of there before he drills your brains in.
*chuckles internally cause that totally sounds like R-Shadow, minus the teleporting*
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 23, 2013, 03:36:31 AM
Quote from: "Rozark"
Then perhaps they aim when they land? That'd seem the best answer to me. (And if they can't hit when he lands, well, perhaps the player needs better aim >_>)

Quint screws with aimming <_<  There's also the map-roll-of-the-dice factor. any "player with better aim" knows to move backward and shoot. But this amazing "player with better aim" hits a wall, end of the road.

And seeing that you are speaking with that "the player has to get better or get out" attitude, I see you are forgetting the debris quint sprays around
Title: I had to break my "I'm gonna stop posting" clause because u
Post by: MusashiAA on January 23, 2013, 04:05:04 AM
Quint, as he stood in v6e and thus in Skulltag, was very susceptible to attacks that could lock him into a position through stunlock. Just to name a few, Quint used to have a hard time to kill enemies that could stun him in midair such as Skullman, Fireman, Iceman, Needleman or Quickman. The power that infinite Sakugarne represented was countered by being very easily stoppable with shots that could stun you for a very small and almost unperceptible moment, which for Quint and his unavoidable dependence of free movement to effectively attack was a pain in the ass.

MM8BDM v3a brings us a new engine where this no longer applies. It is now incredibly easier for Quint to move around without feeling in danger of being stunlocked. Since one of the things that kept Quint from being an unstoppable killing machine is now gone, he becomes cheap in frag-oriented games. Although the age old strategy of "get him from afar" still works, it's technically less effective because of the absence of stunlock.

Maybe Quint's Sakugarne could use ammo consumption, but I see that as arbitrarily handicapping his only method of killing without actually attacking the real issue that the new engine has brought. Slightly nerfing Sakugarne's damage, decreasing Quint's armor or finding a way to reimplement stunlock might be the way to go, since the problem isn't exactly damage output from him (has always been like this) but rather the lack of handicapping his movement (present in Skulltag, made Quint more manageable and called for dodging skills) and thus making him less effective and easier to kill. Quint should always represent danger in the same fashion as Slashman as far as damage output goes, but should be stoppable because that battle style is not flawless.
Title: Re: Class based modification (v6F)
Post by: ice on January 23, 2013, 04:13:05 AM
I just simply suggested giving him an ammo bar giving people a reason to actually use the buster
Title: Re: Class based modification (v6F)
Post by: MusashiAA on January 23, 2013, 04:26:51 AM
Quote from: "ice"
I just simply suggested giving him an ammo bar giving people a reason to actually use the buster

There is already a technical reason to use the buster: long range. Yes, it's supposed to be bad. Also when a Gravityman/copyclass wielding GHold is around. Also when you're in low grav. Also against out-of-reach flying classes.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on January 23, 2013, 11:55:36 AM
+1 nerf sakugarne damage
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on January 23, 2013, 04:46:23 PM
I'm in favor of limiting sakugarne use. Either making him stick to the ground for one second after hitting the ground or by giving a regenerating ammo that requires a full bar in order to be able to ride it again.
Title: Re: Class based modification (v6F)
Post by: Knux on January 23, 2013, 05:14:43 PM
Quote
Again we had this argument before over skullman: I don't pray to the heavens for chances and unlike you, i don't depend on the roll of the dice.
That's completely irrelevant.
Quote
As in... what? 2 ways? plenty indeed. :ugeek:
- Danger Wrap
- Gravity Hold
- Crash Bomb
- Air Shooter
- Rolling Cutter
- Shadow Blade
- Anything you can hit him with when he lands.

You clearly have no idea what the hell you're talking about.

Quote
I never said you said that. i said "basically saying" never said you said that directly. LRN2READ
It doesn't matter. The fact that you're mad because a Quint owned you in a server only shows that you know squat about balance. While having an ammo bar would limit the fragging momentarily on small maps, it already is difficult getting people on bigger maps outside of frag stealing. And even then, smart players know to run somewhere where they don't see a pogo stick when they hear the Sakugarne sound. Quint Buster isn't the most reliable of things, either.
Title: Re: Class based modification (v6F)
Post by: Mr.shadow on January 23, 2013, 06:15:59 PM
Quote from: "Knux"
Quote
Again we had this argument before over skullman: I don't pray to the heavens for chances and unlike you, i don't depend on the roll of the dice.

That's completely irrelevant.
 So, you know what map comes in at randomized order in a server?
Quote from: "Knux"
"Quint's performance depends on the stage, really"
I guess THIS is irrelevant too.[/color]


Quote
As in... what? 2 ways? plenty indeed. :ugeek:
- Danger Wrap
- Gravity Hold
- Crash Bomb
- Air Shooter
- Rolling Cutter
- Shadow Blade
- Anything you can hit him with when he lands.

You clearly have no idea what the hell you're talking about.
Yea, I think you are forgeting the debris Quint spread around. You haven't been playing classes lately have you? And even if so, you are the frist one to complain about these things in game.


Quote
I never said you said that. i said "basically saying" never said you said that directly. LRN2READ
It doesn't matter. The fact that you're mad because a Quint owned you in a server only shows that you know squat about balance.
1. If it didn't matter why did you mention that? :ugeek:  2.If i know squat about balance, why im i not the only one saying "give quint an ammo bar"? I don't think you know what balance means... Quint is not what i call balance, its called "lazy-ass gaming". I see the posts above are in favor of ammo bar. Why don't you say to them they don't know anything about balance too? 3. I've noticed most of you used the word "mad" to summerize the guy who disagrees with you. However, Knux, you are not only 'mad' now but you are 'mad' anytime someone reports a broken class. You are right here acting like you know EVERYTHING about classes, did you make this classes mod all by yourself? Thats right, you didn't. Its a magical thing called "opinion"

While having an ammo bar would limit the fragging momentarily on small maps, it already is difficult getting people on bigger maps outside of frag stealing.
That is the point. are you fucking kidding me?

 And even then, smart players know to run somewhere where they don't see a pogo stick when they hear the Sakugarne sound.
And they are killed cuz panic. quint can drop anytime.

Quint Buster isn't the most reliable of things, either.
way better than "lazy ass fraging"
Title: Re: Class based modification (v6F)
Post by: Knux on January 23, 2013, 07:22:22 PM
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 23, 2013, 08:14:15 PM
Llama's comment on hitstun also has a major effect on ripper weapons. Now that they don't hold you in place, they're much more hit or miss (and when I say that, I mean they now do either 20 or 80 damage as opposed to 40), so maybe find a way to regulate damage they do (This applies to vanilla as well)
Title: Re: Class based modification (v6F)
Post by: Accel on January 23, 2013, 08:18:05 PM
Quote from: "Orange juice :l"
Llama's comment on hitstun also has a major effect on ripper weapons. Now that they don't hold you in place, they're much more hit or miss (and when I say that, I mean they now do either 20 or 80 damage as opposed to 40), so maybe find a way to regulate damage they do (This applies to vanilla as well)
Is this why I've been having a harder time using certain weapons? That definitely clears some stuff up...
Title: Umad? Because a class? Wow
Post by: Mr.shadow on January 23, 2013, 08:54:16 PM
Quote from: "Knux"
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Korby on January 23, 2013, 09:02:55 PM
So don't.
Title: Re: Class based modification (v6F)
Post by: Fyone on January 23, 2013, 09:30:09 PM
Some classes that I found a little overpowered:

Needleman, Gutsman, and Airman.

I think I've said these RMs before but you guys didn't listen so this time I have proof:

Needleman stuff
(click to show/hide)

Gutsman stuff:
(click to show/hide)

Airman stuff:
(click to show/hide)

NOTE: This applies to Deathmatch standards.

Ways you could fix:

-Needleman less damage? less hitbox?
-Gutsman add ammobar? Make it so no possible OHKO?
-Airman fix mainfire for closer range (i.e. airshooter projectiles go up quicker)? Ammo for mainfire?

I also think Napalmman is overpowered but I'll have to try him out myself to know. I'll also let you know if I find anything else ...

---------------------------------------------------------------------------------------------------------------

Slashman more accurate class idea: first remove slash dash from alt fire, add wallcling (if possible; I'm not sure) give a stamina bar for wallcling, make it so when you jump off wall you use the slash dash. You will also need to in addition make the slash dash last for a shorter period of time. This will give slashman more flexibility overall and make it more accurate. Add altfire egg goop thingy, self-explanatory hopefully.

Possible idea for a more accurate Magnetman: Make magnetmissle a double click weapon; first click shoots it regularly, second click changes direction toward target.

Gravityman idea =P: When gravityman has switched gravity skyboxes now kill him (Obituary: went too high - like - fell too far)
Title: Re: Class based modification (v6F)
Post by: Knux on January 23, 2013, 10:00:26 PM
Say, there used to be a list of each class's armor somewhere in this thread. I'd like to see it again, if someone doesn't mind.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 23, 2013, 10:06:22 PM
Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.

Gutsman I agree with entirely; massive armor, OHKO ranged weapon, melee weapon.

Airman I recall something was gonna happen to him but it was a long time ago

Slashman automatically clinging to walls and then dashing off of them sounds incredibly clunky and otherwise agonizing to control.
Same goes for Magnetman.

Gravyman's usability already been slashed on low gravity maps thanks to the formula nerf, he doesn't need to be outright useless on open-sky maps.
Title: Re: Class based modification (v6F)
Post by: Isaac940 on January 23, 2013, 10:12:27 PM
A couple of quick thoughts:

Quint: If we're tossing out ideas for him, would it be possible to make a hitstun system for him similar to the one SH uses to simulate how it was before the change?

Needle: Is it just me or is his slowdown while firing not working anymore online? That may be a source of his current power.

Guts: Doesn't Centaur have a shot that does different things depending on what it hits(splits on wall/floor, doesn't on players)? Is it possible to apply that to Super Arm to prevent OHKOs?
Title: Re: Class based modification (v6F)
Post by: HD_ on January 23, 2013, 10:19:28 PM
This is the post you're looking for Knux, although now it's probably outdated. (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=1743&p=169009#p169009) I might update it though.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on January 23, 2013, 10:41:54 PM
I feel like Guts Man really doesn't need that armor. He never really struck me as being as solid as Hard Man or Stone Man.
Title: Re: Class based modification (v6F)
Post by: Fyone on January 23, 2013, 10:44:20 PM
Quote from: "Orange juice :l"
Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.

Gutsman I agree with entirely; massive armor, OHKO ranged weapon, melee weapon.

Airman I recall something was gonna happen to him but it was a long time ago

Slashman automatically clinging to walls and then dashing off of them sounds incredibly clunky and otherwise agonizing to control.
Same goes for Magnetman.

Gravyman's usability already been slashed on low gravity maps thanks to the formula nerf, he doesn't need to be outright useless on open-sky maps.

Needleman's windup doesn't get in the way of his usage at all actually, he worked out just fine for me.

I see what you mean about the automatically clinging to walls thing since it will be irritating to cling to it whenever you touch something however control is actually boosted because you have more time to choose where to jump and such. I'm not sure what you mean by clunky. EDIT: Having the slash dash in the wall jump will allow slashman to jump off walls at farther distances with more ease making it more accurate.

I also don't see how same goes for Magnetman when they're totally different classes.

But yes Gravityman thing was just an idea =P.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 23, 2013, 11:03:14 PM
Can you imagine jumping, accidentally touching a wall, jumping to get off, and rocketing across the map?

Having to click twice would be more of a hassle for Magnetman. He's made to fire off shots from afar so aiming isn't as big of an issue, unlike vanilla Gyro Attack.
Title: Re: Class based modification (v6F)
Post by: Fyone on January 23, 2013, 11:20:25 PM
Quote from: "Orange juice :l"
Can you imagine jumping, accidentally touching a wall, jumping to get off, and rocketing across the map?

Having to click twice would be more of a hassle for Magnetman. He's made to fire off shots from afar so aiming isn't as big of an issue, unlike vanilla Gyro Attack.

Magnetman was never made to fire off shots from afar, that was only in classes mod. It would be kinda like Gyro attack in a way I guess except it would change direction towards the player.

I'll have to think of a wallcling trigger then...
Title: Re: Class based modification (v6F)
Post by: Davregis on January 23, 2013, 11:45:49 PM
Quote from: "Orange juice :l"
Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.

 Windup isn't anywhere near long enough to justify the damage, but a longer windup wouldn't do much. Nerf the Needle damage.

Gutsman I agree with entirely; massive armor, OHKO ranged weapon, melee weapon.

Airman I recall something was gonna happen to him but it was a long time ago

He needs a small damage reduction on the altfire, if anything

Slashman automatically clinging to walls and then dashing off of them sounds incredibly clunky and otherwise agonizing to control.
Same goes for Magnetman.

Gravyman's usability already been slashed on low gravity maps thanks to the formula nerf, he doesn't need to be outright useless on open-sky maps.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on January 24, 2013, 12:47:53 AM
It should be worth noting that Carry did not receive the same fix that Item-1 did for v3a.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on January 24, 2013, 01:03:17 AM
Quote from: "Daveris"
Quote from: "Orange juice :l"
Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.

 Windup isn't anywhere near long enough to justify the damage, but a longer windup wouldn't do much. Nerf the Needle damage.
NO

Needle is supposed to be Mr. DPS, that's intended. What is missing is that Needle Man moved slower while firing Needle Gatling and he doesn't have a speed reduction in the current version. Because he can shoot and move at full speed, he can zip around and peg players with relative ease.

Just put in his old slowdown and the complaints will stop coming in, just like before.

One thing to note is that the "I'm shooting now" slowdown was slightly improved versus the "I'm getting ready to shoot" slowdown, to compensate for the fact that you can't "spin the barrel" anytime you want like you can with Heavy Weapons Guy (the base for current Needle Man).
Title: Re: Class based modification (v6F)
Post by: MusashiAA on January 24, 2013, 06:01:35 AM
Hey guys

(http://img29.imageshack.us/img29/6366/rockkickyouintheface.png)

Who is up for the challenge of making rotations of Rock's kick-you-in-the-face attack?

Rock maybe confirmed for vSomething?
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on January 26, 2013, 12:46:49 AM
Game&Watcher's Taunts Updated! (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=2414&p=216817#p216817)
Title: Re: Class based modification (v6F)
Post by: TheDoc on January 27, 2013, 02:30:11 AM
When I was tweaking classes (I tweak ALOT of stuff when I'm bored, so don't worry about it. I digress), I didn't know how to use the A_PlaySoundEx because I dont know 1.) what the string name is (I put in, say, FLORFREZ for the name because it's a .wav file in there, but it wont work) and 2.) what "Auto", "Item", "weapon", etc. mean
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on January 27, 2013, 03:56:35 PM
Needleman is unbearable. He needs that speed reduction badly.

On a side note, Brightman's Flash Bulbs could use a regeneration nerf to coincide with the v3a Flash Stopper change.

And perhaps a very slight cooldown on Enker's absorb...

...And maybe reduce the Gemini clone's projectile speed some...
Title: Re: Class based modification (v6F)
Post by: Korby on January 27, 2013, 04:04:37 PM
(click to show/hide)

Patience, child, Needleman will soon be fixed  :ugeek:

I completely agree with you on the Enker part, and something should probably be done about Brightman.

woah man we better watch out, HD is going to freak out about these size tags
Title: Re: Class based modification (v6F)
Post by: Fyone on January 27, 2013, 05:03:05 PM
I've found Dr. Wily to be OP as well (in all modes). Some people say that he's bad in deathmatch however I found this not true due to his altfire and capsule.

DEATHMATCH:
His altfire does way to much damage which allows him to get easy frags in deathmatch if he shoots in an area with a large amount of people (not saying he's bad at 1 on 1).

Dr. Wily's mainfire can pick off random damaged players from a distance and get frags that way as well (not as good as the altfire for deathmatch standards).

Dr. Wily's capsule is the best part about this guy. He can freeze people with lots of frags to delay them while he frags others (downsizing competition). He can also spam fire in people's faces which is usually a definite kill (due to delayed movement when hit by fire). After the capsule is used up he'll be vulnerable to attacks but this doesn't really matter in deathmatch because he can just respawn when he dies and go frag more people.

LMS/TLMS:
Dr. Wily is the best in this mode (probably what he was made for, I don't know) compared to other modes. His mainfire is proven to be OP here due to spamming a constant better-aiming magnet missile and more powerful dive missile (the ammobar doesn't really make a different except take away ammo for the altfire if someone gets close and it can still be spammed due to ammo regeneration cool down being short). In TLMS the mainfire is the best because Dr. Wily can use his team as a wall and spam in the background depleting the other team's health slowly but surely.

His altfire isn't used that much, but still is a strong attack if someone gets close (still OP damage).

Capsule is used in desperation when all else fails (can kill a lot of people that surround Wily if it ever happens). Freezing weapon can freeze the opposing team and let the foe left to die as the other team members gang up on the sorry fellow.

Possession and terminator he is still OP but kind of the same stuff apply.

In conclusion, mainfire homing annoyance (magnet/dive), altfire spam and kill (needle/napalm), capsule FOE WILL DIE fire - spam slow down rip (stronger iceman altfire) freeze - backstab with another weapon or leave to be annoyed (flashman altfire without cool down but aim needed).

If proof is really needed, I'll post a deathmatch pic when I get home.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 27, 2013, 05:25:21 PM
Quote from: "Fyone"
I've found Dr. Wily to be OP as well (in all modes). Some people say that he's bad in deathmatch however I found this not true due to his altfire and capsule.

DEATHMATCH:
His altfire does way to much damage which allows him to get easy frags in deathmatch if he shoots in an area with a large amount of people (not saying he's bad at 1 on 1).

Since when was 25 (20 [iirc, around this] if, god forbid, you keep firing into that crowd) "way too much?"  :?  There are plenty of other classes that can shoot into a crowd and mow them down. Almost all of them, actually.

Dr. Wily's mainfire can pick off random damaged players from a distance and get frags that way as well (not as good as the altfire for deathmatch standards).

Surprise it's a dive missile ripoff
Should we nerf magnetman and diveman too?

Dr. Wily's capsule is the best part about this guy. He can freeze people with lots of frags to delay them while he frags others (downsizing competition). He can also spam fire in people's faces which is usually a definite kill (due to delayed movement when hit by fire). After the capsule is used up he'll be vulnerable to attacks but this doesn't really matter in deathmatch because he can just respawn when he dies and go frag more people.

That's because Deathmatch is an awful mode to balance around for that very reason. The capsule's strong, yeah, but it takes forever to build up and it's a very tight window of opportunity to take advantage of. Miss one ice shot and you're not going to get as much time as you need to lay into them with fire thanks to the freeze time on the ice shot. I can see removing the hitstun on fire, though.

LMS/TLMS:
Dr. Wily is the best in this mode (probably what he was made for, I don't know) compared to other modes. His mainfire is proven to be OP here due to spamming a constant better-aiming magnet missile and more powerful dive missile (the ammobar doesn't really make a different except take away ammo for the altfire if someone gets close and it can still be spammed due to ammo regeneration cool down being short). In TLMS the mainfire is the best because Dr. Wily can use his team as a wall and spam in the background depleting the other team's health slowly but surely.

See above, except Wily's got less armor. Magnetman and Diveman BOTH have close range counters as well. If you're losing to homing classes in TLMS modes, you're SERIOUSLY doing something wrong. The damage is so pitiful you're not going to accomplish jack. You're going to get pummeled by classes with higher armor, speed, or anything with long-range competence.

His altfire isn't used that much, but still is a strong attack if someone gets close (still OP damage).

Better reduce slashman to 40 flat damage in that case since they've got the same armor and all

Capsule is used in desperation when all else fails (can kill a lot of people that surround Wily if it ever happens). Freezing weapon can freeze the opposing team and let the foe left to die as the other team members gang up on the sorry fellow.

Flashman does the same thing, but much more reliably.

Possession and terminator he is still OP but kind of the same stuff apply.

Since when were these modes possible to balance around while keeping others in mind? ?_?

In conclusion, mainfire homing annoyance (magnet/dive), altfire spam and kill (needle/napalm), capsule FOE WILL DIE fire - spam slow down rip (stronger iceman altfire)

MAGNET AND DIVE: Normal Armor, Homing Mainfire, Counter-Melee Altfire
NEEDLE: Normal Armor, Huge DPS in frontal cone, Counter-Melee Altfire
NAPALM: Normal (I believe) Armor, Counter-Melee Mainfire, Finisher Altfire
WILY: Lower Armor, Homing Mainfire (Not nearly as useful as you're making it out to be), Counter-Melee Altfire, Capsule on a huge cooldown which basically equates to a chance to kill. (Please note there are even classes that can survive almost a full UFO's worth of fire) Get better at dodging the ice and Wily can't touch you with his erratic flamethrower. Try a speed class. You can dodge the ice, get out of range of the fire, and chase Wily down while he's got the hueg armor reduction. There's your counter.


freeze - backstab with another weapon or leave to be annoyed (flashman altfire without cool down but aim needed).
I do not think that word means what you think it means.

If proof is really needed, I'll post a deathmatch pic when I get home.
How many times does it need to be said that Deathmatch balance has little to no weight? A class can be broken for Deathmatch but garbage in other modes cough hack quint cough
Title: Re: Class based modification (v6F)
Post by: Fyone on January 27, 2013, 07:01:18 PM
Quote from: "Orange juice :l"
Quote from: "Fyone"
I've found Dr. Wily to be OP as well (in all modes). Some people say that he's bad in deathmatch however I found this not true due to his altfire and capsule.

DEATHMATCH:
His altfire does way to much damage which allows him to get easy frags in deathmatch if he shoots in an area with a large amount of people (not saying he's bad at 1 on 1).

Since when was 25 (20 [iirc, around this] if, god forbid, you keep firing into that crowd) "way too much?"  :?  There are plenty of other classes that can shoot into a crowd and mow them down. Almost all of them, actually.

Dr. Wily's mainfire can pick off random damaged players from a distance and get frags that way as well (not as good as the altfire for deathmatch standards).

Surprise it's a dive missile ripoff
Should we nerf magnetman and diveman too?

Dr. Wily's capsule is the best part about this guy. He can freeze people with lots of frags to delay them while he frags others (downsizing competition). He can also spam fire in people's faces which is usually a definite kill (due to delayed movement when hit by fire). After the capsule is used up he'll be vulnerable to attacks but this doesn't really matter in deathmatch because he can just respawn when he dies and go frag more people.

That's because Deathmatch is an awful mode to balance around for that very reason. The capsule's strong, yeah, but it takes forever to build up and it's a very tight window of opportunity to take advantage of. Miss one ice shot and you're not going to get as much time as you need to lay into them with fire thanks to the freeze time on the ice shot. I can see removing the hitstun on fire, though.

LMS/TLMS:
Dr. Wily is the best in this mode (probably what he was made for, I don't know) compared to other modes. His mainfire is proven to be OP here due to spamming a constant better-aiming magnet missile and more powerful dive missile (the ammobar doesn't really make a different except take away ammo for the altfire if someone gets close and it can still be spammed due to ammo regeneration cool down being short). In TLMS the mainfire is the best because Dr. Wily can use his team as a wall and spam in the background depleting the other team's health slowly but surely.

See above, except Wily's got less armor. Magnetman and Diveman BOTH have close range counters as well. If you're losing to homing classes in TLMS modes, you're SERIOUSLY doing something wrong. The damage is so pitiful you're not going to accomplish jack. You're going to get pummeled by classes with higher armor, speed, or anything with long-range competence.

His altfire isn't used that much, but still is a strong attack if someone gets close (still OP damage).

Better reduce slashman to 40 flat damage in that case since they've got the same armor and all

Capsule is used in desperation when all else fails (can kill a lot of people that surround Wily if it ever happens). Freezing weapon can freeze the opposing team and let the foe left to die as the other team members gang up on the sorry fellow.

Flashman does the same thing, but much more reliably.

Possession and terminator he is still OP but kind of the same stuff apply.

Since when were these modes possible to balance around while keeping others in mind? ?_?

In conclusion, mainfire homing annoyance (magnet/dive), altfire spam and kill (needle/napalm), capsule FOE WILL DIE fire - spam slow down rip (stronger iceman altfire)

MAGNET AND DIVE: Normal Armor, Homing Mainfire, Counter-Melee Altfire
NEEDLE: Normal Armor, Huge DPS in frontal cone, Counter-Melee Altfire
NAPALM: Normal (I believe) Armor, Counter-Melee Mainfire, Finisher Altfire
WILY: Lower Armor, Homing Mainfire (Not nearly as useful as you're making it out to be), Counter-Melee Altfire, Capsule on a huge cooldown which basically equates to a chance to kill. (Please note there are even classes that can survive almost a full UFO's worth of fire) Get better at dodging the ice and Wily can't touch you with his erratic flamethrower. Try a speed class. You can dodge the ice, get out of range of the fire, and chase Wily down while he's got the hueg armor reduction. There's your counter.


freeze - backstab with another weapon or leave to be annoyed (flashman altfire without cool down but aim needed).
I do not think that word means what you think it means. <_>

If proof is really needed, I'll post a deathmatch pic when I get home.
How many times does it need to be said that Deathmatch balance has little to no weight? A class can be broken for Deathmatch but garbage in other modes cough hack quint cough

Going to summarize: when I meant powerful altfire I meant including spam (the shots are very hard to dodge if spammed). The fact that he can rapidly shoot so many at one target makes it powerful. I'll have to check what the Dr. Wily and the skullsuit's armour is (though I never had a problem with his armour). Some classes can take Dr. Wily's fire because their armour is ridiculous (I.e. gutsman, hardman, etc.) I have to agree on the time it takes for you to acquire the capsule BUT in LMS and TLMS it doesn't matter since you can camp until it's charged if necessary. Dr. Wily IS worse at what the classes he was made from specialize in BUT he has all of these allowing him to be usable in any condition. To justify everything I said I will be posting the pic. However as a FYI I'm not the only who thinks this way of Wily.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on January 27, 2013, 07:14:21 PM
Oh, Wily's mainfire is cheap? Really? Man, I am...not surprised.

Because it is. I don't like it, Wily was all about the mainfire, and as it used to stand and as it stands now it's more than enough. It's a weaker but more efficient seeker missile, yes...but it turns Wily into what you perfectly described: he uses his team as a wall and sits in the back peppering mainfire shots all over the other team, with the bonus ability to fly off into higher ground if found. Sadly, it's never going to go away, and boy do I wish it would just die.

Altfire is ok (it should actually be both the mainfire and the only weapon at Skull Suit's disposition), and does not need any sort of nerf despite of your "results" or how you see it. It was far worse, and now it's decent: believe me. Sure, spamming with full charge is very powerful and can sometimes be cheap, but it should only work if you nail all the shots that are needed (the first 4 shots): dodging makes this moot. The big shot has the flaw of having a huge hitbox, which means it can disappear in somewhat small corridors and areas; and still it's 35 or 40 damage, that was old Wily's second most powerful shot.

Capsule was conceived as a deathmatch god tool, and by God it is...for the little while you can use it. There are far better options for DM, though. Also no flamethrower nerf because it would make the Capsule less attractive and fear-inspiring with its power. Freezing is there mostly for finishing people with the giant ball attack.

You can dominate all you want with Wily in DM or LMS: I would actually congratulate you, because you would need to be using him effectively in order to win, and you would surely prove that you have quite some skill under those fingerprints. Yeah. By spamming mainfire shots. Although I will say that there were plans for current Wily Capsule to be a DM exclusive (we realize it's very strong, but we dismissed it being OP in LMS because it's a small window of opportunity AND the most effective counter-measure is running away), while in LMS you would get a weaker replacement...

Next.
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 27, 2013, 11:18:56 PM
I have an idea for the Assist Items. How about we have it so that Mega Man and Roll get Tango Roll, Proto Man and Duo get Beat Support, while Bass still gets Treble Sentry?

Also, I'm not sure how they did it, but Samsara, a mod for Doom/Heretic/Hexen, has pickups that appear differently depending on what class you were. Are we going to try to implement it here? For example, Proto Man, Duo and Bass would see the Rush Adaptors as an Energy Balancer, Mega Man would see an Assist pickup as Tango Roll, but Proto Man would see the same item as Beat Support. What about that, then?
Title: Re: Class based modification (v6F)
Post by: Fyone on January 28, 2013, 01:22:23 AM
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Davregis on January 28, 2013, 01:25:39 AM
You're good enough that that doesn't mean anything >.>
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on January 28, 2013, 01:41:50 AM
Quote from: "Daveris"
Your results mean nothing to a class's balance.
Even more so considering it was in 4Team DM, not normal DM.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 28, 2013, 01:47:41 AM
Besides, this is like Mike Tyson pulling random people off the street, punching them in the face with a boxing glove made of tootsie rolls, and claiming it's effective. Control your experiments before claiming evidence.
Title: Re: Class based modification (v6F)
Post by: Fyone on January 28, 2013, 12:50:34 PM
Well classes deathmatch isn't played often so I just did TDM.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 28, 2013, 07:42:05 PM
Four Team Deathmatch is vastly inferior in terms of balance to Two Team Deathmatch.

Running into a random server is vastly inferior in terms of evidence to a controlled experiment.

Thus, bad evidence in a bad environment.
Title: Re: Class based modification (v6F)
Post by: Beed28 on January 29, 2013, 09:09:11 PM
I have an idea for a potential class (MM8 final boss spoilers):
(click to show/hide)

How about that, then?
Title: Re: Class based modification (v6F)
Post by: Ivory on January 29, 2013, 09:13:31 PM
(click to show/hide)

Beed you should feel bad.  :ugeek:
Title: Re: Class based modification (v6F)
Post by: Korby on January 29, 2013, 09:54:18 PM
Jax had an idea for Solo, but I don't remember what it was.

I know I wanted to make a class that DID use all of the following crap in my classes mod :ugeek:
Title: Re: Class based modification (v6F)
Post by: Knux on January 29, 2013, 10:31:17 PM
Reasonable enough not to use that. How about this, then?
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Mario on January 31, 2013, 03:36:22 PM
Very awesome,in the update for mm10 you should probally add
a difficult system
For example:
Blademan when you start with it you throw 2 blades,after 10 frags earned,you can shoot 3 blades,and after 20 frags:
You can shoot 5!
Watchathink
Title: Re: Class based modification (v6F)
Post by: Korby on January 31, 2013, 03:58:22 PM
It's sounds like an interesting class gimmick, but I wouldn't use it for Blademan.
Title: Re: Class based modification (v6F)
Post by: Mario on January 31, 2013, 04:03:40 PM
Quote from: "Korby"
It's sounds like an interesting class gimmick, but I wouldn't use it for Blademan.
It will be awesome
But if you prefer:
full health: 2 blades
50% health: 3 blades
25: health: 5 blades
Title: Re: Class based modification (v6F)
Post by: Korby on January 31, 2013, 04:06:21 PM
Nope, I've already got an idea for Blademan, and I've already made a berserker(Darkman 1/Tank Sentinel), sorry.
Title: Re: Class based modification (v6F)
Post by: Mario on January 31, 2013, 04:49:34 PM
Quote from: "Korby"
Nope, I've already got an idea for Blademan, and I've already made a berserker(Darkman 1/Tank Sentinel), sorry.
no prob
Title: Re: Class based modification (v6F)
Post by: Knux on January 31, 2013, 08:15:43 PM
Was it ever considered to make Gemini clones cost health to use?
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on January 31, 2013, 11:12:45 PM
Gemini is already weak you know (Underpowered)..... The clone don't do a lot of damage and you can kill him quickly.

But you can nerf the OPs, like Airman (first weapon is so powerfull and easy to use for the noobs), Needleman (same thing) and Skullman super shot (a big rape).
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on January 31, 2013, 11:19:43 PM
Quote from: "Stonefunk"
Gemini is already weak you know (Underpowered)..... The clone don't do a lot of damage and you can kill him quickly.
Yeah, unless it's TLMS, then you've got a meatshield that fires back.

But you can nerf the OPs, like Airman (first weapon is so powerfull and easy to use for the noobs)
Again I'm pretty sure there was a fix in the works but I don't know if anything ever came of it

Needleman (same thing)
He's bugged at the moment

and Skullman super shot (a big rape).
Erm... Skullman only has one shot. Unless you're talking about the rage shots, in which case get better at not setting off rage.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on January 31, 2013, 11:20:57 PM
I would have to disagree. Gemini Man's clone costs nothing to use, its shots are fast and do moderate damage, and it just constantly aims at you and fires. It's quite literally an aimbot. If the player is nearby, they can spam the idle/follow function, making it more difficult for you to hit.

I wouldn't have a problem with it if the clone's projectile speed were a bit lesser, or if there were some other drawback to use of the clone than just lack of the Gemini Laser.

EDIT: Dammit OJ
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on January 31, 2013, 11:24:24 PM
Quote from: "Orange juice :l"
Quote from: "Stonefunk"
Gemini is already weak you know (Underpowered)..... The clone don't do a lot of damage and you can kill him quickly.
Yeah, unless it's TLMS, then you've got a meatshield that fires back.

But you can nerf the OPs, like Airman (first weapon is so powerfull and easy to use for the noobs)
Again I'm pretty sure there was a fix in the works but I don't know if anything ever came of it

Needleman (same thing)
He's bugged at the moment

and Skullman super shot (a big rape).
Erm... Skullman only has one shot. Unless you're talking about the rage shots, in which case get better at not setting off rage.

Exactly.

Geminiman can be good ONLY in Team LMS. Nothing more...
Yep for Airman and Needleman.
Skullman, yes i talked about the rage shots.... :x
Title: Re: Class based modification (v6F)
Post by: Knux on February 01, 2013, 12:14:42 AM
Well, I only bought that up because I thought bringing up and hiding a clone at will can be obnoxious at times. You're about to hit the opposition, then BOOM! They block your shot with a sentry that wants to have your hide. I'm not suggesting that bringing up a clone should drain health, NO. That was only a thought that crossed my mind and I was wondering if the devs thought of it at some point.

However, I would love to see something stop that clone summon spam.

EDIT: Now for an actual suggestion. How about an item that summons the current Gemini clone? It can work the way Quick Man's speed burst does: a bar that fills and gives the item for it.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 01, 2013, 12:34:01 AM
So, you are not so good! Cause you can kill the clone with one shot of Airman or Slashman (or wily)!, just try to not to be near the clone.

It depends of the robotmasters you use again him, like the others.... If you use Diveman, sure, it can be hard to kill him.

Don't try to kill a robotmaster who can have an advantage against you (gameplay), it's useless.

I know that Geminiman Clone is full of frustration, but it's the point of geminiman. no rage.

Im more frustrated against skullman or Wily...(or GYROMAN  _-_ )
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 01, 2013, 12:36:28 AM
The clones are fine (well, except for the part they can harm your team partners), it's just that some people are not tactical about it. They think it is just a portable sentry, but it is not: it's a distraction. Plant it somewhere to give the impression you are camping, wait for a fool to bite the bait, pelt them from far or let a buddy do the job. A Crash + Gemini combo is great for this.

But, as Stonefunk mentions, there are WORSE. Skullman, if I recall, takes no penalty from rage buster, and they are very OP in the hands of someone with lowest latency than their opposition. And Wily can just freezelock and firelock the enemy with the capsule.
Title: Re: Class based modification (v6F)
Post by: Knux on February 01, 2013, 12:37:00 AM
Quote from: "Stonefunk"
So, you are not so good! Cause you can kill the clone with one shot of Airman or Slashman (or wily)!, just try to not to be near the clone.
> Kill clone with Air Shooter/Slash Claw.
> Don't get close.

This sentence is so full of WHAT.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 01, 2013, 12:38:17 AM
No, when the clone is created, it needs a little "time" before his first shot, sooooo.....you have the time to 1 shot him.

But you can use easily cutman, or elecman to kill the player too. ;)
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on February 01, 2013, 12:49:59 AM
Elecman and Cutman have low armor. Thus, getting close will result in a certain hit, which for them, is brutal. They're also not guaranteed to OHKO, so if they don't, that's a solid 30% of their health gone.

From a passive ability.
Title: Re: Class based modification (v6F)
Post by: TheDoc on February 01, 2013, 02:21:53 PM
Quote from: "Stonefunk"
No, when the clone is created, it needs a little "time" before his first shot, sooooo.....you have the time to 1 shot him.

But you can use easily cutman, or elecman to kill the player too. ;)

Well then dont spawn the clone right in his face. If you're walking backwards to avoid this "1HKO" guys, you can spawn in so many other directions then right in front of them, like to your side. That way, you have double the fire power following you around without pointlessly sacrificing the clone.
Title: Re: Class based modification (v6F)
Post by: Davregis on February 01, 2013, 11:33:59 PM
Where was Jax's Tier List

Gemini Man was "S" alone, if I recall properly
Title: Re: Class based modification (v6F)
Post by: ashura9699 on February 02, 2013, 02:11:24 AM
Link= killed by 404 error
Title: Re: Class based modification (v6F)
Post by: SaviorSword on February 02, 2013, 11:35:27 AM
Quote from: "Daveris"
Where was Jax's Tier List

Gemini Man was "S" alone, if I recall properly
That list was for KY classes. Too bad that doesn't exist anymore and KY's a bit too depressed to ever work on it again.
Title: Re: Class based modification (v6F)
Post by: FTX6004 on February 04, 2013, 02:05:48 PM
I think this is broken. (http://img12.imageshack.us/img12/2047/screenshotdoom201302041.png) (http://imageshack.us/photo/my-images/12/screenshotdoom201302041.png/)
Title: Re: Class based modification (v6F)
Post by: SaviorSword on February 04, 2013, 08:32:03 PM
What are ya tryin' to point out? The blue Treble on the top left corner? Gyro Man's broken? Yar game's broken? Be specific.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 04, 2013, 10:20:53 PM
I guess it is "wrong sprite used, bro". In fact, there are some things that seems overlooked, like part of Tomahawkman's main fire.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on February 05, 2013, 12:30:43 AM
something about v7a?
(just asking...)
Title: Re: Class based modification (6E balance v3)
Post by: Galactan on February 05, 2013, 02:21:15 AM
Quote from: "A long long time ago, in a galaxy far away, Korby"
We also have playable Frost and Swordmen classes, but I know at least in the case of the latter that they're incredibly early builds and need a lot more work.

Also, the Astro class has to be revamped, as its current build isn't very good.



In other news, Jewel Man is the only MM9 class left to make.

Seems like they could be close.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 05, 2013, 04:46:45 AM
Just asking: any plans on Evil Robot?
Title: Re: Class based modification (v6F)
Post by: FTX6004 on February 05, 2013, 05:14:31 AM
I think we need a alien class.
Title: Can't remeber why though
Post by: MasterXman on February 05, 2013, 05:19:33 AM
This mod had an alien class. It was Dr.Wily's item that got changed into skull suit some time later. I think it was due to the MM7 Update.
Title: Re: Can't remeber why though
Post by: Turbodude on February 05, 2013, 01:50:03 PM
Quote from: "xxkirbysonicxx1"
It was Dr.Wily's item that got changed into skull suit some time later. I think it was due to the MM7 Update.
R.I.P. Old Wily.

Never forget.
Title: Re: Class based modification (v6F)
Post by: Beed28 on February 05, 2013, 01:57:38 PM
I could make the Alien as a minor enemy class, like the Sniper Joe. What do you think?
Title: Re: Class based modification (v6F)
Post by: FTX6004 on February 05, 2013, 02:27:14 PM
He will be easy becuz hes only fly and shot and he need a other death like that thing that wily control in mm2.

:EDIT: Some sprite of punk has blue colors like squidgy's skins.

(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 05, 2013, 05:03:09 PM
Oh, i never understood why you never buffed the power of shademan....
Specially the charged crush noise, he is not so good, not only in TDM but TLMS too.

You can give him a longer range of normal crush noise, it's useless; if you give him a infinite gauge, it will be useless too....

Or maybe, you can make the gauge shorter if you want but the charged crush noise need to be stronger, specially because it's SLOW.

Just sayin. Too bad cause Shademan is really fun to play with :V

Some robotmasers are pretty balanced and interesting to play: Ringman, Geminiman, Waveman, Timeman, Oilman, Crystalman etc....

Oh, i played a lot with Shademan in DM....because the reason because im bored with his power....can be good with rushing attack (flying) in TLMS...?

EDIT: I noticed You can have a charged crush noise when you run and shot a wall not in front but from the side, it works well and can spam charged crush noise, it works really well. Better way to use the flying rushing attack thing is to rush on a lot of people or on a guy who is on a corner/corridor :)

Anyways....how much damage do the charged CN ?
Title: Re: Class based modification (v6F)
Post by: Galactan on February 05, 2013, 10:54:09 PM
Quote from: "Stonefunk"
Some robotmasers are pretty balanced and interesting to play: Geminiman,

No.  You are wrong ten thousand times over.  The ability to double your DPS at the low cost of a slow moving secondary is not balanced whatsoever.  The ability to plant it like a turret or use it for a meatshield furthers this imbalance.
Just saying.
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on February 06, 2013, 01:36:53 AM
iv never had trouble with geminiman...ever
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 06, 2013, 01:49:43 AM
Quote from: "Duora Super Gyro"
iv never had trouble with geminiman...ever
Double this. In fact, I had trouble AS GEMINIMAN against very specific classes that had previously been deemed OP.
Title: Re: Class based modification (v6F)
Post by: Jigsaw on February 06, 2013, 11:10:41 PM
>No problems against Gemini
He has an aimbot what the hell can you do
>Problems playing as Gemini
You get an aimbot what more do you need

Like holy shit, give him some turning time or some penalty for calling him over or some shit
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on February 06, 2013, 11:43:33 PM
Quote from: "Jigsaw"
>No problems against Gemini
He has an aimbot what the hell can you do
>Problems playing as Gemini
You get an aimbot what more do you need

Like holy shit, give him some turning time or some penalty for calling him over or some shit

I have never played with gemini but his aimbot thing really isnt that hard to deal with, I just keep moving, use whatever is in the map as cover, and keep my distance.
Title: Re: Class based modification (v6F)
Post by: Davregis on February 07, 2013, 12:07:40 AM
Quote from: "Jigsaw"
>No problems against Gemini
He has an aimbot what the hell can you do
>Problems playing as Gemini
You get an aimbot what more do you need

Like holy shit, give him some turning time or some penalty for calling him over or some shit

I'd actually agree with this.
Title: Inb4 "Kill the clone then kill the defenseless gemini"
Post by: Jigsaw on February 07, 2013, 12:16:02 AM
Quote from: "Duora Super Gyro"
I have never played with gemini
There is your issue. Before you talk about a class's overall balance, you should probably play them first.

Cover is not always available, you don't always have room to dodge/time to, nor is there any way to KNOW where a clone is, since they make no sound. What irks me the most about the clone is that you can just call it back immediately with no repercussions. It doesn't walk back, it doesn't take time to be called back, it doesn't even have its hp depleted /even by a little/.

The loss of the laser is negligible due to the clone being a much better tradeoff. Now, I can actually understand this, the main selling point of Gemini is his clone, so it seems reasonable that the laser be a backup tool for when the broken clone dies/you want to kill it to bring it back at full hp later. At the moment, the laser is not fulfilling its role as a defensive weapon due to it being unreliable, slow and predictable.
 
tl;dr: Clone has no downsides, can be called back with no issues, and dodging is not always an option. Laser is not a viable backup tool/tradeoff for the clone.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 07, 2013, 12:32:46 AM
Well, if you look this way, it could be possible to deem every class "OP because they cannot announce their presence" (except for that one class). I don't find any use for the clone other than to use it as a Treble Sentry replacement, and I think the basicmost "Sentry" function isn't really THAT neat, even if you can move him with you or anything.

It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.

The actual defensive and support weapon is the clone. The laser? It's a GREAT way to attack, specially if you are aware of enemies around the corners or needs that surprise element.

There are and will always be classes MORE troublesome. For example, Wily. Get his capsule, chase your enemy, corner them and burn them to crisps. This reminds me of back when Wily was more amusing... Well, except for his persisting seeker blaster.

Anyway, thing is the clone is NOT that difficult to deal with, there are more difficult classes to play or fight off, it all depends on who uses what and how.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on February 07, 2013, 12:41:03 AM
Quote from: "tsukiyomaru0"
There are and will always be classes MORE troublesome. For example, Wily. Get his capsule, chase your enemy, corner them and burn them to crisps. This reminds me of back when Wily was more amusing... Well, except for his persisting seeker blaster.
?_?
How many times has it been said that it's useless if you so much as run away from it? Cornering your opponent is extremely difficult most of the time, not to mention they need to run themselves into the corner since Wily's capsule isn't exactly fast.
For Geminiman, you can't even do that because there's no time limit on the clone. He's going to chisel you down just as effectively when you finally do decide to go on the offensive.
Title: Re: Class based modification (v6F)
Post by: Jigsaw on February 07, 2013, 01:02:51 AM
Quote from: "tsukiyomaru0"
Well, if you look this way, it could be possible to deem every class "OP because they cannot announce their presence" (except for that one class).
Whoops sorry I didn't know every class got an infinite treble sentry.
 I don't find any use for the clone other than to use it as a Treble Sentry replacement, and I think the basicmost "Sentry" function isn't really THAT neat, even if you can move him with you or anything.
Aaaaaand treble sentry is/was one of the most powerful things in the game, forcing its removal from duel and hatred from a good majority of the playerbase. Now imagine old treble that you can use/pull back on the spot with a very slight damage nerf. Do you really want that?

It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.
This is not Quake, this is not an arena shooter. Dodging is NOT always an option. You do not move very fast, and it can literally be set up right in front of you, and once it gets damaged the owner can just pull it right back, use it as a meatshield and put it right back in your face. And don't even think about giving me that "Play a faster class or one that can shield" bullshit. To take down a class, you should NOT be required to switch to another class.

The actual defensive and support weapon is the clone. The laser? It's a GREAT way to attack, specially if you are aware of enemies around the corners or needs that surprise element.
Yes, it it a good SUPPORT weapon, not an offensive weapon. It would work great in tandem with the actual clone itself. You cannot reliably hit with this weapon. It is slow and easily noticable. It's not like crystal eye that flies everywhere at mach speed and is unnoticeable, it's a big, slow, flashing laser.
There are and will always be classes MORE troublesome. For example, Wily. Get his capsule, chase your enemy, corner them and burn them to crisps. This reminds me of back when Wily was more amusing... Well, except for his persisting seeker blaster.
It takes a damn good player to know when to actually use the capsule. It leaves you with absolutely nothing once it's over.
Anyway, thing is the clone is NOT that difficult to deal with, there are more difficult classes to play or fight off, it all depends on who uses what and how.
That is EXACTLY like saying "X class is not broken because there are players who use the class badly"
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on February 07, 2013, 02:23:12 AM
Quote from: "Jigsaw"
Quote from: "tsukiyomaru0"
It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.
This is not Quake, this is not an arena shooter. Dodging is NOT always an option. You do not move very fast, and it can literally be set up right in front of you, and once it gets damaged the owner can just pull it right back, use it as a meatshield and put it right back in your face. And don't even think about giving me that "Play a faster class or one that can shield" bullshit. To take down a class, you should NOT be required to switch to another class.

you should NOT be required to switch to another class? , I dont know about you but im not gonna use Grass robotmaster against a Fire robotmaster every match. and im not gonna use Hardman against Darkman3 or Magnetman. Switching my class to handle certain classes or switching to a class that has an advantage at the stage im on is important to me, Im not gonna use Gyroman in a stage where his flying doesent help because the place is small.

Edit:
Quote from: "Jigsaw"
Quote from: "Duora Super Gyro"
I have never played with gemini
There is your issue. Before you talk about a class's overall balance, you should probably play them first.

what? im sorry, are you saying that I shouldent give my opinion about a class I handle well and have experience going against because I have never actually used that class?
Title: Re: Class based modification (v6F)
Post by: Jigsaw on February 07, 2013, 02:28:04 AM
You're missing the point entirely. One class should not be entirely immune to another, that is flat out unfair and unbalanced. Yes, using a flying class in an open map or counterclassing is a strategy, but being FORCED to use a specific class JUST to take down another is very bad design. Making it difficult to take down a specific RM with another is absolutely fine, but making it impossible is not.
Title: Re: Class based modification (v6F)
Post by: Davregis on February 07, 2013, 02:28:31 AM
Quote from: "Duora Super Gyro"
Quote from: "Jigsaw"
Quote from: "tsukiyomaru0"
It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.
This is not Quake, this is not an arena shooter. Dodging is NOT always an option. You do not move very fast, and it can literally be set up right in front of you, and once it gets damaged the owner can just pull it right back, use it as a meatshield and put it right back in your face. And don't even think about giving me that "Play a faster class or one that can shield" bullshit. To take down a class, you should NOT be required to switch to another class.

you should NOT be required to switch to another class? , I dont know about you but im not gonna use Grass robotmaster against a Fire robotmaster every match. and im not gonna use Hardman against Darkman3 or Magnetman. Switching my class to handle certain classes or switching to a class that has an advantage at the stage im on is important to me, Im not gonna use Gyroman in a stage where his flying doesent help because the place is small.

Switching because your class is at a severe disadvantage is completely different than switching because MOST classes are put at a severe disadvantage.

Quite frankly, Gemini puts all but a few classes in check, thus your "Grass V Fire" line could perhaps be changed to

Electric/Ice vs. Anything else; Water/Ground is the only combination resisting it.

As Grass or Fire have many obvious weaknesses, a combination of Ice/Electric is sufficient to metalimit.

EDIT: Ninja'd but the points are the same.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 07, 2013, 02:30:02 AM
On totally unrelated stuff, go to a stage with water and use, Shademan's alt far from water and then try to use it over the water. Take a map like, let's say, MM1ICE.
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on February 07, 2013, 02:42:07 AM
Quote from: "Daveris"
Quite frankly, Gemini puts all but a few classes in check, thus your "Grass V Fire" line could perhaps be changed to

Electric/Ice vs. Anything else; Water/Ground is the only combination resisting it.

As Grass or Fire have many obvious weaknesses, a combination of Ice/Electric is sufficient to metalimit.

Iv managed to handle him quite easily with Darkman3, Gyroman, Napalmman, Metalman, and Shadowman.
I dont know if I happend to choose classes withen the few that arent at a disadvantage or what but he doesent seem that
hard based on my experience with him.
Title: Re: Class based modification (v6F)
Post by: Korby on February 07, 2013, 02:51:16 AM
I think it'd be cool if the clone had to walk back to you before it started doing stuff again.

seeing as swordman does something vaguely similar, it wouldn't be too hard.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on February 08, 2013, 06:59:13 AM
Quote from: "Korby"
I think it'd be cool if the clone had to walk back to you before it started doing stuff again.
Give it the ability to shoot while walking but get shot itself and possibly die, and I'd take this in a heartbeat.


Having your Gemini Man sentry clone strafe-shooting just like you do would be downright amazing.
Title: Re: Class based modification (v6F)
Post by: Korby on February 08, 2013, 07:05:11 AM
The idea for walking back was more of a vulnerability period so that there's a negative to using the darn thing.
Title: Re: Class based modification (v6F)
Post by: Dusty on February 08, 2013, 07:17:00 AM
(http://imageshack.us/a/img685/838/grumpydusty.png)

Edit-

Gemini straffe shooting would not be amazing, that little turd clone is annoying enough as it is without buffing him.
Title: Re: Class based modification (v6F)
Post by: Korby on February 08, 2013, 07:20:09 AM
Quote from: "CutmanMike"
KEEP IT SANE - Unlike most forums I have little to no tolerance for retarded posts. What I mean by this is simply replying to a thread with pointless (i.e I lol'd) will result in a warn, ESPECIALLY if you just post a single picture. This isn't 4chan. Have a reason before you post, other than to humour others with stupid comments.

I sure am enjoying your explanation.

I would suggest editing your post to have more content.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on February 08, 2013, 08:29:16 AM
- Gemini Laser is slow as balls
- clone can take shots and shoot things himself
- clone takes a bit of time to recharge, emphasizing its strength
- "a negative to using the darn thing"



I'm sorry what

something else has got to change then



that's like saying Bomb Man's arcing thrown bombs can hurt the Bomb Man using them
you're discouraging use of the class's bread and butter while offering nothing in return
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on February 08, 2013, 11:13:50 AM
Now normally that'd be nice and all

But this bread and butter is more like gourmet steak

THAT STABS PEOPLE
Title: Re: Class based modification (v6F)
Post by: Davregis on February 08, 2013, 12:49:13 PM
Quote from: "SmashBroPlusB"
- Gemini Laser is slow as balls
- clone can take shots and shoot things himself
- clone takes a bit of time to recharge, emphasizing its strength
- "a negative to using the darn thing"



I'm sorry what

something else has got to change then



Clone gets .15-.25 armor and takes damage for Gemini
Title: Re: Class based modification (v6F)
Post by: Hunter_orion on February 08, 2013, 02:38:14 PM
I have a hard enough time worrying about the clone having his own mock health bar, but I especially don't want to worry about him taking my health, unless you're implying there's a halfway cut-off, like it would be in MM3.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on February 08, 2013, 02:56:18 PM
The clone's only an issue in LMS based game modes, seeing how health is so precious and the clone's more than able to chip it away. Even if the clone took .2x damage and it went straight to Geminiman himself (Clone would still die and start to regen ammo after, say, 25 health drained), it'd provide enough of a counter to make it less of a gamebreaker.
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on February 08, 2013, 11:08:41 PM
Quote from: "Hunter_orion"
I have a hard enough time worrying about the clone having his own mock health bar, but I especially don't want to worry about him taking my health, unless you're implying there's a halfway cut-off, like it would be in MM3.

You could make it so the clone shares 25 percent of the players health.
Title: Re: Class based modification (v6F)
Post by: Davregis on February 08, 2013, 11:46:01 PM
Quote from: "Duora Super Gyro"
Quote from: "Hunter_orion"
I have a hard enough time worrying about the clone having his own mock health bar, but I especially don't want to worry about him taking my health, unless you're implying there's a halfway cut-off, like it would be in MM3.

You could make it so the clone shares 25 percent of the players health.

Takes 1/4 damage, has 25 health?

Seems legit
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 08, 2013, 11:47:38 PM
How about have a "Clone Break"? As in:
As you summon and unsummon it, a 3rd bar will increase. If it fills completely, you won't be able to use the clone unless you get enough weapon energy (For DM) or you wait a LONG time for it to go down (for LMS). If the clone is destroyed by damage, it should cause the break INSTANTLY.
Title: Re: Class based modification (v6F)
Post by: Accel on February 09, 2013, 12:14:09 AM
Quote from: "tsukiyomaru0"
How about have a "Clone Break"? As in:
As you summon and unsummon it, a 3rd bar will increase. If it fills completely, you won't be able to use the clone unless you get enough weapon energy (For DM) or you wait a LONG time for it to go down (for LMS). If the clone is destroyed by damage, it should cause the break INSTANTLY.
Ooooh, I like this idea. It's not a direct nerf, and it causes the player to actually put thought into how they use the clone.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on February 09, 2013, 01:19:43 AM
Quote from: "tsukiyomaru0"
How about have a "Clone Break"? As in:
As you summon and unsummon it, a 3rd bar will increase. If it fills completely, you won't be able to use the clone unless you get enough weapon energy (For DM) or you wait a LONG time for it to go down (for LMS).
You know, I almost liked this idea until you said this part right here:
Quote from: "tsukiyomaru0"
If the clone is destroyed by damage, it should cause the break INSTANTLY.
Now, that seems fine and all, but look at this part right here:
Quote from: "tsukiyomaru0"
you wait a LONG time for it to go down (for LMS).

If the clone is destroyed by damage, it should cause the break INSTANTLY.
That seems... like an extremely hard nerf in LMS to me. If the clone broke and generated, say, 40% Assist Break, that would be fine. Or, if the clone caused an instant Assist Break and the Break Gauge depleted at a decent rate, that would be fine as well. However, keeping the clone exactly the same -- which, I remind you, is pretty easy to take down his health -- and giving a supernerf to his frequency unless the Gemini Man player happens to be an MLG elite ninja mind reader... that's not the way to go.

I like the concept of the Assist Break, but with your layout it seems pretty awful. Tweak the values around and come back.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 09, 2013, 01:37:19 AM
I'd say AT MOST one minute.
But, well, it's the USER'S FAULT if they just carelessly leaves it to die. Also, on note, it should slowly decrease normally in LMS if it has not broken. Let's put it this way:
Normal drain of "Assist Break" would be (from "full") of 30 seconds
Slowed drain would be one minute
Perhaps it could be increased or decreased based on a custom SV CVAR
Title: Re: Class based modification (v6F)
Post by: MusashiAA on February 09, 2013, 03:07:49 AM
Again, I keep coming back...

What I had in mind was something like making Gemini Clone either:

a - Invulnerable to damage and each shot it makes depletes the ammo.

b - Not invulnerable to damage and each shot it makes depletes the ammo, while all damage does a flat reduction of the ammo.

In both scenarios, the clone's shots should not damage you, and to be honest it should always spawn to your left.

Gemini Clone gives trouble mostly because of its aimbot accuracy. A way to approach this was making its shots able to hurt you in general so the follow up mode would have some drawbacks; this mode presented another thing to factor in: your movement + enemy's movement makes aimbot accuracy less effective. But then you have the sentry mode that shoots just as fast as you do, does as much damage as you do with that pea gun, and has a better aim than you do: but it can't dodge so it's a sitting target; despite that, it has much more chances of hitting you than when the clone follows you. Maybe another way to approach this problem would be making the clone have a limited field of player detection so it could only shoot you from a certain distance, or perhaps just flat out nerfing the clone shot's damage while in sentry mode.

Mind me, I'm just making suggestions to further develop the current discussion just like you all, and perhaps reach a proposed solution that might or might not even get accepted.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 09, 2013, 03:14:01 AM
Quote from: "MusashiAA"
Again, I keep coming back...

What I had in mind was something like making Gemini Clone either:

a - Invulnerable to damage and each shot it makes depletes the ammo.

b - Not invulnerable to damage and each shot it makes depletes the ammo, while all damage does a flat reduction of the ammo.

In both scenarios, the clone's shots should not damage you, and to be honest it should always spawn to your left.

Gemini Clone gives trouble mostly because of its aimbot accuracy. A way to approach this was making its shots able to hurt you in general so the follow up mode. But then you have the sentry mode that shoots just as fast as you do, does as much damage as you do with that pea gun, and has a better aim than you do: but it can't dodge so it's a sitting target. Maybe another way to approach this problem would be making the clone have a limited field of player detection so it could only shoot you from a certain distance.

Mind me, I'm just making suggestions to further develop the current discussion just like you all, and perhaps reach a proposed solution that might or might not even get accepted.

You know, I made a "sentry" for my class in CSCC (still in V4) that works kind of this way: Limited distance and FOV, no harming partners or yourself. The problem? It is a MageStaffFX2 actor.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 09, 2013, 04:05:00 AM
What about this clone with the style of KY gemini clone?

A good armor but can shot ONLY if he is HIT by a ennemy, so, he can't spam shot and can try to shot only if he is hit....more a shield (or mm3 style) but not a spammer....
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on February 09, 2013, 04:32:26 AM
Also, remember when someone mentioned Airman for OP?
~two hits in pointblank to kill, altfire creates a super wall of death.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on February 09, 2013, 05:16:28 AM
Quote from: "tsukiyomaru0"
Also, remember when someone mentioned Airman for OP?
~two hits in pointblank to kill, altfire creates a super wall of death.

Quote from: "Korby"

balance patch v4 -> balance patch v5

Air man speed reduction but main costs no ammo.

Just food for thought and wood for the bonfire.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 09, 2013, 05:20:52 AM
Oh it's true....! But it depends, if the tornadoes are less powerfull (/2), it can be good anyways....

Airman is really 2X too strong. like Needleman.

Skullman is not so powerfull in TDM or TLMS, but perfect for duel and a good sniper.

When i try to see the thing who can be nerfed or buffed, i see "TLMS" first, and TDM after....

I noticed too, Needleman shooooooot TOO MUCH NEEDLES, how much damage it does (total?). lol
Skullman too but less dangerous in TDM/TLMS.

Airman is just so easy to use too...Shotgun long/short range. :/

I would prefer see Shademan with a little better charged crush noise (like 50 damage or 45). Cause the shot is really slow...but yeah, we can be charged always if we play correctly with him.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on February 09, 2013, 05:33:18 AM
Oh, and also this:

Quote from: "MusashiAA"
Quote from: "JaxOf7"
balance patch v1
Geminiman spawns with half ammo, Clone's fire delay upon being summon/moved increased.

Skullman is mainly a 1v1 class...its effectiveness really depends on your own playstyle.

Needleman's "many needles" were countered by his slowdown while firing. It seems that, depending on the game mode or something, the slowdown fails to work most of the time, so it's both powerful and the backdraws that were given to him don't work. Something will be done about him.

Airman is really a shotgun class. I've never liked this about him, but I don't think I'm experienced enough with shotgun classes to talk about him. I've managed to deal with Airmen myself without much problems, but I can see why he's seen as a powerful guy.
Title: Re: Class based modification (v6F)
Post by: Beed28 on February 09, 2013, 11:14:47 AM
I would find it better if Air Man's alt (which I can barely hit with despite speed and spread of the tornados) had infinite ammo and a slower rate of fire and his main used up ammo instead.
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on February 09, 2013, 11:34:59 AM
Quote from: "Beed28"
I would find it better if Air Man's alt (which I can barely hit with despite speed and spread of the tornados) had infinite ammo and a slower rate of fire and his main used up ammo instead.

I know what you mean, I can rarely ever hit anyone with airmans alt.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on February 09, 2013, 03:05:12 PM
What if Air Man's alt was swapped to be his main? His alt could use his fan to blow opponents away, like the opposite of Dust Man's alt. Of course, the Air Shooter would need some reworking to compensate for being his only attack.

Or, he could be given two weapons. One for the spread Air Shooter and one for the ranged Air Shooter. His alt could then be made to blow opponents away. It'd work similar to Time Man.
Title: Re: Class based modification (v6F)
Post by: Davregis on February 09, 2013, 03:27:23 PM
Quote from: "Beed28"
I would find it better if Air Man's alt (which I can barely hit with despite speed and spread of the tornados) had infinite ammo and a slower rate of fire and his main used up ammo instead.

In general, a full bar of ammo is quite hard to avoid with Air Man. Given that a few bursts always tend to go straight down the reticule...
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on February 18, 2013, 12:14:40 AM
When fighting pharaoh man in MM4, he uses a sand wave attack. Why didn't you use that attack in his class?
Title: Re: Class based modification (v6F)
Post by: Fyone on February 18, 2013, 12:25:19 AM
In this classes mod they aren't always accurate to the game.
Title: Re: Class based modification (v6F)
Post by: Rozark on February 18, 2013, 12:26:23 AM
When did he ever use that? I only recall him jumping around firing uncharged pharaohshots, with the occasional standing still to provide a charged up pharaoh shot.

If you're referring to the Rockman World series, then, well, I've only played 1-3, and not 4.
Title: Re: Class based modification (v6F)
Post by: Fyone on February 18, 2013, 12:28:14 AM
He doesn't shoot a charged up pharaoh shot, he shoots a pharaoh sand wave thingy.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on February 18, 2013, 12:52:29 AM
KY Pharaohman uses the Pharaoh Wave as his full charged shot: kinda big projectile, rips through enemies IIRC.

(click to show/hide)

YD Pharaohman just uses the copywep full charged Pharaoh Shot.

Pharaoh Wave is not only the actual representation of Pharaohman's weapon when fully charged, but it is also the special weapon Mega Man & co. obtain from defeating him in the arcade games: two waves that are fired both up front and behind the player, and their color scheme is orange and pink.

(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Beed28 on February 18, 2013, 12:55:48 AM
Why are sprites of the Shade Man zombies there alongside Pharaoh Man's sprites?
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on February 18, 2013, 12:56:58 AM
Quote from: "Beed28"
Why are sprites of the Shade Man zombies there alongside Pharaoh Man's sprites?
He can spawn them in Power Fighters.
Title: Re: Class based modification (v6F)
Post by: Beed28 on February 18, 2013, 12:58:48 AM
Wow, such a fast reply.

Never really did play Power Fighters, although I did see a TAS of it that killed off the bosses really quickly using Mega Man and Proto Man.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on February 18, 2013, 01:29:57 AM
Yea Pharaoh's charge attack in MM4 is likely Pharaoh Wave. And Pharaoh Shot is the jump attack.
As not all of the attacks Megaman gets from bosses are actually the same as the boss', Mega's Pharaoh Shot was probably a fusion of the two attacks. Where Pharaoh Wave in Fighters probably kept it's function similar to Pharaoh's version to make it more useful against Gemini Man (who it beats).
Title: Re: Class based modification (v6F)
Post by: MusashiAA on February 18, 2013, 02:56:19 AM
(click to show/hide)

Well, now that I'm done derailing stuff, I'm just gonna give info regarding v7a, aka the MM8 classes. Astro, Grenade, Search and Sword are done but not finished. All classes already have a gameplay concept IIRC, and they just need to be made then tested then tested some more. Expect some changes to old favorites, as usual. RNC classes are still stuck in development limbo, and you guys should totally put some pressure so they're finished and released :)
Title: I have a Powered Up fetish, forgive me ;~;
Post by: Gumballtoid on February 18, 2013, 01:19:35 PM
I think I have a concept for a Mega Man? class that would not copy weapons. I kind of mulled it over the other day. Mega Man?'s Mega? Buster (or whateverthefuckyouwanttocallit) would function similar to that of Mega Man's; two stages of charge, with a sliding alt. The difference between them is because Mega Man? can only use his buster, it has to have slight superiority over Mega Man's.

While charging, Mega Man slows down to Needle Man's gatling speed. Charging it to the first stage of charge produces a projectile that is slightly faster and slightly more powerful that Mega Man would produce. The second stage fires a fast charge shot, roughly the speed of a Hard Knuckle, give or take. The damage would parallel that of the Mega Buster and Proto Buster charges. Due to having such a powerful buster, Mega Man would have an ammo restriction that regenerates.

Mega Man? will jump slightly higher than Mega Man, but cannot jump while charging. His slide functions like that of Proto Man's; covers a greater distance but is used more slowly.

I had these sprites laying around, to give you an idea what it might look like. Green charge shots are neat.

(http://img850.imageshack.us/img850/5797/mmqsheet.png)

EDIT: Okay I guess that one Mus guy fella dude person wants me to code it so WELP GUESS I'M CODING IT
Title: Re: Class based modification (v6F)
Post by: Korby on February 18, 2013, 07:37:59 PM
The only reason I'm interested is the snazzy green charge color.
Title: Re: Class based modification (v6F)
Post by: Metallix on February 19, 2013, 12:43:40 AM
I'm sure this has been adressed by someone, somewhere in those 600+ pages, but having not the time nor inclination to sift through this, I'll just ask again.

Download link is giving me a 404 error. Any chance of updating or at least putting up an alt download?
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 19, 2013, 03:41:31 PM
Sorry i don't know.

Guys, Freezeman is not a LITTLE OP ? I like a lot this robotmaster, all those rebound and special attacks are really cool, but the first attack type (freeze cracker ball thing) can kill in 4 or 5 shot right? + the little ice stars rebound...

He is really effective, specially in DM...

All the attacks are cool but the primary weapon (freeze cracker) is powerfull for a robotmaster who have so much attacks, no?...

Anyways, he is really cool, ICE SPAM POWA! xD
Title: Re: Class based modification (v6F)
Post by: Ukiyama on February 19, 2013, 03:53:05 PM
Freeze Man's fire rate is slower than that of Bright Man, and he does 15 damage shots at a decent speed, Freeze Man does 18 damage shots that break off into 5 damage shards. Most of the time, a couple shards will always hit. Tbh that seems fair game.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on February 19, 2013, 04:18:33 PM
Ah ok, thanks! Yep, it's slow :o
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on February 19, 2013, 10:10:27 PM
here it is, download classes V6finalfantasy
http://www.mediafire.com/?3apga4owdvww59w
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on February 26, 2013, 04:02:30 PM
I can't help but think that Slashman should do something with the fruit (the fruit that sticks on megaman). I hate that fruit so much that I might regret mentioning it.
Title: Re: Class based modification (v6F)
Post by: Korby on February 26, 2013, 04:56:33 PM
The jelly bombs? I never considered it, seeing as I literally said "I'm making Slashman a demoknight," though I do recall a few people having some nice ideas for a Slashman that does have the jelly bombs. I recall a certain concept for KY Classes that was particularly interesting...
Title: Re: Class based modification (v6F)
Post by: Ukiyama on February 26, 2013, 05:08:36 PM
After playing as Mega in DM I do know one thing that probably should be done, make his power adaptor turn him into the power adaptor skin, not blinding you with his "power adaptor arms" that are right next to him, constantly coming in your eyesight.
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on February 26, 2013, 10:09:15 PM
Quote from: "Ukiyama"
After playing as Mega in DM I do know one thing that probably should be done, make his power adaptor turn him into the power adaptor skin, not blinding you with his "power adaptor arms" that are right next to him, constantly coming in your eyesight.
What about if Megaman's using a different weapon and has Power Adaptor as his buster?
And you must not know that Megaman's skin updated from v2c.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on February 26, 2013, 11:26:29 PM
Quote from: "Ukiyama"
After playing as Mega in DM I do know one thing that probably should be done, make his power adaptor turn him into the power adaptor skin, not blinding you with his "power adaptor arms" that are right next to him, constantly coming in your eyesight.

Every time I have the opportunity, I actually make this suggestion on the devchat. I've been doing that for a long time.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on February 27, 2013, 12:41:23 AM
Quote from: "Korby"
The jelly bombs? I never considered it, seeing as I literally said "I'm making Slashman a demoknight," though I do recall a few people having some nice ideas for a Slashman that does have the jelly bombs. I recall a certain concept for KY Classes that was particularly interesting...
I know in the second arcade game he had an attack where he did a rolling slash and went along the ground, which is when he used them, perhaps use that as his alt instead, could probably be similar to the current if done right.
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on February 27, 2013, 12:54:58 AM
It also could be his item (not likely)
Title: Re: Class based modification (v6F)
Post by: UltimateChimichanga on February 27, 2013, 08:18:24 AM
Holy shit bass makes the Yellow Devil a pushover.
Title: Re: Class based modification (v6F)
Post by: Colonel ServBot on February 27, 2013, 01:38:46 PM
actually, i can't download this. the link doesnt work.
Title: Re: Class based modification (v6F)
Post by: Beed28 on February 27, 2013, 02:18:20 PM
Quote from: "Colonel ServBot"
actually, i can't download this. the link doesnt work.

Have a lovely mirror buster:
Quote from: "TheunlosingQuint"
here it is, download classes V6finalfantasy
http://www.mediafire.com/?3apga4owdvww59w
Title: Re: Class based modification (v6F)
Post by: UltimateChimichanga on February 27, 2013, 10:36:58 PM
Can someone make a server with this? My servers don't like to show up on the list, and I tried that port forwarding thing.
I slowly realized that I can't do shit with computers.
(Fun fact: combining Quick's speed boost with his wall jumping ability allows you to climb up corners.)
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on March 02, 2013, 08:53:19 PM
how is v7a going?
Title: Re: Class based modification (v6F)
Post by: Korby on March 02, 2013, 10:31:30 PM
Slowly.
Title: Re: Class based modification (v6F)
Post by: Beed28 on March 02, 2013, 10:41:33 PM
Last time I heard or checked, even, the MM8 Classes are nowhere near close to being finished, save for Grenademan and Astroman.
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 02, 2013, 10:44:10 PM
I'm very sorry if this makes progress slower, but may I please ask why CentaurMan drops Centaur Arrows when his class never uses any?
Title: Re: Class based modification (v6F)
Post by: Korby on March 02, 2013, 10:45:58 PM
Swordman is close to being finished in terms of mechanics, he just requires one more thing to be put on his altfire, then I need to graphic him up and we'll have to balance him somehow.
Grenademan still needs a notification that he's going to explode after death.
Astroman will get some slight aesthetic changes on his Copy Vision, but that's about it.
Searchman and Tenguman need a lot of work, and Frostman mostly needs polishing.
Everyone else isn't started, but we have ideas for them.

Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 02, 2013, 10:51:02 PM
Quote from: "Korby"
Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.
I get that, but why doesn't he use the Arrows himself?
Title: Re: Class based modification (v6F)
Post by: Korby on March 02, 2013, 11:11:24 PM
Not sure, I don't play the guy so I can't really provide input on which would be better.

Until someone can correct me, I'll just go with "NES Accuracy"
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on March 03, 2013, 03:38:04 AM
why not give him



TWO WEAPONS!?!?!?!?
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 03, 2013, 03:41:44 AM
Quote from: "SmashBroPlusB"
why not give him



TWO WEAPONS!?!?!?!?
UNTHINKABLE![/sarcasm]
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 03, 2013, 04:19:27 AM
Or an alt Centaur Man who uses the Arrows and Naginaga with Shield instead?
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 03, 2013, 04:36:41 AM
Quote from: "fortegigasgospel"
Or an alt Centaur Man who uses the Arrows and Naginaga with Shield instead?
Why have two classes of the same character? I sort of prefer Smashbro's Idea of giving Centaur a second weapon.
Title: Stone Man is not one of them
Post by: Gumballtoid on March 03, 2013, 02:01:50 PM
Personally, I would prefer Battle & Fighters attacks being left out unless the class in question is outright unbalanced or useless.

Though Centaur Arrow being dropped is kinda neat. It's nice to fall back on when Centaur Flash is out of the question.
Title: Re: Stone Man is not one of them
Post by: GameAndWatcher on March 03, 2013, 04:32:47 PM
Quote from: "Gumballtoid"
Personally, I would prefer Battle & Fighters attacks being left out unless the class in question is outright unbalanced or useless.
Sort-of agreed, as this may be the case for Stoneman, but it would be neat of Centaurman got the arrows, but it isn't unnecessary.
It just feels odd that he has no access to the weapon, aside from dropping it, but then again, Gravityman doesn't need the Gravity Sphere at the moment.
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on March 03, 2013, 04:54:26 PM
Quote from: "Korby"
Swordman is close to being finished in terms of mechanics, he just requires one more thing to be put on his altfire, then I need to graphic him up and we'll have to balance him somehow.
Grenademan still needs a notification that he's going to explode after death.
Astroman will get some slight aesthetic changes on his Copy Vision, but that's about it.
Searchman and Tenguman need a lot of work, and Frostman mostly needs polishing.
Everyone else isn't started, but we have ideas for them.

Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.
So, does Astroman use astro crush and copy vision?
Title: Re: Class based modification (v6F)
Post by: Beed28 on March 03, 2013, 06:10:36 PM
Quote from: "ChaoticChao"
Quote from: "Korby"
Swordman is close to being finished in terms of mechanics, he just requires one more thing to be put on his altfire, then I need to graphic him up and we'll have to balance him somehow.
Grenademan still needs a notification that he's going to explode after death.
Astroman will get some slight aesthetic changes on his Copy Vision, but that's about it.
Searchman and Tenguman need a lot of work, and Frostman mostly needs polishing.
Everyone else isn't started, but we have ideas for them.

Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.
So, does Astroman use astro crush and copy vision?
I guess you won't be disappointed when you play him! ;)

Less cryptic answer: Yes, Astroman can use Copy Vision and Astro Crush.
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on March 04, 2013, 02:12:40 AM
Another thought, what even happened to the magnet beam in elecman's stage and the super arrow in MM5?
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 04, 2013, 02:13:46 AM
Quote from: "ChaoticChao"
Another thought, what even happened to the magnet beam in elecman's stage and the super arrow in MM5?
This isn't where to ask.
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on March 04, 2013, 02:46:40 AM
Quote from: "Game&Watcher"
Quote from: "ChaoticChao"
Another thought, what even happened to the magnet beam in elecman's stage and the super arrow in MM5?
This isn't where to ask.
Well, this is where the power and jet adapter were added to the game
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 04, 2013, 02:59:00 AM
Only because the weren't in the core. They were added here as added stuff to replace the proto and bass buster pick ups, as they aren't used in classes.
Title: Re: Class based modification (v6F)
Post by: ice on March 05, 2013, 03:03:18 PM
Any plans on buffing the missleading buster sized hit box on woodman's thrown leaf shield since it moves so slow to begin with and you can see it coming a mile away? At the moment, to me, every class seems playable except woodman, heck, even junkman is playable

I know woodman's leafshield attack is inherited from megaman's, but with megaman, it's a shield not really a primary means of attack as he has a whole arsenal of other weapons and items he can pick up with it active, while woodman, his is borderline useless. The main effect only activates if the opponent is stupid enough to shoot at it, meaning they could just wait till you're out of ammo them spam you to death while the only means of of attack is a leap with a long wind-down, and if you do try to jump at them, the opponent can still keep shooting you point blank, and he's painfully slow, so slow that even if you have the shield active and try to run, the opponent can easily keep up until it runs out. You could instead of using it for a shield you could fire it only as it deals 30 damage, but the hitbox is so small and the sprite is so huge, AND the projectile is so slow, the opponents can see it coming from a mile away rendering it borederline useless as an attack. In other words, he's only usefull if the opponent happens to be a retard or just plain careless
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on March 05, 2013, 08:04:15 PM
Quote from: "ice"
it's a shield not really a primary means of attack
Woodman's not a frontal assault class. He's not made to win Deathmatches.
he [Megaman] has a whole arsenal of other weapons and items he can pick up with it active
Megaman's whole purpose is to collect lots of weapons. If you think that's a problem, then it's not Woodman's fault.
The main effect only activates if the opponent is stupid enough to shoot at it
Skullman's shield's main effect only activates if the opponent is stupid enough to shoot at it.
meaning they could just wait till you're out of ammo
Woodman's ammo lasts a LONG time, and regenerates very quickly. That's on top of your stronger armor.
them spam you to death while the only means of of attack is a leap with a long wind-down
You're using the leap wrong. If you've been brought to the point where you're relying on the leap to not die, you've already lost.
and if you do try to jump at them, the opponent can still keep shooting you point blank
Guess what happens when you put up the shield when you're being shot at point blank?
he's painfully slow, so slow that even if you have the shield active and try to run, the opponent can easily keep up until it runs out.
You've got plenty of time to get into a strategic position. Launch the shield off and combo leaps (They're not as slow as you claim if you can connect just as it starts)
You could instead of using it for a shield you could fire it only as it deals 30 damage, but the hitbox is so small and the sprite is so huge, AND the projectile is so slow, the opponents can see it coming from a mile away rendering it borederline useless as an attack.
Errr... it's called Leaf SHIELD. Not Leaf Cannon, or Leaf Knuckle, or Leaf Shotgun.
In other words, he's only usefull if the opponent happens to be a retard or just plain careless
Man, that's some awesome reasoning there. I could say with just as much authority that Woodman's only useless if the player has the same traits.
Title: Re: Class based modification (v6F)
Post by: ice on March 05, 2013, 09:08:51 PM
Quote from: "Orange juice :l"
Quote from: "ice"
it's a shield not really a primary means of attack
Woodman's not a frontal assault class. He's not made to win Deathmatches.
I'm speaking from a playability point of veiw, junkman isnt made for deathmatches either, yet he's still fairly useful in deathmatch. Then with lastman standing, he isnt exactly that usefull in that mode either due to no health pickups, and with the points I already made and the ones below. And with team lms, he's mostly just usefull as a destraction *and if team shooting is still in, a cannon that team mates can shoot at activating the effect* god forbid if you end up being the last person left on the team *wich is usually the case due to the nature of the class* You'll have the same problems like in lms only multiplied by the opponent's team
he [Megaman] has a whole arsenal of other weapons and items he can pick up with it active
Megaman's whole purpose is to collect lots of weapons. If you think that's a problem, then it's not Woodman's fault.
It's more of a comparison, megaman's version is more as cover (made slightly more usefull with his higher speed), as a bomb cannon, or as a griefing weapon *running in the way of attacks for laughs, as with woodman, it's just there as something to either force the player to try to pray that an opponent's attack activate the effect, or as cover to run away at a slow pace, the only main upside is being able to walk in death pits
The main effect only activates if the opponent is stupid enough to shoot at it
Skullman's shield's main effect only activates if the opponent is stupid enough to shoot at it.
yes, but the skullman user actually has to have timing to even use the effect, plus with the exact timing nature of the barrier, it also suprises opponents if skullman happens to be good at faking out, but for woodman, the barrier's out in the open, making alot of noise, telegraphing that it's time to stop shooting
meaning they could just wait till you're out of ammo
Woodman's ammo lasts a LONG time, and regenerates very quickly. That's on top of your stronger armor.
Define regenerates quickly
them spam you to death while the only means of of attack is a leap with a long wind-down
You're using the leap wrong. If you've been brought to the point where you're relying on the leap to not die, you've already lost.
"If you've been brought to the point where you're relying on the leap to not die, you've already lost." Case and point, unfortunatly, this also seems to be the case with most people that uses him
and if you do try to jump at them, the opponent can still keep shooting you point blank
Guess what happens when you put up the shield when you're being shot at point blank?
Oh I don't know, the opponents get several shots in due to the long wind up before the protection even takes place
he's painfully slow, so slow that even if you have the shield active and try to run, the opponent can easily keep up until it runs out.
You've got plenty of time to get into a strategic position. Launch the shield off and combo leaps (They're not as slow as you claim if you can connect just as it starts)
not really a good strategy if the opponent likes to keep there distance as they chase
You could instead of using it for a shield you could fire it only as it deals 30 damage, but the hitbox is so small and the sprite is so huge, AND the projectile is so slow, the opponents can see it coming from a mile away rendering it borederline useless as an attack.
Errr... it's called Leaf SHIELD. Not Leaf Cannon, or Leaf Knuckle, or Leaf Shotgun.
If that was the case, then why have it fire as a projectile at all? or better yet, remove the shooting from plant barrier, and junk shield. Point I'm making is that the hitbox is misleading, that is all I ment by that
In other words, he's only useful if the opponent happens to be a retard or just plain careless
Man, that's some awesome reasoning there. I could say with just as much authority that Woodman's only useless if the player has the same traits.
Nice try at trying to take a cheap shot
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on March 05, 2013, 09:40:44 PM
Woodman's a defense class, made to go around with teammates. Not every class is good for every single role, and frontal assault was not one of Woodman's niches. If Woodman were to be buffed to a point where he was competitive solo, imagine how good he would be in his areas of expertise.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on March 05, 2013, 09:46:31 PM
you don't seem to get what ice is trying to say

the concept isn't buffing Wood Man





it's making the Leaf Shield hitbox less dumb
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on March 05, 2013, 09:49:10 PM
May I pose my opinion on Woodman? He is deffective. His shield of course turns him into a wall and refills fast. But without it? Even Hardman could take him down. The shield in question serves more as a counter attack and evasion perk than an effective mean of combat. So, if you are on LMS and you are Woodman against anyone else except That One Darkman, chances are someone will take you down in SECONDS. In the past he used to have a leaf buster, if I remember well, which was pretty neat because it allowed him to stand a chance. But now? He's laaaame unless infinite ammo is on. Also, he's a crawling brickwall, meaning he's more prone to just sit there or crawl away while soaking damage or blocking it than to effectively fight. And pit him against brutal tankers, such as Hardman, Needleman, WAHWEE and some others. Chances are that he will be dead before you can sneeze.

In other words: Remove Tackle, give "Leaf Buster", widen shield's projectile form hitbox
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on March 05, 2013, 10:07:46 PM
I actually wouldn't mind the Log Roller alt if it didn't suck ass with its pissy one-tile range


give him a longer jump or make him do a short dash along the ground or SOMETHING
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on March 05, 2013, 10:10:33 PM
Quote from: "SmashBroPlusB"
I actually wouldn't mind the Log Roller alt if it didn't suck ass with its pissy one-tile range


give him a longer jump or make him do a short dash along the ground or SOMETHING
Pfftch. Yeah, give him a barrel roll! That way we'll have the "Nope Woodman".
Title: Re: Class based modification (v6F)
Post by: Davregis on March 07, 2013, 02:19:35 AM
What say you give the V7A Megaman-BBA class a Doom pistol and call it game.

Also make it secret or something
Title: Re: Class based modification (v6F)
Post by: Neo on March 08, 2013, 11:38:19 PM
My ideas/Questions for some classes:
-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again?

-Have quint perform 2/3 "digs" (where he creates the debree) before he can jump again. the main problem i see people having about quint is the fact that the pogo is too spammable, without really any downside. here, it would take some degree of skill to use quint since now you'd be quite vulnerable if you miss your foe/they aren't dead, giving the foes some chance to fight back.

-Give Ring man (in someway/shape/form) a close quarter Ring like the ring boomerang copy version, or have him able to switch between the 2(giving him SOME chance out in the open). Ive been using ringman for a long time in this version and while he technically DOES have short ranged ring boomerangs, that's only if your able to button mash REALLY fast while you run around in circles like a retard waiting for one of your rings to come back so you have another shot at your foe, in which case the whole cycle repeats =/, or give him an item that calls both his rings back to him

-Have Airman have some weakness to weapons such as ring boomerang, dust crusher, &/or junk shield
since wood man is hardly a good offensive class, can weapons like dust crusher/junk shield/ring boomerang be good on air man. looking at how theyre suppose to be the bosses weakness, airmans weak to leaf shield because it jams his blower apperatus, while dustman is weak to ring boomerang because it jams his...sucker apperatus? if so, wouldnt it make sense that in the absence of an actual good counter/grass/plant offensive weapon, these weapons be able to be used as a subsitute?

-(id ask if tomahawk man could be weak to saku based on something cele(r)bi said a while ago, but since almost everythings about as susceptible to sakugarne as flash bomb, it would kind of be redundant.)
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 08, 2013, 11:59:21 PM
Quote from: "Neo"
-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again?
Flash Stopper deals no damage to him in game, and the buster still does one damage a hit, its the fact he is stopped by it that beats him not the light.

Quote from: "Neo"
-Have Airman have some weakness to weapons such as ring boomerang, dust crusher, &/or junk shield
since wood man is hardly a good offensive class, can weapons like dust crusher/junk shield/ring boomerang be good on air man. looking at how theyre suppose to be the bosses weakness, airmans weak to leaf shield because it jams his blower apperatus, while dustman is weak to ring boomerang because it jams his...sucker apperatus? if so, wouldnt it make sense that in the absence of an actual good counter/grass/plant offensive weapon, these weapons be able to be used as a subsitute?
Or maybe Super Arm due to weakness in Power Fighters, breaking his fan as apposed to jamming it.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 09, 2013, 12:34:46 AM
Quote from: "Neo"
My ideas/Questions for some classes: OOOOH, IT'S TIME

-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again? Not all that flashes is made of light, but let me check the latest beta...yup, he's not weak to it. Maybe because Flash Bomb is the worst kind of weakness to have...I'll mention it in the devchat


-Have quint perform 2/3 "digs" (where he creates the debree) before he can jump again. the main problem i see people having about quint is the fact that the pogo is too spammable, without really any downside. I have addressed this complaint numerous times already. There are downsides to being Quint, namely being innefective at long range, not being able to see your inmediate surroundings without moving, the unreliability of Sakugarne's hitbox, and not being fast enough to catch up in a chase. There was one particular downside that is non-existent in ZDN, and that is the lack of hitstun...IIRC, there is some work going on regardng the replication of hitstun for Quint and all classes that may require such downside.


-Give Ring man (in someway/shape/form) a close quarter Ring like the ring boomerang copy version, or have him able to switch between the 2(giving him SOME chance out in the open). Ive been using ringman for a long time in this version and while he technically DOES have short ranged ring boomerangs, that's only if your able to button mash REALLY fast while you run around in circles like a retard waiting for one of your rings to come back so you have another shot at your foe, in which case the whole cycle repeats =/, or give him an item that calls both his rings back to him. I actually support this idea. Why not having an item that switches from close-range boomerang to long-range boomerang, the former being weaker than the latter?

-Have Airman have some weakness to weapons such as ring boomerang, dust crusher, &/or junk shieldsince wood man is hardly a good offensive class, can weapons like dust crusher/junk shield/ring boomerang be good on air man. looking at how theyre suppose to be the bosses weakness, airmans weak to leaf shield because it jams his blower apperatus, while dustman is weak to ring boomerang because it jams his...sucker apperatus? if so, wouldnt it make sense that in the absence of an actual good counter/grass/plant offensive weapon, these weapons be able to be used as a subsitute? Hmm, seems like a good suggestion. Currently he's weak to Copy Leaf Shield, Woodman's Leaf Shield and Leaf Rain, and Plantman's Plant Barrier. If we follow the "stuff getting stuck in his fans" weakness logic, Dust Crusher and Junk Shield would also be his weaknesses. Maybe I'll suggest that...


-(id ask if tomahawk man could be weak to saku based on something cele(r)bi said a while ago, but since almost everythings about as susceptible to sakugarne as flash bomb, it would kind of be redundant.)To be honest, I've always thought Tomahawkman was weak to Plant Barrier because shield weapons simbolized peaceful self-defense and not offense. So maybe making Tomahawkman weak to all shield weapons?
Title: Re: Class based modification (v6F)
Post by: Neo on March 09, 2013, 07:04:52 PM
Quote from: "MusashiAA"
Quote from: "Neo"
My ideas/Questions for some classes: OOOOH, IT'S TIME

-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again? Not all that flashes is made of light, but let me check the latest beta...yup, he's not weak to it. Maybe because Flash Bomb is the worst kind of weakness to have...I'll mention it in the devchat

actually, let me pull up the Rockman wiki, cause i remember reading something along the lines of this.


Quote from: "[url
http://megaman.wikia.com/wiki/Pharaoh_Man[/url]"]He was created with high resistance and agility to avoid traps in pyramids and has very sensitive eyes to be able to see in dark places, but this also makes him weak to strong lights like the Flash Stopper, which could blind him easily.

in that case, i think ive come up with an idea.
Wynaut give pharaoh man only a 1.05-1.1 damage factor to flash bomb, but also have it blind him similar to how flash stopper blinds him, which would keep it remaining true to what hes suppose to be weak against (the 1.05-1.1 damage factor thing is mainly just to signify that "hey, hes weak to this!" sound effect thingy, or if the blinding part makes it too op, you could give him a damage factor below 1.0 (like maybe .85) to make up for that)

Also, other idea(s) i forgot to mention previously:
-have Plantman, when hit by his weakness(s), temporarily stop his health regeneration, because (IMO) classes with that kind of trait should have there weakness NEGATE said kind of trait, or atleast counteract it, not just do more damage(also, have you ever seen anything from the jungle(s) grow well in a blizzard?)

-Give Mega man (or Rock man), a "weapon" that, much like in the cartoon, lets him grab/touch a robot master, and temporarily "copy" that weapon/ability, which would completely(more or less)empty the foes ammo for said weapon (implying that he actually "Took" there power). He would only be able to hold one at a time and it would wear off, but this would give him a neat "gimmick" like how he was in the cartoon (my only request for this is that pharaoh man gets some kind of punch weapon when that happens, just for the lolz XD)

-Enker be able to temporarily create a "Mirror" wall for a brief moment that would reflect projectiles back, much like how the copy version is, though you can/could have it take some of his ammo he gets when he takes damage

-give Ringman something similar to what i mentioned above, only instead of having it reflect projectiles back, he could use it to bounce his rings off of, which could also be used as a sub for the close quarter ring boomerang i also suggested

-Much like how mega, proto, and bass have there alt/slide maneuver usable even on copy weapons, give Rockman the same kind of thing, only instead of it being a slide, it would be a basic buster shot(basically what megaman did in megaman 8, even with a RM weapon selected)

-Include a Powered Up Protoman class(which would be like the protoman from MMPU), where instead of being a copy class, he instead has higher jumps, moves faster(then the base copy class), and just uses the proto strike (damage nerfs would be needed if the same one from the original PU expansion was used)

-With classes where they use to have (an) alternate skin(s), Wynaut bring that back? just have it be the same class, just be able to switch between the skins, much like how we do in vanilla 8BDM(having it make use of the "skin" option just below the class)

-take away Doc Robots inability to not pickup weapon energy capsules in DM game modes, cause it really is kind of unfair(IMO) for him =/.

also, can RM's have SOME kind of use for weapon energy capsules(as well as having there own seperate versions of the M and W tanks)?
Title: Re: Class based modification (v6F)
Post by: Duora Super Gyro on March 09, 2013, 08:08:40 PM
Quote from: "Neo"
Quote from: "MusashiAA"
Quote from: "Neo"
My ideas/Questions for some classes: OOOOH, IT'S TIME

-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again? Not all that flashes is made of light, but let me check the latest beta...yup, he's not weak to it. Maybe because Flash Bomb is the worst kind of weakness to have...I'll mention it in the devchat

actually, let me pull up the Rockman wiki, cause i remember reading something along the lines of this.


Quote from: "[url
http://megaman.wikia.com/wiki/Pharaoh_Man[/url]"]He was created with high resistance and agility to avoid traps in pyramids and has very sensitive eyes to be able to see in dark places, but this also makes him weak to strong lights like the Flash Stopper, which could blind him easily.

in that case, i think ive come up with an idea.
Wynaut give pharaoh man only a 1.05-1.1 damage factor to flash bomb, but also have it blind him similar to how flash stopper blinds him, which would keep it remaining true to what hes suppose to be weak against (the 1.05-1.1 damage factor thing is mainly just to signify that "hey, hes weak to this!" sound effect thingy, or if the blinding part makes it too op, you could give him a damage factor below 1.0 (like maybe .85) to make up for that)

Also, other idea(s) i forgot to mention previously:
-have Plantman, when hit by his weakness(s), temporarily stop his health regeneration, because (IMO) classes with that kind of trait should have there weakness NEGATE said kind of trait, or atleast counteract it, not just do more damage(also, have you ever seen anything from the jungle(s) grow well in a blizzard?)

-Give Mega man (or Rock man), a "weapon" that, much like in the cartoon, lets him grab/touch a robot master, and temporarily "copy" that weapon/ability, which would completely(more or less)empty the foes ammo for said weapon (implying that he actually "Took" there power). He would only be able to hold one at a time and it would wear off, but this would give him a neat "gimmick" like how he was in the cartoon (my only request for this is that pharaoh man gets some kind of punch weapon when that happens, just for the lolz XD)

-Enker be able to temporarily create a "Mirror" wall for a brief moment that would reflect projectiles back, much like how the copy version is, though you can/could have it take some of his ammo he gets when he takes damage

-give Ringman something similar to what i mentioned above, only instead of having it reflect projectiles back, he could use it to bounce his rings off of, which could also be used as a sub for the close quarter ring boomerang i also suggested

-Much like how mega, proto, and bass have there alt/slide maneuver usable even on copy weapons, give Rockman the same kind of thing, only instead of it being a slide, it would be a basic buster shot(basically what megaman did in megaman 8, even with a RM weapon selected)

-Include a Powered Up Protoman class(which would be like the protoman from MMPU), where instead of being a copy class, he instead has higher jumps, moves faster(then the base copy class), and just uses the proto strike (damage nerfs would be needed if the same one from the original PU expansion was used)

-With classes where they use to have (an) alternate skin(s), Wynaut bring that back? just have it be the same class, just be able to switch between the skins, much like how we do in vanilla 8BDM(having it make use of the "skin" option just below the class)

-take away Doc Robots inability to not pickup weapon energy capsules in DM game modes, cause it really is kind of unfair(IMO) for him =/.

also, can RM's have SOME kind of use for weapon energy capsules(as well as having there own seperate versions of the M and W tanks)?

theres alot of good ideas here. I agree with this.
Title: Re: Class based modification (v6F)
Post by: Knux on March 09, 2013, 08:19:23 PM
Quote from: "Mus"
To be honest, I've always thought Tomahawkman was weak to Plant Barrier because shield weapons simbolized peaceful self-defense and not offense. So maybe making Tomahawkman weak to all shield weapons?
Star Crash is strictly an offensive shield, so probably not that one.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 09, 2013, 10:08:12 PM
Quote from: "Knux"
Quote from: "Mus"
To be honest, I've always thought Tomahawkman was weak to Plant Barrier because shield weapons simbolized peaceful self-defense and not offense. So maybe making Tomahawkman weak to all shield weapons?
Star Crash is strictly an offensive shield, so probably not that one.

Leaf Shield can be propelled at enemies, so probably not that one.

Copy Plant Barrier only heals you, so that one's moot.

Junk Shield has hugging AND launching capacities, so probably not that one.

And I'm sure Water Shield and Jewel Sattelite will have an offensive aspect as well, so not those.















Stop, I meant how shields symbolize defense, which symbolically oppose Tomahawkman's very own purpose: offense.
Title: Re: Class based modification (v6F)
Post by: Davregis on March 09, 2013, 11:04:55 PM
Hey, so I've been playing Shademan a bit, and it seems to me that an RoF buff for Noise Crush would not be amiss
Title: Re: Class based modification (v6F)
Post by: DarkAura on March 09, 2013, 11:52:26 PM
Tomahawk's weakness is not based off of "offence vs. defence." It's based off of "war vs. peace." It's based off the fact that Plant Barrier is a nature weapon, not the fact that it's a shield. So Tomahawk would be weak to nature-type weapons, however that would limit his weakness to Wood, Snake, Plant, and Hornet. I'll fuel the discussion no more than this.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 10, 2013, 12:55:38 AM
Quote from: "Neo"
-take away Doc Robots inability to not pickup weapon energy capsules in DM game modes, cause it really is kind of unfair(IMO) for him =/?
Hey now, when he can regain weapon energy AUTOMATICALLY and CHANGE his STATS whenever he fires a different weapon, I don't think he needs weapon energy capsules. And I'm sure he refills weapons he doesn't have equiped either, so if he has plenty of weapons he has no need for the energy pick ups.
Title: Re: Class based modification (v6F)
Post by: Korby on March 10, 2013, 01:06:20 AM
imo he should refill faster
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 10, 2013, 04:30:47 AM
Quote from: "DarkAura"
Tomahawk's weakness is not based off of "offence vs. defence." It's based off of "war vs. peace." It's based off the fact that Plant Barrier is a nature weapon, not the fact that it's a shield. So Tomahawk would be weak to nature-type weapons, however that would limit his weakness to Wood, Snake, Plant, and Hornet. I'll fuel the discussion no more than this.

OH, I KNEW I WAS WRONG! Good call! I went with offense vs. defense because I first thought of how each MM6 Robot Master was specially built as a battle robot instead of an industrial robot. But yes, I mixed up "war vs. peace" with "offense vs. defense".

But then you think how Tomahawkman also represents native americans, which are usually implied to be connected to nature...and then you think how "peace" isn't precisely connected to "nature", much like how "defense" isn't precisely connected to shield weaponry.

You pick your poison:

Tomahawkman being weak to "nature" weapons:

Copy Leaf Shield
Woodman's Leaf Shield and Leaf Rain
Copy Search Snake
Snakeman's Search Snakes and bite
Plantman's Plant Barrier (already is)
Copy Hornet Chaser
Hornetman's Hornet Chaser
Copy Thunder Wool
Sheepman's Thunder Wool

Tomahawkman being weak to "defensive" shield weapons and partially weak to "plant" weapons:

Copy Leaf Shield
Woodman's Leaf Shield and Leaf Rain
Copy Star Crash
Starman's Star Crash
Plantman's Plant Barrier
Copy Junk Shield
Junkman in general (maybe because native americans are "hurt" when people pollute the land? so maybe also Oil Slider?) or just Junkman's Junk Armor
Copy Jewel Sattelite
Jewelman's Jewel Sattelite
Copy Water Shield
Pumpman's Water Shield
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on March 10, 2013, 05:02:51 AM
If I may suggest, perhaps you could base the weaknesses off of this (http://www.cutstuff.net/forum/viewtopic.php?f=17&t=4471&start=30#p224741)?

After having dissected each weapon and Robot Master, it should be fairly accurate.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 10, 2013, 05:23:32 AM
Quote from: "Gumballtoid"
If I may suggest, perhaps you could base the weaknesses off of this (http://www.cutstuff.net/forum/viewtopic.php?f=17&t=4471&start=30#p224741)?

After having dissected each weapon and Robot Master, it should be fairly accurate.
I did something similar before. I analised the robots and gave possible weaknesses from ALL games. M&B, WV, M&B2, both DOS games, and Strategy included. But I did it over a year ago on my Compass man RP blog on tumblr. Should be tagged "Robot Master Analysis" or something like that. I did it in character too so mind it looking like a log entry if you find it before I link it. Oh and pay mind to the reply from Crash man regarding his, did make sense.
Edit: nvm found it. http://compass-man.tumblr.com/tagged/ro ... r-weakness (http://compass-man.tumblr.com/tagged/robot-master-weakness)
I gave the DOS and Dimensions fake numbers so don't refer to those numbers.
Title: Re: Class based modification (v6F)
Post by: Knux on March 10, 2013, 07:34:39 AM
Quote from: "MusashiAA"
Stop, I meant how shields symbolize defense, which symbolically oppose Tomahawkman's very own purpose: offense.
Ahahah, no. I was talking about how Star Crash doesn't give the user any sort of defense and is meant to, as the name implies, CRASH into the opposition. It doesn't block shit. That makes it strictly offensive.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 10, 2013, 08:21:58 AM
Quote from: "Knux"
Quote from: "MusashiAA"
Stop, I meant how shields symbolize defense, which symbolically oppose Tomahawkman's very own purpose: offense.
Ahahah, no. I was talking about how Star Crash doesn't give the user any sort of defense and is meant to, as the name implies, CRASH into the opposition. It doesn't block shit. That makes it strictly offensive.

Starman's Star Crash gives him extra armor. So there, defensive.

In the games, Copy Star Crash used to block enemy projectiles once with each use. It could also only damage enemies once.

...I don't mean to sound like I thnk you're wrong: I think you're right when calling out on those flaws. But despite those flaws, Tomahawkman is lacking weaknesses, and I'd rather make him generally weak to some weapons based on a flawed yet convincing position, than just gnaw at the flaw and decrease the number of proposed weaknesses from 12 to 8 (by removing all shield-like weapons that don't block projectiles or aren't plant-related: Star Crash and Junk Shield).

But then again, it's twice as many as the current 4 weaknesses he has...
Title: Re: Class based modification (v6F)
Post by: Neo on March 10, 2013, 04:44:28 PM
So, may i ask, what on the subject of the numerous ideas i suggested?(moving us away from the discussion of tomahax weakness =P)

Also, i knew from a while ago that doc robot changes stats(i think) when i was changing weapons and the health bar changed colors, but other then that, he really should either regain ammo faster then his current rate, or be able to pick up Weapon energy/use M/W tanks

On another note, a few more suggestions:
-instead of having plant man regain hp constantly no matter what, Wynaut instead have him only regain hp in his idle state(which would make alot more sense ***IYAM), similar to castlevania Circle of the Moons Jupiter x Mandragora DSS combo. Plus, thats how plants photosynthesize, when theyre ROOTED in the ground(you could also have it slightly increase the amount of hp recovered the longer your idle, with like a cap of maybe 5 hp per recover), with him able to get more health should an enemy be in melee range of him, since he (could) also have his plant barrier up at the same time

-(this may just be me and my nitpick for numbers,But...)Increase hardmans armor SLIGHTLY from 0.4 down to 0.33? Think about it, hard mans SUPPOSE to be superior to all by no competition when it comes to defenses, and to me, only a 0.1 difference between his armor and other defensive classes (I.E. Gutsman, Stone man, classes that also have 0.5 armor) doesnt scream "superiority"

-You know how we have a sound effect for when you hit a robot master with there weakness, plus how hard man has resistance to top spin, which is what hard knuckle is GOOD against. Wynaut also do the same with "Not very effective" attacks like in top spins case(how using the weapon of a robot master whos beaten by the previous RM's weapons/ attacks)? This would also add some extra "strategy" to classes (and a hell of a lot more logic). What I recommend is that, (For arguments sake) lets say your fighting a heatman /w atomic fire(copy version). Upon making contact with the copy weapons projectile,instead of doing 1.0x the damage, it would do, lets say...0.9-0.75x the normal amount(Or you could make this for if it was heatman vs. heatman, and instead, make it so COPY versions of the weapon act like they did in game, like Atomic fire/Crash bomb heals heat man, and weapons like metal blade and quick boomerang bounce off quickman) with the later option, you could still be true to how it was in the original game, but still wouldnt cause a stale mate if it was just 2 heatmans/quickmans left standing in LMS game types

-Include MM3 Weakness's for MM2 Robot masters, as well as the PU weakness's for the MM1 Robot masters

-Give quickman some kind of "frontal block" attack, where he can deflect certain projectiles should they be heading straight for him, like how he could in the original game. He would, however, be stuck in place for a few seconds, leaving him vulnerable to attacks from the other sides

-Like how bubble man can swim underwater, Let dive man do the same type of thing only with his submarine ram-ish attack, or have him be a sub underwater which can still ram foes, but also still shoot torpedoes(this would also net him a possible candidate for having an item similar to bubbleman flooding item)

-Change elec mans alt from just being he fires it and its like a shockwave(A_EXPLODE) with the lightning things being just for effects, to having the lighting that falls actually be what damages you. This way his attack ISNT completely unavoidable. This could, however, net him not having to need full ammo in order to use the alt, or having it do more damage, like 60 instead of 45, since its random where it falls
Title: Re: Class based modification (v6F)
Post by: Fyone on March 11, 2013, 03:19:46 PM
Making Hardman more OP? (I'm pretty sure Hardman's defense was getting nerfed in the next version too since he's already annoying to kill/OP) Making classes unusable against other classes? Making Quickman more OP? Turning Elecman's alt into a random-hitting, more than half-damaging attack?

I'm not sure about the rest of the stuff you said, but these things that I've brought up could ruin a lot of the classes. I agree that it would be better though if Elecman's alt was based on the projectile thunderbolts but not to a half-damaging state. Also Diveman should be able to use his Divecharge underwater but other things would have to be nerfed because it would make him OP. I'm pretty sure Plantman healed like that in the past but they now made it so he heals always but cannot heal in LMS or TLMS if I remember correctly.
Title: Re: Class based modification (v6F)
Post by: Knux on March 12, 2013, 08:13:52 PM
Kinda late, but still.
Quote from: "Mus"
...I don't mean to sound like I thnk you're wrong: I think you're right when calling out on those flaws. But despite those flaws, Tomahawkman is lacking weaknesses, and I'd rather make him generally weak to some weapons based on a flawed yet convincing position, than just gnaw at the flaw and decrease the number of proposed weaknesses from 12 to 8 (by removing all shield-like weapons that don't block projectiles or aren't plant-related: Star Crash and Junk Shield).
Oh, now I'm understanding where you come from. He does have too few weaknesses.

Considering his speed and that of the shield classes however, it's a matter of either catching a Tomahawk Man off guard or somehow cornering him. As far as classes go, Wood Man is incredible invincible with a Leaf Shield on and doesn't have to worry much about chasing a Tomahawk Man if there's a plan involved (like teammates or pits). Star Man can use the terrain and his altfire to his advantage and try to find an opening for Star Crash. Plant Man can buster from afar and try to lure him, though that may backfire on more open maps because of Silver Tomahawk's range (situational, I know). Junk Man... what can he do one on one? I don't see anything good happening for him, but that's beside the point.

Basically, what I'm trying to get at is that while Tomahawk Man does need more than one weakness, shields might not prove very effective unless a situation is created because all of the shield classes are slower. I can't think of anything else that would make sense as weaknesses, but then again, there are a lot of weaknesses in Megaman games that don't try to make much sense.

Eh, I guess shields as a weakness should be fine for now.

Oh and, are we counting Scorch Wheel as a shield? I feel rather skeptical about it.
Title: Re: Class based modification (v6F)
Post by: Rozark on March 12, 2013, 09:16:05 PM
I just find it strange that you're talking about Tomahawkman's weaknesses when I RARELY see people play as him because of his seemingly abnormally low damage output compared to some of the more played classes.

RIP Tomahawkman
Never Forget
Here's 20 maps just for you
Title: Re: Class based modification (v6F)
Post by: Korby on March 13, 2013, 12:52:24 AM
You don't play with Bikdark very often.
Title: Re: Class based modification (v6F)
Post by: Jman on March 14, 2013, 02:55:42 AM
Honestly, I think woodman needs a complete change. He's not fun to play as or play against at all. He used to be the incredible woodman before his attacks changed earlier. Here's a good compromise though.

Reasons for change:
-Too reliant on shield
-Acts as a "dummy counter", so his main method of attacking only works on trigger happy opponents. Woodman is usually a sitting duck against smarter enemies.
-Very low damage output, and has almost no methods of ranged attack

Suggested Changes
-Buff the shield shot to have a greater projectile speed, and slightly more damage as well.
-Nerf the shield ammo to where it doesn't last as long when being held up.
-Change the shield counter to where it only counters on a perfect block (sort of like skullman), but buff the damage of the leaf rain in the process.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on March 14, 2013, 11:27:39 PM
Quote from: "Jman"
Change the shield counter to where it only counters on a perfect block (sort of like skullman), but buff the damage of the leaf rain in the process.
Know what? Woodman wood probably benefit from that more than Skullman ever has. I'm all for it.

On a side note, it couldn't hurt to reduce Darkman3's rate of fire. If he has the privilege to blast away at opponents from incredible distances and do insane amounts of damage, then he should at least have some sort of restriction on it.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 15, 2013, 12:15:36 AM
Quote from: "Jman"
Honestly, I think woodman needs a complete change. He's not fun to play as or play against at all. He used to be the incredible woodman before his attacks changed earlier. Here's a good compromise though.

Reasons for change:
-Too reliant on shield
-Acts as a "dummy counter", so his main method of attacking only works on trigger happy opponents. Woodman is usually a sitting duck against smarter enemies.
-Very low damage output, and has almost no methods of ranged attack

Suggested Changes
-Buff the shield shot to have a greater projectile speed, and slightly more damage as well.
-Nerf the shield ammo to where it doesn't last as long when being held up.
-Change the shield counter to where it only counters on a perfect block (sort of like skullman), but buff the damage of the leaf rain in the process.

I don't get how Woodman's bad now. Does he depend way too much on Leaf Rain and trigger-happy enemies? You know what, I atree.

Buff the shield projectile. Increase hitbox size and maybe damage, and nerf something, whatever: there's your range attack. Leaf Rain *is* supposed to be the range attack, its mechanic was interesting at first, but then the whole "too dependent on shield and dumb enemies, fucked against smart enemies" issue showed up. Wood Slam was kinda an answer to that, but it appears people find it insufficient for battle...

I am all against changing Leaf Rain's mechanic to Skull counter mechanic: Skullman is a fast-paced, 1v1, assault class. Woodman is not, he's slow and buff, he has a shield that probably lasts twice as long as Skull Barrier, and the Wood Slam actually barcks some punch...or not?. Maybe give Wood Slam another added effect like bushing people away or give Woodman some ammo on each successful hit? ionno.

I think increasing the Leaf Shield ammo usage in order to "nerf" Leaf Rain spammage and dependence, or even generally suggesting for a revamp of the Leaf Rain mechanic, is kinda pointless because: 1.- There is already a mechanic that limits the spammage (minimal damage requirement to fire Leaf Rain), and 2.- We'd be forced to balance the ammo regen to that (shield ammo usage is increased, but regen will need to be increased as well).

When something ends up getting added or changed, it's because it was supervised and discussed by a mayority of the devs. Sometimes we have to confront Jax's own little ideas and viceversa: but when something goes the whole way through development and reaches the public, it was agreed on in the end, and is always subdue to change.

Revamps are applelied when classes aren't, say, innovative, different, creatively challenging or too simplistic; when they don't have something special to them other than "this little detail that can be exploited in certain situations". Efficacy isn't the one and all-encompassing goal: classes can and will be revamped when their gameplay can be chopped down to something unnappealing, visceral or innefficient, like Crystalman or Junkman.

I'm going to atree that Woodman is far too dependent on Leaf Rain as its main mean of ranged attack, which is why I'm going to atree with buffing the shield projectile...but it's not a problem that requires a revamp of the Leaf Rain mechanic, let alone changing it to Skull counter mechanic.

Old Woodman *was* bluntly efficacious but it *was* lacking/uninteresting and *wasn't* effective: that was, I believe, the reason behind the revamp.

Current Woodman *can* be effective but might not be efficient and can't be efficacious for some.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 15, 2013, 12:44:22 AM
A good example of Wood Man being effective happened the other day in TMLS, I was Drill and Darkaura was Wood. We were both the last people left for our teams and got to that point at near full hp.
DA managed to get me a few times with the tackle, which deals quite a lot of damage and did good at forcing me to keep away from him, effectively giving him the needed time to avoid my drill bombs. The match ended with who ever hit next won.
So Wood Man's tackle is very effective, downing a robot with basic armor/hp in a matter of 3 hits. Wood can serve well as a tankish melee range class. Which is something you don't see very often, and can be effective (evident with DA's many wins that day)
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 15, 2013, 01:21:18 AM
Quote from: "fortegigasgospel"
Wood can serve well as a tankish melee range class. Which is something you don't see very often, and can be effective (evident with DA's many wins that day)

Woodman is slow and rather buff, he has a shield that serves as a counter move that backs people off. His Leaf Rain covers a wide range AND is also slow. Leaf Rain is supposed to work at middle range, in a crowded battlefield or against a whole team assault. He's supposed to be scary, supposed to put you on your toes.

...but when you fight him as you would fight a Skullman, trying to outwit him, he's
pretty much screwed. Wood Slam might pack a punch, but missing a hit is very, very risky, and the shield projectile isn't a very good projectile at all.
Title: Re: Class based modification (v6F)
Post by: Jman on March 15, 2013, 03:47:44 AM
Again, the main problem with woodman is that he's at the mercy of his opponent. Against a trigger happy, fire-away tactic opponent, woodman will easily beat him. But if he goes against a person smart enough to know that woodman's main method of doing damage is from the counter, then they simply will ignore woodman until his shield is down, then attack. His projectile serves as almost no threat due to its laughably small hitbox and negligible speed. If woodman had a better way of defending himself without having to rely just on shielding, it would make him a much more viable, dynamic class that doesn't just rely on one mechanic.

On the side: Such a buff would discourage excessive shielding, and stop the long stalling that occurs from woodman only using his shield in fights.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on March 15, 2013, 08:48:30 AM
you know
I'm going to be that one guy






but I honestly still think he should do a barrel roll with his alt

moar range, not useless, still have to play it smart due to that thing called "gravity" and those other things called "walls"


also he rolled along the ground in Power Battles :ugeek:
Title: Re: Class based modification (v6F)
Post by: MusashiAA on March 15, 2013, 09:19:33 AM
Quote from: "SmashBroPlusB"
I honestly still think he should do a barrel roll with his alt

That was considered once. There's even some unused, unfinished graphics for it. The Wood Slam was preferred because...because...ionno, I just remember myself toying around with Pokemon Red's sound effects and suggesting "wouldn't it be great that Woodman has a body slam?". That is really all I remember. It was added, it was deemed sufficient, and it stuck. I even have the unused Pokemon Red Body Slam's sound effects...
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 15, 2013, 11:43:33 AM
Quote from: "SmashBroPlusB"
also he rolled along the ground in Power Battles :ugeek:
And in Super Adventure Rockman, too
Title: Re: Class based modification (v6F)
Post by: Tfp BreakDown on March 16, 2013, 07:15:06 AM
Quick Question. Do some of the classes have their power battle/power fighters weaknesses? (Examples: Shade being weak to R. Cutter, Stone is weak to N. Crush,  Pharaoh weak to Q. Boomerang)

If not, does the have plans to implement them?
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 16, 2013, 01:17:32 PM
I think a few classes here and their do.  Something to remember about the power fighters one is that vague descriptions were given, thus opening some bosses up to a much MUCH larger selection of weaknesses (Like Shade having his wing's cut, or Air having his fan broken to heavy hits)
Title: Re: Class based modification (v6F)
Post by: Davregis on March 17, 2013, 06:50:02 PM
Hey, since Shade Man isn't really that useful, y'should totally give him increased RoF for his primary and less of a delay between flight and swoop for the alt.
Title: Re: Class based modification (v6F)
Post by: Korby on March 17, 2013, 06:54:16 PM
Swoop is pretty darn powerful, so buffing that is probably not a good idea unless you want it to get nerfed damage-wise.
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 17, 2013, 07:10:09 PM
Perhaps he could use that attack that freezes MegaMan in place in 7 and the Arcade series.
Title: Re: Class based modification (v6F)
Post by: Davregis on March 17, 2013, 07:18:08 PM
Quote from: "Korby"
Swoop is pretty darn powerful, so buffing that is probably not a good idea unless you want it to get nerfed damage-wise.

I don't refer to the damage, but instead the amount of time between flight activating and the swoop becoming available for use.

As it is, whenever you see Shade Man flying, you know he's going to use the Swoop.
Furthermore, it cannot merely be pulled out in a fight due to the excessive delay between activation and use.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on March 17, 2013, 08:32:01 PM
By that logic, Atomic Fire should have its charge time reduced.
Title: Re: Class based modification (v6F)
Post by: Davregis on March 17, 2013, 10:41:21 PM
Quote from: "Orange juice :l"
By that logic, Atomic Fire should have its charge time reduced.

They're completely different attacks. What goes for one will certainly not go for the other.

I assume your viewpoint here is opposed to my own_
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on March 17, 2013, 11:13:28 PM
As it is, whenever you see Megaman flashing red, you know he's going to use Atomic Fire.
Furthermore, it cannot merely be pulled out in a fight due to the excessive delay between the beginning of charging and use.

The swoop has excellent damage and the flight makes you hard to hit while lining up your shot. There's not much you can do to counter it, bar running away, but then he can simply snipe you with noise crush.
Title: Re: Class based modification (v6F)
Post by: Davregis on March 18, 2013, 01:45:08 AM
Quote from: "Orange juice :l"
As it is, whenever you see Megaman flashing red, you know he's going to use Atomic Fire.
Furthermore, it cannot merely be pulled out in a fight due to the excessive delay between the beginning of charging and use.

Of course, the fact that it's an OHKO that takes but charging to use makes the meaning of my phrase totally different; by swapping but one word, you've altered the meaning.

The swoop has excellent damage and the flight makes you hard to hit while lining up your shot.
I'll willingly concede that players in flight are harder to hit while on land.
Saying that, they're certainly not impossible to hit, and Shade Man's slow flight makes him easier than most.


 There's not much you can do to counter it, bar running away, but then he can simply snipe you with noise crush.
Noise Crush is a slow-firing, slow-moving projectile dealing 15 damage.

Perhaps in addition to attempting to debate my views upon why he's bad, perhaps you could also list some reasons that he's not only good,
but usable, carrying advantages besides "Health regen upon hit with a medium-range, predictable melee"

Y'know, to attempt to do something other than list why my points might be poorly-worded, if nonetheless proper in content.
Title: Re: Class based modification (v6F)
Post by: Tengu on March 18, 2013, 01:54:00 AM
I find there to be nothing wrong with Shademan. Noise crush has no ammo limitations, so you can pop off plenty of shots. Not to mention, noise crush is a chargeable weapon. So it shouldn't need a fast firing rate anyway. He can fly in the air a pretty steady duration of time and the swoop doesn't put that to waste.

I don't see anything that needs to be up for discussion here.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on March 18, 2013, 02:01:08 AM
I'm sorry, but I felt the need to immediately touch upon the point where you called noise crush "a slow-firing, slow-moving projectile dealing 15 damage." The issue here should be painfully obvious.

Anyways, Shademan has plenty of things in his favor. His flight gives him great mobility- fast or not- and, paired with his fast-moving charged noise crush, he can play as an excellent sniper. The trick to the flight is to go directly above the opponent, at which point you are much more difficult to track and hit. Once the insignificant dead time passes, either gain more height to dodge or go for a close-range swoop. The swoop can very easily 2hko, and I believe it can also ohko. He's a mixed class; don't focus too much on only one aspect.
Title: Re: Class based modification (v6F)
Post by: Tengu on March 18, 2013, 02:02:49 AM
Quote from: "Orange juice :l"
and I believe it can also ohko.


If you swoop on top of someone that's running in the same direction that you're moving in, it does it quite easily.
Title: Re: Class based modification (v6F)
Post by: Hilman170499 on March 18, 2013, 03:52:46 PM
I got an off-topic question:

I know this was already answered but I want confirmation...

Can I please borrow some coding from this pack as reference when I make my own projects?

Thanks in advance.
Title: Re: Class based modification (v6F)
Post by: Atticus on March 18, 2013, 04:11:40 PM
I think something that would make cloudman better is if you removed the firing delay on his primary, so it would be a little easier to hit people
Title: Re: Class based modification (v6F)
Post by: ice on March 18, 2013, 04:59:39 PM
on the subject of cloudman, if his main was buffed, then his alt would have to be nerfed due to the fact that as he stands now, in a server full of people, all you have to do is spam the alt while flying and you win
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on March 18, 2013, 05:42:24 PM
Quote from: "Tengu and Tango"
Quote from: "Orange juice :l"
and I believe it can also ohko.


If you swoop on top of someone that's running in the same direction that you're moving in, it does it quite easily.

The hard thing with shademan is to use prepare the charged crush noise with the rebound of a normal crush noise, we need to use the normal crush noise not only without move with a wall ("face to face the wall") but when we jump or run, we need to throw a normal crush noise and take it back with the angle, it needs some skills but it's pretty interesting.

The rushing attack (shade swoop?) is pretty strong too, in TLMS, it's really helpful.

I try to train with him actually, but i would want to see the normal crush noise a little stronger, maybe it's not necessary.....it's 10, 15 or 20 for normal crush noise?

(sorry for my english again...)
Title: Re: Class based modification (v6F)
Post by: Rozark on March 18, 2013, 07:58:55 PM
Quote from: "ice"
on the subject of cloudman, if his main was buffed, then his alt would have to be nerfed due to the fact that as he stands now, in a server full of people, all you have to do is spam the alt while flying and you win

Or you can just completely balance both of them and not have his main be rapid fire >_>

And by balanced, I mean both are useable/not extremely broken. Right now, more people are inclined to just use the alt on Cloudman. Fix it so that people are inclined to use both attacks.
Title: Re: Class based modification (v6F)
Post by: Korby on March 18, 2013, 08:39:23 PM
I'm not entirely sure why, as Cloudman's mainfire is much, much stronger than his altfire.


EDIT: Oh, that's why.

Scratch my earlier comment, Jax is still terrible at balance. The altfire does 20 damage and the mainfire does 25 damage.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on March 18, 2013, 10:13:49 PM
hey guys I'm bringing up something nobody wants to bring up
don't mind me I'll just be setting up the marshmallows and weenies
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Magnet Dood on March 18, 2013, 10:20:34 PM
I know we're talking about Shade Man now but Wood Man was mentioned

and to be honest

I miss being able to summon LEAF RAIN with the item and LEAF ROCKETS with the alt

I liked the old Leaf Rain because it served as a viable close range counter for any of Wood's nemesises known as close range attacks. They were useful in warding off any attempts to attack Woody, thus giving him better protection as opposed to taking a huge risk and trying to use his manly body to squash people.

The leaf rockets were generally a good close to mid-ish range projectile that gave Wood players a chance to not be so goddamn useless running around like an idiot throwing around his leaf rain everywhere wasting his shield and actually attack (I'm not saying leaf rain was useless, but way too many people used Wood like that).

I can see why you changed the leaf rocket attack, but it's limited his effectiveness in attack situations pretty badly with only a body slam and his shield at his disposal. The leaf flag (what Wood has now) also isn't incredibly useful either due to its slow speed and mediocre damage- I mean, come on, given on how many times it'll actually hit anyone, the damage output is pitiful. It does like, what, 30 damage?

That's why I'd like the old leaf rain brought back with a couple of changes- reduce the damage to 10-15, and make it so that the leaves recharge from the ammo bar to 12 instead of 16 for one full ammo bar, capping it off at 36 instead of 32, allowing for a slightly greater output for more cost. Reducing the range could help as well.

As much as I'd like to see Wood's leaf rockets return, I doubt that would happen- but if so, you could link the leaf rain to that bar instead. You could also make it that the projectiles shoot two at a time instead of three.

EDIT: asdf Smash whynus
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on March 18, 2013, 10:27:26 PM
Quote from: "Magnet Dood"
EDIT: asdf Smash whynus
I know this isn't contributing much but

while you cry your LITTLE BABY-MAN TEARS how about you talk about my idea a little

so we don't have Wood Man using ANOTHER DUMB AoE ALT THING
Title: Re: Class based modification (v6F)
Post by: Magnet Dood on March 18, 2013, 10:40:17 PM
Oh, yes, right, your idea. To be honest, I really don't want Wood using a melee attack- or in your case, two- as it has proved unwieldly for Wood currently. The body slam isn't going to be helped by some more lateral movement- it's still going to make Wood a big fat sitting duck if he misses, which is often.  I also am not a fan of your proposed log roll attack, because not only is it incredibly goofy, it'll be rendered absolutely useless in the event that he either:
 A) Crashes into a wall, and if the offensive party is any smart, will chase after him and kill him, or
B) Crashes into a player at which point he has BOTH players  trying to kill him

It essentially makes his escape tactic not so much of an escape tactic. If I want to run away from someone using something like that, I'd use Blizzard Man, because his Blizzard Bowl can actually, uh, kill people?

Also, since this is an open discussion topic, I'd prefer if you didn't overshadow my opinion with a remark like that and give your thoughts on MY idea, preferably with concrete thoughts and correct punctuation and capitalization, please and thank you.
Title: Re: Class based modification (v6F)
Post by: Gumballtoid on March 18, 2013, 10:51:13 PM
I agree with a lot of what Dood said. The old leaf rain was not only semi-accurate, but it was effective.

Also the log rolling alt is silly. It just gives a defense-based class an awkward charging attack that he really doesn't need.
Title: Re: Class based modification (v6F)
Post by: Isaac940 on March 19, 2013, 09:18:52 PM
So I'm going to bring up an old topic for conversation: Gutsman

At least currently, it seems like he just has too much going for him; high armor, extremely powerful main with the potential to one-shot standard armor classes, and a relatively strong secondary as well that covers blind spots up close.

The best thing I can think of, is to give that property that I think Centaur's buster has to the rocks. IIRC, Centaur's buster is coded in a way that a direct hit causes the breakaway pieces not to spawn, so would it be possible to apply the same thing to Guts's rocks?
Title: Re: Class based modification (v6F)
Post by: Poker Man on March 19, 2013, 11:22:47 PM
first post,yay!

so,i will say some classes that are op:guts,needle,quint

guts can easily ohok every thing(how about super arm do 1/3 damage?)
needle man (how about make him slow when shooting?)
quint(how about give him a weak armor(2x damage taken)?)
Title: Re: Class based modification (v6F)
Post by: Caprice on March 19, 2013, 11:41:34 PM
I may as well give my opinions on how to "fix" these classes.

Gutsman: I personally think that Gutsman's rocks should have hit points (around 30-40?), and make the little pieces that are summoned in the rocks death state do less damage.
Needleman: If possible, make his needles do less damage based on how much ammo he has, like Wily?
Quint: I think Poker Man hit the nail on the head with this one.

But still, just my two cents.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 19, 2013, 11:45:32 PM
Needleman got broken with V3, he did originally slow down while firing, I'm sure the devs are working to fix with with the next release.
Title: Re: Class based modification (v6F)
Post by: Korby on March 19, 2013, 11:57:31 PM
Needle's becoming more like the Heavy next update for some unapparent reason.
Prepare for a second weapon for your head attack!
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 20, 2013, 12:21:07 AM
So much TF2 in ma Megaman. So who's gonna be Medic?
Also will we be seeing V7 as the next release?
Title: Re: Class based modification (v6F)
Post by: Rozark on March 20, 2013, 01:16:29 AM
Quote from: "fortegigasgospel"
So much TF2 in ma Megaman. So who's gonna be Medic?
Also will we be seeing V7 as the next release?

By technicality using my Tauntpack, I've graciously decided that Plantman should be medic.

If you're going to argue about how Roll should be, I already made her the Pinsol lady.
Title: Re: Class based modification (v6F)
Post by: Poker Man on March 20, 2013, 05:01:47 PM
Quote from: "Player 1"
I may as well give my opinions on how to "fix" these classes.

Gutsman: I personally think that Gutsman's rocks should have hit points (around 30-40?), and make the little pieces that are summoned in the rocks death state do less damage.
Needleman: If possible, make his needles do less damage based on how much ammo he has, like Wily?
Quint: I think Poker Man hit the nail on the head with this one.

But still, just my two cents.

i like the needle idea,but im saying quint should have a glass armor
Title: Re: Class based modification (v6F)
Post by: Knux on March 20, 2013, 07:24:22 PM
Quote from: "Poker Man"
quint should have a glass armor
The thing is that, if people have to be limited to an innacurate buster and Sakugarne (which in the case you fail to hit with it, you'll regret it), which is better? The hero classes. Megaman, Bass and Proto Man have WAY more versatility and that includes access to Sakugarne on some cases such as maps that have them and LMS weapons. Not to mention their dash altfire (Mega and Proto) and double jump (Bass) for mobility. See, giving Quint an armor nerf would make what little he has to attack with into dead weight. Ways to screw him over include all kinds of AoE (especially Gravity Hold durr), timing shots when he lands and having Sounds On so you can hear that damn unique clicking sounds that Sakugarne does, so he doesn't surprise rapes you.

See a Quint on a small map? Be resourceful and try to not play into his hands, as in, not getting cornered. Otherwise, yes, you're screwed.

Do I have to go over this again?
Title: Re: Class based modification (v6F)
Post by: GameAndWatcher on March 20, 2013, 09:57:08 PM
I say Duo should not be a copywep class. I think he'd be better with only two weapons: his PF Fist and Dash, and his MM8 Ground Punches and Meteor Tackle.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on March 20, 2013, 10:53:45 PM
Quote from: "Game&Watcher"
I say Duo should not be a copywep class. I think he'd be better with only two weapons: his PF Fist and Dash, and his MM8 Ground Punches and Meteor Tackle.

True.

He is a copywep only on mm power fighter, right?

But in the true story, it's only megaman, protoman and bass..
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 21, 2013, 12:04:00 AM
Quote from: "Stonefunk"
Quote from: "Game&Watcher"
I say Duo should not be a copywep class. I think he'd be better with only two weapons: his PF Fist and Dash, and his MM8 Ground Punches and Meteor Tackle.

True.

He is a copywep only on mm power fighter, right?

But in the true story, it's only megaman, protoman and bass..
Power Fighters is a canon game fyi.
And him as a copywep class fits in for having a tank copy weapon class. Also notice the other 2 copy weapon classes that aren't Mega Man have their busters has upgrade replacements to the Mega Buster in vanilla.
Title: Re: Class based modification (v6F)
Post by: Korby on March 21, 2013, 01:15:19 AM
Those who don't want Duo to be a copywep class will not be disappointed.

Those who do also won't be disappointed.
Title: Re: Class based modification (v6F)
Post by: Rozark on March 21, 2013, 01:16:29 AM
Do I smell a variation of Doc Robot magic?
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on March 21, 2013, 01:32:15 AM
I'm curious about Swordman, Tenguman, and Searchman. How will they work?
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on March 21, 2013, 01:39:18 AM
I sense 2 Duos. Original MM8 attacks and Cossack/Earth Copywep
Title: Re: Class based modification (v6F)
Post by: Korby on March 21, 2013, 02:58:15 AM
Quote from: "ChaoticChao"
Swordman

(click to show/hide)

Closest similarity I can think of.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on March 21, 2013, 02:40:52 PM
Weavel?! XD
I can imagine the top part of swordman flying and the low part being a turret, cool...
Sorry (like always) for my bad english....
Title: Re: Class based modification (v6F)
Post by: dayman on March 22, 2013, 12:58:03 AM
The download link for the V6F wad is going all 404.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on March 22, 2013, 03:25:23 AM
http://www.mediafire.com/?3apga4owdvww59w
here, classesv6f.
Title: Re: Class based modification (v6F)
Post by: dayman on March 22, 2013, 03:56:33 AM
Thanks~
Title: Re: Class based modification (v6F)
Post by: Rozark on March 26, 2013, 04:03:34 AM
Is your body ready? I hope so because Uncle Rozark has another fun treat for you.

ROZARK'S FUN TAUNTS V3

It's Amazing!
It's Spectacular!
It provides fun for the whole family!
Does CF even know you're using me to advertise these hilarities?

Nope.

CHANGELOG
(click to show/hide)

DOWNLOAD NOW
http://www.mediafire.com/?is2bqtw5rt4tg58 (http://www.mediafire.com/?is2bqtw5rt4tg58)
Title: Re: Class based modification (v6F)
Post by: UltimateChimichanga on March 28, 2013, 06:12:17 PM
guise
i made a a server with this
Title: Re: Class based modification (v6F)
Post by: Ceridran on March 28, 2013, 07:05:40 PM
Quote from: "Super64ds"
guise
i made a a server with this

yey moor classis survurs
Title: Re: Class based modification (v6F)
Post by: Watzup7856 on March 30, 2013, 08:00:22 PM
i made a taunt pack recently of songs for robot masters

THE THREAD IS HERE:

http://cutstuff.net/forum/viewtopic.php?f=30&t=5550

GRAB IT WHILE IT'S HOT!!!
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on April 02, 2013, 03:39:46 PM
I wanted know :v

There will be the mmgb5 stardroids for Classes?

MMGB5 was so epic...(specially the battle with Sunstar...SUNGOOOOOD!)

(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: FTX6004 on April 02, 2013, 03:47:42 PM
I think there will be classes of them but we only have 5 4 skins done only.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on April 03, 2013, 08:25:34 AM
Quote from: "FTX"
I think there will be classes of them but we only have 5 skins done only.

Ah oki, thanks! : >
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on April 03, 2013, 11:31:06 AM
The only problem I see with the MMV classes is Venus's weapon. It normally floats upward
Title: Re: Class based modification (v6F)
Post by: FTX6004 on April 03, 2013, 11:58:34 AM
Oh i thought we had 5 skins done but we only had 4 and there are neptune, venus, Uranus, and Jupiter, i must added Saturn but i forgot i din't finish him.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on April 03, 2013, 01:15:43 PM
Quote from: "ChaoticChao"
The only problem I see with the MMV classes is Venus's weapon. It normally floats upward
Venus' weapon drop does, the attacks of Venus don't. As for copy weapon Bubble Bomb anti-air weapon, good for maps like Elec, Grav, Star, Spring. KY made all 9 weapons from the game already too.
Title: Re: Class based modification (v6F)
Post by: UltimateChimichanga on April 03, 2013, 11:20:21 PM
YOU BASTARDS BETTER NOT FORGET PLUTO.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on April 03, 2013, 11:52:38 PM
I,m gonna ask again, how is V7a going today?
(I think a lot of people want to know this...)
Title: Re: Class based modification (v6F)
Post by: ashura9699 on April 04, 2013, 01:04:16 AM
er... links


I'm not becoming what i was, I'm just ignorant. T_t
Title: Re: Class based modification (v6F)
Post by: Korby on April 04, 2013, 01:07:48 AM
Quote from: "TheunlosingQuint"
I,m gonna ask again, how is V7a going today?
(I think a lot of people want to know this...)

Not very. IIRC, Jax wants to work a bit more on balancing the other classes before adding MM8.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on April 04, 2013, 11:45:19 AM
Thanks, Korby!  :)
also, Ashura9699, you need classesv6f? download here-> http://www.mediafire.com/?120phophha7pnj6
Title: Re: Class based modification (v6F)
Post by: Knux on April 21, 2013, 10:17:05 PM
Posting this before I forget. Why not make the feather shots for Tomahawk Man non-aimable? It's a pain to have to aim down to make the tomahawks go farther, then centering the view to make the feathers travel right over and over again.
Title: Re: Class based modification (v6F)
Post by: Orange juice :l on April 21, 2013, 11:00:39 PM
The benefits of being able to aim your shotgun up and down far outweigh the pain of needing to aim it at all.

And forgive me if I'm mistaken, but don't you play without a mouse? Aiming tends to be a lot easier if you use one.
Title: Re: Class based modification (v6F)
Post by: Knux on April 22, 2013, 12:53:46 AM
Nope, I don't use a mouse. I've tried it before, and I find I miss a lot more with it because I don't find it comfortable. Then again, I don't know what kind of configuration with a mouse would feel right for me. Do you happen to have some?

Some for a laptop with a trackpad would be great, too.
Title: Re: Class based modification (v6F)
Post by: Celebi on May 05, 2013, 08:32:38 PM
(click to show/hide)
Hey look an amazing HUD! Jax is amazing.
Title: Re: Class based modification (v6F)
Post by: Balrog on May 05, 2013, 09:06:04 PM
Those icons make my face hurt. Please make them less obtrusive so they don't get in the way when someone's trying to kick your teeth in.
Title: Re: Class based modification (v6F)
Post by: Celebi on May 05, 2013, 10:44:07 PM
Quote from: "Balrog"
Those icons make my face hurt. Please make them less obtrusive so they don't get in the way when someone's trying to kick your teeth in.
Hey you, yeah you, take a look at these.

Timeman example...
(click to show/hide)
Docrobot using screensize option...(720 x 576, my preferred size)
(click to show/hide)
Even on 320 x 200, the DOC HUD is still fine.  
(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Balrog on May 05, 2013, 11:07:24 PM
The colors are honestly a bigger problem than the size. Make them some cool color instead of mustard yellow and neon (ish) green.
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on May 05, 2013, 11:10:47 PM
Quote from: "Balrog"
The colors are honestly a bigger problem than the size. Make them some cool color instead of mustard yellow and neon (ish) green.
A black outline should be needed too...
Title: Re: Class based modification (v6F)
Post by: TheDoc on May 05, 2013, 11:15:17 PM
what is the 120%, 100% stuff for?
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on May 05, 2013, 11:20:04 PM
Quote from: "TheDoc"
what is the 120%, 100% stuff for?
Speed and Jump Height variation
Title: Re: Class based modification (v6F)
Post by: MusashiAA on May 05, 2013, 11:50:27 PM
Quote from: "tsukiyomaru0"
Quote from: "TheDoc"
what is the 120%, 100% stuff for?
Speed and Jump Height variation

Not only just that, but there's also the Armor variation shown on the life gauge. Less obvious, yes, but it's also there. We thought people haven't yet realized what makes Doc Robot different from other copywep classes, so Jax made this silly-looking HUD which I hope is actually changed in the near future.

Imagine Doc Robot as some sort of Deoxys...

EDIT: IN OTHER NEWS, development's been stuck in this for ages:

(click to show/hide)

If THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:

(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: ChaoticChao on May 06, 2013, 09:51:08 AM
Quote from: "MusashiAA"
IN OTHER NEWS, development's been stuck in this for ages:

(click to show/hide)
So they are close to done?
Title: Re: Class based modification (v6F)
Post by: Beed28 on May 06, 2013, 12:32:18 PM
Considering Sword Man is still blue, and that the other half of the MM8 cast are not present, I'd say don't hold your breath.

EDIT: I have just come up with a new way to handle weapon drops from Robot Masters. As soon as a Copy Wep class kills a Robot Master, they will automaticly receive their retrospective weapon, complete with the "Power Up! Rolling Cutter!" message and pickup sound... and only once. The Copy Wep class won't get it again if they already possess the weapon in question, so no instant ammo refill either. If we go down this route, then the map won't get cluttered with weapon drops if nobody's playing as a Copy Wep class.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on May 06, 2013, 06:05:43 PM
Quote from: "ChaoticChao"
Quote from: "MusashiAA"
IN OTHER NEWS, development's been stuck in this for ages:

(click to show/hide)
So they are close to done?

Oh heavens, no. Swordman needs his projectile graphics and a lot of tweaking, Astroman and Searchman need lots of polish, and Grenademan needs tweaking. Not only that, but the other half isn't even out for testing yet. Not only THAT, but there's been talks about a v6g coming out that'll include even more fixes and revamps for the current public classes.

Unless Jax is struck by sudden inspiration, we may not see v7a "as we hope" anytime soon.
Title: Re: Class based modification (v6F)
Post by: Korby on May 06, 2013, 08:40:50 PM
Quote from: "MusashiAA"
Astroman need lots of polish

what
Title: Re: Class based modification (v6F)
Post by: Beed28 on May 06, 2013, 10:28:33 PM
http://www.sendspace.com/file/rh1djj (http://www.sendspace.com/file/rh1djj)
(add it after Classes-v6f.pk3 or it won't work)

Alright, this new system is more of a concept than anything. Basically, as a Copy Wep class, kill any of the MM1 Robot Masters and instead of them dropping their weapons and eventually cluttering up the map, you'll receive their weapon instantly, but this cannot be done to refill ammo. For example, kill Bomb Man and you'll get Hyper Bombs added to your arsenal, but kill him again and your Hyper Bomb ammo won't be refilled.

Only the MM1 Robot Masters and their copy weapons have been adapted for this new system so far. The other Robot Masters will still use the old system and drop their weapons like normal.

Any thoughts?
Title: Re: Class based modification (v6F)
Post by: TheDoc on May 06, 2013, 11:16:19 PM
It's more like the comics to go pick it up, but more like the original games to have it this way......I like your new idea better.
Title: Re: Class based modification (v6F)
Post by: dylstew on May 08, 2013, 06:32:01 PM
Is it normal you can't pick up weapons when you run this mod or is that a bug?
Title: Re: Class based modification (v6F)
Post by: Zard1084 on May 08, 2013, 06:43:36 PM
Quote from: "dylstew"
Is it normal you can't pick up weapons when you run this mod or is that a bug?
Hello newcomer and no you can't pick up weps with anyclass except megaman, protoman, bass, docrobot, and rockman all other classes are unable to pick up weapons so your stuck using that classes powers i hope this clears your confusion.
Title: Re: Class based modification (v6F)
Post by: JetBlack120 on May 09, 2013, 08:18:04 PM
Quote from: "Yellow Devil"
(http://fast1.onesite.com/capcom-unity.com/user/sonicmega/4ccba0626acdaac9e34f4428b9de1b1e.png?v=179584)

Version 6F updates Classes to v3a and incorporates the past balance patches, but does not include MM9 Classes for some unapparent reason!
Download V6F! (http://wadtemp.fathax.com/files/Classes-v6f.pk3)
Download Classes-Tauntsv1! (http://www.mediafire.com/?xfgir7ewhzls4kp)
NOTE: You must put Classes-Tauntsv1 in your skins folder!

For tips, or just plain questions, please visit the wiki page dedicated to this mod. Thankers. (http://mm8bdm.wikia.com/wiki/Class_Based_Modification)

Other Versions!
(click to show/hide)

SPRITES NEEDED!
Duo tackling and "Stone Hand" Rotations

Hey the link for the newest version isnt working right.
Title: Re: Class based modification (v6F)
Post by: Beed28 on May 09, 2013, 08:25:09 PM
Quote from: "JetBlack120"
Hey the link for the newest version isnt working right.
Have a mirror:
http://static.best-ever.org/wads/classes-v6f.pk3 (http://static.best-ever.org/wads/classes-v6f.pk3)
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on May 11, 2013, 06:59:15 AM
For geminiman, can he have a "clone gauge point" thing 2x less ?

I mean, when the clone is dead, the guy run away and wait to have an other clone....the "clone recover" is too fast :v

If it's like 2,5x less, it can be cool, and the lasers is not enough played and it's an awesome weapon now :/ : )
EDIT:
Do you think, Gyroman need to have the "fly" mode who can be modified? He can fly really "long" (sorry for my english again)...
A little less can be good....or maybe, you can make the up-fly slower, i mean, if he want move on the air, it can be SLOWER!

Quickman need to be a little slower and have a better control of himself XDDDD (and a little little better armor?)

I just try to give my though about that ;3

Good luck anyways, for v6g or v7! :3
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on May 11, 2013, 11:37:54 PM
Quote from: "Stonefunk"
Quickman need to be a little slower and have a better control of himself XDDDD (and a little little better armor?)
I think his lack of an ammo gauge makes up for his armor.
Title: Re: Class based modification (v6F)
Post by: Beed28 on May 14, 2013, 12:51:40 AM
I just noticed that Quint's bot doesn't even ride his Sakugarne. It's really not in his character when he just runs around shooting. Can this be fixed?
Yes, I know Quint was Mega Man in the past. But I never saw him running around shooting as Quint in MMII GB and MMV GB, as well as Rockman 4 MI.

Also, some more feedback on the new weapon dropping system would be great.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on May 14, 2013, 01:17:59 AM
I,m agree Beed, Quint never uses Sakugarne.....
Title: Re: Class based modification (v6F)
Post by: JaxOf7 on May 14, 2013, 09:33:44 AM
Quote from: "Beed28"
Also, some more feedback on the new weapon dropping system would be great.
Oh right, this thing. Discussed the problem of weapon clutter with team (read: Mus) a while ago. Surprised I remembered actually.

So first of all, this thing spawns an item on you that you pick up. It's actually possible to not pick up the item by just not moving while getting the frag.
Don't worry, the reason I'm not a fan of this is not because of that; I don't like the team dynamics of it.

I don't want to create some sort of mechanic that makes Mega so desperate to get in the final hit and curse friendly top man for kill stealing him.
There is also the small issue that this mechanic is a small buff to sniping copy weps since they get the weapon of a dude they killed miles away when normally they would have to run to grab the copy weps. (Or hell, just not having to run to grab dropped weps anymore in general is quite powerful).


The solution I proposed for weapon clutter was the following:
A robot master drops their weapon on death if a copy wep is in close enough proximity to them.

I would imagine a proximity of centaur flash to rain flush range (I believe I also suggested the range outright being a server setting). I find proximity to be a "meh, but whatever" indicator that a copy wep may have been involved someway in combat with that rm, even if it was just distracting them. And you likely weren't going to run all the way over to pick up the copywep of an rm you sniped in DM anyway. Finally, proximity encourages a copy wep to stick together with their teammates not just because they might take out a foe and they can get in on that weapon, but because they want to have dibs on their fallen comrades' weaponry. Finally, I guess I just like how being close to the action ties into being an observant learning machine.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on May 23, 2013, 11:12:15 PM
Just an idea, is it possible to make the slide useful to pass the little part of some maps? Exemple: in mm classic game, the slide can help you to go on little part, Bass's Dash can't do it.
Idk how say.

It can be a good way to go in some others part of some maps....But it needs to be made on special pack map..
But the "hitbox can be lower? (sorry for my english.)
Title: Re: Class based modification (v6F)
Post by: ice on May 29, 2013, 05:04:15 PM
Quote from: "Stonefunk"
It can be a good way to go in some others part of some maps....But it needs to be made on special pack map..
But the "hitbox can be lower? (sorry for my english.)
Actually I've had an idea of a code where if you crouched, it launched you forward emulating the slide, but unfortunately crouching is always disabled in servers rendering it useless
Title: Re: Class based modification (v6F)
Post by: YGP1111 on June 07, 2013, 07:04:04 PM
Quote from: "Korby"
Quote from: "MusashiAA"
Astroman need lots of polish

what


uwotm8
Title: Re: Class based modification (v6F)
Post by: TheDoc on June 07, 2013, 08:31:04 PM
Quote from: "Beed28"
I just noticed that Quint's bot doesn't even ride his Sakugarne. It's really not in his character when he just runs around shooting. Can this be fixed?

You could probably just make his Sakugarne be the first weapon instead of the second...
Title: Re: Class based modification (v6F)
Post by: Korby on June 07, 2013, 11:24:39 PM
Quote from: "YGP1111"
uwotm8
Quote from: "CutmanMike"
KEEP IT SANE - Unlike most forums I have little to no tolerance for retarded posts. What I mean by this is simply replying to a thread with pointless (i.e I lol'd) will result in a warn, ESPECIALLY if you just post a single picture. This isn't 4chan. Have a reason before you post, other than to humour others with stupid comments.

:I

The reason I posted "what" in the first place was because Astroman pretty much only needs one more graphical change[copy vision should blink and not just kind of sit there and be green the entire time] and then he'll be all polished-y.
Title: Re: Class based modification (v6F)
Post by: YGP1111 on June 10, 2013, 02:32:10 AM
Quote
If THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:

(click to show/hide)


I lol'd xP
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on June 10, 2013, 04:25:08 AM
Quote from: "YGP1111"
Quote
If THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:

(click to show/hide)


I lol'd xP

EPIC PICTURE! O: !!!
LOL !
Title: Re: Class based modification (v6F)
Post by: Oliver on June 12, 2013, 04:57:12 PM
Quote from: "YGP1111"
Quote
If THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:

(click to show/hide)


I lol'd xP

Bug...  :|
Title: Re: Class based modification (v6F)
Post by: YGP1111 on June 14, 2013, 05:04:49 PM
Quote from: "Oliver"
Quote from: "YGP1111"
Quote
If THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:

(click to show/hide)


I lol'd xP

Bug...  :|

Oh really n-

OH MY GOD YOUR FREAKING PROFILE PIC GET IT AWAY .A.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on June 15, 2013, 02:11:06 AM
Hey do you know guys, when CAN be release the V6G? just to know if i will use V6F or V6G for my next convention where i will show the game with the class mode! (:

Anyways, it must be hard to balance all, specially when we must add (v7) some news robotmasters....

Good luck.
Title: Re: Class based modification (v6F)
Post by: Knux on June 15, 2013, 02:19:38 AM
Since there are no deadlines yet, assume the release date is "when it's done".
Title: Re: Class based modification (v6F)
Post by: ProjectHazoid on June 18, 2013, 12:59:52 AM
I'm thinking about taking a stab at Stone Hand, if that hasn't already been handled. Can anyone provide me a sorta ref sheet so I can perhaps properly scale said projectile?
Title: Re: Class based modification (v6F)
Post by: Magnet Dood on June 18, 2013, 01:30:00 AM
http://www.sprites-inc.co.uk/files/Classic/PowerF/Boss/RescueRoll/

Check out Stone Man on this sheet.

Kind of hard to see with the all the cruddy smoke.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on June 18, 2013, 01:32:14 AM
ACTUALLY


I heard Duo Fist's charged shot is literally an edited Power Hand. Try working from that first ... ???
Title: Re: Class based modification (v6F)
Post by: tsukiyomaru0 on June 18, 2013, 02:08:39 AM
Quote from: "SmashBroPlusB"
ACTUALLY


I heard Duo Fist's charged shot is literally an edited Power Hand. Try working from that first ... ???
http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/ (http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/)
http://www.sprites-inc.co.uk/files/Classic/PowerF/Wep/ (http://www.sprites-inc.co.uk/files/Classic/PowerF/Wep/)

Nope. But they looks pretty similar in 8-bits.
Title: Re: Class based modification (v6F)
Post by: sh4dowpik4chu on June 19, 2013, 01:35:12 PM
Download link is busted btw...
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on June 19, 2013, 07:10:40 PM
sh4dowpik4chu, here, the download for classesv6f
http://www.mediafire.com/download/554mz ... es-v6f.pk3 (http://www.mediafire.com/download/554mz2kg9h37mrc/Classes-v6f.pk3)
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on June 23, 2013, 04:24:48 PM
I dont know where i can post it, but i post here..

The sad thing of 2 classes mode who can work together...

I didnt want post this topic, but i need to say something (im tired so i can say anything who can be nuts)

KY class was forgotten and YD Class become the most popular class. But it's too bad because KY class had great ideas who can work with YD Class.

Some guys will tell me "yeah but KY and YD hasnt the same ideas so it wont work never.
When i see that, it's sad, we have 1 life on this poor eath, we need to enjoy it at 100%.
Megaman has some troubles because the serie is a little forgotten by capcom or we don't know what will happen with capcom (i hope the best)

But YOU guys, you can make an awesome mode like : Megaman - Robotmasters Classes Mode (something like that) between KY et YD.
The old conflicts were no-mature, retarded for  a fangame thing.

Some robotmasters are better in KY versions, but i noticed some better class in YD version, my fav is KY because i like his tomahawkman, flameman'flametower and Napalmman but i like YD version too for his awesome crashman, ringman or diveman's bombs like "MM power fighter" game.

It's not only some complete robotmasters who are better between the two versions, but some ideas are better than some others....
Diveman can have bombs + boostrush attack! (find a way to nerf it if it needs).
Pharaohman can have the real flame of mm4 who can perce the robotmasters and hit some others and HAVE the flying attack of Megaman Power fighter game TOO !
Others same things  with Knightman, Topman...etc....

If KY class doesnt continue, the potential of KY class can disapear..............
If KY class and YD class work separatly, it can be a conflict who can be boring.
IF they work together without to think "WE HAVE THE COPYRIGHT OF THIS ROBOTMASTER TROLOLO, I CREATED him, it's me the KING !" It can be a perfect thing.

Capcom has the copyright. Nobody can think They have it with a fangame, it's ridiculous.
I think, the culture should be shared at 100%! (except for the new release game who need some money, for the developpers, i understand that). But for a fanthing, it must be free, and must be shared, specially when it's a good videogame culture like the megaman serie!

It was just a message to say, i have nothing against KY and YD, i like the 2 mods. But some things make me angry against the V6F who can have great things WITH KY methods....


Anyways; i like the megaman serie who helped me when i had some social troubles, but anyways. PEACE!
Title: Re: Class based modification (v6F)
Post by: Davregis on June 23, 2013, 05:33:04 PM
...A KYD classes mod created by voting on each individual master?
Title: Re: Class based modification (v6F)
Post by: Tengu on June 23, 2013, 06:05:05 PM
Correct me if I'm wrong, but King Yamato isn't around anymore.
Title: Re: Class based modification (v6F)
Post by: -Daiki-TheOni on June 23, 2013, 06:25:53 PM
I think Tengu and Tango is right...
KY is "sleeping"....
Title: Re: Class based modification (v6F)
Post by: -FiniteZero- on June 23, 2013, 07:00:07 PM
I do wish the KY project was handed to someone else to work on or something. I like the idea of Robot Masters that play just like in the games.
Title: Re: Class based modification (v6F)
Post by: Magnet Dood on June 23, 2013, 07:25:00 PM
I actually saw KY in a KY classes server recently, but from his attitude it seemed pretty clear that he wasn't interested in working on his classes any longer.

Not to mention that most of his classes are based on outdated code and while some of his ideas are pretty neat (Skull, Wave, Dust) others are pretty darn broken (Plant, Spark, Yamato, Dive, Toad to an extent) and underpowered (Star... others). The mod is too far gone for the possibility of a merger without a serious overhaul.
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on June 23, 2013, 07:28:15 PM
Quote from: "Daveris"
...A KYD classes mod created by voting on each individual master?

Oh yeah! .... lol x)
Title: Re: Class based modification (v6F)
Post by: Rozark on June 23, 2013, 08:06:59 PM
You realize that that probably wouldn't be a good idea due to each of the mods having their own purpose, and by mixing them would result in breaking that beyond numerous levels. For instance, KY classes are based more on NES accuracy while YD classes are based more on.. creativity?
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on June 23, 2013, 08:35:05 PM
Quote from: "Rozark"
You realize that that probably wouldn't be a good idea due to each of the mods having their own purpose, and by mixing them would result in breaking that beyond numerous levels. For instance, KY classes are based more on NES accuracy while YD classes are based more on.. creativity?

Indeed.....forget what i said... :v

Each classes version can work.
Title: Re: Class based modification (v6F)
Post by: fortegigasgospel on June 24, 2013, 03:58:28 AM
Ok, I have an idea to possible get around CTF issues with classes.
Something similar to KY's classes, in which there is a flag carrier class. "But most every major character is taken." "But I don't wanna be forced into a completely different class I'm not used to."
CTF could use edited versions of the robot masters who, are not the robot masters. These would be let me call them the "Joe Masters."
They have dumbed down stats from the regular robot masters, so "Quick Joe" will not be anywhere near as fast as Quick Man, but in turn would have a bit extra armor to make up for it, also would lack the speed boost.
Robot Masters who have attacks that give an advantage would have them dumbed down also, or in Quick's case removed if possible with keeping the class' play style a bit in tack.
Turbo would not have a speed increase from Scorch Wheel. Turbo dash would gain a very short time limit to keep from going to far with it, as well as a speed decrease. Or simply make the Turbo dash move at normal run speed.
Gyro, Cloud, Shade and other flyers/swimmers would have a very limited flight time (more like a short range float then flying), or simply a double jump.
Tanks would have their armor lowered to a reasonable amount and of course, speed upped a tad bit.
Lastly, moves like Blizzard Roll and Dive Spin again would have a very short distance and a speed reduction.

Basicly rework the classes around the idea of them really only having a range of .2 away from default class in speed, armor and jump.
Title: Re: Class based modification (v6F)
Post by: Davregis on June 26, 2013, 07:31:42 PM
Quote from: "Rozark"
You realize that that probably wouldn't be a good idea due to each of the mods having their own purpose, and by mixing them would result in breaking that beyond numerous levels. For instance, KY classes are based more on NES accuracy while YD classes are based more on.. creativity?

Oh come on. That's not even close to being anything near viable when you consider how SIMILAR most of the classes in both mods are.
Title: It's overpowered, but take it and balance it. Not nerf it.
Post by: Ceridran on June 26, 2013, 07:38:06 PM
KY Pharaoh's mainfire is bet- *shot*
Title: Re: Class based modification (v6F)
Post by: Emmanuelf06 on June 27, 2013, 06:41:02 AM
the KY pharaoh shot has a good sprite...(like mm4 sprites) It can be cool to have the same for V6g or for an other version of Class YD.

[But the gauge/weaponpoints thing, can charge too fast....(of KY version).]
Title: Re: Class based modification (v6F)
Post by: -FiniteZero- on June 27, 2013, 03:27:28 PM
It would be nice if someone just took control of the KY expansion.

Yeah, KY started it, but since he long abandoned the thing, we might as well just update it ourselves.
Title: Re: Class based modification (v6F)
Post by: MusashiAA on June 27, 2013, 03:39:22 PM
Quote from: "-FiniteZero-"
It would be nice if someone just took control of the KY expansion.
Like Jax and this mod?

dont kill me please
Title: Re: Class based modification (v6F)
Post by: Ceridran on June 27, 2013, 03:40:39 PM
Yet there's not much difference other than the fact that one is more similar to the original game.

With the MM8 classes coming up, I don't see how the two wads will be different.
Title: Re: Class based modification (v6F)
Post by: Rozark on June 28, 2013, 12:15:06 AM
Quote from: "Zerokk"
Yet there's not much difference other than the fact that one is more similar to the original game.

With the MM8 classes coming up, I don't see how the two wads will be different.

KY, in order to stay relevant to NES accuracy, will of course need to only have things used in the games.
These classes however can experiment and while may use attacks from the games, can have moves that weren't in them but
could still relate to the robot master.
Title: Re: Class based modification (v6F)
Post by: -FiniteZero- on June 28, 2013, 12:22:15 AM
Quote from: "Rozark"
Quote from: "Zerokk"
Yet there's not much difference other than the fact that one is more similar to the original game.

With the MM8 classes coming up, I don't see how the two wads will be different.

KY, in order to stay relevant to NES accuracy, will of course need to only have things used in the games.
These classes however can experiment and while may use attacks from the games, can have moves that weren't in them but
could still relate to the robot master.

Precisely. I love this mod because each class is quite a lot of fun, and I love KY classes because it makes me feel that I truly AM that Robot Master.
Title: Re: Class based modification (v6F)
Post by: Korby on June 28, 2013, 02:17:24 AM
And that's the difference between the two mods.
Title: Re: Class based modification (v6F)
Post by: MrL1193 on June 28, 2013, 05:56:14 AM
Sorry if this is a noob question, but is there any place that I can find the exact stats of the different classes? (You know, jump height of x units, movement speed of y units, armor that blocks z percent of incoming damage, etc.) I've become rather curious about exactly where each class stands, and reading back a bit in this thread, I noticed people talking about things like how Hard Man's armor blocks exactly 10% more damage than some other armored classes, which makes me think that the info must be available somewhere. I just don't know where to look for it, and the wiki page isn't much help.
Title: Re: Class based modification (v6F)
Post by: Hallan Parva on June 28, 2013, 06:15:54 AM
you could always open the file with SLADE
Title: Re: Class based modification (v6F)
Post by: MrL1193 on June 28, 2013, 06:24:39 AM
Quote from: "SmashBroPlusB"
you could always open the file with SLADE
I...have no idea what that is. :? Could you perhaps elaborate a bit?
Title: Re: Class based modification (v6F)
Post by: Korby on June 28, 2013, 06:29:21 AM
Unfortunately, our wiki isn't very updated.

Fortunately, there are specific tiers of armor that every class adheres to.

Hard Armor: Takes x0.4 damage.
Heavy Armor: Takes x0.5 damage.
Toad Armor: Takes x0.65 damage.
Sturdy Armor: Takes x0.8 damage.
Normal Armor: Takes x1.0 damage.
Light Armor: Takes x1.2 damage.
Glass Armor: Takes x1.5 damage.

There are new tiers of armor coming in soon as well.
As for the movement speed and jump heights, those are generally unique to every class, so it would take a lot more effort to go through and look at all of them. If I have time soon, I'll try and do that for you.


REVISION

SLADE is a wad editing program, it lets you look inside the file so you can look at things, and can also let you mess around with things.

Also, welcome to the forums! Enjoy your stay and feel free to ask if you need any help.
Title: Re: Class based modification (v6F)
Post by: MrL1193 on June 28, 2013, 06:48:14 AM
Thank you, that helps quite a bit. :) I'm guessing the armor tiers can be distinguished by the color of the life bar? I've noticed that classes with heavier armor seem to have life bars of varying shades of green (though I haven't paid attention to the lighter armor colors).
Title: Re: Class based modification (v6F)
Post by: Magnet Dood on June 28, 2013, 02:14:06 PM
So does Toad Man actually have a different armor than Charge Man? I always thought that they were the same- it seemed like they took equal damage to most projectiles.

Also, the guys who have lighter armor usually have shades of red. The heaviest classes have some sort of weird dark teal color.
Title: My posts need more commas
Post by: Korby on June 28, 2013, 09:10:33 PM
Toad is an armor class that was made when I was making Toadman originally. Only Toadman and Darkman 1 have it at the moment.
Also, originally, Toadman was weak to things that were pointy, but Jax changed it to bombs because it makes more sense.

Chargeman has Sturdy armor.

Also, Protoman, though labeled as a Light class, actually has x1.333 armor, which is less than Light.
As such, Proto Armor will be introduced at some point, and if I recall, a few glass classes will be buffed to it.
Title: Re: Class based modification (v6F)
Post by: GunbladeMaster34 on July 01, 2013, 07:31:49 PM
...The link's broken.  :|
Title: Re: Class based modification (v6F)
Post by: Ceridran on July 01, 2013, 07:40:11 PM
I found a mirror.

Just click this. (http://static.best-ever.org/wads/classes-v6f.pk3)
Title: Re: Class based modification (v6F)
Post by: MusashiAA on July 03, 2013, 09:47:01 AM
Gentlemen, I am proud to tell you the second best kind of news:

classes-v6g is up for grabs on best-ever right here (http://static.best-ever.org/wads/classes-v6g.pk3). We also believe that this will be both the last v6 release (unless someone finds something that needs fixing ASAP) AND (get hyped) the last version before v7a and MM8 classes!!!!!!!!!!

btw here are the patch notes

(click to show/hide)
Title: Re: Class based modification (v6F)
Post by: Rozark on July 03, 2013, 10:28:03 AM
Well now, this is quite delicious.
Good to see Windman/Ringman get some love.
Title: Re: Class based modification (v6g)
Post by: Stardust on July 03, 2013, 01:09:59 PM
It's not possible yet to see some code about Mega Man 8 weapons... but there is already a folder in the file-
Great job for that last update, but while the DocRobot HUD is sweet for the eyes, is really having a jump of 90%, 100% or 110% from the normal one important to know ? The speed is for sure because even 10% of gain is a lot, but is the jump needed ? A tiny small height variation won't block the user from accessing the platforms they can with 100% jump.

EDIT : What does the altfire of the first weapon of Needle Man do ?
(I took a small look at the Needle Man code, and if I can say, you should replace the power duration "99999999999999" of its power speed when firing by 0x7FFFFFFF (it's actually the max value, about 2 years or something of duration... )
Title: Re: Class based modification (v6g)
Post by: Celebi on July 03, 2013, 01:18:56 PM
Quote from: "Stardust"
EDIT : What does the altfire of the first weapon of Needle Man do ?

Altfire for Needleman's main weapon "revs up" his Needle Cannon, making it easier to fire, rather than constantly revving up and revving down whenever you wanted to shoot.  (If you've played TF2, it is plainly the Heavy's Minigun)
Title: Re: Class based modification (v6g)
Post by: MusashiAA on July 03, 2013, 01:35:02 PM
Quote from: "Stardust"
while the DocRobot HUD is sweet for the eyes, is really having a jump of 90%, 100% or 110% from the normal one important to know ?
It makes a difference when you're not sure if your jump goes high enough to reach some normally-inaccesible platforms. There's a crucial difference between normal jump height and Bombman jump height (which is what most of Docbot's gained jump stats usually oscillate between): oddly, having the latter just barely allows you to reach most generally inaccesible platforms, and given that Docbot's stat boosts aren't steep it is a good piece of information to know precisely what your new mobility stats are.
Title: Re: Class based modification (v6g)
Post by: Beed28 on July 03, 2013, 04:46:49 PM
Finally, a new version is out!!

* Doesn't see any mention of Duo or Alien in the patch notes *

Aww. :cry:
Title: Re: Class based modification (v6g)
Post by: MusashiAA on July 03, 2013, 04:55:02 PM
Quote from: "Beed28"
Finally, a new version is out!!

* Doesn't see any mention of Duo or Alien in the patch notes *

Aww. :cry:

Duo is a MM8 class. So is Auto if you check the taunt pack, apparently.

Don't know about Alien at this point, he was never really discussed seriously in the devchat.
Title: Re: Class based modification (v6g)
Post by: Ceridran on July 03, 2013, 06:00:13 PM
The problem with Sniper Joe is that he is just not worth playing. He needs some sort of rework.

I can probably list a few things to pick from.

- Holding ALTFIRE will throw the grenade farther based on how long you charge. If you wait too long, it explodes on you.

- Give him a bar that fills up somewhat slowly, and gives him an item when it is full. This item puts him in a helicopter with a minigun. Like, make it shoot thin and really fast projectiles. (Hey, make it balanced.) Joe wouldn't be put into a weaker state after the helicopter.

- Do something similar to before, but with a different vehicle. Not that there are many options.


EDIT:

Some guys in a chat or something made a class for Serv and Jax posted it up, saying he would code it so hard. Serv denied the class.

We can recycle the idea for this, with different sprites! It's pretty similar to what I posted here, anyway. Minus the melee weapon.

Quote from: "JaxOf7"
From spur of the moment thinking on Skype:

Colonel Servbot class idea: MMX4 and MvC2 edition

(click to show/hide)

I would make this so hard if approved.

Instead of turning into a flying monstrosity, Joe would get his helicopter. With a minigun and something to crash down on the ground.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on July 03, 2013, 06:21:01 PM
Quote from: "Zerokk"
The problem with Sniper Joe is that he is just not worth playing. He needs some sort of rework.

I can probably list a few things to pick from.

- Holding ALTFIRE will throw the grenade farther based on how long you charge. If you wait too long, it explodes on you.I suggested that a long time ago (minus the "explodiong on you" bit, was rejected IIRC. Jax is a dumb, I tell you.

- Give him a bar that fills up somewhat slowly, and gives him an item when it is full. This item puts him in a helicopter with a minigun. Like, make it shoot thin and really fast projectiles. (Hey, make it balanced.) Joe wouldn't be put into a weaker state after the helicopter.Neat idea. Imagine getting the vehicles from Rockman 4 MI temporarily. Still, the main concept regarding Sniper Joe was to have a very simple support class, so making him more complex isn't really the right idea.

- Do something similar to before, but with a different vehicle. Not that there are many options. MM2 has the Sniper Armor (http://images4.wikia.nocookie.net/__cb20100502210437/megaman/images/b/b0/MM2SniperArmorArt.jpg) (the hopper mech). MM5 has both Apache Joe (http://images3.wikia.nocookie.net/__cb20100502222316/megaman/images/5/53/MM5ApacheJoeArt.jpg) (the helicopter) AND Rider Joe (http://images1.wikia.nocookie.net/__cb20120726154719/megaman/images/c/c9/Mm5_riderjoe.png) (Waveman bikes). MM7 has Trucker Joooooooooooe (http://images3.wikia.nocookie.net/__cb20120813143538/megaman/images/c/cc/Mm7_truckjoe.png) (a giant ramming truck). The Gameboy games has Gunner Joe (http://images2.wikia.nocookie.net/__cb20090304171849/megaman/images/5/5a/GunnerJoe.jpg) (a flying spaceship. We also don't need to stick to vehicles: Sniper Joe could probably morph into different kinds of Joes, each with its own stats and advantages/disadvantages.
Title: Re: Class based modification (v6g)
Post by: Hallan Parva on July 03, 2013, 06:46:08 PM
Basically, Joe is a poor man's melee class. His only two options are "punch dudes with OP 60 damage grenades" and "finish with the buster".


Adding a transformation mechanic, charge grenades, hell -- even a different gun (Machine Gun Joe from MM10 was neat) would be amazing.
Title: Re: Class based modification (v6g)
Post by: Ceridran on July 03, 2013, 06:54:04 PM
I like his gun as it is now, but he could probably pick up Treble Sentry, Beat, (that assist thing) Tango Roll, Rush (all of them), and all the other "buster adaptors" to get his MG via item, replacing his thing. Though, it kinda defeats the point of his helicopter minigun.

Also, he wouldn't use an item for his helicopter, because it'd be the altfire for his weapon 2 when he builds up enough energy. I realized the rejected C.Servbot existed just a little bit later, so it was "item use" at the time.

My question is, what would replace the servbot that the rejected C.Servbot calls in?
Title: Re: Class based modification (v6g)
Post by: MrL1193 on July 04, 2013, 03:18:22 AM
Doc Robot's new HUD is a very nice touch. And Needle Man's changes are quite interesting (though it feels a bit strange to think of him as a "heavy" class).

A couple quick questions: What did you nerf the Hard and Heavy Armors to? And did Doc Robot always have Light Armor as his default, or is it just the color of his life bar that's changed?
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on July 04, 2013, 11:10:13 AM
I don't know if it is intended but some HUD colors don't fit with the skins: Gutsman,Quint,etc
Title: Re: Class based modification (v6g)
Post by: GameAndWatcher on July 04, 2013, 07:27:07 PM
I'm glad to see my earlier idea for Windman's class didn't go to waste!  :mrgreen:
Title: Re: Class based modification (v6g)
Post by: Oliver on July 05, 2013, 08:48:54 AM
We still need to add the Megaman? class to the Next V7a class.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on July 05, 2013, 05:00:00 PM
Quote from: "Oliver"
We still need to add the Megaman? class to the Next V7a class.
We once had one, but it was identical to the regular Megaman class. We also had Breakman, both skins for Napalm, and 2 Ballades. All were identical to the other, so they got rid of them for that reason.
Helmetless Megaman came back with different stats. And now Ballade has his Alt skin as a skin to pick from. So Megaman? may return as a skin for the Megaman class.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 05, 2013, 06:28:19 PM
Ballade has his Alt as a skin? But how?
I'm checking that out right away!
Title: Re: Class based modification (v6g)
Post by: MusashiAA on July 05, 2013, 06:50:41 PM
Quote from: "ThePlayer"
Ballade has his Alt as a skin? But how?

Maybe I'm wrong, but I think the Ballade alt skin is available through some .ini shenanigans. I honestly don't remember, and I think that's fine: it's not really important.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on July 05, 2013, 07:26:12 PM
Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on July 05, 2013, 07:43:11 PM
Quote from: "fortegigasgospel"
Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.

There was a time where a Breakman class was discussed at some point, but I don't remember what was said. Maybe it was actually one of my suggestions, and those get debunked pretty quickly rabble rabble

Megaman? class never really struck out, IIRC. Someone actually made a detailed suggestion for it in here.

BBA Megaman class might actually be the next Roll, but he surely is competing against Auto and will soon be competing against Fakeman for the right to exist, and Auto's kinda confirmed at this point as a class...I would like a BBA Megaman class, even if it's a joke, secret, non-selectable class.

DOS Megaman sounds dumb, we already have Rockman for that.
Title: Re: Class based modification (v6g)
Post by: GameAndWatcher on July 05, 2013, 08:16:15 PM
Quote from: "fortegigasgospel"
So Megaman? may return as a skin for the Megaman class.

Seriously, Megaman? would be better off as a Copy Robot (not the user) class that just copies the MM1/PU weapons (as I suggested much earlier.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on July 05, 2013, 09:26:16 PM
Quote from: "MusashiAA"
Quote from: "fortegigasgospel"
Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.

DOS Megaman sounds dumb, we already have Rockman for that.
I'd hope that sounded dumb cause as I stated, if you remove slide and charge you are left with the vanilla megabuster and copy weapons.
And Rockman has stronger copy weapons so it is risk and reward. Risk of lower armor, with the reward of stronger weapons over simply being the vanilla 8bdm class, regular non-chargable buster and nothing special done to copy weapons.
Title: Re: Class based modification (v6g)
Post by: That One Boss on July 05, 2013, 10:07:21 PM
I'd just like to know, what are hardman and gutsman's current armor values?
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 05, 2013, 10:32:00 PM
Fakeman should probably be added due to his inclusion as a Robot Master of sorts, just without a weapon.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on July 05, 2013, 11:42:39 PM
Quote from: "fortegigasgospel"
Quote from: "MusashiAA"
Quote from: "fortegigasgospel"
Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.

DOS Megaman sounds dumb, we already have Rockman for that.
I'd hope that sounded dumb cause as I stated, if you remove slide and charge you are left with the vanilla megabuster and copy weapons.
And Rockman has stronger copy weapons so it is risk and reward. Risk of lower armor, with the reward of stronger weapons over simply being the vanilla 8bdm class, regular non-chargable buster and nothing special done to copy weapons.

Rockman has no charge, no slide, and NO COPY WEP RESTRICTIONS. That is, if he had normal armor, he would take the default amount of damage everything should deal, and his copy weapons deal the default vanilla damage (and said values are taken into account when damaging foes with lower armor tiers). He is essentially vanilla class with Proto armor.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on July 06, 2013, 12:26:00 AM
Quote from: "MusashiAA"
Quote from: "fortegigasgospel"
Quote from: "MusashiAA"
DOS Megaman sounds dumb, we already have Rockman for that.
I'd hope that sounded dumb cause as I stated, if you remove slide and charge you are left with the vanilla megabuster and copy weapons.
And Rockman has stronger copy weapons so it is risk and reward. Risk of lower armor, with the reward of stronger weapons over simply being the vanilla 8bdm class, regular non-chargable buster and nothing special done to copy weapons.

Rockman has no charge, no slide, and NO COPY WEP RESTRICTIONS. That is, if he had normal armor, he would take the default amount of damage everything should deal, and his copy weapons deal the default vanilla damage (and said values are taken into account when damaging foes with lower armor tiers). He is essentially vanilla class with Proto armor.
Oh. Well then nevermind. I thought he was just Megaman with less armor and stronger Copy Weapons. Never play copy weapon classes anyway. Please ignore my little derp there.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 06, 2013, 03:06:18 AM
Anyway, i was playing TDM with all these other people and this happened to Gutsman:
(click to show/hide)
(click to show/hide)
It was enabled trough skins.
Title: Re: Class based modification (v6g)
Post by: Galactan on July 07, 2013, 06:07:32 PM
The new Burst Man altfire mechanics are... interesting, to say the least.

Also, if Enker uses his mainfire immediately after his altfire ends, the projectile and firing animation are horribly out of sync
Title: Re: Class based modification (v6g)
Post by: That One Boss on July 10, 2013, 03:25:05 AM
I know the heavy and hard armor types now, but does Junkman still get 0.4 armor from his shield?

On an unrelated note, what will Frostman and Duo's armor be?
Title: Re: Class based modification (v6g)
Post by: Ukiyama on July 10, 2013, 03:52:58 AM
Quote from: "That One Boss"
I know the heavy and hard armor types now, but does Junkman still get 0.4 armor from his shield?

On an unrelated note, what will Frostman and Duo's armor be?

Whelp if Doc Robots Ice Wave stats are any indication, I guess probably in the Guts Man - Hard Man range for Frost Man.
Title: Re: Class based modification (v6g)
Post by: Korby on July 10, 2013, 05:11:15 AM
Frostman will be Hard if I recall and Duo is sturdy[?]
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 10, 2013, 05:28:37 AM
Also on an unrelated note, the RNC skins can be used in classes.
I'll put up a pic of Flash Man
Title: Re: Class based modification (v6g)
Post by: MrL1193 on July 10, 2013, 07:52:27 AM
Quote from: "That One Boss"
I know the heavy and hard armor types now, but does Junkman still get 0.4 armor from his shield?

On an unrelated note, what will Frostman and Duo's armor be?
I still don't know those new armor values. :? Is anyone feeling a little more forthcoming about them now? I'm still curious...
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on July 10, 2013, 12:57:01 PM
Quote from: "Korby"
Frostman will be Hard if I recall and Duo is sturdy[?]
^That. That would be their armor values. Not precise, but it's the best you're probably going to get methinks.

...I wish there was the "Evil Bot" (whatever it is, the final boss currently) class that would be WAAAAAAAY overpowered.
Title: Re: Class based modification (v6g)
Post by: Beed28 on July 10, 2013, 01:35:45 PM
I think Pharaoh Man should have Pharaoh Wave, since him using Pharaoh Shot is kinda redundant and that's what he charged up in Mega Man 4.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on July 10, 2013, 02:38:32 PM
I see no one cares about what I said... so here is the diference...

(click to show/hide)

Here is the download: http://www.mediafire.com/download/f60xg ... hudfix.pk3 (http://www.mediafire.com/download/f60xg4tocif811c/classes-v6g-quinthudfix.pk3)

I know is something trivial (or something pretty stupid for you) but I wanted that Buster to look the same as the skin colors...

Also żWill be those colors I cahnged in future expansions?

o  and will be cool for quint bot to change the currently equiped weapon every 30 seconds/1 minute, if is there a way to do that of course. (with tics or something, i dont know)
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on July 10, 2013, 11:38:03 PM
Quote from: "Beed28"
I think Pharaoh Man should have Pharaoh Wave, since him using Pharaoh Shot is kinda redundant and that's what he charged up in Mega Man 4.
That is why KY classes uses Wave instead. His Pharaoh Shot was actually the attack he did when jumping, and in PF it was the one he used that arched downward.
And if they wanna argue not giving him Wave or that style Pharaoh Shot cause "from stupid fighting game (that wasn't even a fighting game, and wasn't as bad as I think)" Pharaoh already has the flying, from said game.

Also, my money is on Evil Robot class for Terminator pick-up, like how KY has Dr. Wily class for said power up in that game mode.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 13, 2013, 05:37:22 AM
Adding Wave would also mean probably adding his shield thingy.
Title: Re: Class based modification (v6g)
Post by: MrL1193 on July 13, 2013, 07:30:24 PM
Speaking of Wave, is there any chance that Wave Man might see some changes? I'm not saying that he's unbalanced or anything like that; it's just that he's...well, not very unique. As far as I can tell, his movement, jump height, and armor are all the same as the base class, and his Water Wave seems to be the same as the copy version as well. The only thing unique to him is his harpoon attack, and even that just amounts to a modified buster.
Title: Re: Class based modification (v6g)
Post by: Ceridran on July 13, 2013, 07:38:01 PM
While they're talking about a different "wave," you made a good point.

First, chargable Water Wave. It'd make a bigger wave for each charge level.

Second, he needs his water spout attack on an alternate weapon that keeps the mainfire harpoon along with it.

Lastly, make the harpoon a ripper.
Title: Re: Class based modification (v6g)
Post by: Smunch on July 14, 2013, 03:34:47 AM
I dig current wave myself.  He's fun (to me) and not broken or completely underpowered.  The water wave is all about the terrain, and I find that playing wave man on each map feels different due to the situations you find yourself in because of the layout.  

I personally don't want a change, but I can understand a wish to alter his abilities.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 14, 2013, 03:58:20 AM
His harpoon is pretty hard to use because of its slowish speed. I tend to depend mostly on the Wave.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on July 14, 2013, 03:27:11 PM
I'd like Wave to have the spout attack (at least as an alt). It's a little more true to the original boss fight.
Title: Re: Class based modification (v6g)
Post by: That One Boss on July 14, 2013, 05:15:52 PM
Quote from: "MrL1193"
I still don't know those new armor values. :? Is anyone feeling a little more forthcoming about them now? I'm still curious...
Heavy armor (Gutsman, Stoneman) is now 0.55 instead of 0.5 and hard armor is now 0.5 instead of 0.4
so In terms of health, Gutsman and Stoneman went from 200 to about 180 and Hardman went from 250 to 200

If I remember correctly, junk shield halves the damage Junkman takes. Since his base armor is 0.8, does that mean that he has 0.4 armor with the shield on?
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 14, 2013, 07:34:44 PM
ON A VERY UNRELATED NOTE
I found this thread in the WIP section: http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2625
Does this mean that Bond Man is going to be added?
Title: Re: Class based modification (v6g)
Post by: Korby on July 14, 2013, 08:08:19 PM
that thread was made two years ago

yellow devil doesn't even work on this mod anymore

also I'd prefer to finish the bot classes before moving on to bonus classes, and before we can do more bot classes, we need to finish mm8
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 14, 2013, 08:20:37 PM
So the bots and bonuses will be added in like v8?
Title: Re: Class based modification
Post by: OtakuAlex on July 16, 2013, 03:21:31 AM
Quote from: "Yellow Devil"
Quote from: "Ivory"
What can I say? I liked Megaman 5. It's the underdog of the NES games.  :ugeek:

I hated it.

Well not hated it, but it's the worst of the NES games.

Worst? I hope you're saying it's the worst Mega man game on NES and not the worst NES game of all time,'cause there's a whole army of games worst than MM5 in the NES library.
Title: Re: Class based modification (v6g)
Post by: Ivory on July 16, 2013, 04:47:27 AM
OtakuAlex, you have responded to a 3 year old post. I must ask you watch the dates of posts when you are making a response, nonetheless one that has nothing to do with the topic of this thread.
Title: Re: Class based modification (v6g)
Post by: cybersavior on July 16, 2013, 07:10:30 AM
Concerning class movement speed variables

What are the default values for

player.forwardmove
player.sidemove


As many of the classes do not have these listed, I imagine they use a default value when not specified.

I would like to know what it is, as I would like to modify copies of these txt files in a patch (one with 3/4 values and one with 1/2 values) so I could play the mod with different movement speeds.

(also would like to know where specifically I would look change and reduce the speed of Megaman/ protoman slides and the Bass Dash by these same amounts)

Thank you in advance for any help.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on July 18, 2013, 07:06:05 AM
What is the point of the Windstorm exactly ? It's like 50% of the energypoint...not really effective.

it's to do like Roll's broom? :)
Title: Re: Class based modification (v6g)
Post by: GameAndWatcher on July 18, 2013, 01:50:16 PM
Quote from: "Stonefunk"
What is the point of the Windstorm exactly ? It's like 50% of the energypoint...not really effective.

it's to do like Roll's broom? :)
It's for use in cramped hallways, like the indoors of Yamato Man's stage.
Title: Re: Class based modification (v6g)
Post by: Hilman170499 on July 22, 2013, 02:07:35 PM
I have 2 questions regarding future MM8 Classes:

1)If Frost Man had a taunt, what would it be? Possibly popsicle related stuff, right?

2)Would Sword Man have the ability to detach his top from his legs for a limited time?
Title: Re: Class based modification (v6g)
Post by: GameAndWatcher on July 22, 2013, 02:35:27 PM
Quote from: "Hilman170499"
I have 2 questions regarding future MM8 Classes:

1)If Frost Man had a taunt, what would it be? Possibly popsicle related stuff, right?

2)Would Sword Man have the ability to detach his top from his legs for a limited time?
1.) Use SLADE3 on the main tauntpack.
2.) I hope so.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on July 23, 2013, 07:21:49 PM
I,ll post this again because no one seems to care, is a minihotfix to quintbustercolors, search in the quote for the download.


Quote from: "TheunlosingQuint"
I see no one cares about what I said... so here is the diference...

(click to show/hide)

Here is the download: http://www.mediafire.com/download/f60xg ... hudfix.pk3 (http://www.mediafire.com/download/f60xg4tocif811c/classes-v6g-quinthudfix.pk3)

I know is something trivial (or something pretty stupid for you) but I wanted that Buster to look the same as the skin colors...

Also żWill be those colors I cahnged in future expansions?

o  and will be cool for quint bot to change the currently equiped weapon every 30 seconds/1 minute, if is there a way to do that of course. (with tics or something, i dont know)
Title: Re: Class based modification (v6g)
Post by: ZeStopper on July 23, 2013, 07:33:32 PM
Perfection is the key to success my Quinty friend.
Pay attention to this, guys! Add the hotfix to the MM8!
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on July 23, 2013, 08:54:23 PM
Thanks, "ThePlayer", is just a minihotfix, I just changed the colors and nothing more, but will be cool to have KY sakugarne attacks animations for Quint when He is riding sakugarne. Someone said that KY will not work in that project again, so you should grab those animations and use them here (giving credit to KY of course)
Title: Re: Class based modification (v6g)
Post by: Beed28 on August 02, 2013, 07:28:48 PM
So when I started playing this again, I noticed something off.

The various Robot Master classes use the "player damaged" sound as their hurt sound instead of the "enemy hurt" sound the Robot Master skins used in vanilla MM8BDM.

Can this be fixed? I just don't find it as satisfying when they're using the "player damaged" sounds for some reason.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 08, 2013, 02:48:22 PM
Oh, i hope V6G will continue with V7 and others...  :twisted:

I made a server for it (TLMS)

:: [BE] New York :: MM8BDM Classes V6G TLMS SERVER

I put a lot of packmaps in ^^

108.61.83.66:15040

I know, people play actually Saxtonhale+class but anyways, enjoy if you want play TLMS.

If you want different things (like 3 lifes or 2 wins), contact me.
EDIT: NEW SERVER! With Team Deathmatch and BUCKSHOT (to help the robotmaster like ballade or diveman...) It will depends of the maps (but yeah the robotmasters who kill quickly will have always a little advantage)
I put CSCM Pack map and IX pack.
Enjoy!
How can i able taunts?...

:: [BE] New York :: Team Deathmatch CLASSES V6G Megaman
IP:

108.61.83.66:15030
Title: Re: Class based modification (v6g)
Post by: FTX6004 on August 08, 2013, 05:40:19 PM
Quote from: "Stonefunk"
:: [BE] New York :: Team Deathmatch CLASSES V6G Megaman
IP:

108.61.83.66:15030

Is that server even using map random select? Just asking i don't like servers without random select.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 08, 2013, 05:47:10 PM
What is the code for it ? "sv_maprotation random" ?
Title: Re: Class based modification (v6g)
Post by: Oliver on August 13, 2013, 03:39:27 PM
Found a problem in V3b with classes-v6g.

Quote
Execution could not continue.

1 errors during actor postprocessing

Update? For i wan't to play with classes Again.
Title: Re: Class based modification (v6g)
Post by: Beed28 on August 13, 2013, 03:42:29 PM
Yeah, I don't know what's up with that. :(

It's probably best to wait for MM8 classes, then it'll be playable again.
Title: Re: Class based modification (v6g)
Post by: Badz on August 13, 2013, 05:34:43 PM
If you look before the error message, you'll notice that it says that "OilSledAmmo is referenced but not defined." The error is caused by the updates on Oil Slider, which weren't applied to Oil Man.
Title: Re: Class based modification (v6g)
Post by: cybersavior on August 14, 2013, 04:20:40 AM
Here is an unofficial fix for that

Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)

All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.

------------------------------

actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}

-------------------------------

btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...
Title: Re: Class based modification (v6g)
Post by: MrL1193 on August 14, 2013, 05:33:04 AM
When I had to fix Oil Man's Oil Slider for Class Saxton Hale, I pretty much just took all the code pertaining to the slide from the new Oil Slider weapon and used it to replace the equivalent code in Oil Man's file. It's not a perfect fix (the bar that's supposed to show how much longer you can ride it just stays blank the whole time), but it at least gets rid of the error. I'm not sure exactly what changes you would be missing if you just re-added the old ammo definition to the file.

Also, I'm pretty sure that Turbo Man will need an update as well so that his Scorch Wheel will properly indicate how much longer you can hold it.
Title: Re: Class based modification (v6g)
Post by: Korby on August 14, 2013, 06:18:42 AM
Quote from: "cybersavior"
btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...

Jaxof7 and to a much lesser extent, me.
Title: Re: Class based modification (v6g)
Post by: Oliver on August 14, 2013, 07:03:09 AM
Quote from: "cybersavior"
Here is an unofficial fix for that

Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)

All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.

------------------------------

actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}

-------------------------------

btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...

OMG, YOU'RE A HERO!  :D
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 14, 2013, 06:28:50 PM
Quote from: "Oliver"
Quote from: "cybersavior"
Here is an unofficial fix for that

Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)

All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.

------------------------------

actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}

-------------------------------

btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...

OMG, YOU'RE A HERO!  :D

+1

I would want a version for v3b.... ;p
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 15, 2013, 08:52:06 PM
Erm... Okay, I'd like my class to be changed to Buffer Man's skin. Speaking of which, I'm gonna start working on an overhaul if that's alright.
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 15, 2013, 08:57:15 PM
Bufferman? Your class?

Wait, did you get the wrong topic?
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 15, 2013, 08:59:25 PM
Yes. Yes I did.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on August 15, 2013, 11:36:28 PM
Now, I don't want to seem the stupid guy, but I'm sure a lot of people wants to know hows V7a going, now that V3b is out....
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 02:09:03 AM
would not rise further but I will.
these are the sprites of megaman slide but new and quint are inspired of Rockman and Forte 2 Challenger from the Future Wonderswan

(http://fc01.deviantart.net/fs71/f/2013/198/2/a/untitled_drawing_by_diegogamer1820-d6dy9lq.png)


enjoy  :lol:
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 02:15:21 AM
I repeat the quint is inspired slide of Rockman and Forte 2 Challenger from the Future Wonderswan
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 17, 2013, 02:16:28 AM
"Inspired?"

He's just a megaman edit, seeing as he's megaman from the future. How would it be inspired if it's not actually different?
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 02:19:14 AM
ah oh you're right, I really do not see it that way
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 02:20:42 AM
thank you for correcting zerokk
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 02:32:07 AM
well now I will present my sprites mobile rockman roll but I do not finish it ... but will be very soon

(http://fc08.deviantart.net/fs71/f/2013/228/1/3/roll_movile_classes_sprite_by_diegogamer1820-d6igqlb.png)
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 17, 2013, 02:44:26 AM
I can't see that being implemented. Roll is already unique enough, and to tack on a protobuster w/o shield doesn't seem right at all.

Also, you made a double post, and proceeded to make a triple post.

In the same day in the same thread.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 04:21:55 AM
and that's bad?
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 04:22:59 AM
well I think to stop stomping around here and that makes satisfied the other
Title: Re: Class based modification (v6g)
Post by: ZeStopper on August 17, 2013, 04:52:12 AM
Quote from: "Zerokk"
I can't see that being implemented. Roll is already unique enough, and to tack on a protobuster w/o shield doesn't seem right at all.

Also, you made a double post, and proceeded to make a triple post.

In the same day in the same thread.
geno made a Mobile Roll skin, that's good enough for us.
It's bad to post multiple times in the forumns, just put everything in one post.....
or the admins or moderators will eat you
Title: Re: Class based modification (v6g)
Post by: Oliver on August 17, 2013, 12:16:33 PM
Quote from: "DiegoGamer1820"
(http://fc01.deviantart.net/fs71/f/2013/198/2/a/untitled_drawing_by_diegogamer1820-d6dy9lq.png)

Remake Protoman's head. Becuz the V3b.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 17, 2013, 03:38:27 PM
Quote from: "Oliver"
Quote from: "cybersavior"
Here is an unofficial fix for that

Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)

All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.

------------------------------

actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}

-------------------------------

btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...

OMG, YOU'RE A HERO!  :D

Ok! Cool! I made a server for it!

*Classes V6G(3b) Megaman TLMS*
108.61.83.66:15030

Why TLMS? Because the good oooold days when we played a lot TLMS all together with 1life, pretty funny. XD
Deathmatch can break some robotmasters (ballade, diveman...)
(no mappacks because Zandronum server doesnt want actually, bug?)
Enjoy!
Title: Re: Class based modification (v6g)
Post by: ZeStopper on August 17, 2013, 04:51:47 PM
Quote from: "DiegoGamer1820"
(http://fc01.deviantart.net/fs71/f/2013/198/2/a/untitled_drawing_by_diegogamer1820-d6dy9lq.png)
Quint doesn't need dash sprites because he has the sakugrane for transportation.
Title: Re: Class based modification (v6g)
Post by: FTX6004 on August 17, 2013, 04:57:38 PM
Needs more Shadowman slide.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 17, 2013, 05:02:59 PM
Agreed. Shadow Man should have the ability to slide, and his invisibility should be an item-use ability.
Title: Re: Class based modification (v6g)
Post by: Hallan Parva on August 17, 2013, 05:04:23 PM
POWER
SLIDING
INVIS WATCH


BALANCED



if only Shadow Man could backstab :ugeek:
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 17, 2013, 05:07:08 PM
Well, if anything should go, it would be the invisibility.
Title: Re: Class based modification (v6g)
Post by: Hallan Parva on August 17, 2013, 05:17:22 PM
see now I don't like you any more


hey guys let's make Shadow Man a worse Mega Man
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 17, 2013, 05:23:12 PM
Well, the thing is, Shadow Man is probably the class most removed from his original NES class. What's the point of having a Robot Master class if he plays nothing like the Robot Master?
Title: Re: Class based modification (v6g)
Post by: ZeStopper on August 17, 2013, 05:24:08 PM
So that he can be unique?
Title: Re: Class based modification (v6g)
Post by: Linnie on August 17, 2013, 05:31:20 PM
Why not make Shadow Man like his RM4MI boss with 25-or-so moves?


Though, seriously, I think Shadow Man is fine as is. He's different from his game counterpart, but he's still fun to play as and he's fairly balanced.
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on August 17, 2013, 07:01:17 PM
How about Shadowman be like this:
Weapon 1 - Follow his NES behavior
Main Fire - Double Shuriken that fires one forwards and another 15 degrees taking turns between left and right. (You can tell which direction he will throw to by looking at which hand is showing up in his "Ready" state. Right hand equals forward and forward-right, for example)
Alt Fire - A charge kick-like attack, but limited by ammo (which is half or quarter of the capacity of the actual chargekickwep). It only recharges by itself after completely depleted, and even so can't be reused until full (should take 5 seconds maybe?).

Weapon 2 - Follow his B&F behavior
Main Fire - Triple Shuriken at forward, 15 degrees left and 15 degrees right. Uses a regenerative ammo bar for the additional 2 shurikens and should have a fire rate slightly higher than Elecman's. One the shurikens hit a wall, they stick there for a short while and can cause halved damage to any fool who bumps into them, however the "depleted ammo" ones are not able to stick to walls/floors/ceilings.
Alt Fire - For this one I have two ideas:
* Art of Substitution - Forces him to stop completely for as long as you hold altattack. if he is attacked, he will replace himself with a log, vanish and become unshootable for 3 seconds or until he tries to attack, also halving the damage he took at that moment. However, if properly timed, will completely null all damages. To prevent turbofiring this, it should use all of its ammo when "fired", but rapidly regain ammo while held.
* Art of Ilusion - Creates non-interactive actors next to him, on his left and right. This changes his main fire, causing him to fire only one shuriken, while each "clone" fires one as well. However these shurikens can seek in their first few frames and eats twice the ammo (added the fact the clones themselves uses ammo for just being there).
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 17, 2013, 07:03:14 PM
I like this idea. The first weapon makes me happy, and the second weapon is very unique.
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on August 17, 2013, 07:12:20 PM
Quote from: "-FiniteZero-"
I like this idea. The first weapon makes me happy, and the second weapon is very unique.
Yeah, I aimed to please Greeks and Trojans: Those who like NES Shadowman will have his Weapon 1, those who like an original Shadowman will have his Weapon 2, it would no longer be Kotrollru Fuuma with invisibility, and could no longer stall a game for ages unless the player was skilled with timing.
Title: Re: Class based modification (v6g)
Post by: Hallan Parva on August 17, 2013, 07:24:54 PM
except you could never stall for ages because the invis timer is rather short

and Shadow Man is glassy as fuck so he kind of needs it



getting rid of the invisibility for a log is like making him a worse Skull Man
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 07:25:16 PM
(http://www.sprites-inc.co.uk/files/Classic/MM3/Boss/8Boss/mm3_shadowman.gif)

shadowman can have the same speed of light megaman slide if they have played the mm3
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on August 17, 2013, 08:10:38 PM
Quote from: "SmashBroPlusB"
except you could never stall for ages because the invis timer is rather short

and Shadow Man is glassy as fuck so he kind of needs it



getting rid of the invisibility for a log is like making him a worse Skull Man
You have never seen a stalling Shadowman, right? They can stretch a battle for 5 minutes with no problem. And what if he's glassy? He's a ninja, not Yoku Man or Invisible Man (if it exists within Mega Man canon), and this would perhaps also be a good chance to increase his resistance a bit and make him less of a coward's class and more of a skill class.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 09:05:15 PM
I modified the protoman slide the MM8BDM v3b

(http://fc07.deviantart.net/fs71/f/2013/229/0/a/protoman__slide_modificaded_mm8bdm_by_diegogamer1820-d6ikgks.png)

 :cool:
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 17, 2013, 09:28:45 PM
this is the Man Slash attack but possibly some considered a bad idea.

(http://fc04.deviantart.net/fs70/f/2013/229/0/b/slashman_altfire_sprite_by_diegogamer1820-d6ikknn.png)
Title: Re: Class based modification (v6g)
Post by: JoshAdams88 on August 17, 2013, 10:11:24 PM
Quote from: "-FiniteZero-"
Well, the thing is, Shadow Man is probably the class most removed from his original NES class. What's the point of having a Robot Master class if he plays nothing like the Robot Master?
If that's what you're worried about, you should be complaining about a lot more classes than shadowman. YD classes are about creativity and fun not so much the latter.
If you want NES reproductions then please direct your attention to KY.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 17, 2013, 10:13:43 PM
I wish to, but that thing hasn't had a real update in quite a long time.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on August 17, 2013, 10:18:23 PM
It works still works with v3b.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 17, 2013, 10:18:54 PM
I mean an update that changes things.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 18, 2013, 01:59:57 AM
(http://fc02.deviantart.net/fs71/f/2013/229/6/f/breakman__slide_modificaded_mm8bdm_by_diegogamer1820-d6ilquf.png)
Title: Re: Class based modification (v6g)
Post by: Oliver on August 18, 2013, 11:52:36 AM
Well i had an idea to the Breakman class.

(click to show/hide)

Well?
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on August 18, 2013, 01:26:04 PM
Quote from: "Oliver"
Well i had an idea to the Breakman class.

(click to show/hide)

Well?
Kind of sounds like a boring swap for Protoman, only difference is lower charge speed for faster RoF.
Breakman would probably be better with his own set of abilities, such as Block Dash (Arcade/7), and other 7/3 related things.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 18, 2013, 04:16:56 PM
and if you use the charge shot protoman megaman 9/10 and breakman of powered up

(click to show/hide)
 :)
Title: Re: Class based modification (v6g)
Post by: Korby on August 18, 2013, 06:39:13 PM
oh did I not post this

if I were to make a breakman class, it'd have to stand still while charging but have a ludicrously huge and long charge shot chain.
also shield bash.
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 18, 2013, 06:40:57 PM
How about you like

don't actually add Breakman at all
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on August 18, 2013, 07:33:55 PM
How about Breakman have Crash Man or Metal Man jump height, slightly above average speed and a weaker "Skull Sniper" shot (By this I mean: speed being between Mega and Skull Buster, but using Skull Buster sprite)? And Altfire could be him bringing up his shield and holding ground (Halves incoming damages and takes no recoil)
Title: Re: Class based modification (v6g)
Post by: ZeStopper on August 18, 2013, 07:39:05 PM
Speaking of metal man jump height, why doesn't snake man have jump height like him?
Title: Re: Class based modification (v6g)
Post by: Davregis on August 18, 2013, 07:52:55 PM
Quote from: "ThePlayer"
Speaking of metal man jump height, why doesn't snake man have jump height like him?

Because then Bomb Man would have to have a Superjump
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on August 18, 2013, 08:05:57 PM
Quote from: "TheunlosingQuint"
Now, I don't want to seem the stupid guy, but I'm sure a lot of people wants to know hows V7a going, now that V3b is out....

also keep up the good work Korby and Jaxof!
Title: Re: Class based modification (v6g)
Post by: Korby on August 18, 2013, 08:50:58 PM
Quote from: "Zerokk"
How about you like

don't actually add Breakman at all

Quote from: "Korby"
if

Quote from: "tsukiyomaru0"
How about Breakman...

Quote from: "Korby"
if I were to make a breakman class, it'd have to stand still while charging but have a ludicrously huge and long charge shot chain.
also shield bash.

there isn't much to say about 7a other than swordman is an absolute blast to play with

edit:
Quote from: "ThePlayer"
Speaking of metal man jump height, why doesn't snake man have jump height like him?
snakeman[and needleman] actually used to have a super jump much earlier in the mod. it was replaced with the climbing because it was cooler.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 18, 2013, 10:18:00 PM
MegaMan,MegaMan?,Protoman,BreakMan ready for use.

(http://fc02.deviantart.net/fs70/f/2013/230/6/1/megaman_megamanevil_protoman_breakman_sliding_by_diegogamer1820-d6iqaaf.png)

 :)
Title: Re: Class based modification (v6g)
Post by: cybersavior on August 19, 2013, 05:17:33 AM
Here are just some ideas I think are interesting changes to some already completed weapons, while not deviating from their source of inspiration.

I wanted to try a couple unofficial modifications to a patch, just to play around with some values.

I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.

and  made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.

Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..

Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.
Title: Re: Class based modification (v6g)
Post by: Rozark on August 19, 2013, 07:19:06 AM
Quote from: "cybersavior"
Here are just some ideas I think are interesting changes to some already completed weapons, while not deviating from their source of inspiration.

I wanted to try a couple unofficial modifications to a patch, just to play around with some values.

I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.

and  made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.

Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..

Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.

So you removed how Flashman AND Fireman are almost supposed to get kills and made them.. useless.. nerfed Bass despite him being fine.. hnng... By the way, Fireman was in Megaman 1, not Megaman 2; not to mention that this mod isn't NES accuracy, go to KY if you want that.
Title: Re: Class based modification (v6g)
Post by: Korby on August 19, 2013, 01:54:13 PM
I shoot for accuracy when I think it can be fun, otherwise I'll just try and make things cool and in the realm of what the robot master could actually do.

Do keep in mind that Bass and all the other non-Rockman copyweps don't actually deal as much damage to robot masters as their numbers say they do because of the copywep nerf.
Title: Re: Class based modification (v6g)
Post by: cybersavior on August 19, 2013, 05:14:48 PM
Quote from: "Rozark"

So you removed how Flashman AND Fireman are almost supposed to get kills and made them.. useless.. nerfed Bass despite him being fine.. hnng... By the way, Fireman was in Megaman 1, not Megaman 2; not to mention that this mod isn't NES accuracy, go to KY if you want that.


In response to the quote above

I realize Fireman was Megaman 1, simple typo on my part.

These weren't just some random changes.  We messed around with these and many other variables adjusting them many times  meticulosly, And play tested over  30 times, not including bot matches. In both bot and player matches, we observed things were more balanced afterwards, the characters were not useless at all and fun factor was not affected at all. If anything they felt the same just now balanced more evenly (I did not mention either that we had to 'increase their weapon Ammo regen rates. Reducing time between time stopper usage), and making fireman's secondary more readily available

I understand you have an opinion, as do we all, but keep in mind I don't just make changes without a reason and understanding or research and an amount of playtesting that would turn most people off and my focus is primarily on balance with source material being a close second.

We may be new to this community, but  are far from inexperienced, and have a long history of balancing and editing files in games. Most notably Freedom Force games, Jedi Academy,  Neverwinter Nights, Elderscrolls series, Duke 3D, Rpg maker 2000, 2002, Xp, VX andl VX Ace

Balancing and changes through Hex editing for consoles as well.




  Regarding KY classes I throroughly enjoy both "YD classes" and "KY CLASSES" unfortunately  King Yamato(or whoever else has it) has still not made an non compiled version of "specialbehaviour" available yet. I would very much like to analyze that before doing anything there.

------------------------------------------------------------------------------------------


Now that is cleared up.  It's time for a question to Korby :)

So with this mod, what are the thoughts about what influences it  from power battles, power fighters and that of the comics.
Title: Re: Class based modification (v6g)
Post by: JoshAdams88 on August 19, 2013, 06:18:28 PM
Quote from: "cybersavior"
I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.
So you removed about half of Flashman's damage, and left him with almost no kill potential, great.

and  made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.
Do realize that probably fewer than half of those shots will hit on average, due to the player being able to move again right as they're hit.
Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..
meanwhile, copywep damage reduction
Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.
How about
You just
don't get near fireman.
He's squishy and has .8/.78(?) speed, if he kills you at melee range, you probably deserved it.
Title: Re: Class based modification (v6g)
Post by: cybersavior on August 19, 2013, 07:43:25 PM
I realize a great many things, primarily because once again I reiterate "I play tested it" the hell out of it actually, and the changes that were made did not have an adversely effect it the way you are saying.

I know this because I experienced them (playing as the characters in question in various situations, playing against the characters, in various situations, having them be bots, and watching strictly all bots vs bots.) You can assume how you think it has changed it all you want, but you have not experienced it, as you have not tested the results. This all happened over the course of a week as they were just wasn't just some random changes that weren't thoroughly thought out and tested 9 ways from Sunday.

You also missed the part about me stating I increased the weapon ammo regen rate which for Flashman helped to ensure his fun and frag potential, same as was done with Fireman, making it so their secondary fire can be used much more often which helps to make up for the removal of the spinning fire. (also there are double the spawned fires on the ground from his primary fire and their damage was slightly increased.

PS: and to clarify further, its not actually a full second between bursts for Flashman, when I timed it it works out to just about a half a second, so for that I  was wrong on the actual time.

When I say it balances out, its because I know it, and I know it because as I stated above, its been extensively tested.


PS: Keep in mind as well, that these are personal patches (made for me and my friends) and have not been release, and are in no way part of the official project, as I am not part of it.

Even if I was, I would only make changes that are sanctioned by the rest of the team working on the project.
Plus I have would never release anything built so much upon someone else's work without permission, and I am not seeking permission, because I have no plans to release the changes I have made, they are merely ideas, based on what I have done.

Any updated to the YD classes mod, will be done by those in charge of it. Even if any duties are delegated out to others the final product will be modified to suit their vision. So any time someone posts their ideas or experiments on here, you needn't worry or get too worked up if your opinion differs from theirs, as perhaps even if some of any poster's ideas may in someway have influence , the weight of their influence is entirely up to the project team.
The classes already split and divided the community once, and we cannot have something like that happen again.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 19, 2013, 09:05:43 PM
I wonder if megaman-bba appear in v7a?
Title: Re: Class based modification (v6g)
Post by: cybersavior on August 19, 2013, 09:20:16 PM
I'd somewhat like to see Megaman from Captain N, lol
(click to show/hide)
Just as a skin for Megaman though, not Separate class

He does look a little similar to quint without the boomerang on his helmet. A lot of that  has to do with of his color scheme and visor I guess.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 19, 2013, 09:37:41 PM
I mean not that megaman (a secret skin / American cover bad check)
(http://fc07.deviantart.net/fs70/f/2012/029/2/6/bad_box_art_megaman_by_brotoad-d4nwdp6.png)
the sprite is of brotoad
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 19, 2013, 09:57:51 PM
(http://files.mteegfx.com/MegaPals.png)
 :shock: did not know that existed these sprites
note: I did not
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 19, 2013, 10:17:37 PM
Oh no what is that--
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 19, 2013, 10:32:08 PM
is megaman series of Captain N.
but that's not the point I just want know if megaman-bba will be in the v7a.
update sprites of Megaman, Megaman?, Protoman, Breakman.
(http://fc04.deviantart.net/fs70/f/2013/231/d/6/megaman_megamanevil_protoman_breakman_sliding_by_diegogamer1820-d6ivtvq.png)
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 20, 2013, 02:54:44 AM
(http://fc07.deviantart.net/fs71/f/2013/231/b/e/shadow_man_slide_by_diegogamer1820-d6iwkep.png)
note: did not know that sprites of shadow man were ready
Title: Re: Class based modification (v6g)
Post by: Korby on August 20, 2013, 02:58:09 AM
It's cool that you're making these, but would you mind editing your previous post if no one's posted after you? Most people frown on double posts.
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 20, 2013, 03:10:27 AM
Shadow also has unused HUD sprites for sliding, alongside those skin slide sprites.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 20, 2013, 03:13:47 AM
(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=1024)
(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=885)
(http://cdn31.atwikiimg.com/rockman8/?plugin=ref&serial=997)
look what i found surfing the internet do not ask just look
I know they say that this duo does not neglect the v3b but it take me just a little in making the duo of the new version.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 20, 2013, 03:31:53 AM
Ah, you mean from the Rockman 8 FC website. I'm pretty sure that the MM8 classes have all the sprites they need right now.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 20, 2013, 09:37:18 PM
accurate to that page I refer to Rockman 8 FC and that shall lead me to make some sprites.
(http://img268.imageshack.us/img268/7636/astrofattyhands.png)
as these.
I thought we I could take another altfire for cutman but it will be for next.
(http://fc05.deviantart.net/fs70/f/2013/232/e/9/sword_alt_fire_by_diegogamer1820-d6j0w7x.png)
+swordMan AltFire
Title: Re: Class based modification (v6g)
Post by: Korby on August 21, 2013, 12:03:27 AM
are you saying you made these
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 21, 2013, 12:05:20 AM
(http://fc05.deviantart.net/fs70/f/2013/232/e/9/sword_alt_fire_by_diegogamer1820-d6j0w7x.png)
SwordMan AltFire  :)
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 21, 2013, 12:06:10 AM
The whole deal with his hands looks very familiar, but I haven't seen the Aqua and Sword HUD before.

Who posted that thing about Astroman's hands before? I'm sure I've seen it on these forums.

EDIT: Ninja. Anyway, there's a bunch of black areas.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 21, 2013, 12:18:32 AM
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: MasterXman on August 21, 2013, 01:00:01 AM
Quote from: "Zerokk"
Who posted that thing about Astroman's hands before? I'm sure I've seen it on these forums.

Copy Robot posted it. (http://cutstuff.net/forum/viewtopic.php?f=31&t=1743&p=168713&hilit=Astro+Hands#p168713)
Title: Re: Class based modification (v6g)
Post by: Korby on August 21, 2013, 01:06:44 AM
Diego I'm going to have to ask you to stop posting all of these things. Chances are if you found them, we're aware of them. It was nice at first, but it's quickly becoming annoying.

If you make things that we don't already have and could really use, then that's fine, but you're mostly just posting sprite sheets that we've probably already got.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 21, 2013, 02:59:24 AM
I'm just trying remind you
 :?
I also wondered if it could have another atl fire for cutman
but put that next cutman for now I will present RM7FC bass.
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: MusashiAA on August 22, 2013, 11:14:33 AM
Quote from: "cybersavior"
I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.

I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6. And made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.

OH HEY A KIND OF FLASHMAN AUTHORITY HERE

Flashman might have an easy time killing people up close because yes he is technically an UZI-shotgun mix kind of class, and the Time Bender (which is the actual name of the altfire ability) is just an incredibly llama/team-friendly weapon. The thing is that Flashman is terrible at taking out more than one guy...he is very, very weak in this aspect, so far as to psychologically turning you (as in, the player) from a short-range Rambo class to a wuss glass armor class.

What do I mean? Here, imagine the scenario of fighting one dude, and then a whole swarm of enemies show up: you HAVE to run, it's too risky for you to take on multiple enemies, as your general attributes are subpar (jump, speed, armor) compared to the vast mayority of classes.

I will agree: he *is* pretty deadly if he catches you off-guard, I know that from practice. But he is certainly *not* an assault class that can rape multiple enemies on screen (despite what you think of Time Bender's functionality). Flashman's buster having some sort of cooldown or stamina sounds cool and fair, but nerfing the mainfire puts his balance at high risk when all things about him are considered.
Title: Re: Class based modification (v6g)
Post by: GameAndWatcher on August 22, 2013, 11:21:36 AM
Quote from: "DiegoGamer1820"
I'm just trying remind you
 :?
I also wondered if it could have another atl fire for cutman
but put that next cutman for now I will present RM7FC bass.
(click to show/hide)
Finally, someone else who thinks this wouldn't be a bad idea!
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 22, 2013, 02:23:23 PM
Giving Bass a charge attacks kills Megaman's unique aspect making him different from Bass, so no.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on August 22, 2013, 03:27:30 PM
Quote from: "Ceridran"
Giving Bass a charge attacks kills Megaman's unique aspect making him different from Bass, so no.

Also I guess the chargable Bass Buster was retconned in MM8.5, where it was established as being a rapid fire aimable blaster.
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on August 22, 2013, 06:52:05 PM
Quote from: "MusashiAA"
Quote from: "Ceridran"
Giving Bass a charge attacks kills Megaman's unique aspect making him different from Bass, so no.

Also I guess the chargable Bass Buster was retconned in MM8.5, where it was established as being a rapid fire aimable blaster.
But MM8.5/MM&B gave him two Bass Buster Upgrades: one that allowed it to pass through walls (which, in this game, could instead be just faster ripper projectiles with lower damage) and one that increased his firepower (wider projectiles that causes more damage).

Also, question: why does Metalman's alt priorizes checking for wall/floor/ceiling over causing damage? It's strange when you try hit someone in front, almost underneath you and it instead causes no damage... Not sure if this is because of classes saxton, but might be not.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 22, 2013, 09:34:25 PM
(http://www.sprites-inc.co.uk/files/Classic/Bass/BF16/bass7sheet.gif)
to finish someday RM7FC/MM7 bass.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on August 22, 2013, 09:48:55 PM
Quote from: "DiegoGamer1820"
(http://www.sprites-inc.co.uk/files/Classic/Bass/BF16/bass7sheet.gif)
to finish someday RM7FC/MM7 bass.

Hey, I know you've just found out about this place and spriting and what not, and I don't condone your enthusiasm for trying to contribute to this modification...but I think we're already fine in the graphics department.

Try posting your own little spriting work on a topic of your own: we'd love to keep the Class Based Modification topic for Class Based Modification discussion regarding balance, gameplay and suggestions, not "look guys, I found this cool spritesheet, I made these cool sprites look at them". If you're going to show us stuff, try keeping it all in one post if no one hasn't posted after you AND inside spoilers...

A'ight? A'ight.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 22, 2013, 09:53:56 PM
I get it but not that great
Title: Re: Class based modification (v6g)
Post by: MusashiAA on August 22, 2013, 09:58:13 PM
Quote from: "DiegoGamer1820"
I get it but not that great

Alright, let me help you understand, as I believe you don't speak english very well.

Ahem.

Code: [Select]
Please, keep your spritework on a topic for yourself, don't post it here. The sprites you are showing are not needed, we are fine with graphics right now. You can create a topic for your spritework on a different subforum. This topic is for discussing and showing more important stuff.
...and that's how you speak spanglish.

EDIT:

Code: [Select]
If you wish to help with new graphics, we need sprites for Duo tackling like in the Arcade games and for Stoneman using the "Stone Hand" attack from the Arcade games
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 22, 2013, 10:07:53 PM
Not dominated the English because I am from another country
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on August 24, 2013, 12:36:18 AM
Questions about Sniper Joe:
1. Why is it he has a normal jump instead of a high (Metal Man-like) jump?
2. This annoys me, but can't something like a "Hold" state be used to keep his shield off screen while he is firing?
3. Any chance he will be given an alt weapon (Like MachineGun Joe, which would allow him to fire in bursts of six weak shots and have no grenade. Or a portable Cannon Joe he could use only once and it would force him still for a while)?
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 24, 2013, 04:29:09 AM
I would like to present to the clone of Megaman of Megaman and bass
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 25, 2013, 08:03:08 AM
I know Its not really important but...if we put taunt on the CPU, it can be cool no?

Exemple: When i play mm6 last part of mm8BDM with all the robotmasters, they can use the REAL weapons of V6G, i use sometimes a robotmaster with this part (except for Gamma, we can't kill him).
It's really epic, but i imagine often the taunt when a robotmaster appear on the area!
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 25, 2013, 03:54:54 PM
Some bots should be able to use their alts. Time Man and Flash Man, for example, as well as Gemini Man. I know that some bots already do use their alts, I just think more should be able to.
Title: Re: Class based modification (v6g)
Post by: Goomba98 on August 25, 2013, 07:49:53 PM
Quote from: "Zandronum"
Class OilSledAmmo referenced but not defined
What is this problem I'm having?
Title: Re: Class based modification (v6g)
Post by: ZeStopper on August 25, 2013, 07:53:40 PM
Oil Slider has been changed, go get the one Cybersavior made that's compatible with v.3b
Download THIZ!!! (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)
Title: Re: Class based modification (v6g)
Post by: Stardust on August 26, 2013, 11:54:32 AM
The other time on the SH server, me and a Slashman player wondered why Slash Man has not his red dinosaur egg attack, while he has this dash.
In MM7, Slash Man doesn't seem to walk really fast (excepted when he does this Slash Dash from the ceiling. Here, he's fairly rapid.), he sounds better at jumping. Actually his pattern is about high jump'n slashing, or hiding in the ceiling, while red dinosaurs egg fall and stuck you.
After you got stuck, he sometimes dashes at you for a body contact damage, or just slash at you.
But really, the dash is a side attack. I think that in MM7, Slash Man can touch Mega Man with his slash by reducing Mega Man's (the opponent) movement (stucking him), while in MM8BDM, he can touch the opponent with his slash by improving his own.

Anyway, I just wondered why wasn't there this red dinosaur egg attack (if the dash could be a little nerfed since he'd get a new attack, it could be great too, so he wouldn't have tooooo much ways to get closer to his target).

EDIT : Just a small detail I noticed with Gemini, my main class-- could the obituary be different if the victim is killed by a GemShot (and/or eventually the clone's GemShot) and the Gemini Laser ? It displays "Gemini Laser" both for Gemini's Normalfire and ALTFIRE. We could call his normalfire the Gemini Buster, like all the robots that have a basic buster.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 26, 2013, 12:30:26 PM
So we need to nerf slash dash..and use the "glue" thing like an item?... It can be really cool : >
Title: Re: Class based modification (v6g)
Post by: MusashiAA on August 26, 2013, 04:45:46 PM
Quote from: "Stardust"
I just wondered why wasn't there this red dinosaur egg attack (if the dash could be a little nerfed since he'd get a new attack, it could be great too, so he wouldn't have tooooo much way to get closer to his target).

Maybe it's just my way of seeing things, but I believe the initial purpose of Slashman was to be a Demoknight. Now, I don't recall if Slash Dash has been nerfed in the same way Oil Slider has been changed due to the new engine mechanics...but maybe it should be? I don't know.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 26, 2013, 04:49:37 PM
A Demoknight? The heck is that?

Slash Man should play like Slash Man, in my opinion. Giving the guy a red dinosaur egg attack would be a good move.
Title: Re: Class based modification (v6g)
Post by: Ceridran on August 26, 2013, 05:13:07 PM
Quote from: "-FiniteZero-"
A Demoknight? The heck is that?

The Demoman in TF2, while specializing in explosives, was given:

1 - A large variety of melee weapons, like a claymore, axe, another claymore, a how-you-call sword, etc.

2 - A shield known as the Chargin' Targe that allows him to charge forward, dealing a critical hit if he travels far enough in the duration. It also gives him bonus resistances torwards fire and explosives. Recently it gave him afterburn immunity. People tend to pick the Splendid Screen more often due to the higher offensive capability.

3 - Boots that allow him to steer during the charge plus giving him a health bonus. Some people tend to avoid using the boots and use the Grenade Launcher over this instead.

(click to show/hide)

Quote from: "-FiniteZero-"
Slash Man should play like Slash Man, in my opinion. Giving the guy a red dinosaur egg attack would be a good move.

I understand that, but it'd be awkward to implement.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 26, 2013, 05:19:33 PM
Not necessarily. The range could be similar to Charge Man's Coal Shot, and used with the item-use key, yes. When it hits an opponent, the opponent would have their vision and speed impaired.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on August 26, 2013, 05:50:14 PM
Quote from: "-FiniteZero-"
Not necessarily. The range could be similar to Charge Man's Coal Shot, and used with the item-use key, yes. When it hits an opponent, the opponent would have their vision and speed impaired.

A little like ballade mine too ? :)

Slashman glue is more like a basic weapon of him than a Thunderbolt from mmPU for Elecman (canon).....

It can be funny to put a glue (or 2) on the ground to do a tactic...and we can nerf the slash dash because it's too fast I think. (and cancel the multi-climb thing with?)

And yeah, pharaohman need a nerf or a gauge for his "flying" thing....I think, because he can go far always and run (like Slashman when he dashs)... (yeah, not so "canon" but it's a good style for a pharaoh guy)  :)
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on August 26, 2013, 06:01:26 PM
The REAL question is... żWill have to wait until V4 comes to see MM8 classes? (seems like yes, will have to wait)
Because Korby is part from the Megaman and Bass team (or thats what i think) and is bussy. Only Jaxof remains....
Title: Re: Class based modification (v6g)
Post by: Stardust on August 26, 2013, 06:09:06 PM
Quote from: "-FiniteZero-"
Not necessarily. The range could be similar to Charge Man's Coal Shot, and used with the item-use key, yes. When it hits an opponent, the opponent would have their vision and speed impaired.

If the range is similar to Charge Man's coal shot (a.k.a "melee attack"), it's actually better to simply slash ahead :P
The slash is maybe a very close range attack, but if someone is standing closely around the Slash Man, missing doesn't happen that often since the slash has a large hitbox.

On my own way, I was rather thinking at a kind of "invisible sniper", like Burst Man's altfire (which spawns a bubble at the aim). The egg could fall where Slash Man aimed-- althrough it should still have a range limit, and share the same ammo bar as the Dash. To keep it fun it shouldn't be too much "Flashman altfire", there's nothing more frustrating than seeing the Flash guy stopping you, getting right behind you, and take good care of your little butts with his rapidfire buster.
It could still be a "demoknight" (didn't know this term, too), the eggs shouldn't replace the dash, of course.

I'm just throwing my personnal view through, I had not the slighest idea about how it could work in MM8BDM when I wrote my other post. I also know you guys on the classes devteam want to be creative with the robot's weaponry.

EDIT : Sorry for all of these suggestions-- but somehow I just had another one now : how about turning Punk's ALTFIRE (the spinning charge) into an item, and merging his two ways of throwing the screw crushers into one weapon ? This way, Punk would have only one weapon and, so, obviously, it could prevent the user to constantly switch between them.

Quote from: "Emmanuelf06"
And yeah, pharaohman need a nerf or a gauge for his "flying" thing....I think, because he can go far always and run (like Slashman when he dashs)... (yeah, not so "canon" but it's a good style for a pharaoh guy)  :)
I'm okay for a bar, not only for him, but all the classes that have these "infinite moves" (Metal's alt, walljumpers, etc...) :I
Title: Re: Class based modification (v6g)
Post by: MusashiAA on August 26, 2013, 06:25:25 PM
Quote from: "TheunlosingQuint"
żWill have to wait until V4 comes to see MM8 classes?

Last time I scarcely joined the devchat, Jax was in the process of updating everything to v3b.

Quote from: "Stardust"
On my own way, I was rather thinking at a kind of "invisible sniper", like Burst Man's altfire (which spawns a bubble at the aim). The egg could fall where Slash Man aimed-- althrough it should still have a range limit, and share the same ammo bar as the Dash.
It could still be a "demoknight" (didn't know this term, too), the eggs shouldn't replace the dash, of course.

I believe that, if the goo bombs (which is technically what they are, not eggs) were to be implemented, a second ammo bar should show up. Slashman could pick up ammo and every time the secondary bar is filled, you get a new goo bomb, and can carry up to 3 or whatever (maybe just one is good enough), in the form of an item. You could throw the goo bombs in the same fashion as Roll's water blobs. If you're directly hit by it, a red tint is applied to your screen that slowly fades away (much like Brightman's Flash Stopper's white tint) and you're slowed down for a shorter time. If you're not directly hit by the goo bomb and it falls on the floor, it creates a red goo puddle which can stun you for perhaps a longer time than Spark Shot's stun. That's my take, but...

...in order to add a goo bomb mechanic that stuns you, the Slash Dash's THEORETICAL and POTENTIAL range should be heavily nerfed, as well as its acceleration. I would suggest a charging mechanic that increases distance covered (and maybe damage) the more its charged, and deals damage when you collide against an enemy.

Quote from: "Stardust"
Quote from: "Emmanuelf06"
And yeah, pharaohman need a nerf or a gauge for his "flying" thing....I think, because he can go far always and run (like Slashman when he dashs)... (yeah, not so "canon" but it's a good style for a pharaoh guy)  :)
I'm okay for a bar, not only for him, but all the classes that have these "infinite moves" (Metal's alt, walljumpers, etc...) :I

Pharaoh's altfire is finite, but slow (I have suggested for the duration to be reduced, was rejected). Walljumps, Metal AND Snake's altfires are finite too: they have an invisible "stamina" bar that shows up after you've depleted its ammo count by half.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on August 26, 2013, 10:03:27 PM
Quote from: "MusashiAA"
Quote from: "TheunlosingQuint"
żWill have to wait until V4 comes to see MM8 classes?

Last time I scarcely joined the devchat, Jax was in the process of updating everything to v3b.

Ok, thanks for the information MusashiAA!!
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on August 26, 2013, 11:52:43 PM
Why not use his version from the second arcade game? A short range dash where he lobs the eggs around him? They would deal little to no damage and slow down targets for a short while, making it easier for him to catch them.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 29, 2013, 12:06:04 AM
ah ok just say your opinion and do not tell me idiot for this sprite
(click to show/hide)
This sprite is not in one of these forums so I do not claim anything I just want opinions
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on August 29, 2013, 12:08:27 AM
Hm...

I think that the more classes that get jump sprites, the better.

And the sprites themselves look alright.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 29, 2013, 12:15:32 AM
wow only one person I help on this but thanks for your opnion...

but also support the idea of ??ice from page 314 had cast a protoman buster something like this

(click to show/hide)

I wonder if this version will be for v7a?
Title: Re: Class based modification (v6g)
Post by: Promestein on August 29, 2013, 03:52:09 PM
Quote from: "-FiniteZero-"
I think that the more classes that get jump sprites, the better.
Somebody please correct me if I'm wrong, but I believe the reason jump sprites aren't used now is because of it can look very strange when you're going up a ladder.
Title: Re: Class based modification (v6g)
Post by: Stardust on August 29, 2013, 05:53:56 PM
Your idea sounds much better Musashi, but ammo should be reserved for copyclasses and Roll, to me. Robot Masters would regenerate their ammo by waiting, and even classes with two ammo bar like Skull or Bright don't need to collect ammo. Both their bar refill with time.

Quote from: "Promestein"
Quote from: "-FiniteZero-"
I think that the more classes that get jump sprites, the better.
Somebody please correct me if I'm wrong, but I believe the reason jump sprites aren't used now is because of it can look very strange when you're going up a ladder.

That's right, but I think there are more reasons : spriters' laziness (maybe jumping sprites aren't that much needed, and we got used to keeping the same sprites when jumping), or maybe coding confusion (basically, it means the code should check at every moment if the player's Z (height) - the ground's Z = 0.
"If PlayerZ - GroundZ = 0, then keep the player's sprite to walking form ; otherwise turn into jumping form (if =/= 0 then it means the player hasn't its feets on the ground))".

This code should be copied/pasted hundreds of times.

...I'll rather go with spriter laziness through :P
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on August 29, 2013, 09:25:28 PM
then? if the sprite jump is not necessary for some as megaman protoman among others do because only those with a high jump higher as cutman, bombman, ballade, gravityman and those with smaller jump as Gustman and Neddleman
only an opinion...

I have also ready the weapon of MegaMan-BBA
(click to show/hide)
I just want opinions...
Title: Re: Class based modification (v6g)
Post by: Rozark on August 31, 2013, 10:51:11 PM
It's time.
ROZARK'S FUN TAUNTS V4

Do you remember when the first version was released?
Of course not, that was months ago and barely any people have v3 of this to begin with because of it being so obscure and not having a place to call "home".
However..
Pepperidge Farm remembers.
Pepperidge Farm remembered to update this so your classes experience can be more fun.
It's like wearing pyrovision without the fancy colors and high pitched voices.
The mm8bdm equivalent of this would be to play a rainbow map with this taunt pack.
Except you can have this taunt pack without the rainbow maps if you so desire.

Download now!
http://www.mediafire.com/?sdl76tfj370qdsv (http://www.mediafire.com/?sdl76tfj370qdsv)

Changelog:
(click to show/hide)

Just put this in your skins folder, go do some classes stuff, and have fun!
Title: Re: Class based modification (v6g)
Post by: Stardust on September 02, 2013, 12:20:28 PM
I mixed some of your and YD's taunts, for instance I took your Bomb Man but kept YD's Shadow, I find it even less unrelated to a taunt.
Through for Ice Man....hnnnnnng, I don't know what to choose between a famous pun or an amazing Touhou reference.
....
Well, I'll just put the Touhou one for the Freeze Man. After all, there's freeze in Perfect Freeze.
Title: Re: Class based modification (v6g)
Post by: Rozark on September 02, 2013, 05:00:02 PM
If you mean Shadow's being unrelated; it's spy from TF2 AND it has a silly use of appearing/disappearing when combined with "the last time".

YD's is also spy from TF2; they're literally both the same thing.

Your choice if you prefer silly or serious though.
Title: Re: Class based modification (v6g)
Post by: Ceridran on September 02, 2013, 05:15:48 PM
Quote from: "Rozark Kyouko"
YD's is also spy from TF2; they're literally both the same thing.

why can't he just

have a revolver that shoots shurikens

an incredibly troublesome disguise kit

ammo cloak restoration

and a sapper that gives you brain damage along with the spy himself
Title: Re: Class based modification (v6g)
Post by: Stardust on September 02, 2013, 07:51:20 PM
I knew I should have been clearer -- I'm aware both taunts are Spy's talking, through I prefer YD's because "oh dear, I made quite a mess" is even less serious and more silly... I'll go with the silly, indeed :P
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on September 03, 2013, 09:25:36 AM
humm i think, when i see the attack type (primary) of Napalmman, the old sprite of Napalmbomb (Powerbattle/fighter) was better.....dem CANDIES REBOUND BOMBS!....just sayin..
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on September 03, 2013, 02:24:32 PM
Why is the Napalm Bomb of Napalm Man bouncing around, anyway? I feel it should go a bit farther, and explode on contact with the enemy or the floor.
Title: Re: Class based modification (v6g)
Post by: Tfp BreakDown on September 03, 2013, 02:32:18 PM
I guess in the subject of Napalm man and his bombs, Will Napalm's hud change from the power battle/fighters look to the nes look? Also will you guys in cooperate the missiles on his shoulders as an attack (like similar to KY classes but not executed in the same way)?
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 05, 2013, 12:54:19 AM
YEAH...
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: Ballade on September 15, 2013, 12:37:38 AM
I'd like to know, can you chose the class you want every single time, or do you have to click "RANDOM" 5,000 times in order to get it?
Title: Re: Class based modification (v6g)
Post by: Tfp BreakDown on September 15, 2013, 12:39:52 AM
You can chose it any time in the player setup menu, typing in "playerclass *insert class here* (Ex; playerclass bass), or on the join game screen.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 15, 2013, 01:15:58 AM
I can ask permission to change a little sprites of the characters slides only megaman and protoman good are the ones who need to change because the sprites are now v2 versions just want to change the 3b version please...
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on September 15, 2013, 01:24:58 AM
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on September 15, 2013, 01:43:17 AM
Quote from: "-FiniteZero-"
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.
Or maybe just keep Megaman, Protoman, and Bass as selectable characters. (Maybe Roll, but IDK)
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 15, 2013, 02:05:31 AM
there is a user who used my sprites and change the slides but only megaman unfortunately the link is broken but I'll do it + the new slide protoman when finished I'll give the link

note: I recognize not the user but is not cutstuff is other community
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 15, 2013, 03:12:58 AM
sorry for the double post but I found
you can download it here http://www.mediafire.com/download/9ga5e3ur73xw9v6/classes-v6g(3b)_Fixed.pk3
slides with changed sprites
I told them that another user but was not confirmed if it is one of the community  :?
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on September 15, 2013, 01:22:27 PM
Quote from: "-FiniteZero-"
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.

I know how you feel, but I think, thats something that can only be changed by the zandronum dev team.
(also, żwill this be updated someday with MM8 classes (And the quintbustercolorfix I did?)?
Title: Re: Class based modification (v6g)
Post by: Ceridran on September 15, 2013, 02:13:12 PM
They're working on the MM8 classes.
Title: Re: Class based modification (v6g)
Post by: Stardust on September 15, 2013, 03:37:23 PM
Quote from: "ThePlayer"
Quote from: "-FiniteZero-"
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.
Or maybe just keep Megaman, Protoman, and Bass as selectable characters. (Maybe Roll, but IDK)

I don't think this will be possible. This screen is supposed to list all the classes, but since there are like +60 coded, it only shows the first ones.
Also, yeah, they're still working, not later than yesterday, I saw Musashi testing with Celebi on some kind of private server. One day ago, Musashi spoiled gameplay designs of the new classes, as well as rebalancement and new features for older classes, in GiantMega's hotel server.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on September 15, 2013, 04:45:31 PM
I think it might be. I remember that KY classes did it.
Title: Re: Class based modification (v6g)
Post by: tsukiyomaru0 on September 15, 2013, 04:50:51 PM
Quote from: "-FiniteZero-"
I think it might be. I remember that KY classes did it.
It's because, in the KEYCONF, they added "NoMenu" to the end of every "Addplayerclass". but YD classes lacks that parameter.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on September 15, 2013, 07:02:36 PM
Quote from: "Ceridran"
They're working on the MM8 classes.

I know, I'm a bit nervous....
Title: Re: Class based modification (v6g)
Post by: Korby on September 15, 2013, 07:22:22 PM
(click to show/hide)
Progress is slow.
This dude's not even finished yet.
Title: Re: Class based modification (v6g)
Post by: -FiniteZero- on September 15, 2013, 07:23:11 PM
But it does look awesome, yes.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on September 15, 2013, 07:24:54 PM
That is one "handsome HUD"
Title: Re: Class based modification (v6g)
Post by: MusashiAA on September 15, 2013, 07:49:18 PM
Quote from: "Stardust"
One day ago, Musashi spoiled gameplay designs of the new classes, as well as rebalancement and new features for older classes, in GiantMega's hotel server.

Duuuuuuuuude!, Confidentiality, man!

Bah, I thought you guys have been waiting for too long without knowing anything. I won't be saying here what I said in that server (and so any of you shouldn't, this is too public), but if you do catch me playing on a server, don't feel afraid of asking me anything, because it's very likely that I'll answer.

But yes, progress is slow. Aquaman's apparently being worked on by Korby (haven't tested it myself), and with my recent adquisition of Skype and MM8BDM on Xubuntu I was able to test the latest beta: Frostman has been added, and only Clown and Tengu are left, plus some final touches to the rest.
Title: Re: Class based modification (v6g)
Post by: Tfp BreakDown on September 15, 2013, 08:00:57 PM
Musashi. One question will napalm's hud be changed from the power battle/fighters arm to the nes arm to match the bombs or will it stay the same?
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on September 15, 2013, 10:38:35 PM
Quote from: "Korby"
(click to show/hide)
Progress is slow.
This dude's not even finished yet.

Now I feel more relaxed, thanks korby :3
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 15, 2013, 11:48:45 PM
was doing some experiments to this wad and this incredible link I gave them the other time I certainly think that the job of this person is awesome

Screenshots:
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: Stardust on September 16, 2013, 03:56:51 PM
Aaaah. Not to worry, locking my mouth with a key and digging it, I'm not going to tell any information you don't want me to. Pinkie Pie promised.
Through since the screenshots now have talked, I can't say anything except that Dust and Junk aren't the only ones anymore that have a special graphic for their ammo bar.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 17, 2013, 01:38:59 AM
just wanna know somewhat will have sprites quint mounted on sakugarne?.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on September 17, 2013, 02:33:30 AM
Quote from: "DiegoGamer1820"
just wanna know somewhat will have sprites quint mounted on sakugarne?.

I liked that from KY, and I asked the same as you. the answer will be no (sadly) because thats from KY classes they would need permision from kingyamato to ad the sprites here, but kingyamato is "sleeping like a princess" but hey, KY classes are like abandoned, they should catch the sprites from KY classes and include KY in the credits list for the sprites. but thats up to them, we can't do anything. (also,Jaxof and Korby, please, fix quintbuster color hud to fit with the skin and the sakugarne weapon hands hud)
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 17, 2013, 04:18:25 AM
Well I just I wanted for knowing it thanks for the info and also I wanted to know if these are the palettes that will be used classes mm8
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: Tfp BreakDown on September 22, 2013, 02:44:24 AM
Well I'm not sure if anyone has known or seen about this but I have made some taunts for this mod.
Quote from: "Tfp BreakDown"

Second are some taunts I made for Classes (not included is taunts for Knight, Tomahawk, and other stuff for future classes.)
http://www.mediafire.com/?n67zq22yh7yn4qw (http://www.mediafire.com/?n67zq22yh7yn4qw)

So yeah here goes if anyone cares for it I guess. some taunts might be quiet while others are loud. Not my best work but I plan to update it at a later point in time.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on September 22, 2013, 04:02:42 AM
wow god and more my sprites could do better
Title: Re: Class based modification (v6g)
Post by: ZeStopper on September 22, 2013, 04:25:38 AM
Can RM8FC Bass become a skin for bass?
Title: Re: Class based modification (v6g)
Post by: MusashiAA on September 22, 2013, 07:48:42 AM
Quote from: "ThePlayer"
Can RM8FC Bass become a skin for bass?

I guess someone would need to make a RM8FCBeta Bass skin. Plus, we would need to assign Bass (and company) alt skins.

You people may not know, but such feature is already integrated. Ballade can switch skins through an .ini custom variable that I don't remember right now. Actually, I don't even remember if that variable was added on v6g...
Title: Re: Class based modification (v6g)
Post by: Goomba98 on September 22, 2013, 01:15:35 PM
I'm gonna pitch some ideas for taunts for future classes because I like taunts:

Mars: "I am Heavy Weapons Guy." (The Heavy)
Pluto: "Hey there everyone, it's Cat Planet!" (Raocow)
Strike Man: "Home freakin' run!" (The Scout)
Title: Re: Class based modification (v6g)
Post by: Ceridran on September 22, 2013, 01:19:56 PM
Those are definitely going to be a while until they happen, because in MM8BDM in general, we still have to go through Megaman 9 to go to Megaman 10, but we're doing Megaman&Bass first, and we're not overworking everything when the new versions of the core game come out.

However, I really like the thought of Pluto's taunt, it makes too much sense, though Stardroids likely won't be implemented into the base classes mod, because they're also, likely not getting in the vanilla game.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on September 22, 2013, 01:32:34 PM
Quote from: "Goomba98"
Strike Man: "Home freakin' run!" (The Scout)
What Ceridan said. Also no, Strike's taunt should never be that and that shouldn't have crossed your mind for it cause he is a PITCHER, his job is to strike the person out and excitedly saying home run would not be something the pitcher would do (least not while out on the field).
Title: Re: Class based modification (v6g)
Post by: Rozark on September 22, 2013, 01:47:37 PM
Don't worry, I've got ideas for taunts already going for my taunt pack concerning future ones. :3
Title: Re: Class based modification (v6g)
Post by: TeirusuNuigurumi on September 26, 2013, 08:29:21 PM
Rozark. I love you.
Title: Re: Class based modification (v6g)
Post by: Goomba98 on October 04, 2013, 07:22:45 PM
Considering the MM8 version of this mod is gonna take a while, I'm gonna throw out my ideas regarding Tengu Man, Astro Man, and Bass, in case it comes out after v4:

Tengu Man gets attacks based on his pattern in MM8, and some based on his pattern in MM&B. He is weak to both Ice Wave and Spread Drill, and gives out either Tornado Hold or Tengu Blade chosen randomly when defeated.

Astro Man also gets a mix of attacks from both games. He is weak to both Homing Sniper and Magic Card, and gives out either Astro Crush (or a nerfed version or just not drop it altogether, but I'd like his MM8 weapon to be represented) or Copy Vision chosen randomly when defeated.

Bass gets his MM&B weapon colors when using a weapon from that game. That is all.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on October 04, 2013, 11:00:09 PM
Sorry to burst your balloon, but both Tengu Man and Astro Man's gameplay have already been decided, and already coded in Astro Man's case. Although the Bass idea sounds interesting.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on October 09, 2013, 01:27:06 AM
1)GrenadeMan has dash?
2)Tenguman has flight?
3)that will have duo its transformation into meteorite or dash?
Title: Re: Class based modification (v6g)
Post by: Korby on October 09, 2013, 02:51:35 PM
No, not sure[I think he hovers?], sort of.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on October 10, 2013, 01:50:25 AM
but it would far better THE TRANSFORMATION IN METEORITE instead of a Dash and maybe I could make the sprites
Title: Re: Class based modification (v6g)
Post by: Korby on October 10, 2013, 02:00:05 AM
It's fine, we've got the sprites we need in terms of the meteor attack.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on October 10, 2013, 02:07:40 AM
I do not refer when you are ready to become in meteorite.I'm also working on this
(http://fc08.deviantart.net/fs70/f/2013/282/b/4/sword_other_atack_by_diegogamer1820-d6pvpbs.png)
Title: Re: Class based modification (v6g)
Post by: Ceridran on October 10, 2013, 02:53:36 AM
Hey, so jump sprites aren't happening unless it gets implemented into Vanilla.
Title: Re: Class based modification (v6g)
Post by: ZeStopper on October 10, 2013, 03:11:53 PM
Which is very low?
Cause of all those skins.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on October 13, 2013, 02:48:00 AM
these are the differences between the charge shot of megaman and megaman?

(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: That One Boss on October 13, 2013, 11:34:56 PM
I had this odd glitch with burstman where He couldn't regenerate ammo at all. I'm guessing it has something to do with his alt. Anyone else had this happen?
Title: Re: Class based modification (v6g)
Post by: Celebi on October 17, 2013, 08:54:42 PM
Quote from: "That One Boss"
I had this odd glitch with burstman where He couldn't regenerate ammo at all. I'm guessing it has something to do with his alt. Anyone else had this happen?

Details details, where were you doing this?  I can only assume you used Burst Alt, got on top of an actor of some sort, IE Gyro pillars or another player, and thus you will be considered still in the air.  (And Burst doesn't restore ammo in the air to prevent infinite pit walking.)

Also jump sprites for Swordman? Why? He is mainly going to run around slashing/burning you and hitting you with his upper torso, so why jump sprites.  Ballade got jump sprites because well, he jumps ALOT, and someone made them.  (Didn't someone, I think DarkAura, want to make "freeze frames" for every class like Freezeman get hit by time bender?)  On a side note, since everyone is busy irl and have their own side projects, we are getting stuff done slowly.  So be patient
Title: Re: Class based modification (v6g)
Post by: OtakuAlex on October 17, 2013, 10:10:00 PM
I have a suggestion involving Bass.
I think you should him look and feel more cannon. Look at MMSP for a moment, that's the most cannon Bass I've ever seen in a MM8BDM mod so far.
Title: Re: Class based modification (v6g)
Post by: BombHornet on October 25, 2013, 03:31:59 PM
I can't play it!

Quote
1 errors during actor postprocessing

Can somebody please tell me why this is happenning?
Title: Re: Class based modification (v6g)
Post by: Korby on October 25, 2013, 05:11:22 PM
could you post the error

Quote from: "OtakuAlex"
I have a suggestion involving Bass.
I think you should him look and feel more cannon.

(http://i.imgur.com/SwYBgR9.png)

is this better


on a more serious note, I think Jax had a reason why Bass wouldn't stop while firing.
Title: Re: Class based modification (v6g)
Post by: Ceridran on October 25, 2013, 05:12:36 PM
no Korby you have to give it the right color scheme
Title: Re: Class based modification (v6g)
Post by: Korby on October 25, 2013, 05:13:12 PM
oh that was fast

it looked funnier with just the fins put on. it loses some effect with bass's color scheme.
Title: Re: Class based modification (v6g)
Post by: Ceridran on October 25, 2013, 05:21:25 PM
(http://i.imgur.com/Ckz3YTM.png)

To an actual bit of discussion, it's hard to work with fragile Bass only being able to attack by standing still.
Title: Re: Class based modification (v6g)
Post by: OtakuAlex on October 25, 2013, 06:16:45 PM
Quote from: "Ceridran"
(http://i.imgur.com/Ckz3YTM.png)

To an actual bit of discussion, it's hard to work with fragile Bass only being able to attack by standing still.

True, but with attacks that fast, it shouldn't be too big of a problem. And I'm not saying you guys should make him more canon because someone beat me as him or anything either, he's actually one of my favorite classes to play as, I just think the class should be more canon than they already are, that's all.
Title: Re: Class based modification (v6g)
Post by: Korby on October 25, 2013, 08:44:47 PM
fun is a higher priority than canon for this mod. being a sitting duck and firing weak projectiles is not exactly fun for many people.

if you'd like a mod that prioritizes canon over fun, I'd suggest KY classes, but I'm unsure if there's a compatibility patch for 3b
Title: Re: Class based modification (v6g)
Post by: ZeStopper on October 25, 2013, 09:32:34 PM
I thought Bass was able to shoot while moving in this mod only because MM8BDM is very fast-paced shooter.
Standing in one place and shooting is going to get you killed by others.
Title: Re: Class based modification (v6g)
Post by: OtakuAlex on October 25, 2013, 09:38:12 PM
Quote from: "Korby"
fun is a higher priority than canon for this mod. being a sitting duck and firing weak projectiles is not exactly fun for many people.

if you'd like a mod that prioritizes canon over fun, I'd suggest KY classes, but I'm unsure if there's a compatibility patch for 3b

Um, OK, I'll try that. Mind giving me a link to the thread or whatever?
Title: Re: Class based modification (v6g)
Post by: Korby on October 25, 2013, 09:47:30 PM
it is literally one topic below this one
Title: Re: Class based modification (v6g)
Post by: That One Boss on October 26, 2013, 12:00:59 AM
I keep having random HUD bugs where there's no HUD unless I'm shooting. I have no idea what causes it and it's really inconsistent. I think it might just be a random bug on my end, but has anyone else had this happen?

Quote from: "Korby"
could you post the error

Quote from: "OtakuAlex"
I have a suggestion involving Bass.
I think you should him look and feel more cannon.

(http://i.imgur.com/SwYBgR9.png)

is this better

Korby, I demand a Cannon Bass class for v7
It must be done
Title: Re: Class based modification (v6g)
Post by: BombHornet on October 26, 2013, 12:34:31 AM
Quote from: "Korby"
could you post the error

Quote from: "OtakuAlex"
I have a suggestion involving Bass.
I think you should him look and feel more cannon.

(http://i.imgur.com/SwYBgR9.png)

is this better


on a more serious note, I think Jax had a reason why Bass wouldn't stop while firing.

Here's what the startup completely says:

Quote
OS: Windows XP 5.1 (Build 2600)
    Service Pack 3
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
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I_Init: Setting up machine state.
CPU Speed: 1496 MHz
CPU Vendor ID: GenuineIntel
  Name: Intel(R) Atom(TM) CPU N550 @ 1.50GHz
  Family 6, Model 28, Stepping 10
  Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Class OilSledAmmo referenced but not defined

Execution could not continue.

1 errors during actor postprocessing

I even put Classes-Taunts in my Skins folder. I don't know why it's happening
Title: Re: Class based modification (v6g)
Post by: Badz on October 26, 2013, 12:55:37 AM
This is caused by v3b changing how Oil Slider works, causing Oil Man to try to use an actor that doesn't exist anymore. There's a v3b-compatible version of this on best-ever.
Title: Re: Class based modification (v6g)
Post by: XJ9 on October 26, 2013, 07:36:29 PM
Quote from: "That One Boss"
I keep having random HUD bugs where there's no HUD unless I'm shooting. I have no idea what causes it and it's really inconsistent. I think it might just be a random bug on my end, but has anyone else had this happen?

Quote from: "Korby"
could you post the error

Quote from: "OtakuAlex"
I have a suggestion involving Bass.
I think you should him look and feel more cannon.

(http://i.imgur.com/SwYBgR9.png)

is this better

Korby, I demand a Cannon Bass class for v7
It must be done
Instead of Cannon Bass, call it Bass Cannon.
Taunt is really bad dubstep.
Title: Re: Class based modification (v6g)
Post by: TeirusuNuigurumi on October 29, 2013, 01:47:16 PM
Cause we all fear the Bass Cannon's really bad Hit stun from ultra sonic waves in the form of tiny, low-damage balls of sound.
Title: Re: Class based modification (v6g)
Post by: Ceridran on November 04, 2013, 05:22:37 PM
I'm not quite sure if this has been discussed yet, but Drillman's Drill Bombs should behave like the vanilla weapon already does. Why bother using Drillman for any purpose other than stalling?
Title: Re: Class based modification (v6g)
Post by: Davregis on November 09, 2013, 04:53:52 PM
Quote from: "Ceridran"
I'm not quite sure if this has been discussed yet, but Drillman's Drill Bombs should behave like the vanilla weapon already does. Why bother using Drillman for any purpose other than stalling?

Drillman is the world's greatest spam cannon. Judging by how the weapon
itself works, the thing was meant to be unloaded all at once, then allowed to replenish, etc etc etc
Title: Re: Class based modification (v6g)
Post by: Ceridran on November 09, 2013, 04:56:23 PM
Spamming it is rarely useful. It's like an attempt to replicate the Rocket Launcher functions in TF2, except with a awful slow projectile speed, so everybody can dodge it.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 09, 2013, 10:28:47 PM
Let me go straight with you: I like how you guys discuss the classes. I do. We all do over there, and we do it too. But right now, circunstances have made us decide that any sort of revamps or changes to previous classes will not happen for v7a unless they have already been implemented. Top priority now is MM8 classes, just to get that out of the way, out of the oven. THEN comes fixes, THEN comes any planned revamps, THEN comes any other balance issues. That is, anything related to pre-v7 classes will come for v7b unless it was already implemented in one of the betas.

Or something along those lines.

In the meantime, I highly suggest you to keep discussing any changes to the current classes: any revamps, any fixes, any balance issues. All will be read, some will be taken in mind. Just so you know, here are some of the classes we or some of us in the devteam have discussed, considered for the need to be changed, or proposed changes for. Do take in mind that it does not mean any of them will be changed:

Sniper Joe
Elecman
Iceman
Fireman
Oilman
Airman
Heatman
Geminiman
Brightman
Toadman
Dustman
Waveman
Stoneman
Crystalman
Windman
Junkman
Enker
Punk

Also, this is my fuzzy memory trying to remember some of many, many discussions, suggestions and whatnot that have taken place ever since the latest official release...so bear with me if some of those were never discussed, and they're just a figment of my wishful imagination.
Title: Re: Class based modification (v6g)
Post by: Bikdark on November 10, 2013, 05:30:48 AM
Quote from: "Ceridran"
Spamming it is rarely useful. It's like an attempt to replicate the Rocket Launcher functions in TF2, except with a awful slow projectile speed, so everybody can dodge it.
Well, here's the thing:
Drill does like, 35 max per mainfire shot for 9 shots. That damage combined with rof is extremely good, and has the potential for amazing damage output. The only downfall is the shots' speed, which is where the player's ability to lead shots becomes involved. His alt has astounding reposition capability, as well as the ability to zone an opponent or secure a kill.

Drill is best played as a passive opportunist. Play conservatively, poking with drills a good distance away, and using alt to open the gap if someone gets close. If you know that someone is low, or you want to cut them off, you just alt over to them.

He's not the easiest class to play, nor is he the best, but he fills a niche.

Also, I'll be providing feedback on all the classes musashi mentioned soon enough.
Title: Re: Class based modification (v6g)
Post by: Magnet Dood on November 10, 2013, 05:37:07 AM
I think the only problem with Dust is his piss-poor secondary when you run out of junk. That, and he's super slow.

Junk can easily refill by busting up one of cubes or just throwing trash- Dust should get something similar. His vacuum doesn't really help much- why can't his large Dust Crushers break apart if they hit a wall and they spawn at least a piece or two?
Title: 6666th reply GET SOME
Post by: Bikdark on November 10, 2013, 06:05:54 AM
I liked old, ammo spawning junk more ;_;
Sure, he could create small stalemates in small maps in tlms, but at least he could be used. New junk is slow and not rewarding.
Title: Re: Class based modification (v6g)
Post by: Linnie on November 10, 2013, 07:11:19 AM
Sniper Joe needs some kind of buff, definitely. As some people have said, he's "a poor man's Melee." I've seen people discuss giving him a special transformation a la Wily, but I'm not sure if that would make him too powerful.

Oilman, I'd say needs some kind of nerf to his slide, either reducing the speed or power. If you aren't playing as a fast class he can drain your health incredibly quickly.

Geminiman's laser is rather useless compared to his clone, perhaps give it a slight damage buff to make it a viable alternative to just waiting for the clone's health to regenerate?

Dustman is just awful and I dread whenever I get him in random. Adding a regen to his ammo might make him less awful.

Crystalman is not as awful, but he really doesn't have anything going for him. His offense isn't that great and his alt isn't that much better unless you're in a tight hallway.

Enker, maybe allow him to move a little sooner after he shields. Not necessarily allowing him to shield again quicker, I think that's fine, but I feel he's a sitting duck after his shield ends and, while being able to hit him is a good trade-off, I think it's just a little too much time. Or I could just be bad at the class. Take this one with a grain of salt, I don't seem to get Enker that often when I play random.
Title: Re: Class based modification (v6g)
Post by: GameAndWatcher on November 10, 2013, 07:25:04 AM
Guys, seriously, Joe's Deathsplosion needs to be nerfed, he isn't a robot master, but a common enemy, but that's only cosmetic.

But I agree about Joe getting buffed otherwise.
Title: Re: Class based modification (v6g)
Post by: Bikdark on November 10, 2013, 09:40:21 AM
(click to show/hide)
I apologize for the lacking quality on the last few. I literally finished this at like 4:30 am
Title: Re: Class based modification (v6g)
Post by: Shmeckie on November 10, 2013, 11:57:20 AM
Quote from: "Bikdark"
(click to show/hide)
I apologize for the lacking quality on the last few. I literally finished this at like 4:30 am

I agree with almost 100% of this. the only area where I'd disagree is with Punk; the problem isn't with his mainfire, it's with his secondary weapon. Infinite bounce crushers that can instantly wreck an opponent if you can throw a whole truckload of them at an opponent. Hell, half the time you don't even need to use his alt to get kills in a crowd, just run up to them with bounce crushers equipped and hold M1. At least with the straight crushers there's some aiming involved, and it's not as strong as many other Robot Master mainfires (if I'm remembering correctly, it's a 5HKO), and his alt veers off course most of the time if you actually hit someone with it. The bounce crushers are just a nightmare. Punk's my favorite Robot Master, I love playing as the guy, but these things just make him feel unfair. Takes some of the joy out of using him. Plus it just doesn't feel like you're playing as Punk. It doesn't feel like you're just wrecking people with this brutal killing machine, it feels like you're just dumping a bunch of bouncy balls on people's heads and somehow that kills them.

Also Ring Man really needs to be looked at. As it stands, he's massively overpowered. The damage on his rings was fine with the manual release and return due to how much skill it took to control them, and how slow moving they are. Now all you have to do is switch the the variant that acts like the Copywep version and he's a gamebreaker. You can just hold M1 and spam rings endlessly for ridiculous damage. Lightweight classes like Metal and Quick Man simply cannot stand against him at all. One ring and they're practically dead, if not actually so.
Title: Re: Class based modification (v6g)
Post by: Ceridran on November 10, 2013, 02:35:05 PM
Quote from: "Linnie"
Sniper Joe needs some kind of buff, definitely. As some people have said, he's "a poor man's Melee." I've seen people discuss giving him a special transformation a la Wily, but I'm not sure if that would make him too powerful.

If I recall correctly, some time after I put out the helicopter ideas, Jax said he was considering giving him both the Apache Helicopter and the Sniper Armor (hopping machine thing) which you can get out of and back in both of them.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on November 10, 2013, 02:44:06 PM
SUDDENLY ACTIVE TOPIC

Would it be alright with the Classes Team if I posted the HUD sprites I did here (for feedback perhaps), or keep it to the PM's?
Title: Re: Class based modification (v6g)
Post by: Korby on November 10, 2013, 04:23:51 PM
Do whatever you want with them, you made 'em.

edit:

so, a few quick thoughts because ye.

If I were to do it, Sniper Joe would be able to pick up buster upgrades to change what "joe" he was.
power adaptor, jet adaptor, super adaptor, laser, and arrow would likely all give him different forms.
naturally, that wouldn't help very much in TLMS, so I would have to come up with a way for that to work out.

Geminiman has an idea that was agreed[?] upon and that'll probably happen sometime after MM8 classes. While I don't remember exactly what it does, the main goal of it was to remove the sentry aspect of the clone.

Toadman has been problematic since he was first created. Originally, I didn't want to do this because I thought it would severely nerf the dude, but how would you guys feel about his attack being canceled if you shot him while he was "channeling" it? There would be a few weapons that wouldn't cancel it[like centaur flash] so that Toadman still has a chance to attack AOE classes like Toadman.
At the very least, it would require more thought to play the guy and make positioning really key to playing as him.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on November 10, 2013, 04:56:43 PM
Well, here they are for the public to behold. These probably aren't going to be used anyways :U

Sword Man's Slashing frames, for on the ground and in mid-air.
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/Swordman_HUD_zpsca29ff72.png)
I used Copy Robot's original idle frames as a reference for the blade, and adapted the poses from vanilla Flame Sword.
(click to show/hide)

Tengu Man's Attacks
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/Tenguman_HUD_zps023b7eb9.png)
I was asked to make sprites for a Downward slash as well as for shooting Tornado Hold. I made sprites for Tengu's arm to hold his weapon as well as making reload frames. I'd imagine the the first T-hold frame without the arm could be idle.
Title: Re: Class based modification (v6g)
Post by: Hallan Parva on November 10, 2013, 05:41:53 PM
Quote from: "Korby"
Toadman has been problematic since he was first created. Originally, I didn't want to do this because I thought it would severely nerf the dude, but how would you guys feel about his attack being canceled if you shot him while he was "channeling" it? There would be a few weapons that wouldn't cancel it[like centaur flash] so that Toadman still has a chance to attack AOE classes like Toadman. At the very least, it would require more thought to play the guy and make positioning really key to playing as him.
I would be in agreement if Rain Flush wasn't literally the only way to deal damage as Toad Man. Explosions are notoriously wonky in Zandronum, partially due to their tendency to randomly stop working at elevation differences, partially due to only dealing scratch damage near their edges. Toad Man in every mode except for LMS was, in fact, a class that involved a bit of mind games to properly utilize. Nine times out of ten, unless you manage to ambush somebody, you're going to get shot in the face when you use Rain Flush. Most classes can, in fact, out-damage a trigger happy Toad Man, and have shots fast enough to hit Toad reliably every time he attacks.

His armor wouldn't even be a problem if it weren't for his insane alt; it covers distances extremely well and, if used against a wall, leaps higher than his standard jump, giving him incredible runaway and pursuit options. Toad's supposed "problem" is that he can hit you with an easy to use AoE, alt jump away to heal, then run back up to you and finish the job with some more rain. Hell, I'd be fine with a straight-up removal of Toad's alt in favor of a different attack or skill, or even nerfing some of Toad's standard mobility (walk speed, normal jump height). What I'm not okay with is crippling his only real means of dealing any damage, especially if it won't get any sort of meaningful buff like extra attack power or some sort of status effect, such as Slow or Weak Armor.

I will agree that Toad is one of the easier classes to play as, and while he's a blast to hop around with, fighting a Toad Man without you being Toad Man isn't the most enjoyable experience. However, I will never come to agreement with severely nerfing the only thing that made Toad Man even remotely a threat in the first place.

Also Bik's right, Punk is pretty ridiculous... and not because of his bouncing Screw Crusher, either.
Title: Re: Class based modification (v6g)
Post by: Linnie on November 10, 2013, 06:41:07 PM
Quote from: "Shmeckie"

I agree with almost 100% of this. the only area where I'd disagree is with Punk; the problem isn't with his mainfire, it's with his secondary weapon. Infinite bounce crushers that can instantly wreck an opponent if you can throw a whole truckload of them at an opponent. Hell, half the time you don't even need to use his alt to get kills in a crowd, just run up to them with bounce crushers equipped and hold M1. At least with the straight crushers there's some aiming involved, and it's not as strong as many other Robot Master mainfires (if I'm remembering correctly, it's a 5HKO), and his alt veers off course most of the time if you actually hit someone with it. The bounce crushers are just a nightmare. Punk's my favorite Robot Master, I love playing as the guy, but these things just make him feel unfair. Takes some of the joy out of using him. Plus it just doesn't feel like you're playing as Punk. It doesn't feel like you're just wrecking people with this brutal killing machine, it feels like you're just dumping a bunch of bouncy balls on people's heads and somehow that kills them.
No, I'd say his mainfire is a definite problem, and something I only really noticed recently. It's too good.  You can just get sniped by it over and over; in Duel, it means you constantly have to health farm (and with his good recovery alt he can do the same) and in LMS you're fucked.

Quote from: "Korby"
Geminiman has an idea that was agreed[?] upon and that'll probably happen sometime after MM8 classes. While I don't remember exactly what it does, the main goal of it was to remove the sentry aspect of the clone.
I don't like the sound of this idea. While I'll begrudgingly admit it's a little broken (begrudgingly, because I enjoy using him like a sentry and don't want to see it go even if it is broken), it's rather risky to have him always follow you just because you can hurt your clone and your clone can hurt you. If you don't have him in a set position in a firefight, it's harder for you to avoid him, and you and your clone will hit each other at once, working against each other.

I could (still begrudgingly because I enjoy the brokenness of it) get down with removing the sentry position of the clone, but only if they also removed the factor of Geminimen damaging each other. The laser is too weak as an alternative strategy, and losing a lot of the control you have over your clone would nerf it too far, going from being overpowered to being too underpowered.
Title: Re: Class based modification (v6g)
Post by: Bikdark on November 10, 2013, 10:06:13 PM
Punk's not necessarily good just because of his straight screws, dash or bouncy screws. He's good due to the fact that all of his attacks synergize so well. The only real range he can't do anything is at melee (I'm talking slash claw) range, which is remedied by simply moving or using alt...
Speaking of his alt, the invuln is not to be underestimated, and is just as good on Punk as Skullman's shield is on Skullman. Punk is innately powerful, while Skullman is not.
Title: Re: Class based modification (v6g)
Post by: Tengu on November 10, 2013, 11:14:17 PM
Toad is fine as is in my opinion. If you can keep your distance from him and lead his jumping, you can stay out of rain flush range and still be able to unload damage on him provided you're using a ranged class.

When I was practice dueling with Smash the other day, he brought out Toadman and I was able to keep safe, consistent damage using Ringman while taking little damage.
Title: Re: Class based modification (v6g)
Post by: Bikdark on November 10, 2013, 11:24:57 PM
Quote from: "Tengu"
Toad is fine as is in my opinion. If you can keep your distance from him and lead his jumping, you can stay out of rain flush range and still be able to unload damage on him provided you're using a ranged class.

When I was practice dueling with Smash the other day, he brought out Toadman and I was able to keep safe, consistent damage using Ringman while taking little damage.
Oh there's your problem.
It's not so much that toad is "op" or "broken", it's that he's badly designed and doesn't fit into this kind of game.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on November 11, 2013, 01:23:20 AM
ATTENTION!!!!
ok, quintbuster needs a color fix, actual color does not fit with the skin color and sakugarne hud color.
So please, someone in the dev team, reply me  so i can delete that horrendous color from the older palete in my mind.
is the 4Ş time (or 3Ş) I post this. so please, at least say that you have read this and you are concerned about it.
just play as quint and change the weapons, you will see the colors i,m talking about.

(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: Bikdark on November 11, 2013, 02:34:06 AM
I'd say the top one looks worse....

Also the dev team's goal atm is to finish mm8, not fix silly palette issues.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 11, 2013, 04:35:36 AM
Quote from: "Bikdark"
the dev team's goal atm is to finish mm8, not fix silly palette issues.

This. I'm sorry, but graphical issues are probably at the lowest priority right now. Maybe someday, when new classes haven't been pending for a long time.
Title: Re: Class based modification (v6g)
Post by: MrL1193 on November 11, 2013, 05:26:17 AM
I actually like playing as Elec Man, but I do have to admit that his stats encourage the "alt and run away" strategy a bit too much. Other than that, I can agree with most of what's been said so far.

I'm a bit surprised that Dive Man hasn't been mentioned yet. I'm not sure what he's like in TDM, but in TLMS, he's entirely too difficult to kill. All you have to do is find a comfy camping spot (or just any place with a serviceable escape route), fire out missiles, and wait for opponents to get poked to death. I know you're supposed to be able to shoot down the missiles, but it just doesn't seem to work well for most classes. If you try to approach him, he can just drop mines in his wake while using his above-average speed and jumping ability to get away. (Basically, what Bik was saying about Punk applies here--Dive Man's abilities work together a little too well.) Add the fact that he has normal armor and is only weak to 2 weapons in the entire game--one of which is a special copy weapon that can only be picked up from a fallen Skull Man--and it's no wonder that most people consider him a cheap class in TLMS. (Seriously, he could have at least been given his canon secondary weakness to Dust Crusher.)
Title: Re: Class based modification (v6g)
Post by: Davregis on November 11, 2013, 09:32:32 PM
Quote from: "MusashiAA"
Quote from: "Bikdark"
the dev team's goal atm is to finish mm8, not fix silly palette issues.

This. I'm sorry, but graphical issues are probably at the lowest priority right now. Maybe someday, when new classes haven't been pending for a long time.

It'll take 5 minutes tops to get the HUD swapped out. What's up?
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 11, 2013, 10:51:58 PM
Quote from: "Davregis"
Quote from: "MusashiAA"
Quote from: "Bikdark"
the dev team's goal atm is to finish mm8, not fix silly palette issues.

This. I'm sorry, but graphical issues are probably at the lowest priority right now. Maybe someday, when new classes haven't been pending for a long time.

It'll take 5 minutes tops to get the HUD swapped out. What's up?

There are bugs, unintended side effects, balance issues, design issues, new features: all things that needs to be resolved before anything merely aesthetical and irrelevant to the gameplay.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on November 11, 2013, 11:55:52 PM
All of this is my fault....
I'll do one thing, when V7 is released, I'll send you (MusashiAA or Korby) a PM with the quintbuster HUD fixed (i already have those) and an explanation, then the only thing you will do is put the 3 sprites on the pk3.
Thats all.
EDIT: I'm sure there are more robot master with wrong palete colors, because MM8BDMcore changed the palete long ago (when v3a) just saying, continue with the awesome work, for me, this has been and will be, the best mod for MM8BDM.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 12, 2013, 01:01:52 AM
Don't worry. Jax or Korby can do that themselves once MM8 classes are out and working. In the meantime, why don't you compilate a list of HUDs that don't have the proper color scheme? That kind of stuff is always useful. But do realize those might have to wait for later.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on November 12, 2013, 07:14:49 PM
Quote from: "MusashiAA"
Don't worry. Jax or Korby can do that themselves once MM8 classes are out and working. In the meantime, why don't you compilate a list of HUDs that don't have the proper color scheme? That kind of stuff is always useful. But do realize those might have to wait for later.

OK, I'll do, count with me.
Title: Re: Class based modification (v6g)
Post by: Celebi on November 14, 2013, 05:04:09 AM
Technically Quint's colors have been fixed for quite some time, you'll have to wait till MM8 classes for it though.
(click to show/hide)
(click to show/hide)
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on November 14, 2013, 03:41:03 PM
Quote from: "Celebi"
Technically Quint's colors have been fixed for quite some time, you'll have to wait till MM8 classes for it though.
(click to show/hide)
(click to show/hide)

Thanks, I was trying to help, but I can't give a good feedback since I'm not an original megaman fan who knows every aspect of the game (This is not sarcasm). I'm more like a pain in the glass than a helpful guy, sorry. You make me happy posting that, Celebi. Now, my mind can rest in peace for a while....

Also, now I understand what Korby says, I'm agree some of them would look ugly.... Because I wasnt aware about OFF being normally used for hud, and NES colors for skin.
Title: Re: Class based modification (v6g)
Post by: Superjustinbros on November 18, 2013, 10:20:10 PM
I'd like to throw in if anyone out there could possibly recolor the water Roll shoots out to a more natural color so it doesn't look like… erm… I don't want to say it.

I find it funny how you get the Centaur Arrow from Centaurman even though he never uses it in any of his attacks (He fires his Centaur Buster, teleports, or uses Centaur Flash).

Toadman could be altered so if he attacks with multiple Toad Rains in succession, his dance summons the rain much faster.

Needleman could also deserve a buff, so he fires his needles more straight (mostly since he has to rev up the Needle Cannon before shooting, making him very vulnerable to targets unless he's right next to them, even though in MM3 he could fire needles from such a distance with 100% accuracy.)

That's all just my two cents to this Wad. Hopefully we'll see the MM8 RM's someday, plus Duo.

P.S. Any thoughts on updating Roll to Mobile Roll?
Title: Re: Class based modification (v6g)
Post by: Ceridran on November 18, 2013, 10:24:15 PM
Quote from: "Superjustinbros"
I find it funny how you get the Centaur Arrow from Centaurman even though he never uses it in any of his attacks (He fires his Centaur Buster, teleports, or uses Centaur Flash).

It was the best option: First off, Brightman doesn't drop Flash Stopper either. He drops the Flash Bulb. I believe Gravityman doesn't drop Gravity Hold, either. See, those are all instant AOE attacks.

Of all Centaurman's moves, none of them really were worth putting as a drop in place of Centaur Flash, (for being an instant AOE REFLECTOR attack) and Centaur Arrow existed in a spinoff, which actually would work.

Quote from: "Superjustinbros"
Toadman could be altered so if he attacks with multiple Toad Rains in succession, his dance summons the rain much faster.

Toadman is already fairly rediculous.

The first time I read this, I thought you said "hold down M1, and Rain Flush lasts longer depending on how long you held M1."

Quote from: "Superjustinbros"
Needleman could also deserve a buff, so he fires his needles more straight (mostly since he has to rev up the Needle Cannon before shooting, making him very vulnerable to targets unless he's right next to them, even though in MM3 he could fire needles from such a distance with 100% accuracy.)

dear lord no

Needleman is currently closer to balanced than that. Needleman has great DPS, and he's got a spread for a reason.

Quote from: "Superjustinbros"
P.S. Any thoughts on updating Roll to Mobile Roll?

Mobile Roll is not the canon appearance. A possible alternate skin, though, as we see Geno has made that addon.
Title: Re: Class based modification (v6g)
Post by: Superjustinbros on November 18, 2013, 10:33:07 PM
Ah, alright.
I do have two questions about Quint:

*Does Quint have any registered weaknesses?
*Is Quint supposed to not drop the Skaugarne for a copy class to collect?
Title: Re: Class based modification (v6g)
Post by: Linnie on November 18, 2013, 10:40:10 PM
Quote from: "Superjustinbros"
I find it funny how you get the Centaur Arrow from Centaurman even though he never uses it in any of his attacks (He fires his Centaur Buster, teleports, or uses Centaur Flash).
It was apparently from a spin-off fighting game.

Speaking of which, is there any way Centaur Arrow could get buffed? I'm not sure what specifically, damage output would probably be the simplest, but as is the weapon is completely useless, which saddens me since Centy is my favorite class and it's bad to use his weapon when I'm a copy weapon class and another Centy player drops it, just because it's so weak.
Title: Re: Class based modification (v6g)
Post by: Korby on November 18, 2013, 10:46:37 PM
it does the same amount of damage as metal blade

technically more because it moves slower and will stay inside someone for longer.
Title: Re: Class based modification (v6g)
Post by: Superjustinbros on November 18, 2013, 10:51:24 PM
Quote from: "Linnie"
Speaking of which, is there any way Centaur Arrow could get buffed? I'm not sure what specifically, damage output would probably be the simplest, but as is the weapon is completely useless, which saddens me since Centy is my favorite class and it's bad to use his weapon when I'm a copy weapon class and another Centy player drops it, just because it's so weak.

I second this.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on November 18, 2013, 10:55:12 PM
It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.
Title: Re: Class based modification (v6g)
Post by: -Daiki-TheOni on November 18, 2013, 11:26:55 PM
Quote from: "Superjustinbros"
*Does Quint have any registered weaknesses?

In this mod nope, but he should be weak to Hard Knuckle, Crash Bomb and Photon Misile (photon misile is not featured yet ingame)
Title: Re: Class based modification (v6g)
Post by: Linnie on November 19, 2013, 12:00:28 AM
Quote from: "fortegigasgospel"
It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.
Huh. The More You Know.

I've only seen the sprites for that game, and they were bad enough for me not to look further into it.

(http://static1.wikia.nocookie.net/__cb20110406185520/megaman/images/c/c7/Centaurman_pb.png)
Title: Re: Class based modification (v6g)
Post by: Deviddo on November 19, 2013, 12:07:57 AM
It's actually pretty fun.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 19, 2013, 12:41:13 AM
The Robot Masters who don't drop their original copy weapons are Flash Man (drops Time Bender), Bright Man (drops Flash Bulbs), Gravity Man (drops Gravity Sphere), Centaur Man (drops Centaur Arrow from the arcade games), and sooner or later Astro Man (will drop Copy Vision, or might...I'm not sure), Dynamo Man (depends on how his vanilla weapon will work: if it's an AoE attack with multiple shots, we will come up with a new weapon) and Tornado Man (we will come up with a new weapon).

Quint should be weak to Hard Knuckle and/or Crash Bomb, yes. But given the position he must place himself to get kills and deal damage, he has enough downsides to not give him weaknesses on top of all that.
Title: Re: Class based modification (v6g)
Post by: fortegigasgospel on November 19, 2013, 05:41:34 AM
Quote from: "Linnie"
Quote from: "fortegigasgospel"
It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.
Huh. The More You Know.

I've only seen the sprites for that game, and they were bad enough for me not to look further into it.

(http://static1.wikia.nocookie.net/__cb20110406185520/megaman/images/c/c7/Centaurman_pb.png)
You call that a bad sprite? Really? Its they are just in MM7 quality, so basically they were simply better quality.
Title: Re: Class based modification (v6g)
Post by: Hallan Parva on November 19, 2013, 09:34:41 AM
I'd still think it'd be cool (and make more sense) if Centaur Man actually used his arrows. Maybe as a possible charge shot? Maybe if you attack immediately after a teleport? Maybe a second weapon altogether a la Time Man?

I'm just a little miffed that the other special drops (Time Bender, Skull Sniper, Bright Bulb, etc) are actually attacks used by the Robot Masters to an extent, but Centaur Arrow seemingly comes from outta left field.
Title: Re: Class based modification (v6g)
Post by: Kapus on November 19, 2013, 04:08:44 PM
I'd be all for that, but I feel like Centaur Man already does enough stuff as is, and all of his moves merge together very well.
Title: Re: Class based modification (v6g)
Post by: Max on November 19, 2013, 04:11:17 PM
Might as well give him the CENTAUR SHIELD as well right
No
That's dumb
No arrow
Title: Re: Class based modification (v6g)
Post by: TeirusuNuigurumi on November 19, 2013, 04:22:28 PM
I like Centaur how he is. Don't see much that needs to be changed on him.
Title: Re: Class based modification (v6g)
Post by: Linnie on November 19, 2013, 04:41:57 PM
Quote from: "fortegigasgospel"
Quote from: "Linnie"
Quote from: "fortegigasgospel"
It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.
Huh. The More You Know.

I've only seen the sprites for that game, and they were bad enough for me not to look further into it.

(http://static1.wikia.nocookie.net/__cb20110406185520/megaman/images/c/c7/Centaurman_pb.png)
You call that a bad sprite? Really? Its they are just in MM7 quality, so basically they were simply better quality.
Something about the sprite just looks really stretched out.



Though, on the topic of Centy's class, I'd rather Centy not change in that regard.
Title: All these classes are overpowered if you let them be, fools.
Post by: TeirusuNuigurumi on November 19, 2013, 04:46:51 PM
Also to my knowledge, Centaur had arrows, A shield, And a Naginata in those games.

But yea, Centaur's great how he is.
Title: Re: Class based modification (v6g)
Post by: Shmeckie on November 19, 2013, 06:36:22 PM
Here's a thought; shouldn't Bass only be able to use one Treble item at a time? Using Treble Sentry and Treble Boost at the same time seems wrong for obvious reasons...

Quote from: "Linnie"
Something about the sprite just looks really stretched out.

Because it's a sprite from an arcade machine. All the Power Battle/Fighters sprites are stretched horizontally on the rips.
Title: Re: Class based modification (v6g)
Post by: Linnie on November 19, 2013, 06:41:21 PM
Quote from: "Shmeckie"
Here's a thought; shouldn't Bass only be able to use one Treble item at a time? Using Treble Sentry and Treble Boost at the same time seems wrong for obvious reasons...
Well, we can have more than one player of the same class, and different players both use one of the support animals at the same time, maybe there's a mass cloning device in the realm of MM8BDM similar to that of TF2?

Quote from: "Schmeckie"
Quote from: "Linnie"
Something about the sprite just looks really stretched out.

Because it's a sprite from an arcade machine. All the Power Battle/Fighters sprites are stretched horizontally on the rips.
Oh.

That seems odd, why wouldn't they try to correct such a thing after ripping it? It explains the awkwardness of the sprite, though.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 19, 2013, 06:49:55 PM
Quote from: "Shmeckie"
Here's a thought; shouldn't Bass only be able to use one Treble item at a time?

Ionno, shouldn't Mega Man only be able to use one Rush item at a time, adaptors included? It's how vanilla decided to handle items, let's not question it too much.

Also no arrow or shield or spear on Centaur. The alternate copy weapons were strictly the solution to a design oversight regarding copywep classes.
Title: Re: Class based modification (v6g)
Post by: Superjustinbros on November 19, 2013, 07:04:50 PM
Quote from: "TheunlosingQuint"
Quote from: "Superjustinbros"
*Does Quint have any registered weaknesses?

In this mod nope, but he should be weak to Hard Knuckle, Crash Bomb and Photon Misile (photon misile is not featured yet ingame)

Well that explains why a good number of people in the Hotel servers really have a thing for Quint.
Title: Re: Class based modification (v6g)
Post by: Ceridran on November 19, 2013, 07:07:33 PM
Rather because it's a map with a really low roof.

Hotel always felt more like "day the date: nightmare on road street: electric boogaloo: megaman edition"

_________________

Centaurman with a shield and spear/naginata? Where did you get this from?

Nevermind. He had a shield and naginata in Power Fighters?
Being based on Greek mythology, why would it be a naginata?
Title: Re: Class based modification (v6g)
Post by: MusashiAA on November 19, 2013, 07:10:01 PM
Quote from: "Superjustinbros"
Quote from: "TheunlosingQuint"
Quote from: "Superjustinbros"
*Does Quint have any registered weaknesses?

In this mod nope, but he should be weak to Hard Knuckle, Crash Bomb and Photon Misile (photon misile is not featured yet ingame)

Well that explains why a good number of people in the Hotel servers really have a thing for Quint.

If it were about Quint not having any weaknesses what makes him "overused" in Hotel servers, Darkman 4 would also be one of the most abused classes ever.

Oh, and Joe. And Roll. And all of the copywep classes.
Title: Re: Class based modification (v6g)
Post by: Shmeckie on November 19, 2013, 07:49:07 PM
Quote from: "MusashiAA"
Ionno, shouldn't Mega Man only be able to use one Rush item at a time, adaptors included?

Well... yeah... >.>

Quote from: "Linnie"
That seems odd, why wouldn't they try to correct such a thing after ripping it? It explains the awkwardness of the sprite, though.

Because that's how the sprite is in-game. Ripping a sprite generally doesn't include altering it. That's how all Capcom arcade sprites are.

(http://images2.wikia.nocookie.net/__cb20130227110518/marvelvscapcom/images/b/bd/Bison-stance.gif)
(http://www.megamanmonthly.com/mm2pfscreen.png)
Title: Re: Class based modification (v6g)
Post by: Goomba98 on December 07, 2013, 04:16:47 PM
Are Wily's fire and ice shots not supposed to affect stage hazards (for fire, igniting oil pits, and for ice, snow-ifying the Teru Terus instead of rain-ifying them and freezing the lavafalls in Junk Man)? Same deal with Ice Man's and Freeze Man's alts.
Title: Re: Class based modification (v6g)
Post by: andreasaspenberg on December 07, 2013, 05:17:18 PM
how can i get it to work?
Title: Re: Class based modification (v6g)
Post by: Jazz on December 19, 2013, 07:45:11 PM
Is support for V3B coming soon?
Title: Re: Class based modification (v6g)
Post by: MusashiAA on December 19, 2013, 11:15:49 PM
Well, when Classes v7a comes out, it's bound to be compatible with vanilla v3b.
Title: Re: Class based modification (v6g)
Post by: Linnie on December 19, 2013, 11:32:37 PM
It should already be compatible, I thought. I'd assume they might wait for V4 to come out -- it should be out in about a month if there haven't been any major setbacks, right? -- so they can get compatibility for that without having to release a second version.
Title: Re: Class based modification (v6g)
Post by: OtakuAlex on December 20, 2013, 12:03:03 AM
So, has there been any work on a Sword Man class? Sorry, I just have to know. He's the one class I'm waiting for.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on December 20, 2013, 12:36:02 AM
I was working on some sprites of extension
but I am missing  extensions as M1 to M5 and N6N4, N7N3, N5 of Duo

(http://fc02.deviantart.net/fs71/f/2013/353/3/4/sprites_de_adelanto_by_diegogamer1820-d6ykffb.png)
Title: Re: Class based modification (v6g)
Post by: MusashiAA on December 20, 2013, 01:52:56 AM
Quote from: "DiegoGamer1820"
I was working on some sprites of extension
but I am missing  extensions as M1 to M5 and N6N4, N7N3, N5 of Duo

(http://fc02.deviantart.net/fs71/f/2013/353/3/4/sprites_de_adelanto_by_diegogamer1820-d6ykffb.png)

Oh, these could come in handy.

Would you mind making sprite rotations for Duo's tackle from this game (http://www.sprites-inc.co.uk/files/Classic/Duo/duobfsheet.gif) and Stone Man's Stone Hand projectile rotations from this game (http://www.sprites-inc.co.uk/files/Classic/PowerBF/Boss/powerbf_stoneman.PNG)?

Also regarding MM8 progress:

Astro, Tengu, Frost and Grenade are pretty much done and finished.
Korby is in charge of Aqua, and he's working to finish the main mechanics.
Jax is currently working on finishing Sword. The main mechanics have already been integrated, though.
Search is somewhat done but very beta-ish, and can crash the game through a currently unknow bug. Still needs to be finished.
Clown needs to be made and then finished.
IIRC, Duo still needs work.

So far, I'd say v7a is 60% done.
Title: Re: Class based modification (v6g)
Post by: Emmanuelf06 on December 24, 2013, 07:11:22 AM
60% ??? How much time it needs to make the last 40% ?....

Do you know if Slashman will have a glue item or something like mm7 ?
Waveman could have an other alt2 (or item) like a big water wave like in the game (special attack).
Some robotmasters can be more complex like mm games without lose the style of their attack actually.
Anyways good luck...i host actually Terminator V6G and Brutal Duel V6G. Need the V7a.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on December 24, 2013, 10:46:42 PM
I only need a sprite duo that became very difficult to do but also will do some extensions such as the attack roll with broom
(http://fc08.deviantart.net/fs70/f/2013/358/7/b/sprites_of_forward_01_by_diegogamer1820-d6z8zds.png)
Title: Re: Class based modification (v6g)
Post by: Goomba98 on December 24, 2013, 11:33:30 PM
You're actually making sprites for Saxton? But his chest hair looks upside-down.
Title: Re: Class based modification (v6g)
Post by: Ceridran on December 24, 2013, 11:36:34 PM
I really don't think you need to make a bunch of sprite extensions to make everything fancy and all. What Musashi requested may be a good thing to aim for, here.
Title: Re: Class based modification (v6g)
Post by: Jazz on December 25, 2013, 02:15:19 AM
Quote from: "Linnie"
It should already be compatible, I thought. I'd assume they might wait for V4 to come out -- it should be out in about a month if there haven't been any major setbacks, right? -- so they can get compatibility for that without having to release a second version.

Really? When I load it up it says "missing actors" or something like that.
I don't know if I could fix this somehow but, hopefully soon!
This is my favorite mod!
Title: Re: Class based modification (v6g)
Post by: Korby on December 25, 2013, 02:23:01 AM
The version on the front page is not compatible with v3, but that won't be a problem soon enough.
Title: Re: Class based modification (v6g)
Post by: andylucho on December 26, 2013, 06:13:34 AM
Wasn't there a Troll Version of this mod at somepoint? One of my friends wants to try out that version.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on December 26, 2013, 10:51:46 PM
Getting ahead of myself here, I, out of boredom, decided to try my hand at spriting HUDs for potential future Robot Masters.

(http://i977.photobucket.com/albums/ae258/ProjectHazoid/Burnermanzhudsheet_zps22510a14.png)
Burner Man, that berserk pyromaniac who thinks he's rigged with a bomb! I tried making a kind of HUD where both arms were visible, and had one pull back when using the attacks of the other. I was considering making sprites for his Grenade throwing and laying Bear Traps as well.
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on December 27, 2013, 02:13:24 AM
ready ... Duo sprites are finished...

(click to show/hide)

note: do not forget of update the slides of megaman and protoman
Title: Re: Class based modification (v6g)
Post by: Korby on December 27, 2013, 02:16:11 AM
Quote from: "ProjectHazoid"
laying Bear Traps as well.

Burner will likely have this.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on December 27, 2013, 04:13:16 PM
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/BurnerHUD_redraw_zpsbb83208a.png)

Last ones were too big. so I downscaled those and redrew them, then added Grenade throwing and Beartrap laying.
Title: Re: Class based modification (v6g)
Post by: MusashiAA on December 27, 2013, 06:39:17 PM
Quote from: "ProjectHazoid"
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/BurnerHUD_redraw_zpsbb83208a.png)

Last ones were too big. so I downscaled those and redrew them, then added Grenade throwing and Beartrap laying.

I think the hands are still a bit too big, and comments on the devchat also point at them being "too different" from the "current HUDs". IIRC, you made the current Tenguman HUD, which I also am very sure it is too big...maybe I'm too used of Megabuster-styled HUDs...

To be honest, I think it's ok, although uncomfortably big on design.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on December 27, 2013, 08:12:16 PM
THIS CAPCOM HAND OF MINE IS BURNING.... GREEN!
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/BurnerHUD_redraw_amidoinitrite_zps2edc5c21.png)

I totally got it this time! What? a 20 minute recolor and frankensprite? yer crazy this took hours!
Title: Re: Class based modification (v6g)
Post by: MusashiAA on December 27, 2013, 08:38:08 PM
Quote from: "ProjectHazoid"
THIS CAPCOM HAND OF MINE IS BURNING.... GREEN!
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/BurnerHUD_redraw_amidoinitrite_zps2edc5c21.png)

I totally got it this time! What? a 20 minute recolor and frankensprite? yer crazy this took hours!

I'm so, so sorry that Max and Celebi thought THAT looked better than your own spin at it. Your first take is really good AND the best, because I knew that it would look ugly if you just frankenstein'd it...but this is what the grumpy ones want.

Could you mix this frankensprite design with your own spin? A middle point, perhaps?

And do that to Tengu's while you're at it, I just wanna see how that looks, because HUGE BLACK BUSTER FAN'O'WAR just might look a bit too intrusive to me.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on December 27, 2013, 10:12:48 PM
I'm not in the devchat so I dunno what goes on there.

Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/TenguHUD_amidoinitrite_zps1d17639e.png)
Title: Re: Class based modification (v6g)
Post by: ice on December 28, 2013, 12:54:44 PM
To be fair, burnerman did have huge hands compared to most RMs. Same goes for coldman, plus duo's hand was HUGE and we saw how the duo fist turned out
Title: Re: Class based modification (v6g)
Post by: MusashiAA on December 28, 2013, 05:09:19 PM
Quote from: "ProjectHazoid"
I'm not in the devchat so I dunno what goes on there.

Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/TenguHUD_amidoinitrite_zps1d17639e.png)

Looks exactly like I thought it should, and again: your previous design was better. This one is just cattering to a simpler audience.

Could you try to make Frostman's HUD a bit bigger, like Duo Fist bigger? My first impressions of the fists were "these doesn't look like Frostman's fists" and "these look too wimpy to be Frostman's fists". They were also still too similar to Stoneman's fists, so I thought you didn't make it at first.

Quote from: "ice"
To be fair, burnerman did have huge hands compared to most RMs. Same goes for coldman, plus duo's hand was HUGE and we saw how the duo fist turned out

That's why I said his first take was fine, save for the uncomfortable yet fitting size, which he fixed. It's on design instead of just being an elaborate edit of the Megabuster HUD.
Title: Re: Class based modification (v6g)
Post by: Goomba98 on December 28, 2013, 07:14:39 PM
Speaking of Duo, what are you guys gonna replace the Duo Fist upgrade with if you've already did the MM6 adaptors for the Proto and Bass Busters? Just wondering. And speaking of the Power Adaptor, you can hardly see with it on.
Title: Re: Class based modification (v6g)
Post by: ProjectHazoid on December 28, 2013, 10:45:36 PM
Quote from: "MusashiAA"
Quote from: "ProjectHazoid"
I'm not in the devchat so I dunno what goes on there.

Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/TenguHUD_amidoinitrite_zps1d17639e.png)

Looks exactly like I thought it should, and again: your previous design was better. This one is just cattering to a simpler audience.

Could you try to make Frostman's HUD a bit bigger, like Duo Fist bigger? My first impressions of the fists were "these doesn't look like Frostman's fists" and "these look too wimpy to be Frostman's fists". They were also still too similar to Stoneman's fists, so I thought you didn't make it at first.

Well, if the team (Other than Jax and/or Korby) wanted me to make Frostman's HUD they would've asked me by now (or at least sent me a pm with Frost's HUD) :U
Title: Re: Class based modification (v6g)
Post by: DiegoGamer1820 on December 31, 2013, 07:55:43 PM
I think they are forgetting the slides v3 of megaman and protoman...
(click to show/hide)
Title: Re: Class based modification (v7a)
Post by: Korby on January 01, 2014, 12:02:59 PM
hi there
happy new year
this took us long enough, didn't it
Download Classes-v7a! (http://static.best-ever.org/wads/classes-v7a.pk3)

Changelog, courtesy of Celebi:
(click to show/hide)
Title: Re: Class based modification (v7a)
Post by: Beed28 on January 01, 2014, 12:05:12 PM
Awesome! I've been waiting for MM8 classes! I'll report any issues I'll come across later.
Title: Re: Class based modification (v7a)
Post by: Stardust on January 01, 2014, 12:41:35 PM
Holy Jesus--- it happened !
I'll be trying frost man first, and keep firing for the armpits :D
Ah'm frostu-man
Also you forgot to fix the health bar D: The last bit of health isn't displayed

But still, thankyu thankyu thankyu thankyu betatesting team & everyone who worked so hard on the MM8 classes. I heard there was a secret class.

And, hey, these new punches are cool. The GFX punching the air shows all the manlinest of the fist.


EDIT : Just a last thing, do the punch deal the SAME amount of damage when it hits ?

EDIT 2 : How do Duo's meteor attack works ? Can it bounces on walls ?
Title: Re: Class based modification (v7a)
Post by: Beed28 on January 01, 2014, 12:50:39 PM
Quote from: "Korby"
Astro does not drop crush
Ah, are we saving that for Copy Vision for when MM8BDM-v4 releases? ;)

Also, this (warning, massive image):
(click to show/hide)
Title: Re: Class based modification (v7a)
Post by: Goomba98 on January 01, 2014, 03:02:19 PM
Dangit, why doesn't Clown have the Thunder Carnival or Duo his meteor transformation?
Title: Re: Class based modification (v7a)
Post by: Beed28 on January 01, 2014, 03:15:03 PM
Quote from: "Stardust"
EDIT 2 : How do Duo's meteor attack works ? Can it bounces on walls ?
Quote from: "Goomba98"
or Duo his meteor transformation?
Go pick up a Super Adaptor and then use the item it gives you for a surprise. ;)
Title: Re: Class based modification (v7a)
Post by: Stardust on January 01, 2014, 03:54:19 PM
Eeyup, but Duo just breaks his head and deals like 50 damage, from what I could see on my victim's health :/ Is there a way to make the meteor bouncing... more bounce ? Using an item only for one dash is quickly used.

EDIT : Also, just a small suggestion, we could add a small pic of Astro Man when he's floating, akin to Pharaoh Man's alt or Tengu's Item. As Astro can't "fly" really high, it's even, in some situation, a question if he's using the floating thing or not, and it might be useful to know if it should be turned off.
Title: Re: Class based modification (v7a)
Post by: andylucho on January 01, 2014, 05:29:44 PM
Which Version of the classes was the Troll update?
Title: Re: Class based modification (v7a)
Post by: Linnie on January 01, 2014, 05:51:20 PM
Wow, these classes are really OP.

What's up with Aquaman? His homing attack is wayyyyy too hard to dodge.
Title: Re: Class based modification (v7a)
Post by: Knux on January 01, 2014, 06:24:52 PM
Is Tengu's tornado sphere supposed to bounce off of ceilings until it reaches a wall?
Title: Re: Class based modification (v7a)
Post by: -Daiki-TheOni on January 01, 2014, 06:26:30 PM
Yuju!!! time to play!!! 100 % worth the weight!
Title: Re: Class based modification (v7a)
Post by: Gummywormz on January 01, 2014, 08:32:33 PM
* Frost Man's ice waves stun for far far too long. Which leaves you open for...
* Sword man's main. It OHKOs so many things it's not even funny. (It OHKOs his weakness for god's sake!) His alt is largely useless as it leaves you open and barely does any damage.
* Something also appears to be causing immense lag. I suspect it's aqua man's water cannon but I'm unsure. Others think it's search man's something. Speaking of water cannon, yeah it's homing and when you touch it you die. Not fun.
EDIT: I'm pretty sure the lag is from Clown Man's thunder claw pegs.
Title: Re: Class based modification (v7a)
Post by: Stardust on January 01, 2014, 09:14:42 PM
Quote from: "Gummywormz"
* Sword man's main. It OHKOs so many things it's not even funny. (It OHKOs his weakness for god's sake!) His alt is largely useless as it leaves you open and barely does any damage.

Taking away his altfire, you only have a melee attack :/
His torso can be directed with the direction Sword is looking at (I think), so if you're in a situation where you can leave your body safe (i.e behind a wall, for instance), you can switch of camera and control your head properly, like, throw it into the battlefield ; and if your legs are hidden you should be alright, and won't take damage.
If you can't hide through, just throw the head, but keep the camera on Sword man. You can still redirect the torso when controlling Sword's legs, not as much accurately as by swaping of camera, but at least you can control your health and your head at the same time.
That's what I understood from using him while half an hour :P
Title: Re: Class based modification (v7a)
Post by: Gummywormz on January 01, 2014, 09:29:21 PM
I know how to use it. The problem is by the time you're even close to halfway killing someone with it you're open and have to return. Which means in a regular DM setting it's utterly useless except to maybe clean up because your main ohkos almost every class here.
Title: Re: Class based modification (v7a)
Post by: OtakuAlex on January 01, 2014, 09:31:15 PM
Quote from: "Stardust"
Quote from: "Gummywormz"
* Sword man's main. It OHKOs so many things it's not even funny. (It OHKOs his weakness for god's sake!) His alt is largely useless as it leaves you open and barely does any damage.

Taking away his altfire, you only have a melee attack :/
His torso can be directed with the direction Sword is looking at (I think), so if you're in a situation where you can leave your body safe (i.e behind a wall, for instance), you can switch of camera and control your head properly, like, throw it into the battlefield ; and if your legs are hidden you should be alright, and won't take damage.
If you can't hide through, just throw the head, but keep the camera on Sword man. You can still redirect the torso when controlling Sword's legs, not as much accurately as by swaping of camera, but at least you can control your health and your head at the same time.
That's what I understood from using him while half an hour :P

Or you can spam it as a mid/short-range attack. Also, @Gummy, the attack doesn't OHKO. I've used it several times today and never got a OHKO on anybody.
Title: Re: Class based modification (v7a)
Post by: Bikdark on January 01, 2014, 09:53:48 PM
How the hell is Tenguman supposed to be played? His damage sources are really unreliable, and melee range mainfire does almost no damage.

Yeah so I also noticed that Frostman's main freezes you to the ground even if you're not on the ground.
Title: Re: Class based modification (v7a)
Post by: MusashiAA on January 01, 2014, 11:06:38 PM
Quote from: "Bikdark"
How the hell is Tenguman supposed to be played? You lift people with Tornado Hold, then slam them down with the Tengu Smash: yes, the melee range mainfire has GHold properties, so it deals a lot more damage based on the altitude of the enemy. You can also just damage them with Kamaitachi, that one other projectile that he fires with mainfire, or Tornado Hold.

Yeah so I also noticed that Frostman's main freezes you to the ground even if you're not on the ground. Yeah gotta fix that.

Quote from: "Linnie"
Wow, these classes are really OP. You'd think that after a whole year of development, no balance issues would show up on release, right? Yeah. We released this just for the sake of releasing because it's been a year: once all the 8 were done, we would release it as v7a. Yes, even with questionable balance: we knew what we were getting into.

What's up with Aquaman? His homing attack is wayyyyy too hard to dodge. But Aquaman's Water Cannon is working the way it should, and it's actually relatively easy to dodge: a slow-moving homing ripper projectile. It's slow enough for most classes to outrun it, so if you hear the projectile coming (and believe me, I made sure you would), just run away and hunt down the Aquamen or, if you're one on one against Aquaman, just circlestrafe and shoot him until the water laser dies off. The Water Cannon doesn't last forever, an Aquaman can only shoot one projectile at a time, and it's easy to outrun it, but once it hits you there's barely any escape. It was dubbed "the scariest attack in the game yet" by Korby for a reason. You have to be extra careful: that was the idea.

Quote from: "Gummywormz"
* Frost Man's ice waves stun for far far too long. Meant for it to allow slowass Frostman to punch you to death. I guess just stunlocking people forever is the optimal way there, since you can just spam the mainfire without limitations. Which leaves you open for...
* Sword man's main. 100% with you on that. The current damage it deals is copywep's IIRC, and it's been that way since the class was created...that should've not stayed that way.
* Something also appears to be causing immense lag. I suspect it's aqua man's water cannon but I'm unsure. Others think it's search man's something. Speaking of water cannon, yeah it's homing and when you touch it you die. Not fun. EDIT: I'm pretty sure the lag is from Clown Man's thunder claw pegs. I first suspected of Searchman's reticle (it spawns a reticle graphic wherever you aim), then of Aquaman's Water Cannon, THEN Clownman's pegs are probably the cause of that, since Clownman was made just 2 days ago...no optimization whatsoever on him yet.
Title: Re: Class based modification (v7a)
Post by: Bikdark on January 01, 2014, 11:20:19 PM
Quote from: "MusashiAA"
You lift people with Tornado Hold, then slam them down with the Tengu Smash: yes, the melee range mainfire has GHold properties, so it deals a lot more damage based on the altitude of the enemy. You can also just damage them with Kamaitachi, that one other projectile that he fires with mainfire, or Tornado Hold.
Wait what
Tengu Smash + the melee thing doesn't smash them like ghold, it lifts them up them up like the alt.
Title: Re: Class based modification (v7a)
Post by: MusashiAA on January 01, 2014, 11:25:31 PM
Quote from: "Bikdark"
Quote from: "MusashiAA"
You lift people with Tornado Hold, then slam them down with the Tengu Smash: yes, the melee range mainfire has GHold properties, so it deals a lot more damage based on the altitude of the enemy. You can also just damage them with Kamaitachi, that one other projectile that he fires with mainfire, or Tornado Hold.
Wait what
Tengu Smash + the melee thing doesn't smash them like ghold, it lifts them up them up like the alt.

Tengu Smash (the actual close range mainfire attack) doesn't smash enemies into the ground, yes. It just deals more damage based on height.
Then there's Kamaitachi (the mainfire ripper projectile that bounces off walls), who IIRC doesn't have any special properties like Tengu Smash.
Then there's Tornado Hold, which is pretty much like the copywep one except for being able to move forward, maybe different damage and, IIRC, keeps the enemy afloat for a little while.
Title: Re: Class based modification (v7a)
Post by: Superjustinbros on January 01, 2014, 11:40:32 PM
I do have to say, some of the weaknesses set for the different RM's do seem questionable in a few cases. Like say, Grenade's weakness to punching weapons. For the record I consider Thunder Claw more of an Electric-type attack than a Punching-type, so that'd make Grenade weak to Elec, Spark, and Cloud, along with Clown, and for me that'd make more sense.

Different death messages for when you score a frag with the RM's alt weapons would be a good feature, for example Frostman scoring a frag with his alt would call the weapon "Frost Punch", and Aquaman's alt where he makes a stream of water would be labeled "Aqua Flow" or "Aqua Stream".

You could give Aqua a weakness to Copy Vision, since it's used by the RM that uses Astro Crush.
Title: Re: Class based modification (v7a)
Post by: MusashiAA on January 02, 2014, 12:06:36 AM
Quote from: "Superjustinbros"
I do have to say, some of the weaknesses set for the different RM's do seem questionable in a few cases. Like say, Grenade's weakness to punching weapons. For the record I consider Thunder Claw more of an Electric-type attack than a Punching-type, so that'd make Grenade weak to Elec, Spark, and Cloud, along with Clown, and for me that'd make more sense.

Thunder Claw, thus melee. Jax thought of it as a whip of sorts too, so we went with Grenademan being weak to melee weaponry. And now that I think about it, if Grenademan was weak to electricity, his stun frame (he doesn't have one, he just said "hee hee") would've been kind of like this guy's (http://www.sprites-inc.co.uk/files/Classic/PowerF/Boss/RescueRoll/divepfsheet.gif) or this guy's (http://www.sprites-inc.co.uk/files/Classic/RNF/Boss/StageBoss/rnfColdman.gif) or this guy's (http://www.sprites-inc.co.uk/files/Classic/MM7/Boss/8Boss/mm7junksheet.gif). In fact, if we followed MM8's damage chart on Grenademan, he would've been weak to all explosive weaponry...

Different death messages for when you score a frag with the RM's alt weapons would be a good feature, for example Frostman scoring a frag with his alt would call the weapon "Frost Punch", and Aquaman's alt where he makes a stream of water would be labeled "Aqua Flow" or "Aqua Stream". It's Water Cannon. And Search Disk. And Fire Slash. And soon to be "said hello to player's cute bombs", "crushed by player", and "tazergrabbed by player", but I make no promises.

You could give Aqua a weakness to Copy Vision, since it's used by the RM that uses Astro Crush. We believed that Aquaman was weak to Astro Crush because that attack was composed of huge rocks falling down and colliding with huge force, which is precisely what meteors are, and what causes Aquaman's belly pod to break (and then recompose, as it seemed). So we made Aquaman weak to rocks instead of space, or in Copy Vision's case, I-don't-even-know-anymore type.
Title: Re: Class based modification (v7a)
Post by: Superjustinbros on January 02, 2014, 01:02:01 AM
Quote
I-don't-even-know-anymore type.
I suppose you could give Copy Vision whatever element you gave Brightman's Bright Buster, Bulbs, and Flash Stopper.

In regards to Aquaman's Alt, it should have weaker homing so it's easier to dodge, and when it's done, the Water Cannon's particles drop, just like in MM8. Some kind of geyser attack (maybe for a third charge level) could be useful for Aqua. Having Aqua's Water Balloons not drain as much ammo (since ATM most people only use Aqua for Water Cannon) could be a good idea.

Perhaps the biggest thing about this new version I have to say is this. When you switch to Clowman's second weapon where he places pegs wherever he shoots, once the user runs out of energy to place more pegs, he/she should instead fire normal Thunder Claw (without it placing pegs) since it doesn't consume ammo and it'd be helpful for when a Clownman swings into battle after placing two or three pegs. You could probably also extend the length of Clownman's Thunder Claw by a few units (since at the moment he's quite weak compared to the other RM's), but it's not really as important of a suggestion.

If you do come up with a good weapon for what Astro Man drops on death, that'd be swell. Also about the Centaur Arrow, I find it should be a double-spread weapon like Timeman's arrows (that fires a normal buster shot in the center, but faster and more powerful so it's not a crap weapon.
Title: Re: Class based modification (v7a)
Post by: Ukiyama on January 02, 2014, 01:41:29 AM
Quote from: "Superjustinbros"
If you do come up with a good weapon for what Astro Man drops on death, that'd be swell. Also about the Centaur Arrow, I find it should be a double-spread weapon like Timeman's arrows (that fires a normal buster shot in the center, but faster and more powerful so it's not a crap weapon.

I can almost 100% guarantee that it will be the soon to be existent Copy Vision if I had to take a guess.  :ugeek:
Title: Re: Class based modification (v7a)
Post by: Watzup7856 on January 02, 2014, 02:37:28 AM
I've recently updated my Classes Taunt Pack with themes for the MM8 Classes

download is in this topic: http://cutstuff.net/forum/viewtopic.php?f=30&t=5550&p=271947#p227768
Title: Re: Class based modification (v7a)
Post by: Superjustinbros on January 02, 2014, 03:12:37 AM
Quote from: "Ukiyama"
Quote from: "Superjustinbros"
If you do come up with a good weapon for what Astro Man drops on death, that'd be swell. Also about the Centaur Arrow, I find it should be a double-spread weapon like Timeman's arrows (that fires a normal buster shot in the center, but faster and more powerful so it's not a crap weapon.

I can almost 100% guarantee that it will be the soon to be existent Copy Vision if I had to take a guess.  :ugeek:

Yeah, I have to say I agree. Originally until v4A comes out we could implement some kind of filler weapon, "Astro Orbs" where Mega Man fires the small orbs Astroman fires but have a weak homing ability to them.
Title: Re: Class based modification (v7a)
Post by: Korby on January 02, 2014, 07:25:28 AM
forgive me if i sound strange, i'm sick, can't think too straight.

aqua's water cannon[the giant beam of death that tends to be invisible] was originally able to be nullified by simply jumping. it would follow you up, then go straight down and hit the ground. now, however, the projectile that spawns the water bounces three or so times, so that's not nearly as effective.

i have noticed that the attack is sort of unfair against fellows like frostman, which is mostly because the water is a 1 damage ripper, and to make it able to hit anyone with higher armor than 1.0, it had to always deal 1 damage. as such, poor frostman gets eaten up by the thing in seconds because he can't escape.

originally, the attack was supposed to "stop, home, stop, home" so it'd be more similar to the actual water cannon that turned at 90 degree angles every now and then, but it felt weak in testing. if i have to, i'll end up switching it to that.

part of the reason i think most people don't use water balloon is because of its random nature. it's less noticeable on the copywep because of the faster firing rate and increased ammo, but here where you only have 7 shots in each tier of pressure, it's much, much more noticeable.


swordman's alt used to be better, but it was given a damage nerf[i think?], an ammo bar[probably for the better], and that weird speed thingy where it slows down to bleh levels
Title: Re: Class based modification (v7a)
Post by: OtakuAlex on January 02, 2014, 07:53:04 AM
Sword Man definitely needs a buff when it comes to his alt. However, not sure what I think about Aqua Man since I can easily trick his homing attack to run into a wall or other solid object, it's just something I do. I actually use the same trick against Search Man. Though, maybe you could nerf it just a little since I completely destroyed StarDust while she was playing as Astro Man during my little test drive of Aqua Man. Heck, I was even able to destroy Grenade Man, which is saying a lot since I suck against Flash Bomb and practically fear its very existence.
Title: Re: Class based modification (v7a)
Post by: Shmeckie on January 02, 2014, 10:05:41 AM
Personally, I'll be enjoying Aqua Man's water cannon as much as I can until you guys inevitably nerf it. Aqua Man was already my favorite boss from 8 (I dig the top hat full of water, and his voice and intro cracked me up), but god is that move satisfying. Just charging up the extra meter, and unleashing this monstrous dragon serpent of deadly water upon all who have wronged you is just so god damn satisfying! The little bit I played with him was done with a perpetual smile on my face. I hope, post-nerf, that attack still retains that satisfying feel of just unleashing watery hell.

I absolutely love how Sword Man is designed. I love the versatility, and the options his alt puts on the table is fantastic. High marks all around to everyone responsible! The only issue I have is it feels a mite bit too slow for the risk that it presents if you take manual control.

Frost Man just feels like a trolling tool at this point with the stun locking. I mean, he was one of my favorites from 8 and I'm still gonna use him because of that, but I'll feel bad about it.

Also there's an odd glitch with Search Man; in LMS, if you switch to him during the countdown phase, when the game begins he can't charge his Homing Sniper. It just fires a missile as soon as you hit fire.
Title: Re: Class based modification (v7a)
Post by: King Dumb on January 02, 2014, 06:00:00 PM
Step 1: Go to Duel mode.
Step 2: Select Sword Man.
Step 3: Begin a Duel (or at least let the countdown timer start.)
Step 4: Use altfire.
Step 5: Try to switch cameras (use mainfire during alt.)
Step 6: Go play Pokemon, because your game just crashed very fatally.

Credit (?) goes to OJ for discovering the above.

It only crashes the client, not the whole server.

I am bad at video games, so I have no idea why this happens.
Title: Re: Class based modification (v7a)
Post by: Isaac940 on January 02, 2014, 06:00:52 PM
Quote from: "Shmeckie"
Also there's an odd glitch with Search Man; in LMS, if you switch to him during the countdown phase, when the game begins he can't charge his Homing Sniper. It just fires a missile as soon as you hit fire.

That's not because of switching classes but due to a larger bug that apparently resurfaced recently due to Zandronum that's been dubbed the "weapon switch bug". If you're holding fire when you spawn on your first life, it can screw up your weapons for that life depending on the class. For example, Search can't use his targeting reticule if it occurs and Gyro is grounded for the life. The thing about LMS modes is that unless you're playing with more lives per round, every round is a "first life" so if you're not careful you can cause the bug to occur a lot. Advice I got on how to avoid it is just to wait a second after the start of each round to actually hit fire so that hopefully the bug doesn't occur.

On a different note, one thing I mentioned in a server is that it would be nice to color code Astro's Copy Vision based on the team he's on. Currently it uses green and red for all teams so maybe the red could be switched out for the team color to help tell if it's an enemy or an ally. Sometimes it gets hard to tell if an Astroman you come across in the middle of CV is an enemy or an ally until it stops due to the colors currently.

As a general thing though, can we please wait at least like a week or so before we implement buffs/nerfs? That way we can determine what actually needs changing and what is just a knee-jerk reaction to a new class that isn't that bad once you learn how to fight it. Discussion of what seems to be to strong/weak is fine but wait a bit to implement any changes so that people might figure out what to do about/with the things mentioned. From my little experience with Aqua Man, it seems that if you either just try and circle around the stream if you have room or just run and try and put something in between you and the stream it can't do much. The big thing against Aqua seems to be just maintain some distance if you can and pay attention.
Title: Re: Class based modification (v7a)
Post by: Superjustinbros on January 02, 2014, 06:39:05 PM
Another idea I had was Frostman being able to switch between a single quick pound in the ground that makes one Ice Wave, and the double but slower pound that makes three like in the current version.

And yeah, Water Balloon when used by Aqua should be able to fire at least 21 or so shots from each tier and not have a random nature.
Title: Re: Class based modification (v7a)
Post by: Beed28 on January 02, 2014, 06:49:43 PM
Some bugs:
Title: Re: Class based modification (v7a)
Post by: Superjustinbros on January 02, 2014, 07:42:32 PM
You may want to check on RM classes being able to collect Ring Boomerang.
Title: Re: Class based modification (v7a)
Post by: Celebi on January 02, 2014, 11:47:35 PM
Quote from: "King Dumb"
Sword altfire camera crashes in duel.
Didn't test duel, sorry~

Quote from: "Beed28"
Some bugs:
    The attacking animation for Frost Man's sprite does not match up for when he does Ice Wave.
    That is on the list of the polish update.
    The Rockman class still does not have a bot defined.
    Do we even have our own bots? If we do ok, if we don't, why?
    The readme file in the .pk3 has not been updated.
    Ok.
    Duo can pick up Treble Sentry, when it should be limited to Bass.
    Intended.
    When Mega Man dies, he explodes from his feet.
    More information please, cannot reproduce. (And that is not even a big deal)
    Classes leave behind invisible corpses, as shown with am_cheat 2, and it's not just the dropped weapon and scrap metal. Add A_CheckPlayerDone (http://zdoom.org/wiki/A_CheckPlayerDone) to the classes.
    Ok.

Quote from: "Superjustinbros"
You may want to check on RM classes being able to collect Ring Boomerang.
More information please, because I do not get what you mean.
Title: Re: Class based modification (v7a)
Post by: Gummywormz on January 03, 2014, 12:01:27 AM
Alright, more weakness insanity: Grenade Man can't even 6HKO Frost Man with direct flash bomb hits but he can destroy grenade man in 3 with just ice wave.
Title: Re: Class based modification (v7a)
Post by: xColdxFusionx on January 03, 2014, 12:08:33 AM
Astro Man: I know his damage is low because he has Copy Vision to double his DPS, but the fact that he can't aim any of his moves AND they do pitiful damage means he literally can't do anything, which is inexcusable. Double the damage on both his attacks and he'd probably be playable.

Tengu Man: GET DUNKED! I've heard people say he's weak, but I think he's in a fairly good spot. Tengu Blade hurts like the dickens if he can get the combo off, and even just Tornado Hold can be a nasty support tool when paired up with certain classes.

Sword Man: We've already established that Flame Sword is painful. I personally LOVE the remote control head, though a slight damage buff may be in order. I would personally like if the camera automatically snapped back to your feet when you take damage, but that's up to the dev team.

Search Man: It's League of Legends: The Class! The Bushes are fun to play around with. It would be hilarious if he could hide allies with the bushes, too, but that might be a little imbalanced. The big issue I see with him is that he suffers from the Hold glitch if you're holding his mainfire when you spawn (CSCC has had to deal with this bug on several occasions; the fix I generally use is to give a second dummy weapon which automatically switches back to the original.)

Grendae Man: ...You actually figured out how to make Grenademageddon count kills AND make it not terrible to fight against. ...Well, for some classes. Gotta give some props for making him bearable to fight against.

Clown Man: Setting up your own pegs to become king of swing is too much fun. Needs more Thunder Carnival, though. It would be especially interesting if Carnival was based on your current momentum, so if you swing and use it, then you deal more damage because you're going faster.

Frost Man: Frost Man is the most absolutely brutal SOB to fight if only because he has a repeatable 3-second stop on his mainfire. I'm pretty sure about half the dev team plays League of Legends, so I'm actually a little surprised this made it through. Giving him a slow or a significantly shorter stun would be a much better plan; he's just too obnoxious to fight against at the moment, and he's impossible to deal with if his team's nearby.

Aqua Man: Nerfed Water Balloon is useless. Aqua Cannon is Original!Ice-3 levels of stupid. Combine him with a Frost Man and everyone dies (no save). Make the Water Balloon a viable sub-weapon, and make the Aqua Cannon not room-clearing tech...
Title: Re: Class based modification (v7a)
Post by: Stardust on January 03, 2014, 12:24:19 AM
Quote from: "Celebi"
Quote from: "Superjustinbros"
You may want to check on RM classes being able to collect Ring Boomerang.
More information please, because I do not get what you mean.

From the situation where I had this, Duo can collect Ring Man's Boss weapon. I don't know if Ring Man always drop his BossWeapon when he dies, and if it's actually visible (because there were many weapons drop on the hotel server), but I managed to use Ring Man's Boss Wep as Duo.
Title: Re: Class based modification (v7a)
Post by: Isaac940 on January 03, 2014, 02:49:54 AM
Quote from: "Stardust"
Quote from: "Celebi"
Quote from: "Superjustinbros"
You may want to check on RM classes being able to collect Ring Boomerang.
More information please, because I do not get what you mean.

From the situation where I had this, Duo can collect Ring Man's Boss weapon. I don't know if Ring Man always drop his BossWeapon when he dies, and if it's actually visible (because there were many weapons drop on the hotel server), but I managed to use Ring Man's Boss Wep as Duo.

Were you basically hugging said Ringman when it died? I think technically all classes drop their current bosswep with drop weapons on, but IIRC the drop is coded to disappear after 1 tic or something like that. However, if you're in the right position you can collect it before it disappears. That combined with the fact Duo's a copywep class is probably why you were able to use it.
If you weren't hugging the Ringman though, that just may be a goof since I think most people don't use drop weapons with these classes since RM classes drop their weapon anyways.
Title: Re: Class based modification (v7a)
Post by: Bikdark on January 03, 2014, 06:05:49 AM
Can we please get a patch that removes/severely shortens Frostman's stun?
Title: Re: Class based modification (v7a)
Post by: OtakuAlex on January 03, 2014, 06:21:43 AM
I usually kill Frost Man before he gets a chance to notice me, but I hate hit-stun/A_Stop, so I'm with Bikdark on this.
Title: Re: Class based modification (v7a)
Post by: Shmeckie on January 03, 2014, 08:34:02 AM
Yes, fixing Frost man's stun needs to be priority number one. Also Ring Man is still super broken.
Title: Re: Class based modification (v7a)
Post by: Superjustinbros on January 03, 2014, 02:22:59 PM
Quote from: "Stardust"
Quote from: "Celebi"
More information please, because I do not get what you mean.

From the situation where I had this, Duo can collect Ring Man's Boss weapon. I don't know if Ring Man always drop his BossWeapon when he dies, and if it's actually visible (because there were many weapons drop on the hotel server), but I managed to use Ring Man's Boss Wep as Duo.

No, I could collect Ring Boomerang as other classes.
Title: Re: Class based modification (v7a)
Post by: ice on January 03, 2014, 04:35:50 PM
I have no idea how you did it, but for the life of me I cannot figure out how the heck you guys pulled off the swordcam @_@ I was trying to see if I could apply it to a monster, All  Ive managed was a hostile monster that died when you did. Then this morning I tried to make a spy cam with a copypasta of the swordman code, camera works but I cant control it and when it returns it flies only to a specific spot in the map far from any spawns or where I released it @_@ All I can say is bravo
Title: Re: Class based modification (v7a)
Post by: Beed28 on January 03, 2014, 04:47:56 PM
What's this "swordcam" people keep talking about? Am I missing something here? :?
(click to show/hide)
Title: Re: Class based modification (v7a)
Post by: Goomba98 on January 03, 2014, 04:49:33 PM
Main fire when using your Fire Slash, which also lets you control the head.
Speaking of which, it doesn't ignite oil pits or OHKO oil barrels, and Frost Man's Ice Wave doesn't freeze Junk Man's lavafalls.
Title: Re: Class based modification (v7a)
Post by: ice on January 03, 2014, 04:55:27 PM
Basically you fire the head with the alt then when you use the main the head turns into a spycopter
Title: Re: Class based modification (v7a)
Post by: Beed28 on January 03, 2014, 05:08:21 PM
Thanks for the info. In actuality, some other people may not have been aware of such a feature, like me. How about some indication that you can use mainfire to switch cameras?
Title: Re: Class based modification (v7a)
Post by: Davregis on January 04, 2014, 04:12:03 PM
So I was in this DM server yesterday

(click to show/hide)
Title: Re: Class based modification (v7a)
Post by: Bikdark on January 04, 2014, 10:02:10 PM
On the topic of Grenademan, could he possibly be made a bit differently so he's not an overall upgrade to Crashman? No ammo restrictions, higher and more consistent damage, and he has an explode on-death.

Also, Tenguman, while fun most of the time, can be very frustrating to play. The combination of having to land your alt, not having a visible projectile on your melee, and having a restriction on your flight angle makes for a very difficult time dunking people. Doesn't help that the only thing he has over Gravityman is the ability to actually lift people up. More work, same result.

OH AND when Searchman is in a bush, you can't see the Ally tag over him. IIRC this happens when Astro is firing as well.
Title: Re: Class based modification (v7a)
Post by: Stardust on January 05, 2014, 12:47:42 PM
Quote from: "Bikdark"
Also, Tenguman, while fun most of the time, can be very frustrating to play. The combination of having to land your alt, not having a visible projectile on your melee, and having a restriction on your flight angle makes for a very difficult time dunking people. Doesn't help that the only thing he has over Gravityman is the ability to actually lift people up. More work, same result.


Yeaaaa sure, but Gravity Man isn't as fun to play as Tengu Man. Gravity's ALT is AoE, so no aiming skills are involved.
Also Tengu Man has a melee projectile, it's about 150% of Saxton Hale's fist's range, and you can actually see it, but it quickly disappears. His melee projectile is actually a reversed green tornado (like his Tornado Hold, but reversed), that quickly travels forward before the Kawaisha... the wind ball is thrown.

Still on Tengu Man, question. I saw that for some reasons, the gravity code when you use Tengu Smash isn't the same used from Megaman's Gravity Hold. It uses a bunch of scripts that just made my brain melt, I just gave up reading the code.
I just want to know if in a nutshell, the higher the opponent is when he's smashed, the more damage he'll get ?
Title: Re: Class based modification (v7a)
Post by: Shmeckie on January 05, 2014, 12:50:29 PM
A thought on Frost Man; since his Ice Wave was apparently intended to hold the opponent to be punched, perhaps it could be left as it is (fixing the jumping issue of course) with the added stipulation that if you hit someone with Ice Wave who's already frozen, it cancels out the freeze and releases them. Maybe slightly nerfing the damage as well, to further discourage spamming.

Also, I agree with Bik on Tengu Man. Not enough payoff for the effort he requires to use properly.
Title: Re: Class based modification (v7a)
Post by: Duora Super Gyro on January 05, 2014, 02:38:11 PM
Quote from: "Stardust"
Quote from: "Bikdark"
Also, Tenguman, while fun most of the time, can be very frustrating to play. The combination of having to land your alt, not having a visible projectile on your melee, and having a restriction on your flight angle makes for a very difficult time dunking people. Doesn't help that the only thing he has over Gravityman is the ability to actually lift people up. More work, same result.


Yeaaaa sure, but Gravity Man isn't as fun to play as Tengu Man. Gravity's ALT is AoE, so no aiming skills are involved.
Also Tengu Man has a melee projectile, it's about 150% of Saxton Hale's fist's range, and you can actually see it, but it quickly disappears. His melee projectile is actually a reversed green tornado (like his Tornado Hold, but reversed), that quickly travels forward before the Kawaisha... the wind ball is thrown.

Still on Tengu Man, question. I saw that for some reasons, the gravity code when you use Tengu Smash isn't the same used from Megaman's Gravity Hold. It uses a bunch of scripts that just made my brain melt, I just gave up reading the code.
I just want to know if in a nutshell, the higher the opponent is when he's smashed, the more damage he'll get ?

I have to agree with bik, I never knew there was a melee projectile, I got dunked often as Gyroman so I knew you could do it, but the melee projectile was completely unnoticeable for me and I thought I was suppose to hit people with the wind ball for a while, and his flight angle made things very difficult for me, I could never actually get my opponents once I got them in the air, I eventually gave up on dunking and just used the wind ball.
Title: Re: Class based modification (v7a)
Post by: ice on January 05, 2014, 04:56:49 PM
perch on a high area and use tornado hold. Then hit whoever is lifted. Simple as that
Title: Re: Class based modification (v7a)
Post by: MusashiAA on January 05, 2014, 05:06:56 PM
It's simple to explain, but it's hard to execute. That's what makes Tengu fun.

Although a visible melee projectile for Tengu Smash is a helluva good suggestion. Maybe when v4a comes out, we'll use Tengu Blade's.

On the subject of Grenademan (who is probably not for balance fixes next version), maybe turning him into a middle point between Crashman and Napalmman is the better choice. A wee bit lower RoF on mainfire because I think it can't be any lower or else it'll be too weak (rage buffs it), altfire grenades explode on contact with the floor.
Title: Re: Class based modification (v7a)
Post by: Fyone on January 05, 2014, 09:37:58 PM
Code: [Select]
actor GutPunch : SlashClaw
{
damagetype "Punch"
Obituary "%o was punched by %k."
damage (9)
States
{
Spawn:
TNT1 AAAA 1 A_Explode(15,75,0)
//SCLA L 1 A_Explode(5,90,0)
stop
}
}

actor GutPunch
{
PROJECTILE
Radius 20
Height 20
scale 2.5
Obituary "%o was punched by %k."
speed 60
damage (60)
reactiontime 1
damagetype "Punch"
States
{
Spawn:
POWW E 0
POWW E 1 A_CountDown
goto Spawn+1
Death:
POWW E 0 A_Explode(60,40,0)
goto XDeath
XDeath:
POWW E 0 A_Stop
POWW EFED 2
stop
}
}

Why was Guts Punch buffed so much?
Title: Re: Class based modification (v7a)
Post by: Isaac940 on January 05, 2014, 10:08:37 PM
Quote from: "Fyone"
Why was Guts Punch buffed so much?

The old punch was multihit like Slash Claw at 9 damage while the new one is just a single hit at 60 (though the explosion in the death state is confusing me unless it skips straight to XDeath if the punch actually hits someone). Someone who played Guts more might be able to tell how much 60 damage stacks up to what they were doing on average before with the punch.

Quote from: "Stardust"
Still on Tengu Man, question. I saw that for some reasons, the gravity code when you use Tengu Smash isn't the same used from Megaman's Gravity Hold. It uses a bunch of scripts that just made my brain melt, I just gave up reading the code.
I just want to know if in a nutshell, the higher the opponent is when he's smashed, the more damage he'll get ?

Correct me if I'm wrong, but I believe the smash uses the same gravity script as Gravityman's Ghold, which is basically standard Ghold with special scenarios written into it (the two I remember are that it does more damage in high gravity and reduced damage if the target lands on springs)
Title: Re: Class based modification (v7a)
Post by: Fyone on January 05, 2014, 10:16:12 PM
I see what you mean; after testing it they seem more or less the same. The Guts Punch of the new does less damage directly but the projectile allows for an easier two hit KO from a far.
Title: Re: Class based modification (v7a)
Post by: Gummywormz on January 05, 2014, 10:25:06 PM
How does Grenade Man's death explosion work exactly? I've died plenty of times with full / 75%+ rage and it still doesn't trigger sometimes. And I wouldn't call Grenade Man an upgraded Crash Man. Crash Man can create traps because he can leave and trigger his bombs whenever he wants to.
Title: Trust me I play Crash pretty damn well.
Post by: Bikdark on January 05, 2014, 11:09:15 PM
Quote from: "Gummywormz"
How does Grenade Man's death explosion work exactly? I've died plenty of times with full / 75%+ rage and it still doesn't trigger sometimes. And I wouldn't call Grenade Man an upgraded Crash Man. Crash Man can create traps because he can leave and trigger his bombs whenever he wants to.
Crashman is not TF2's Demoman. Leaving traps for people then walking away is very difficult and unrewarding, as the bombs stand out, have a small explosion radius, AND you have to predict when an enemy will walk through them. Even if you DO catch someone in a trap you set some time ago, you almost never get the full damage off, because they can still move a small amount inbetween the four explosions that go off when they detonate. Playing Democrash isn't worth it.

The most effective way to play Crashman like you would Ballade. Your movements are similar, you're constantly jumping, and your goal is to create chaos. You jump around, poking with direct bombs, and while you're doing this, you try to read your enemy's movements, placing VERY temporary traps where they may walk to a few seconds in advance. Once you get someone with a manual detonation bomb, the enemy is primed to take a lot of damage from your mainfire, since they're slowed down a good chunk.

However, Grenademan basically does this, but better. His mainfire has no ammo limitation, is bigger, will do more damage on a direct hit, and is easy to lead. His alt also has no ammo limitation, and by the time they explode, the enemy would've already known where Crashman put a bomb, and will avoid it with ease.

Crashman has very few little over Grenademan. Slightly better mobility, (Grenade's rage/whatever you wanna call it bar gives him more speed + mainfire buff right) faster mainfire shots, and the ability to remotely detonate bombs, which can work against you because his bombs don't explode right when they hit the ground.

Crashman fills a very small niche, and CAN be used to success, but you're better off playing Grenademan in almost any situation.

TL;DR Anything Crashman does Grenademan does better.
Title: Re: Class based modification (v7a)
Post by: ice on January 06, 2014, 01:50:08 AM
to me it always seemed more like an ecstasy meter than a rage meter considering the masochistic nature of the character
Title: Re: Class based modification (v7a)
Post by: Emmanuelf06 on January 06, 2014, 02:05:09 AM
Swordman's sword is too strong, maybe  the rolling sword faster and nerf the power of the primary?
Frostman stun You know your job. Maybe,no stun at all can be good, because if 2 frostman go at you, you are dead.
Grenademan looks ok for me except the power of the grenade and he can spam it.
Tenguman need more power? I didnt try him a lot
Clownman, i didnt try it a lot too, he doesnt seem so op. (no problem to kill him or be killed with fair)
Astroman: Copy vision IS HORRIBLE, specially because he can fly always, he makes me boring as hell to kill him, it's not fun at all...worse than Geminiman !
Searchman: The Cutter Disk thing (alt) is powerfull too.....maybe a little too much, we can kill easily in middle/short range, with it. The "woody" thing is pretty funny to use.
Aquaman: Aquaman best attack follow you too much and can kill you quickly, nerf the damage/stun. The Primary is ok i think.

Anyways, V7A has good ideas but some attacks/stun make it boring...
Title: Re: Class based modification (v7a)
Post by: OtakuAlex on January 06, 2014, 02:10:37 AM
Quote from: "Emmanuelf06"
Swordman's sword is too strong, maybe  the rolling sword faster and nerf the power of the primary?
Grenademan looks ok for me except the power of the grenade and he can spam it.

I'm sorrry............What? Why does everyone complain about Sword Man and think Grenade is 'OK'? Grenade Man's attack is OP just due to its nature. Flash Bomb is just naturally OP while Flame Sword is only OP if you are good with melee attacks. Flame Sword is balanced out by the fact you have to get close and don't have a dash ability. It doesn't even OHKO and probably takes less hits to get a kill than the vanilla Flame Sword used by Mega Man. Nerffing Flame Sword would be bad for the class. Sorry if no one agrees, but this is what I think and will always think.
Title: Re: Class based modification (v7a)
Post by: ice on January 06, 2014, 03:36:40 AM
Tengu is fine. Just use the tornadohold with the jetpack active to float without using ammo then hit anybody lifted in the air. Only problem is the air cutter thingy only seems to work half of the time for me. As for astro, he cant fly very high and he falls instantly in pits, he only floats up relative to the floor. Only problem I have is the lack of falling astromen of death... or the ability to make minor enemy robots
Title: Re: Class based modification (v7a)
Post by: Korby on January 06, 2014, 05:10:24 AM
Quote from: "Gummywormz"
How does Grenade Man's death explosion work exactly? I've died plenty of times with full / 75%+ rage and it still doesn't trigger sometimes. And I wouldn't call Grenade Man an upgraded Crash Man. Crash Man can create traps because he can leave and trigger his bombs whenever he wants to.


The "75%" is a blatant lie and is not the case whatsoever. You need roughly 93% ammo.

Basically if you die with enough ammo you'll beep a few times and explode. If it breaks, I'm not sure why, Jax changed it from always going off to what it is now.

also it never does more damage to light armored classes
Title: Re: Class based modification (v7a)
Post by: Orange juice :l on January 06, 2014, 08:10:11 AM
To get an accurate representation of what playing Swordman is like, please attempt to use Slashman without the dash. Now, imagine you had a little more damage and armor to compensate. That's effectively what Swordman is, because that alt's not going to do very much. You need IMMENSE team support to keep your tiny legs alive. The alt's meager ammo and absolutely pathetic speed, combined with its unwieldy aiming while in legs view, restricts its sole use to underwhelmingly trying to deal chip damage while backpedaling. Perhaps if its speed was increased somewhat, he'd be useful as the "remote command unit" he was apparently meant to be, but for now, he's nothing more than a blender. He's useless as long as you're wise enough to deal with him from afar, but if you're going to shove your face right into his, that's the only way things get dangerous.

I don't feel I really need to comment on Frostman, really. I certainly support Shmeckie's idea of a second ice wave freeing the target, but even so, his combination of wide attack, stun, melee, and above all immense health still make him a mighty force to be reckoned with.

Haven't seen or used the other classes enough to go into detail, but I might later on.
Title: Re: Class based modification (v7a)
Post by: OtakuAlex on January 06, 2014, 11:57:00 AM
Might as well give my thoughts of all the MM8 classes.

Aqua Man: Like everyone says, his water stream (that's what I call it) is pretty OP. You should definitely nerf this guy.

Sword Man: This guy's main is only powerful if you let him near you, and it's pretty easy to keep him away if you know what you're doing. However, I noticed that his alt seems to crash me every time I use it in duel mode, you should try fixing that.

Grenade Man: Flash Bomb is OP just due to its nature, not sure if there's much you can do except severely limit the ammo with a slow charge for ammo. It's the spam that makes this class so OP since Flash Bomb is a tool of mass destruction when you aren't limited to how many times you can spawn it.

Tengu Man: I'd say he's a skill class, some are weak as him while others completely own the server as him. Very rewarding to play as if you know what you're doing, probably best to keep it this way.

Frost Man: The stun must be removed or nerffed. I finally went against Frost Man in a more serious server and it was Hell.

Search Man: I see no problems to talk about here. I can easily win as him and easily beat them, unless someone is camping as him. If anything, just slightly nerf his attack.

Clown Man: I've only played a bit as him and he seems OK, nothing seriously bad that I noticed.

Duo: Once again, no issues here. Definitely keep him as he is now.
Title: Re: Class based modification (v7a)
Post by: Hallan Parva on January 06, 2014, 07:13:05 PM
oh my god you people stop being gigantic tools and claiming something is OP within a day or two of release


I've said it before and I'll say it again here
personally I think Aqua Man is very close to being fine as-is
Water Balloon really needs to suck less (rate of fire? projectile speed/range? damage output?)
and aside from a slight distance nerf to Aqua Dragon you could just leave that alone too
but even in his current form Aqua Man isn't that big of a deal really


really, my gripes are with Frost Man (for obvious reasons) and Astro Man
Frost Man's been bullied by everyone else already though so let's ignore him for now

but yeah Astro Man is borderline useless outside of a distraction
I mean it's cool you can put a Copy Vision down and constantly pepper shots
and it's cool that you have Astro Crush on tap for an alt-fire
but when your bullets literally take 12 to 14 hits to kill someone at normal armor
and your Astro Crush deals less damage than normal AND STILL FREEZES YOU WHILE CASTING IT

seriously
what the hell, Astro Man
Toad Man makes for a better "nuisance class"
and Toad's literally a sitting duck
Title: Re: Class based modification (v7a)
Post by: Ceridran on January 06, 2014, 07:31:52 PM
I don't see the problem with Aquaman aside from the water balloon essentially being filler. The.. Yeah, what is it, AQUA DRAGON, how do you even make that hit?

Ever?

I haven't really played this mode with Deathmatch, but maaaan, this mode is way better for team games.
Title: Re: Class based modification (v7a)
Post by: Shmeckie on January 06, 2014, 08:12:58 PM
Aqua Man doesn't seem as bad as he's made out to be. Yeah, the water laser is powerful, but it's slow and loud and anyone with a brain can dodge/outrun it. Maybe shorten how long it is and buff the water balloon. That'd make him much more diverse and satisfying.  Skilled players would be able to utilize the water balloon while the laser is active to pressure the opponent into making a mistake and getting caught by the laser. As it stands, the only thing you're using him for is the laser. Water Balloon is useless. Uses up too much ammo, it's weak, its RoF is doo-doo, etc.

Also, now that I think about it, any attack from Frost man that hits you while frozen should free you. Similar to Sub-Zero from Mortal Kombat. His punch is pretty strong, so if Frost froze you up close he can pretty much punch you to death with how long he holds you for.
Title: Re: Class based modification (v7a)
Post by: ice on January 06, 2014, 08:13:34 PM
If anybody needs a buff it's cloudman. His main  only has 7 shots before you're forced to stay in one place for 5 or so  seconds to recharge literally making the player have to rely on the flying alt alone to really get frags since if you use the main, its rather unweildly in the air making you more likely to use it on the ground, and when you use too much ammo, you wont have enough ammo to make a get away making you a sitting duck. The only changes I can think of is either making the attack a ripper (might be too OP) or atleast givw him double the number of main shots on a full charge
Title: Re: Class based modification (v7a)
Post by: Orange juice :l on January 07, 2014, 04:28:57 AM
Cloudman is more than fine as is. His damage output is insane and his charging period is much less crippling due to the fact that he's flying (can maneuver into a safer recovery position) and has a very lofty jump during the charge. IIRC, his alt while flying can instakill if he's directly above somebody.
Title: Re: Class based modification (v7a)
Post by: ice on January 07, 2014, 04:39:41 AM
Again though, even if you aim perfectly and it normaly takes 4 shots to take out 1 guy leaving 3 shot, its barely enough ammo to make a full escape given there's most likely sombody else there fiering at you, and if you do run out and you,re forced to stay and fight, you're frozen every time you shoot. As for the slow falling, thats all the more reason you need to fly as that leaves you highly vulnerable to metal blade/water balloon locks. As the class is now, you're forced to rely on the flying alt attack to get frags making it a dull, cheap, and rarely used class like quint or toadman
Title: Re: Class based modification (v7a)
Post by: Hallan Parva on January 07, 2014, 04:48:01 AM
so when are we going to stop ignoring Charge Man's situation :ugeek:
Title: Re: Class based modification (v7a)
Post by: ice on January 07, 2014, 04:50:21 AM
him too, though considering charge, what exactly CAN a train do?
Title: Re: Class based modification (v7a)
Post by: Shmeckie on January 07, 2014, 04:53:59 AM
I'm with ice. All Cloud Man really needs is about double the ammo and he's good.

Another thing I noticed; Search man actually needs a little help in some areas. He's pretty much rendered useless if Sword Man is in play. He can't outrun Sword Man, and one Flame Sword kills him. He's got similar issues with Turbo Man, but not as egregious as Sword Man.
Title: Re: Class based modification (v7a)
Post by: Ceridran on January 07, 2014, 05:26:03 AM
No, two! Two of ze flame swords! Aahahaha!

..

Corrections aside, about Chargeman..

(http://i.imgur.com/i9F1drQ.png)

Forgot to add that the optional damage boost only affects the mainfire, and stacks over eachother and the mainfire. Did it have a speed boost? I forget.
Title: Re: Class based modification (v7a)
Post by: Tengu on January 07, 2014, 07:36:16 AM
What kind of unholy being are you to want to BUFF Chargeman oh my god what I don't even understand
Title: celebi trying to say otherwise inc
Post by: Bikdark on January 07, 2014, 07:38:36 AM
I don't think adding a pointless new mechanic to an already broken as hell class is going to work.
Title: Re: Class based modification (v7a)
Post by: CopShowGuy on January 07, 2014, 09:51:42 AM
Do people forget that the Coal Shot gives the Charge Man class a bit of invincibility?  He's insane!  Incidentally, I'd not change him one bit.  As is, he needs it just to get in close to someone.
Title: Re: Class based modification (v7a)
Post by: Orange juice :l on January 07, 2014, 10:35:44 AM
He's got his armor and his fast charge for that. He's got a lot more than he needs- fast speed, strong armor, melee attack, instant firing, instant kill aoe, all on a rather unrestrictive ammo bar. Right behind Frostman and Grenademan, Chargeman is easily the most egregious class in the pack and needs to be toned down desperately.
Title: What do you mean, he isn't underpowered?
Post by: Ceridran on January 07, 2014, 03:13:00 PM
I ended up taking Smashbro's post in the wrong direction, (gee that could be ANY SITUATION smash) which got me thinking, and I don't even know about Chargeman's invincibility. Toned down and modified still could work.

I die pretty much every time I play as Chargeman, so I can't say I think he's overpowered. Plus, you never see one. Instant kill coal shot? I don't think I ever got a kill with it.
Title: Re: Class based modification (v7a)
Post by: Orange juice :l on January 07, 2014, 03:21:05 PM
Quote from: "Ceridran"
I die pretty much every time I play as Chargeman, so I can't say I think he's overpowered. Plus, you never see one. Instant kill coal shot? I don't think I ever got a kill with it.

I don't know how to fire a minigun, ergo it's worthless in combat. I also never see people using miniguns in local crime.

Anecdotal evidence isn't evidence- coal shot can and has scored instant kills in melee range on normal armor classes. High speed, strong armor, instant kills. Exactly how it sounds.
Title: Re: Class based modification (v7a)
Post by: Ceridran on January 07, 2014, 03:36:29 PM
Quote from: "Orange juice :l"
Quote from: "Ceridran"
I die pretty much every time I play as Chargeman, so I can't say I think he's overpowered. Plus, you never see one. Instant kill coal shot? I don't think I ever got a kill with it.

I don't know how to fire a minigun, ergo it's worthless in combat. I also never see people using miniguns in local crime.

Anecdotal evidence isn't evidence- coal shot can and has scored instant kills in melee range on normal armor classes. High speed, strong armor, instant kills. Exactly how it sounds.

Rather, I don't know for myself just how strong Chargeman is, so I can't easily make a suggestion without people audibly frowning at their monitor.

Of course people don't use miniguns. It's not like you can hold one, and you would have to have a vehicle designed for it. One would probably be caught with it before they even get anywhere to throw around major damage. Not what you meant, but I still get what you mean.

.. Does anybody here that played Castle Crashers remember that meter for the catapult, used somewhat early in the game?
Title: Re: Class based modification (v7a)
Post by: xColdxFusionx on January 07, 2014, 04:56:13 PM
Aqua Man: OK, so it's really easy to dodge. Unless you're any class with below-average speed, in which case you instantly die. That's kind of incredibly bad attack design. Pretty much every other situational super-attack can be countered, but instantly dying if you can't move (in the same mod as FLASH MAN, SPARK MAN, BRIGHT MAN, and FROST MAN, no less, one of whom is even dominating the meta!) is kind of excessively aggravating. Not to mention Aquaman is completely useless against fast classes due to how his only good attack can be quickly sidestepped. What if you made the Water Balloon an actually viable attack (range/RoF/power buff), then have the Aqua Dragon's path be semi-randomized for use as a sort of "trip-wire" to try to lead enemies into it? You could even give the Aqua Dragon a "recoil" to its painstate to bounce people away from it. It would certainly be more fun to play than "Aqua Dragon and pray that it hits."

Grenade Man: Being someone who just flat out can't play Crash Man, I'm not sure I have a position to argue regarding that point.

Charge Man: I heard something about Coal Shot being turned into a short-ranged Rain Flush. I like this plan, and I want to see it made; the current Coal Shot is  unreliable and stupidly broken when it works, and (as I said above) that's terrible attack design.

I also like the Coal Line idea, though I feel like it should be like Frost Man's Ice Wave where it's 3 lines side-by-side. It would certainly be more interesting to try to line up tracks as opposed to blindly running at people and dousing them in instakill coal dust. I think it would also be funny if a powered dash would recoil off the target like a Blizzard Bowl.
Title: Re: Class based modification (v7a)
Post by: Ceridran on January 07, 2014, 05:00:11 PM
Quote from: "xColdxFusionx"
Charge Man: I heard something about Coal Shot being turned into a short-ranged Rain Flush. I like this plan, and I want to see it made; the current Coal Shot is  unreliable and stupidly broken when it works, and (as I said above) that's terrible attack design.

I also like the Coal Line idea, though I feel like it should be like Frost Man's Ice Wave where it's 3 lines side-by-side. It would certainly be more interesting to try to line up tracks as opposed to blindly running at people and dousing them in instakill coal dust.

I didn't want to add a spread, or else it would be too similar to Frostman.
Title: Re: Class based modification (v7a)
Post by: xColdxFusionx on January 07, 2014, 05:02:25 PM
Eh, I thought the "spread" would look nicer. It's the team's call if they decide to roll with the idea, anyway.
Title: Re: Class based modification (v7a)
Post by: Ceridran on January 07, 2014, 05:18:48 PM
Okay, so Castle Crashers brings some inspiration too: The catapult has one of those meters that go up and down. Release it at the right time, the catapult launches you further, or NOT further. Appears in many other things.

For Coal Shot, hold down altfire, Coal Shot's range varies on meter stop.

For Coal Line, hold down altfire, Coal Line's distance between coals varies on meter stop.

Assume they're changed to not be instakill, doof. Also, it'd help if there was something to mark where they land / AOE radius, if possible.
Title: Re: Class based modification (v7a)
Post by: Knux on January 07, 2014, 07:10:25 PM
It would be funny if Charge Man's main attack would send people flying. Speaking of the bar though, I got an idea. What if it was like Magnet Man's magnet push, where one holds down the key and the attack is unleashed automatically when it's full? Charge Man would take much less damage during this though (like Enker's alt), since it's his main. Then after releasing the key, the attack lasts for as long as the player charged it.
Title: Re: Class based modification (v7a)
Post by: Bikdark on January 08, 2014, 01:24:24 AM
Quote from: "Knux"
It would be funny if Charge Man's main attack would send people flying.
No thanks. Dealing with Chargeman's mobility is already difficult enough. Adding a disorientation mechanic would only make him more unfun to play against.

And for the record, Charge can currently ohko any class. Stand on top of him, have Charge alt and you WILL die. This is very frustrating to play against, especially as Stoneman or Hardman.
Title: Re: Class based modification (v7a)
Post by: Korby on January 08, 2014, 04:28:48 AM
http://static.best-ever.org/wads/classes-v7ah.pk3 (http://static.best-ever.org/wads/classes-v7ah.pk3)
7a "hotfix"

Frostman's mainfire freeze time reduced, firing method rework
Aquaman's Water Cannon weaknesses and revamp, now stops and moves, mainfire RoF buff, Water Cannon does super effective damage
Swordman's mainfire nerf, altfire speed buff

Team color: Search bushes, Astro vision
Title: Re: Class based modification (v7ah)
Post by: King Dumb on January 08, 2014, 04:49:38 AM
This isn't a game-destroying bug or anything.

Sometimes Clown Man's secondary mainfire won't make him swing (even when it should, being the correct height and everything.)

Not sure if this is related, but other classes can swing on his spawned peg once. I am pretty sure this occurs when the other class/player's projectile hits the peg right as it finishes spawning, or right when Clown Man would start swinging. I noticed this when I was using Flame Man and my mainfire seemed to hit the peg right when the enemy Clown Man should have started to swing.
Title: Re: Class based modification (v7ah)
Post by: Bikdark on January 08, 2014, 07:06:49 AM
Frost probably needs to be reworked entirely. With the 3 second stun he's broken as hell, without he's utterly useless.

Still waiting on woodman rework, too.
Title: Re: Class based modification (v7ah)
Post by: Stardust on January 08, 2014, 11:01:25 AM
His stunning was nerfed.
Side glitch reporting : the HUD of Tomahawk's normalfire is a bit broken (you can see his broken arm when using it)
And another small notice, aren't Bright and Centaur's buster a bit strong ? (Bright's do 15 damage and have a fast fire rate, Centaur's deal 20 and split into 10 damage particle, neither of them cost any ammo)
Title: Re: Class based modification (v7ah)
Post by: ice on January 08, 2014, 11:37:28 AM
Only problem I see with wood is people abusing the leaf sheild, but other than that I'm actually able to use him very effectively without using the leaf rain too often
Title: Re: Class based modification (v7ah)
Post by: Stardust on January 08, 2014, 12:26:37 PM
Meanwhile, in Tomahawk Man's residence
(click to show/hide)
Title: Re: Class based modification (v7ah)
Post by: Beed28 on January 08, 2014, 02:51:47 PM
The Skull Sniper copy weapon can't regain ammo, and because of that any weapon energy picked up is wasted. Also, the new copy weapon pickups need their offsets fixed.
Title: Re: Class based modification (v7ah)
Post by: Shmeckie on January 08, 2014, 08:14:04 PM
Quote from: "Orange juice :l"
He's got his armor and his fast charge for that. He's got a lot more than he needs- fast speed, strong armor, melee attack, instant firing, instant kill aoe, all on a rather unrestrictive ammo bar. Right behind Frostman and Grenademan, Chargeman is easily the most egregious class in the pack and needs to be toned down desperately.

You forgot Ring Man. Two rapid fire rings that shred most classes and pretty much kill weak armored classes the instant he nails them.
Title: Re: Class based modification (v7ah)
Post by: Hallan Parva on January 09, 2014, 01:50:16 AM
Grenade's really not that bad... I tend to shred a lot of Grenade Men when I go Flash Man, and I take weakness damage so a single Flash Bomb can OHKO me if I'm not careful. Really, I was actually going to ask for Grenade's alt to not eat half your masochism gauge just for adding three extra mines to your spread; I like using the alt for coverage and as a makeshift anti-air, but it's insanely penalizing when you have high masochism, especially considering that you can generate pretty much near-full masochism with an aptly-placed Flash Bomb...

Really, just tone down the masochism gain from Flash Bomb and reduce the meter drain with the alt (and possibly generate more meter from successful alt mine hits?) and Grenade Man would be pretty much fine.
Title: Re: Class based modification (v7ah)
Post by: MrL1193 on January 09, 2014, 03:45:34 AM
I second what SmashBro said about Grenade Man; his overall power seems acceptable, but it would be nice if you didn't have to lose your ammo/rage/whatever so quickly. His Flash Bomb doesn't last nearly as long as the copy version, so I don't have a problem with it.

Aqua Man is definitely improved with the latest update. I like the fact that you can now shoot the Water Cannon around corners (even if it is nerfed overall), and the Water Balloon is actually usable now. I did notice that he suffers from HUD desync, though, and he derives a slight benefit from the weapon hold glitch (starting the round with a full blue bar).

Frost Man was nerfed too hard, I think. His Ice Wave doesn't really stun long enough for him to punch people and it's not particularly damaging.

Tengu Man could use some sort of buff. As fun as it can be to play him, he's overshadowed by Gravity Man, who can dunk people much more easily and has a more solid long-range attack.

Astro Man is just plain irritating to play as or against. He's hard to kill while he's floating around invisible, and his Copy Vision barely does any damage in return. If he dares to attempt an Astro Crush, he often dies while he's frozen in place, and the Astro Crush itself isn't even that impressive.



As far as other classes are concerned, I'm starting to think that Top Man's alt is a bit too good for someone who's supposed to specialize in melee. It's a solid 15 damage attack that's not restricted by ammo, and since it's a spread shot, it's fairly easy to score hits with it. Combined with his incredible speed, it makes him a perfectly competent long-range fighter, and he can easily control the distance. And in exchange for all his advantages, Top Man only has to put up with light armor--not even glass or proto armor. (Compare that to Air Man, who also performs well at long range and even better at close range, but trades most of the extra speed for normal armor. If that's reason enough to call for a nerf, I'd say Top Man could use a nerf as well.)
Title: A couple things
Post by: That One Boss on January 09, 2014, 04:03:12 AM
Heatman
I wouldn't go so far as to call Heatman outright underpowered, as his main is pretty good, but I do feel he has a few issues.

 Firstly, while the automatic spread is nice when you want to spread out flame pillars, it's a bit of a hassle when you actually want to hit people precisely to maximize damage. I feel that he should have two weapons, one that spreads out, and one that just goes straight.

 Secondly, the altfire. Oh man Heatman's altfire. The only possible use for it is for some brief armor, but that barely helps when you then lose control of Heatman and either careen off into a pit or lose track of who shot you in the first place! What I would suggest is this. Since Heatman does tons of damage at close range, I would recommend making the alt have Heatman automatically noclip dash instantaneously behind the person who shot him while leaving a trail of fire behind him. Since it'll be way easier to hit with, The damage on the heat tackle should also be nerfed (maybe 15-20?). To give it more of an element of surprise, I wouldn't make either the shooter or heatman pause.

Junkman
I don't think junk needs a damage or a speed buff or anything, but whenever he grabs junk with full ammo, the junk disappears, leaving junkman with less ammo than he started with, which is terrible for junkman. To avoid this, I would either reccomend having a second ammo bar for picked up junk alongside a ammo bar for generated junk, or having junkman simply walk over junk he can't pick up.
Title: Re: Class based modification (v7ah)
Post by: Knux on January 09, 2014, 04:37:53 AM
Could Metal Man have an expiration time on his floor blades? This is because of the same exploit core Search Snake had when fired in the opposite direction of moving floors or water currents. Case in point, I was just in a server where a Metal Man filled the currents with floor Metal Blades. Not a pretty sight.
Title: Re: Class based modification (v7ah)
Post by: Shmeckie on January 09, 2014, 10:04:56 AM
Quote from: "MrL1193"
Astro Man is just plain irritating to play as or against. He's hard to kill while he's floating around invisible, and his Copy Vision barely does any damage in return. If he dares to attempt an Astro Crush, he often dies while he's frozen in place, and the Astro Crush itself isn't even that impressive.

Agreed, which is sad because I like Astro Man, but he is just not rewarding to use in the least, and in battle he's a nuisance.

Also I love that new Water Cannon for Aqua Man. Feels more like the actual attack from the game this time around!
Title: Disclaimer: I'm not defending Ringman
Post by: Orange juice :l on January 09, 2014, 01:20:01 PM
Quote from: "Shmeckie"
You forgot Ring Man. Two rapid fire rings that shred most classes and pretty much kill weak armored classes the instant he nails them.

Ringman might be too strong for his own good, but Chargeman is on a whole new level. Ringman is sort of justified in that missing his shots has major consequences and he faces issues if enemies can sneak into close range, though Chargeman has no such qualms with his ability to close or create a gap with his rapid fire abilities.

Quote from: "That One Boss"
Heatman
I wouldn't go so far as to call Heatman outright underpowered...
Unfortunately, Heatman falls in a rather awkward gap that this mod seems to be suffering from. He's on par with other classes... but the amount of player input is grossly disproportional. For example, a great Heatman is on par with a mediocre player of a number of other classes. While "buff heatman then lel" certainly seems like a good idea, that great Heatman suddenly might be miles beyond a great player of another class. I suppose the problem is that classes can't all scale linearly with how good the player is (You gotta have your Metalmen and Needlemen), so some fall through the cracks in that "as is, he's too weak for most players, but if he was changed, he'd be far too good in the hands of a few" scenario.

Quote from: "Everybody"
ASTROMAN
I tried using him in DM once and my opponents casually strolled away.
I haven't gotten the opportunity to try him in LMS yet, but I expect him to perform atrocious things.  :ugeek:
Title: Re: Disclaimer: I'm not defending Ringman
Post by: Ceridran on January 09, 2014, 02:43:53 PM
Quote from: "Orange juice :l"
Quote from: "Everybody"
ASTROMAN
I tried using him in DM once and my opponents casually strolled away.
I haven't gotten the opportunity to try him in LMS yet, but I expect him to perform atrocious things.  :ugeek:

I'm sorry: astrocious things

Really now, Astroman is only good in a team game, but he can't do anything there, either.
Also, I think modified gravity breaks Astroman, because I had a match where he would keep trying to fall to the ground when he's flying.
Title: Re: Disclaimer: I'm not defending Ringman
Post by: Ukiyama on January 09, 2014, 03:04:08 PM
Quote from: "Ceridran"
Quote from: "Orange juice :l"
Quote from: "Everybody"
ASTROMAN
I tried using him in DM once and my opponents casually strolled away.
I haven't gotten the opportunity to try him in LMS yet, but I expect him to perform atrocious things.  :ugeek:

I'm sorry: astrocious things

Really now, Astroman is only good in a team game, but he can't do anything there, either.
Also, I think modified gravity breaks Astroman, because I had a match where he would keep trying to fall to the ground when he's flying.

Its not really broken, cause if you fly over a texture that could instakill ya in a particular map, it will drop him like a fly, and sometimes textures do different things depending on the map (slash man on top of the burned trees rings a bell as one spot where astro derps).
Title: Wait, why would I be defending Ring Man? o_O
Post by: Beed28 on January 09, 2014, 03:12:48 PM
Quote from: "Ukiyama"
Its not really broken, cause if you fly over a texture that could instakill ya in a particular map, it will drop him like a fly, and sometimes textures do different things depending on the map (slash man on top of the burned trees rings a bell as one spot where astro derps).
Yep. Astro Man can fly, but he cannot fly above instant death pits. As for Slash Man's map, this is because the tops of the burnt trees use the BLACK texture, which is blacklisted on Astro Man's anti-gravity device flight script. The laser hallways in Quick Man's map also have a BLACK floor, so don't try flying over the lasers or you'll meet a sticky end. :cool:

Oh, and due to a bug he can't fly above 3D floors placed above such pits either (best example of this is in Wily Tower 1).
Title: Re: Wait, why would I be defending Ring Man? o_O
Post by: Ceridran on January 10, 2014, 02:48:51 AM
Quote from: "Beed28"
Quote from: "Ukiyama"
Its not really broken, cause if you fly over a texture that could instakill ya in a particular map, it will drop him like a fly, and sometimes textures do different things depending on the map (slash man on top of the burned trees rings a bell as one spot where astro derps).
Yep. Astro Man can fly, but he cannot fly above instant death pits. As for Slash Man's map, this is because the tops of the burnt trees use the BLACK texture, which is blacklisted on Astro Man's anti-gravity device flight script. The laser hallways in Quick Man's map also have a BLACK floor, so don't try flying over the lasers or you'll meet a sticky end. :cool:

Oh, and due to a bug he can't fly above 3D floors placed above such pits either (best example of this is in Wily Tower 1).

Alright, so this is terrible. The fact that Astroman has flight which he can't get over pits with is like giving someone a fancy dinner but denying them any bites beyond the first one.

I say: add a timer for how long he can be above pits. Say, 5 or 7 seconds.
Title: Re: Wait, why would I be defending Ring Man? o_O
Post by: MusashiAA on January 10, 2014, 07:49:56 AM
Quote from: "Ceridran"
(click to show/hide)

Alright, so this is terrible. The fact that Astroman has flight which he can't get over pits with is like giving someone a fancy dinner but denying them any bites beyond the first one.

I say: add a timer for how long he can be above pits. Say, 5 or 7 seconds.

I actually suggested that a long time ago: a stamina bar for Astroman whenever he's floating over pits. I suggested a LOT less time, though: 2 seconds. People tend to over-estimate time in this game: 5 seconds is a LOT of time for mechanics, so much time that it opens up for abuse. We never intended Astroman to fly freely: he only floats, and that's that.

Ring's going to get fire weaknesses, hopefully. I hope you guys count that as a nerf, because by the amount of fire Robot Masters and copy weapons, it kind of looks like it: we actually considered if it was a good thing to give him, because being weak to fire in this mod is BAD. Not sure if nerfing the damage is a good idea. I'll go with OJ's point of view for that: if Ringman misses, the whole game changes from "uber ripper class" to "defenseless light armor class", which kind of is the game of most boomerang classes. Now I question: if Ringman is OP because it can shred a normal armor class apart with proper aim, why isn't Cutman OP too?

Chargeman's altfire could be changed, yeah. Feel free to suggest stuff. I think nerfing the guy's mainfire damage is a bad idea, despite that he is pretty much a rocket lawnmower: he throws himself at you to score damage, the risk of exposing yourself completely to the enemy to damage him without any chance of dodging while dealing it should be countered with the reward of dealing considerable damage if you hit the enemy. Perhaps a cooldown after stopping the mainfire tackle would be a proper approach?
Title: Re: Wait, why would I be defending Ring Man? o_O
Post by: Shmeckie on January 10, 2014, 07:58:50 AM
Quote from: "MusashiAA"
Now I question: if Ringman is OP because it can shred a normal armor class apart with proper aim, why isn't Cutman OP too?

Because Cutman can't kill you in a matter of second(s) by walking straight at you and holding M1. By switching to the copywep version of Ring Man's boomerang he gains a rapid fire shredding boomerang attack. Try it; just go W+M1 with him on Copywep mode. He gets one boomerang back the second the throws the other one. Cutman has to actually aim and hit you at the right angle to kill you the second he lines you up with his line of fire. Ring Man basically kills you by looking at you funny.

Frankly, the Copywep version should just throw one ring.
Title: Re: Wait, why would I be defending Ring Man? o_O
Post by: MrL1193 on January 10, 2014, 08:11:43 AM
Quote from: "MusashiAA"
if Ringman misses, the whole game changes from "uber ripper class" to "defenseless light armor class", which kind of is the game of most boomerang classes.
*Normal armor.
To be honest, I think that's part of the problem with Ring Man--he deals tons of damage, but unlike Cut Man, he's not particularly frail. If you try to go head-to-head with Ring Man up close, you're almost certain to die first.

Quote from: "MusashiAA"
Now I question: if Ringman is OP because it can shred a normal armor class apart with proper aim, why isn't Cutman OP too?
Armor issue aside, I think the biggest problem is that Ring Man has two boomerangs to Cut Man's one--essentially twice the firepower. It also doesn't help that Ring Boomerang seems to have a significantly larger hitbox than the Rolling Cutter and tends to pause in its movements when it bounces off a wall rather than flying off at the same speed. It's easier to hit people with the Ring Boomerang and you're not left open for nearly as long in between throws (assuming you're using the short-range rings).

Truth be told, I've actually described Cut Man as a "poor man's Ring Man" in the past. Better movement speed and the ability to wall jump just don't compare to Ring Man's sheer attack power.
Title: Re: Class based modification (v7ah)
Post by: Knux on January 10, 2014, 11:24:27 AM
For Charge Man's altfire, you could simply make him shoot coals in a different way. For instance, I was thinking that he could fire coals in random directions, though not all of them at the same time. Think of it like a fountain. And as said before, the coals could stay burning in the ground for a few seconds (three seconds tops), just to make it a little more than an attack with unreliable aim.

TWOSPIRACY HUEHUEHUE~ oh and this is size 22 font. :U
Title: max channeling
Post by: Korby on January 10, 2014, 03:23:37 PM
Quote from: "MusashiAA"
We never intended Astroman to fly freely: he only floats, and that's that.

?_?
that's strange, I wasn't aware that I didn't design my permaflight class to be able to fly freely.
Title: Re: Class based modification (v7ah)
Post by: xColdxFusionx on January 10, 2014, 05:56:46 PM
Quote from: "Everyone"
RINGMAN

The primary issue with Ringman is one that was released in this update: his second weapon.

It's just flat-out OP.
Ring Man becomes the highest DPS mid-range class in the mod with no drawback to speak of.
Cutman at least has to wait for his boomerang to come back.
Shadowman fires at about a third of the speed.
Knightman fires even slower and has to take a few minutes trying to catch up to people.

Ringman will wreck your shit three ways to Sunday without so much as blinking
and then pick up both his rings near-instantly to wreck the next poor unfortunate soul
It's really stupid
Flame Sword-level DPS on Ring Boomerang is just not balanced
Come on
Title: Re: Class based modification (v7ah)
Post by: Magnet Dood on January 11, 2014, 01:12:41 AM
Can I just ask how Charge Man's coals work? Do the coals themselves do separate damage?

If that's the case, you really should just nerf the damage on each one, and maybe just give him a set number in a certain pattern instead of spawning wherever they want. If you gave him 8 coals that do 15 damage each, the most someone could get hit by is maybe 2 or 3 if he's not standing on top of you. That'd be about a... 4-hit kill, essentially? Besides, I always thought the coal should be a more supplementary attack to his charge, either a softener to chip down his health, or a finishing move.
Title: Re: Class based modification (v7ah)
Post by: Knux on January 11, 2014, 02:25:44 AM
Quote from: "Bikdark"
Frost probably needs to be reworked entirely. With the 3 second stun he's broken as hell, without he's utterly useless.
I agree with this. He had more moves in the MM8 battle, too. Skip to 5:13 in this video for it.
Title: Re: Class based modification (v7ah)
Post by: Stardust on January 11, 2014, 12:32:25 PM
Quote from: "Magnet Dood"
Can I just ask how Charge Man's coals work? Do the coals themselves do separate damage?

If that's the case, you really should just nerf the damage on each one, and maybe just give him a set number in a certain pattern instead of spawning wherever they want. If you gave him 8 coals that do 15 damage each, the most someone could get hit by is maybe 2 or 3 if he's not standing on top of you. That'd be about a... 4-hit kill, essentially? Besides, I always thought the coal should be a more supplementary attack to his charge, either a softener to chip down his health, or a finishing move.

Hey I just looked at the code as I wanted to know about it, and yeah, each coal hurts, it's not an area of effect attack. They do 30 damage each (so yes it hurts a lot, especially if you know that at close range, you rarely miss your coals).

Charging could be used for mobility, and the coals for bigger damage -- I think.
Title: Re: Class based modification (v7ah)
Post by: fortegigasgospel on January 11, 2014, 05:22:22 PM
Why not a charge function on Charge Man's main? He stops completely to charge and the longer you hold down the button the further you go using it. And using the alt completely stops your movement as well.
Just a suggestion.
Title: Re: Class based modification (v7ah)
Post by: Korby on January 11, 2014, 07:03:01 PM
if I were to mess with Chargeman, I would give him a greater initial cost on the charging and make it so he can't turn while charging.
The initial cost is to make it so you can't spam mainfire and just redirect with your rapid fire charging, and the no turning while charging thing is 'cause he's a train.

I have no idea if it would fix anything, it's just what I would do.
Title: Re: Class based modification (v7ah)
Post by: Shmeckie on January 11, 2014, 08:06:12 PM
It would certainly make him more interesting to play as, if nothing else.
Title: Re: Class based modification (v7ah)
Post by: Orange juice :l on January 11, 2014, 08:16:39 PM
What if...

Mainfire: Roots self, and allows you to charge for 0 to 3 seconds. Releasing will cause you to plow forward for slightly longer than you charged for, however, you can only plow forward in a straight line, much like how Punk's alt works. However, Chargeman can cancel mid-charge. Striking an enemy will deal significant damage and smack them out of the way.

Altfire: Shoots three coals in front of Chargeman in a line, much like Heatman's mainfire (except, of course, Chargeman's coals fall from the sky)
Title: Re: Class based modification (v7ah)
Post by: Stardust on January 11, 2014, 09:26:37 PM
Quote from: "Orange juice :l"
Altfire: Shoots three coals in front of Chargeman in a line, much like Heatman's mainfire (except, of course, Chargeman's coals fall from the sky)

Not agreeing with the exact idea, but something more "distance" could be useful. Since both his main and alt are melee, it's wondering, which one using ? (The mainfire increases speed, but the damage it deals shouldn't be laughed at. If you do an offline session and add the Chargeman bot (who uses the autoaim), he'll dash you to death. The autoaim chargeman is just "gaaaaaaaah run away", it's even more threatening than Aqua's alt).

Another proposition (unrelated to Charge man) : some classes use ammo, while some other don't (Tomahawk Man, Cut Man, Bubble Man... don't, while Gemini, Bright, Centaur, Heat, Shade... do use ammo). The SV_Doubleammo variable thing is very often used, and so, mathematically, the classes that use ammo are stronger, because their ammo gain is faster.
Question to the codders members : what about turning the Ammos into inventory items ? (Replacing ": Ammo" in the code by ": Inventory"). Inventory items are never affected by sv_doubleammo, and so you're sure the classes using ammo won't get benefit over the classes that don't use it.
Having a faster-charged ammo is a buff ; and the classes that don't use ammo don't get this buff. The most notable example I have is Cloud Man : you need to use charge 4 times to have a full bar, but if double ammo is on, you only need to charge 2 times. So I'm just throwing this here... :/
Title: Re: Class based modification (v7ah)
Post by: Hallan Parva on January 11, 2014, 10:25:31 PM
Quote from: "Knux"
He had more moves in the MM8 battle, too. Skip to 5:13 in this video for it.

oh my god Frost Man is so cool there how did you manage to screw up his class so badly



SMASHBRO DOES A THING: FROST MAN EDITION
(in which he describes a potential loadout to make Frost Man an interesting crowd melee class)

Weapon 1: Ice Wave
Fire: Frost Punch. Frost Man with the same punch he has now. Hold the button down for about a second to charge a sliding dash punch, which covers more ground but deals less damage (45?). The punch comes out automatically when charged, similar to how Frost Man's Ice Wave currently works. Speaking of which...
Alt: Ice Wave. I'd crank the stun duration up by about half a second (giving Frost enough time to charge a slide punch) but only stun players who are either touching the ground or extremely close to it. Midair freezing is nonsense and if that was removed then a simple jump would give players more than enough of a way to counter the stun without making Frost Man complete garbage.

Weapon 2: Ice Block Barrage
Fire: Frost Punch. Functions exactly the same as it does on Frost's other weapon.
Alt: Frost Leap. Frost Man leaps into the air, crashing down to (stun OR damage) enemies. An ice block falls in front of Frost Man, which can be used as a temporary blockade or punched into opponents with main-fire. Unlike Junk Man's ripping junk blocks, Frost Man's ice blocks shatter after hitting a player (either by falling on to them or by sliding into them after being punched). Like his other two attacks, Frost Leap can be charged before its execution; doing so gives Frost a shorter jump with higher trajectory. After landing, several powerful ice blocks fall randomly around Frost Man one-by-one, shattering as soon as they hit the floor. Frost Man also has a longer "recovery delay" after landing before he can move.


I thought it'd be interesting to have a melee class focused around area denial instead of the current dash-and-poke nature of existing melee classes. Top Man moves at Mach 2 and has an incredible distance option with the thrown tops, Slash Man likes staying back until he can dash into someone then finish them off with more Slash Claw, Guts Man has a freaking death rock, Charge Man's mobility, damage, and armor is just plain stupid, and Sword Man's better remote-control attack and average speed leaves his Flame Sword as a reliable backup.
Title: Re: Class based modification (v7ah)
Post by: Shmeckie on January 12, 2014, 09:40:47 AM
Quote from: "Orange juice :l"
What if...

Mainfire: Roots self, and allows you to charge for 0 to 3 seconds. Releasing will cause you to plow forward for slightly longer than you charged for, however, you can only plow forward in a straight line, much like how Punk's alt works. However, Chargeman can cancel mid-charge. Striking an enemy will deal significant damage and smack them out of the way.

Altfire: Shoots three coals in front of Chargeman in a line, much like Heatman's mainfire (except, of course, Chargeman's coals fall from the sky)

I really like this idea. Feels more canon, and like it would require more skill and planning and less Leeroy Jenkins shenanigans. Would also feel like you're actually playing as a big-ass train. Plowing into a crowd of people and sending everyone flying around sounds like nothing but fun.

As for Frost Man, here's a few ideas off the top of my head to improve him:
- Let him charge his melee attack. Uncharged is normal punch. Charged is his dashing ice punch.
- Buff Ice Wave pretty much the way SmashBro suggested.
- Add an Ice Block item. Using it drops an ice block in front of you, which can be punched at enemies Junk Man-style, or climbed on by Frost man and/or his teammates. If the Ice Block hits an enemy (if they run into a stationary one, or if one is punched at them), it does a single hit of damage and shatters (so Frost man isn't shoehorning his way into Junk Man's turf).
Title: Re: Class based modification (v7ah)
Post by: Magnet Dood on January 12, 2014, 06:22:15 PM
I honestly do not agree with OJ's idea, since Charge Man would have absolutely no range whatsoever. If you miss either of his attacks, he's a sitting duck- and he can't use his charge to escape since it only moves in a straight line, and you have to charge it to go anywhere. His main would be too similar to Turbo's alt- only he can't move in any direction while using it, and his alt would have such a small hitbox it would be absolutely impossible to hit anyone. I'd expect it to do upwards of 40 damage if it's got such a small margin for error.

I would rather keep the charge the same- charging while holding down the mouse button- if you just want him to move forward while using it. He should also keep his coal shot the way it is albeit with lowered damage. He needs some sort of cover for mobile opponents- otherwise guys like Quick Man and Elec Man are going to run circles around him.

Also, please stop bringing up the more "faithful to games" approach. MM8BDM's stages are not straight lines.
Title: Re: Class based modification (v7ah)
Post by: Bikdark on January 12, 2014, 06:55:47 PM
Quote from: "Magnet Dood"
I honestly do not agree with OJ's idea, since Charge Man would have absolutely no range whatsoever.
oh gee a melee range class that has no ranged attacks what a concept!!!!
 If you miss either of his attacks, he's a sitting duck-
>implying this is a bad thing
>miss both your attacks
>get punished for it
 and he can't use his charge to escape since it only moves in a straight line, and you have to charge it to go anywhere. His main would be too similar to Turbo's alt- only he can't move in any direction while using it, and his alt would have such a small hitbox it would be absolutely impossible to hit anyone. I'd expect it to do upwards of 40 damage if it's got such a small margin for error.
Please note that none of the ideas mentioned before are final. They're just throwing around ideas that lead to other ideas that lead to an overall healthier class.
I would rather keep the charge the same- charging while holding down the mouse button- if you just want him to move forward while using it. He should also keep his coal shot the way it is albeit with lowered damage. He needs some sort of cover for mobile opponents- otherwise guys like Quick Man and Elec Man are going to run circles around him.
Have you ever considered that's what elec and quickman are supposed to do?
Chargeman in his current state is not healthy for the mod. He is far too forgiving, and simply far too GOOD. You can fuck up all you want while playing him, but you can still get ezpz kills and live forever just because of that ridiculous dash.
Also, please stop bringing up the more "faithful to games" approach. MM8BDM's stages are not straight lines.
Well gee, we have a class that is very unfun to play against, and is in need of a rework... I think the original games are a good starting point.
Chargeman is broken, please accept it.
Title: Re: Class based modification (v7ah)
Post by: fortegigasgospel on January 12, 2014, 06:59:28 PM
Charge would still have his high mobility while running. And as is Charge can outrun most everyone while using his main, a good Charge player (or a bot) can maneuver quiet well and overrun you.

And now normally I don't do this, but I agree with Bik here.

Also who's to say the stages in Megaman games aren't like X8? Where yea you move in a straight line but the stages actually have twists and turns and laget backgrounds.
Title: Re: Class based modification (v7ah)
Post by: Superjustinbros on January 12, 2014, 09:01:53 PM
Hopefully after we're done discussing Frostman we can try and improve Aquaman, just to make his Water Balloons as good as the copy weapon version and make Water Trail (or whatever it was called) actually beneficial (the update made it very unreliable).
Title: Re: Class based modification (v7ah)
Post by: Magnet Dood on January 12, 2014, 09:07:40 PM
I'm not arguing that he isn't broken- he is and needs fixing. What I am arguing is that using this class template will make him useless in any situation that isn't four people standing in a crowd. If you can't hit anything that's not in a straight line, you're useless in a 1 vs. 1 situation. At least other classes with limited range don't have to charge their attack or hope to God their opponent happens to be in one of three spots for a coal shot projectile to hit them (assuming they spawn at set points- if they spawned at random points it'd be even worse).

If you do hit someone with the charge, then you have to cancel the one you're already in and charge up another one, or you could try to hit someone with the coals. Either way, it makes Charge Man clunky and unreliable to kill anyone on his own.

If you'd like to make it more canon, Charge Man didn't wind up before using his charge attack- he stopped after using it. You might be thinking about his Coal Shot attack, in which he powered it up by turning red.

Now I do see the flaws in just patching up the holes in an already broken class, which my idea called for, so I've got no ideas on how to fix him. Not my decision on what you happen to do with him anyway, so I'll just wait until a new class version comes out if he's changed by then, seeing as though my outlook on him isn't a very good one.

Also, is there any reason why he doesn't move his arms while chugging forward like he does in MM5? I think I still have frames for it while I was working on another project.
Title: Re: Class based modification (v7ah)
Post by: Bikdark on January 13, 2014, 12:00:45 AM
Quote from: "Magnet Dood"
I'm not arguing that he isn't broken- he is and needs fixing. What I am arguing is that using this class template will make him useless in any situation that isn't four people standing in a crowd.
Wow lol what template? They're just throwing ideas around. nothing is final. If you can't hit anything that's not in a straight line, you're useless in a 1 vs. 1 situation.
If YOU can't hit anything. If YOU can't do this. If YOU can't do that. Wow what is individual skill
At least other classes with limited range don't have to charge their attack or hope to God their opponent happens to be in one of three spots for a coal shot projectile to hit them (assuming they spawn at set points- if they spawned at random points it'd be even worse).
wow cool wow different classes doing different things
If you do hit someone with the charge, then you have to cancel the one you're already in and charge up another one, or you could try to hit someone with the coals. Either way, it makes Charge Man clunky and unreliable to kill anyone on his own.
You can't make this assumption. There isn't a "new" chargeman yet.
The thing I don't believe you understand, Magnet Dood, is the fact that Chargeman should not be uncounterable. You're listing things off like "he can't duel" "quickman and elecman will do well against him". Well yeah no shit, classes doing well against other classes.
Title: Re: Class based modification (v7ah)
Post by: Magnet Dood on January 13, 2014, 01:14:52 AM
Bah, whatever. I won't beat this argument any more. I'll just wait until he's changed to give my thoughts.

Quote
Also, is there any reason why he doesn't move his arms while chugging forward like he does in MM5? I think I still have frames for it while I was working on another project.
Title: Re: Class based modification (v7ah)
Post by: MusashiAA on January 13, 2014, 01:16:26 AM
Quote from: "Magnet Dood"
Bah, whatever. I won't beat this argument any more. I'll just wait until he's changed to give my thoughts.

Quote
Also, is there any reason why he doesn't move his arms while chugging forward like he does in MM5? I think I still have frames for it while I was working on another project.

Well, send them up in a PM, or just show them here.
Title: Re: Class based modification (v7ah)
Post by: Hallan Parva on January 13, 2014, 01:31:38 AM
so when are we going to talk about my Frost Man build


Depending on how far his uncharged Frost Leap reaches, it might be better to have an ice block spawn behind Frost Man instead of in front of him, to provide rear cover or to attack players Frost Man jumped clear over. It's also a way to further differentiate the ice blocks from Junk Man's junk cubes.
Title: Re: Class based modification (v7ah)
Post by: Emmanuelf06 on January 13, 2014, 03:33:36 AM
YD Classes are not made for Duel anyways....Duel classes is really for the fun, basically, i think YD classes are made for TLMS (not TDM because a lot of classes are not effective in DM, like Ballade or Diveman), and Chargeman is not so OP for TLMS.
Also, Quickman or Elecman havent a strong armor, they can be killed in 2 hit by Chargeman (coal thing but it's really with short range).

Only strong rm in short range can beat him, like airman or freezeman (or frost?) (:
Title: Re: Class based modification (v7ah)
Post by: Ceridran on January 13, 2014, 03:48:12 AM
Quote from: "Emmanuelf06"
YD Classes are not made for Duel anyways....Duel classes is really for the fun, basically, i think YD classes are made for TLMS (not TDM because a lot of classes are not effective in DM, like Ballade or Diveman), and Chargeman is not so OP for TLMS.
Also, Quickman or Elecman havent a strong armor, they can be killed in 2 hit by Chargeman (coal thing but it's really with short range).

Only strong rm in short range can beat him, like airman or freezeman (or frost?) (:

It works best in TLMS, LMS, and Duel.

Yes, Classes is really bad for Deathmatch, as Deathmatch only works with a certain amount of the classes.

Aside from that, why is everybody still calling it YD Classes? Max doesn't go by YD anymore, and has little part in the mod by now.
Title: Re: Class based modification (v7ah)
Post by: -FiniteZero- on January 13, 2014, 03:57:37 AM
It's from force of habit.
Title: Re: Class based modification (v7ah)
Post by: Kapus on January 13, 2014, 03:58:56 AM
And to differentiate from KY classes, although that's discontinued.
Title: Re: Class based modification (v7ah)
Post by: Emmanuelf06 on January 13, 2014, 04:15:10 AM
Quote from: "Ceridran"
Quote from: "Emmanuelf06"
YD Classes are not made for Duel anyways....Duel classes is really for the fun, basically, i think YD classes are made for TLMS (not TDM because a lot of classes are not effective in DM, like Ballade or Diveman), and Chargeman is not so OP for TLMS.
Also, Quickman or Elecman havent a strong armor, they can be killed in 2 hit by Chargeman (coal thing but it's really with short range).

Only strong rm in short range can beat him, like airman or freezeman (or frost?) (:

It works best in TLMS, LMS, and Duel.

Yes, Classes is really bad for Deathmatch, as Deathmatch only works with a certain amount of the classes.

Aside from that, why is everybody still calling it YD Classes? Max doesn't go by YD anymore, and has little part in the mod by now.

Duel buckshot or duel brutal mode/item patch..then... :/

Because normal duel is really boring with dem classes....run to regen no-stop....
Title: Re: Class based modification (v7ah)
Post by: Bikdark on January 13, 2014, 04:45:46 AM
The mod was originally designed for tdm iirc, but tlms fixes and shit exist too.
And no, stop calling tdm the shit tier gamemode known as dm. They're not the same thing.
Title: Re: Class based modification (v7ah)
Post by: Emmanuelf06 on January 13, 2014, 04:56:23 AM
DM...TDM, its different but i didnt want say it's the same, i missed a "T"(dm)...anyways.

TDM for YD class, seriously...? It's a problem too.

TLMS fixes more but I think Jaxof wont change anything....except if it's Celebi and others of the teams who tell him what he CAN (//must//) do. So...

I dont think He will change anything on chargeman....

Chargeman is """ok""" for TLMS because he can be hit by distant attacks...It depends of the map too.
Title: I hate speaking as "we", too. But I'm speaking my mind
Post by: MusashiAA on January 13, 2014, 07:52:40 AM
@SmashBro (and everyone really):

It's not that we don't see the feedback put up here, nor that we easily dismiss it. There are discussions of their own going on between us about what should be done and what shouldn't, and I personally think it's best if we just focus on one thing instead of constantly bringing up everything every day. So far I think there's feedback for about 5 classes here, plus each of us has collectively brought up attention to at least 6 existent and different classes from the ones you brought up: we can't tackle everything at once, so we go one by one based on a concern consensus: someone brings up a potential issue, we discuss, then we agree to do or not do something about it. Not only that, but mainly because we have ideas and concepts of our own that we like to reserve and try for ourselves first: we limit ourselves to tell you that "we're gonna do something about this issue", never describing exactly WHAT.

For example: we're gonna do something about Chargeman and Ringman because some of you guys made your case here, discussed it, and I brought it up for consideration. For now, Woodman, Frostman and Aquaman haven't been put on the table because we want to see if what we're doing with Chargeman and Ringman works. THEN we might discuss those classes. "Might", because we also have some other classes in our own consideration.

And with that out of the way...

@SmashBro:

Please don't bring up your own suggestions as if they contain some sort of top-urgency priority, and instead contribute to the current discussion. It makes you look self-centered.
Title: Re: Class based modification (v7ah)
Post by: Shmeckie on January 13, 2014, 09:43:09 AM
I'd like to agree with the notion that Aqua Man needs a buff, now. His Water Cannon seems have the opposite problem it had before; now it's too weak and unreliable. You pretty much have to shoot it in a crowded, tiny area to get any serious use out of it. I love the new style of it (being more canon and all), now it just needs a little bit more improving and its golden. Also the Water Balloon could use a buff. How much damage does it do, exactly? I've rarely ever scored an actual kill with it.

Also, would he be too OP if he didn't lose ALL his water from using Water Cannon? It was certainly justified when he was unleashing aquatic death at the push of a button, but now he's rendered almost helpless by unleashing the attack, and the attack isn't worth anywhere near the risk anymore.

This is just a personal thing, but I do believe all major modes of play should be considered when thinking about Class performance and how to improve them. Y'know, let the players decide how they want to play Classes, instead of just focusing on the modes you personally prefer. Of course, it's your mod and you can do whatever you want, but it's just a thought.

And to cap things off, I wanna say I really do appreciate all the work you guys are putting into this. I probably wouldn't still be playing 8BDM if it weren't for this mod.
Title: Re: Class based modification (v7ah)
Post by: Korby on January 13, 2014, 01:49:44 PM
Water Balloon deals optimally 5 damage more than Megaman's version. It'd be 15 on a good day, but explosions are weird.

I originally felt the lower firing speed [which, by the way, is a single tic] and pressure system justified the extra damage.
Title: Re: Class based modification (v7ah)
Post by: DiegoGamer1820 on January 14, 2014, 01:35:01 AM
because grenade man to use your flash bomb not fall certain things like tubes and iron bars ?
(click to show/hide)
(click to show/hide)
also are already finished the sprites of duo were missing
Title: Re: Class based modification (v7ah)
Post by: Superjustinbros on January 18, 2014, 07:31:39 PM
Say, what type of weapon is Flame Sword classified as? I tried it on Slash Man and he didn't take additional damage form it.
Title: Re: Class based modification (v7ah)
Post by: Beed28 on January 18, 2014, 07:39:04 PM
Quote from: "Superjustinbros"
Say, what type of weapon is Flame Sword classified as? I tried it on Slash Man and he didn't take additional damage form it.
Slash Man's weak to ice type weapons (Freeze Cracker actually froze him solid in Mega Man 7, if I remember).
Title: Re: Class based modification (v7ah)
Post by: Ghoulitine on January 18, 2014, 08:56:18 PM
I think Darkman 2 needs a serious buff, i basically see Darkman 4 as an direct "upgrade" to him.
In online games the shield even lags kinda and flies behind yourself, but the worst thing is his extremely weak damage output.
Hope he gets a good buff soon. ;)
Title: Re: Class based modification (v7ah)
Post by: Superjustinbros on January 18, 2014, 10:22:19 PM
Quote from: "Beed28"
Quote from: "Superjustinbros"
Say, what type of weapon is Flame Sword classified as? I tried it on Slash Man and he didn't take additional damage form it.
Slash Man's weak to ice type weapons (Freeze Cracker actually froze him solid in Mega Man 7, if I remember).
So not all bosses have secondary/tertiary weaknesses to weapons of other types? Like Wood being weak to Atomic Fire and Metal Blade?
Title: Re: Class based modification (v7ah)
Post by: Magnet Dood on January 18, 2014, 10:29:08 PM
But Slash Man wasn't weak to fire type weapons in 7.

Burst Man was the one who was weak to Scorch Wheel- though I think Freeze Cracker was also another weakness of his.

EDIT: Oh, never mind, he was weak to both. Maybe the team thought that would give him too many weaknesses? That or Flame Sword is classified as a cutting weapon.
Title: Re: Class based modification (v7ah)
Post by: MrL1193 on January 19, 2014, 02:11:33 AM
In Mega Man 7, both Burst Man and Slash Man are weak to both Freeze Cracker and Scorch Wheel (thus forming separate weakness loops for each of the groups of 4 Robot Masters). However, they do have "primary" weaknesses (Freeze Cracker for Slash Man and Scorch Wheel for Burst Man) that forms an 8-Robot Master loop like usual.

As for other in-game "secondary" weaknesses for Robot Masters throughout the series...



Cut Man is weak to the Buster, believe it or not. (He takes 3 damage per shot, more than any other RM in the series.) I suppose you could consider it a "Rock Paper Scissors" reference.

The second-best weapon to use against Wood Man, surprisingly, is Air Shooter, not Metal Blade. Air Shooter does 4 damage a pop, while Metal Blade only does 2.
Flash Man is weak to Metal Blade (more so than Wood Man).
Quick Man is weak to Crash Bombs.
Metal Man is extremely weak to his own weapon (which is quite well-known by now).

All the MM3 Robot Masters are somewhat weak to their own weapons, taking 4 damage per hit from them.
Magnet Man is very weak to Shadow Blade. It takes off 1/4 of his health bar, the same as his "proper" weakness (Spark Shock).

Dive Man is somewhat weak to Dust Crusher. (It does 3 damage per hit, as opposed to Skull Barrier's 4.)

Plant Man has a slight weakness to Flame Blast. (It only does 2 damage per hit, but since none of the other MM6 RM's take more than 1 damage from anything other than a charge shot or their weakness, it could be considered noteworthy.)
Title: Re: Class based modification (v7ah)
Post by: MusashiAA on January 19, 2014, 06:54:06 AM
Yes, you're right. Being weak to both:

Ice weapons, with a total of 13 attacks and 12 classes being able to use them:
[/size]
AND

Fire weapons, with a total of 22 attacks and 16 classes being able to use them:
[/size]

is bad.

Although Freeze Cracker was a heck of a lot more effective to fight Burstman with than Scorch Wheel in MM7, the decission of making Burstman weak to fire weapons only was because Slashman is more known to being weak to ice weapons: I guess we just closed the loop and assigned each class their "proper" weaknesses in accordance to being weak only to one type of weapon.

EDIT: Also as an addendum: we really haven't named the "new" attacks each class has...so if you see one of us naming stuff differently than others, it's just the name we individually prefer.
Title: Re: Class based modification (v7ah)
Post by: Superjustinbros on January 19, 2014, 08:33:45 PM
Well it could counter with how Slash has so many fans in Classes, loving to abuse his quick speed and quick, powerful Slash Claw to dominate a Hotel Server. He's basically a Fragile Speedster as TVtropes would label him.
Title: Insert complaint here.
Post by: Jman on January 22, 2014, 03:10:46 AM
This has gone on long enough. It's time someone said something about this monstrosity.

Flashman. Is. Bullshit.

Why? On a whim, all he has to do is flash, and you're dead. Unless you're a class that can quickly escape or counter, you're as good as gone.

Keyword though, on a whim. I'm not saying his flash should be removed or nerfed in the slightest, but it needs a rework. How so? Here's a suggestion: make it to where he has to manually charge the flash, and while doing so, he can't fire his buster. He also has to charge the ammo all the way, or the ammo is lost.
Title: Re: Class based modification (v7ah)
Post by: Gumballtoid on January 22, 2014, 03:12:53 AM
You could always add a delay on his Time Stopper (think Day in the Limelight 2).
Title: Re: Class based modification (v7ah)
Post by: Ukiyama on January 22, 2014, 03:34:17 AM
Quote from: "Gumballtoid"
You could always add a delay on his Time Stopper (think Day in the Limelight 2).

Or just Megaman 2 for that matter  :ugeek:
Title: Re: Class based modification (v7ah)
Post by: MusashiAA on January 22, 2014, 04:22:39 AM
Quote from: "Jman"
This has gone on long enough. It's time someone said something about this monstrosity.

Flashman. Is. Bullshit. It was about time someone came up and had the balls to say that.

Yeah no.

Why? Yeah, why? On a whim, all he has to do is flash, and you're dead. I play Flashman because I can't kill for shit so I'd rather support. The instance where I can actually kill a player is rare, and it usually involves outsmarting them. It actually requires skill to rack up kills as Flashman. it's far from being "flash and you're dead". Unless you're a class that can quickly escape or counter, you're as good as gone. Flashman is weak to explosives, which are generally hard hitters and spam weapons. His buster's spread is fixed but awkwardly huge, and its barely mid-range, and so is his Time Bender. And his buster is the least of your worries. Yes, it can be cumbersome if the Flashman can aim his shots (which requires enemy player movement prediction, which is a skill), but the fact that you're frozen for about 4 seconds and completely open for Pharaoh Shots or Flash Bombs or Slash Claws/Flame Swords or Hard Knuckles (all one-hitters or rippers that deal tons of damage on the spot and at point blank) IS the most controversial aspect of Time Bender: it's one of the best support abilities. There's also how just taking one hit is all it takes for unfreezing people, which means that the Flashman MUST be good to be able to kill you by himself (implying resistance here). That, or you didn't counter him, WHICH ALL CLASSES CAN, from Slashman to Hardman, going through Ringman, Crystalman, Flameman and Sniper Joe...just about any class that's on the top of my head can counter Flashman.

Keyword though, on a whim. I'm not saying his flash should be removed or nerfed in the slightest, but it needs a rework. How so? Here's a suggestion: make it to where he has to manually charge the flash, and while doing so, he can't fire his buster. That's a nerf. He also has to charge the ammo all the way, or the ammo is lost. Time Bender's recharge time is long, and it's not halted by shooting for that reason: why postergate Flashman's main way of dealing damage/doing something?

tl,dr, Flashman is annoying but a wuss and a tin knight.

In my opinion, Darkman 2 is better than Flashman at its job, yet it's still not OP. Making Flashman not be able to attack while regaining ammo is a huge nerf.

If anything, I would suggest adding an overheat limitation to Flashman's mainfire, or a small startup delay to fire Time Bender.
Title: Re: Class based modification (v7ah)
Post by: LlamaHombre on January 22, 2014, 06:04:18 AM
After having read the previous points and doing a few testings of my own (both playing as and playing against Flash Man), I've finalized my thoughts as to what I truly feel about the class.

I don't feel that Flash Man is flat out broken, but I do feel he is unhealthy for the modification in its current state.

Flash Man's base stuffs are mediocre. Movement Speed, Armor, etc. are all relatively bland and Flash Man is left completely to work with his tools. This isn't a bad thing necessarily, as many classes are still able to take huge advantage of these tools. Classes like Punk and Clown Man have it out great, for example. Weaknesses mean shit to me, regardless of whether or not they actually do make a difference. If you're simply saying a class is balanced because he has a lot of weaknesses, then perhaps making these classes more suitable for fighting their target would be a priority. Flash Man's only real hard counter is Stone Man, who falls flat in nearly any other scenario. Stone Man isn't even strong against Flash Man (weakness-wise) - it's just his overall tankiness and his ability to strike at Flash Man from the rear (which is more important than it sounds) that makes him fit the job so well. Even then, this is entirely talking about 1-on-1 scenarios. Stone Man is an easy target in group fights simply because he is unable to strike out at others from the distance that they would onto him, and Flash Man would very rarely be forced to tango with a Stone Man in these same scenarios.

Flash Man's encounters with any class that isn't Bright Man or Time Man are highly unreliable and they completely depend on who finds who first. If the opponent finds Flash Man first, then they're likely to win the encounter, if not outright kill Flash Man. On the other side of the scale, Flash Man finding the opponent first is exactly what he wants to happen. At this point, Flash Man has a full ammo bar and is able to effectively duel the opponent for that specific encounter. Flash Man's bread-and-butter is one of, if not the best in the game. The Time Bender is such a flawless crowd control, having a huge active time and an instant activation. The range of Time Bender is also huge, being able to snare those you desire to trap as well as maybe one or two stragglers who may be either helping to kill you or just be walking on through without seeing you beforehand. Flash Man's buster, while heavily neutered in the range department, is overwhelming as far as rate of fire and damage goes. The common tactic used with Time Bender is to walk directly behind the opponent and begin to fire at near-point blank. This combo usually nets you a safe 30-40 damage on its own before the target can distance himself enough from you to safely turn around (this being said, I have no idea how using turn180 would effect this scenario. I doubt it'd change much, probably chopping off around 5 damage maximum.). Even after turning around, the target may have a difficult time either dealing with Flash Man's continued shots or simply catching up to him - it depends on what class is at hand. I brought up Stone Man beforehand because from the instant he's free from his snare, he's able to let off a Power Stone that not only hits Flash Man, but hits him hard. Classes like Wood Man have a shield, sure, but it's unreliable as far as the damage goes. You'll be able to soak up a ton of damage, but you won't really be able to counterattack. To invoke parallel structure, though, everything I've stated beforehand in this paragraph has simply been in relation to 1-on-1 encounters. If a group of people finds Flash Man before he's ready, Flash Man is dead. However, if one guy finds Flash Man within a group before Flash Man is ready, Flash Man needs to be the focus, even with your life on stake from others in the group. If Flash Man is ready, however, he's able to take on anything regardless of whether or not groups are in his favor or not. If he's being rushed by multiple men, one Time Bender is all it takes to eliminate most or all from the fight and give Flash Man ample opportunity to escape. If Flash Man has a group, anything hit by the Time Bender will die, especially if the target is being bum-rushed. Flash Man's support potential is amazing and quite frankly I don't have a problem with him in the slightest in that regard - it's that his buster is also capable of wrecking face at the same time is what makes him a problem.

Flash Man doesn't need a readjustment so much as he does just a few tiny nerfs here and there. A one-second delay on Time Bender might be a neat thing to try, but I don't really feel it's absolutely necessary to better the class. A drop of damage on his pellets from 6 to 5 or 4 and/or a slight rate of fire nerf would really help to draw Flash Man more away from a manipulative offensive powerhouse and help to better accent his strengths as a support class.

Also regardless of what happens, could you please make Time Bender stop all horizontal momentum to stop cheap deaths from classes like Oil Man and Turbo Man being unable to steer away from pits after Time Bender's activation?
Title: Re: Class based modification (v7ah)
Post by: Hallan Parva on January 22, 2014, 06:18:54 AM
I have a severe tendency to add my thoughts on topics in the form of Skype backlogs.


[1:11:49 AM] NidoPlusB: I mean a two-point damage nerf is fucking harsh
[1:11:55 AM] NidoPlusB: I would've said a one-point damage nerf
[1:12:04 AM] Thunder Electros: you also main him
[1:12:05 AM] NidoPlusB: even that's pretty severe but it would've made a dent
[1:12:25 AM] NidoPlusB: it might not sound like much but Flash Buster is literally pure close-range rapid fire
[1:12:33 AM] NidoPlusB: and -1 point adds up quickly
[1:12:38 AM] NidoPlusB: even more so when you factor in armor
[1:13:09 AM] NidoPlusB: that same six free shots after a Time Bender essentially chopped off another shot
[1:13:44 AM] Llama: I suppose 5 is an option - I was getting a little greedy with the 4 to be honest
[1:13:47 AM] NidoPlusB: and yeah I main Flash Man that's why people are scared of him recently
[1:13:47 AM] NidoPlusB: I figured out how to play mind games and get great freeze positions
[1:13:47 AM] NidoPlusB: alternatively I figured out how to lure Thunder into a pit
[1:14:04 AM] Thunder Electros: using possibly the most annoying bug to exist
[1:14:21 AM] Thunder Electros: like freezing people OVER pits would be fair
[1:14:35 AM] Thunder Electros: Freezing somebody five miles from a pit
[1:14:35 AM] Thunder Electros: Slightly more shit
[1:14:52 AM] Llama: Stopping Horizontal momentum would also vastly buff Flash Man's viability against classes like those
[1:14:52 AM] Llama: being able to run from a well placed Punk Roll is incredible
Title: Re: Class based modification (v7ah)
Post by: MrL1193 on January 22, 2014, 08:52:04 AM
To be honest, I never thought of using Stone Man to counter Flash Man; I usually switch to Skull Man or Elec Man for that purpose. Skull Man can put up his barrier the instant he's hit by Flash Man's first shot, taking only miniscule damage and getting an immediate counter barrage opportunity, and he has a speed and range advantage that he can put to good use if he sees Flash Man coming. Elec Man is a less reliable counter, but his altfire is a good deterrent to the old "blast away at point blank from behind" tactic, since it exacts a heavy toll on Flash Man if Elec Man doesn't die immediately.

I don't see Flash Man actually trying to freeze people for his allies to hit very often. Usually, I see him just blast his victims himself, which is quite effective on its own. Flash Man may not be the sort of offensive juggernaut who will consistently top the frag rankings, but he can rack up smaller numbers of frags fairly easily, even when he's by himself. I consider him one of the easier classes to use.

Quote from: "LlamaHombre"
Also regardless of what happens, could you please make Time Bender stop all horizontal momentum to stop cheap deaths from classes like Oil Man and Turbo Man being unable to steer away from pits after Time Bender's activation?
I'm more concerned by the forced wave bike crashes on Wave Man's map. You're practically forced to pick Time Man or Bright Man if you want to be able to venture out on the water, lest you get frozen and find yourself drifting face first into a wall.

Oh and one last thing on the subject of Flash Man: Please fix his weapon glitch. Starting the round with a full bar of Time Bender ammo is a bit much.
Title: Re: Class based modification (v7ah)
Post by: Orange juice :l on January 22, 2014, 03:58:18 PM
Flashman may be annoying to fight in his current state, but if we take a step back we notice a problem.

He's a normal speed class with no attacks that go beyond a very short range.

Basically, this means that if an enemy is literally any normal speed or above class with a ranged weapon and knows how to backpedal (and pays attention to the map), Flashman can't catch him.

In other cases, the slow and tanky classes can typically survive the burst damage Flashman brings to the table and are almost all very happy that he decided to bring himself into melee range (Gutsman, Hardman, Woodman, Needleman, the list goes on)

In short, Flashman almost plays more like Shadowman than anything else, just with a flash instead of invis. If you're not paying attention and he gets the jump on you, you're probably going to lose, just the same as any other melee class. If you keep an eye on him, you can outrange and possibly even outburst him if you're playing certain classes.

The whole idea of
Quote
On a whim, all he has to do is flash, and you're dead. Unless you're a class that can quickly escape or counter, you're as good as gone.
just seems anecdotal with no regard for the obvious drawbacks of the class.
Title: Re: Class based modification (v7ah)
Post by: Superjustinbros on January 22, 2014, 08:00:13 PM
IMO I think Bubbleman's Bouncing Bubble Lead should be able to travel an infinite distance, just like the Copywep version.
Title: Re: Class based modification (v7ah)
Post by: MusashiAA on January 23, 2014, 04:12:26 PM
I agree with Llama's post: that's Flashman's game, bland and simplistic, very deadbrain, and with too much destructive potential for how simple it is. I blame our lack of creativity on this guy, but it isn't really as bad as its being put.

OJ and MrL explained why:

Any class that excels in speed outruns Flash Buster's range, specially after being frozen if the class has a sudden acceleration ability (also since speed being somewhat of inversely proportional to power in this mod, if you can't escape it, you could probably deal a lot of damage to the Flashman very easily)

As an addendum, I can flat out say that Flashman is borderline cheap in 1v1 (you can trick him as you would a Skullman, though), yet he isn't the "offensive juggernaut" because he's frail (weaknesses come into play here too), he can't risk taking a fight, and his main way of dealing damage is inevitably linked to his Time Bender: otherwise, it's really risky and he'll probably die.

Time Bender's crowd control is existent, but innefective. One single hit unfreezes enemies, and in the middle of a battlefield, they're highly likely to be unfrozen just as fast as they were frozen. Time Bender only serves a tactical purpose, its potential only shines with strategy (be it solo or team)...it's not a Centaur Flash. For Flashman, it either serves as a means of running away (a wuss) or to backshoot an enemy after flanking them because he's not made for a frontal assault (tin knight).
Title: there is no need to be upset
Post by: Bikdark on January 24, 2014, 03:20:06 AM
Quote from: "Orange juice :l"
Flashman may be annoying to fight in his current state, but if we take a step back we notice a problem.

He's a normal speed class with no attacks that go beyond a very short range.
This does not make up for the fact that Flashman is innately broken, and has a mechanic that should not be present within any mod worth its salt. Having the ability to impair someone's movement via any means is extremely powerful, but having such a skill in an AoE with a short charge up time is very poor design. There is a reason why vanilla Spark Shock has such a small hitbox, low firing rate and low damage. It is an extremely useful weapon, despite those downsides.
Basically, this means that if an enemy is literally any normal speed or above class with a ranged weapon and knows how to backpedal (and pays attention to the map), Flashman can't catch him.
This goes both ways. Someone chasing Flashman CANNOT catch up to him due to the unreliable nature of projectiles. Flashman also has a spectacular backpedaling tool, being his mainfire, if straferunning proves to be inefficient. His mainfire is rapid, and has a sizable spread that can be focused if one decides to turn while firing. Because his alt takes such a short time to charge up relative to its power, Flashman will not need to run for very long until his alt is back up.

Back to Flashman chasing someone.
If you really are chasing someone as Flashman, you're quite obviously straferunning until you get into alt range. If your speed is the same as Flashman's, you won't be able to hit him AND stay a sizable distance away, since straferunning puts you at a large angle. This forces you to move slower in comparison to Flashman if you choose to try and kite, assuming you don't just straferun away yourself, which in the long run will not help you against Flashman.

Assuming the player is not foolish and understands that a slightly shorter ranged class is not to be used in the front lines, he will only do poorly if the map being played on is extremely open, and disallows alternate routes leading to players.
In other cases, the slow and tanky classes can typically survive the burst damage Flashman brings to the table and are almost all very happy that he decided to bring himself into melee range (Gutsman, Hardman, Woodman, Needleman, the list goes on)
Gutsman is slow, Hardman is slow, Woodman is slow, Needleman is slow(?). Slower classes are at a distinct disadvantage when matched up against Flashman. They cannot catch up to him, they're easier to juke around, and because they're slower, are easier targets to hit. The armor values slower classes bring to the table aren't an issue for the massive dps Flashman has.
Assuming Flashman does not win a fight against a tanky class, he has an easy time getting away, as well as an easier time getting to health.
In short, Flashman almost plays more like Shadowman than anything else, just with a flash instead of invis. If you're not paying attention and he gets the jump on you, you're probably going to lose, just the same as any other melee class. If you keep an eye on him, you can outrange and possibly even outburst him if you're playing certain classes.
Shadowman is extremely punishing, while Flashman is extremely forgiving. Shadowman has an unreliable source of damage, low armor, and is unable to go invisible again for a a period of time after coming out of it. He also has no form of stun or slow, and if he fails to kill his target, he'll most likely be blown up due to his 1.5x weakness to all forms of damage.
On the other hand, Flashman's damage source is MUCH more reliable, he has a form of AoE crowd control, has normal armor, and can effectively run away, even if there were multiple people adjacent to his target that were caught in his flash.

Also, "keeping an eye" on Flashman is not always an option. In duel, sure ok cool you have one person to keep track of, but the mod isn't balanced around duel. In team modes, you have other people you need to deal with.
The whole idea of
Quote
On a whim, all he has to do is flash, and you're dead. Unless you're a class that can quickly escape or counter, you're as good as gone.
just seems anecdotal with no regard for the obvious drawbacks of the class.
You previously stated that if Flashman jumps on you, you'll most likely lose. That doesn't sound too far off from "all he has to do is flash, and you're dead."
Any drawbacks he may have are unrelated to the fact that he is mechanically unhealthy for the mod, and should be reworked to make for a more interactive experience for both the Flashman player as well as the one playing AGAINST Flashman, rather than a wild goose chase.

tl;dr Flashman is unhealthy for the mod and needs a rework regardless of how shit you think his range is.


:^)
Title: Re: Class based modification (v7ah)
Post by: Stardust on January 27, 2014, 06:36:48 AM
If Flash Man is OP, then how Centaur is. His flash does the same effect as Flash's Time Stopper. It lasts shorter, but still enough time to have a easy strike with the centaur buster afterward.
Title: Re: Class based modification (v7ah)
Post by: Korby on January 27, 2014, 05:11:06 PM
Actually, Centaur Flash stuns you as Spark Shock does, so you can still shoot and jump, among other things.

Even with Brightman's Flash Stopper, which is even closer to Time Bender, you can shoot him.
Title: Re: Class based modification (v7ah)
Post by: MrL1193 on January 29, 2014, 07:31:21 AM
Just a minor suggestion here, but would it be awfully inconvenient to increase Frost Man's ViewHeight (how far off the ground his eyes are)? Since Centaur Man and Yamato Man already have raised perspectives (though I'm not sure why Yamato of all classes gets to feel tall), I just feel like it would be appropriate for the big guy as well, assuming it doesn't somehow make him ten times more awkward to use.

Oh, and I believe I mentioned this in a server chat before, but Flame Man's primary weakness is wrong. Somehow, he's ended up with a x1.5 weakness to Air Shooter and only a x1.2 weakness to Wind Storm, Wind Gyros, and other air/wind weapons.
Title: Re: Class based modification (v7ah)
Post by: MusashiAA on January 29, 2014, 07:37:18 AM
Quote from: "MrL1193"
Just a minor suggestion here, but would it be awfully inconvenient to increase Frost Man's ViewHeight (how far off the ground his eyes are)? Since Centaur Man and Yamato Man already have raised perspectives (though I'm not sure why Yamato of all classes gets to feel tall), I just feel like it would be appropriate for the big guy as well, assuming it doesn't somehow make him ten times more awkward to use.

The MM6 classes were made by King Yamato. So I guess some of them having different ViewHeight is like his signature or something, I guess we never really bothered with that.

I would totally agree to give each class a different ViewHeight that is akin to its character design...although I believe the suggestion would be shot down because players kinda expect ViewHeight to be the same as the vanilla ViewHeight? Not sure, really.
Title: Re: Class based modification (v7ah)
Post by: Knux on January 30, 2014, 01:16:12 AM
Some stuff about Elec Man we were talking about over Skype.

[9:06:00 PM] Knux: By the way, has Elec been discussed?
[9:06:29 PM] Korby: which one
[9:06:31 PM] Knux: yd
[9:06:35 PM] Korby: eletoadman?
[9:06:41 PM] JaxOf7: balance wise or design wise?
I think he's fine
[9:06:49 PM] Knux: Great
[9:06:51 PM] Korby: because i think he needs a new altfire that isn't better toadman
[9:07:07 PM] Knux: Yeah, people whine a lot about it, and they're probably right
[9:07:24 PM] Knux: I think of Elec as a glass cannon
[9:07:31 PM] Knux: But aoe? dayum son
[9:07:49 PM] Knux: Lost count of how many times I abused it when low on health
[9:08:34 PM | Removed 9:08:37 PM] Knux: This message has been removed.
[9:09:45 PM] Knux: Hmm
[9:09:58 PM] Knux: I have some ideas
[9:10:30 PM] Knux: 1. Something like Shock Coil from Metroid Prime Hunters. Constant low damage up close, but recovers health.
[9:10:48 PM] Knux: 2. Faster firing Thunder Beam, but a single one instead of three
[9:11:16 PM] Knux: 3. Pinpoint Thunder. Delays before landing on the floor pointed to.
[9:12:00 PM] Knux: For #1, the minimal distance would be more or less the reach of Air Shooter.
Title: Re: Class based modification (v7ah)
Post by: andylucho on February 10, 2014, 02:22:44 AM
I keep asking this, but does anyone have the troll version of this project? The regular link isn't working and I need it.
Title: Re: Class based modification (v7ah)
Post by: ice on February 10, 2014, 06:45:56 PM
Its called classes with science and its made from a very outdated version
Title: Re: Class based modification (v7ah)
Post by: Bikdark on February 11, 2014, 05:52:47 AM
Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completely :^) Kappa Kappa Kappa
Title: Re: Class based modification (v7ah)
Post by: andylucho on February 11, 2014, 11:29:21 PM
Quote from: "ice"
Its called classes with science and its made from a very outdated version
Where might I find this "Science" Pack?
Title: Re: Class based modification (v7ah)
Post by: MasterXman on February 11, 2014, 11:47:53 PM
This topic. (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=3696)
But the file is gone so you might want to ask OJ (http://www.cutstuff.net/forum/memberlist.php?mode=viewprofile&u=590) himself for it.
Title: Re: Class based modification (v7ah)
Post by: Hallan Parva on February 12, 2014, 12:10:54 AM
Quote from: "Bikdark"
Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completely
:^) Kappa Kappa Kappa
you forgot Pharaoh Puss :ugeek:
Title: Re: Class based modification (v7ah)
Post by: MrL1193 on February 12, 2014, 05:40:10 AM
Quote from: "SmashBroPlusB"
Quote from: "Bikdark"
Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completely
:^) Kappa Kappa Kappa
you forgot Pharaoh Puss :ugeek:
Would be nice if something were also done about Shade Man and Astro Man so it doesn't take over 5 minutes to frag them using non-homing non-AOE classes.
Title: Re: Class based modification (v7ah)
Post by: Shmeckie on February 12, 2014, 08:31:46 AM
Quote from: "MrL1193"
Quote from: "SmashBroPlusB"
Quote from: "Bikdark"
Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completely
:^) Kappa Kappa Kappa
you forgot Pharaoh Puss :ugeek:
Would be nice if something were also done about Shade Man and Astro Man so it doesn't take over 5 minutes to frag them using non-homing non-AOE classes.

...Aim better?
Title: Re: Class based modification (v7ah)
Post by: Bikdark on February 12, 2014, 04:39:01 PM
Shademan is fine. OHKOs and trickshots yoloswag

Astroman is unrewarding to play as and extremely frustrating to play against. Piddly damage on all of his abilities combined with being nearly impossible to hit if using mainfire. That's not a tradeoff, that's just ridiculous.
Title: Re: Class based modification (v7ah)
Post by: Magnet Dood on February 13, 2014, 12:47:18 AM
To be honest I don't really get how Gravity Man breaks balance unless the map is MM2DW1
Title: Re: Class based modification (v7ah)
Post by: Korby on February 13, 2014, 08:35:50 AM
You're essentially not allowed to ascend within eyesight of a Gravityman.

Many classes rely on this to be useful, or just to fight.
Title: Re: Class based modification (v7ah)
Post by: Bikdark on February 13, 2014, 06:36:59 PM
Quote from: "Korby"
You're essentially not allowed to ascend within eyesight of a Gravityman.

Many classes rely on this to be useful, or just to fight.
This. So much this.
His buster is extremely potent, and he has the best control tool in the mod.
Title: Re: Class based modification (v7ah)
Post by: MusashiAA on February 18, 2014, 09:07:34 AM
Join me, as we dig deeper for an exclusive view of the current progress of the development of this mod of:

(click to show/hide)

:D

We'll be right back after these messages from our sponsors.
Title: Re: Class based modification (v7ah)
Post by: Koal on February 19, 2014, 03:26:45 AM
(click to show/hide)
Title: gg well played
Post by: Bikdark on February 19, 2014, 04:42:34 AM
I love doing this. <3 #0000FF
Quote from: "Koal"
(click to show/hide)
Title: Do people even look at the post subject?
Post by: Koal on February 19, 2014, 08:29:14 AM
Perhaps you would like more thorough details on a few of my opinions?

Quote from: "Bikdark"
I love doing this. <3 #0000FF
Quote from: "Koal"
(click to show/hide)
Title: Re: Do people even look at the post subject?
Post by: MrL1193 on February 19, 2014, 09:03:13 AM
I don't just feel like Needle Man is weak when I play as him; I feel like he's weak when I play against him too. The only scary thing about him is his 60 damage melee; his main attack is not exactly impressive at a distance, turns him into a sitting duck, and broadcasts his location to everyone nearby. That last point in particular is what makes his windup so awkward; if you keep the gun revved, you move at a snail's pace and everyone can hear you, but if you keep your stab ready instead, if someone spots you from outside melee range, you're at an immediate disadvantage because you have to wait while your gun revs up.

I wouldn't say Elec Man's main attack isn't useful; the Thunder Beam is powerful in its own right, capable of dealing massive damage at melee range and useful for fighting at a safer distance. If you can aim it well, it can take down opponents far more quickly than the alt. Ideally, what you want to do as Elec Man is soften up the enemy with Thunder Beams and then use the alt as a finisher.

Quote from: "Koal"
Why would I want to use the mainfire to try to damage one person in front of me when I can use the Alt and deal damage to everyone around me for the measly cost of waiting 3 seconds to fire it again?

If there really are enemies all around you, firing off the alt and running away is just common sense. Ideally, though, you shouldn't get into that situation in the first place, because Elec Man simply isn't made for strolling through the middle of war zones; leave that to Wood Man.
Title: Re: Class based modification (v7ah)
Post by: Knux on February 19, 2014, 05:23:57 PM
You guys are seriously underestimating Elec's side beams. Just super sayin'. If you run circles around the opponent while firing, those side beams have a pretty good chance of mauling a lot of things which discards the need to stand there dodging, waiting for Elec to be wrecked with the cardboard armor he has. His speed helps with this, and you can't tell me otherwise since I play as Elec nearly all the time.

You'll still get rekt against people who can aim and aoe. hue
Title: Re: Class based modification (v7ah)
Post by: Koal on February 19, 2014, 06:24:16 PM
I think you guys are missing the point I'm trying to make with Elecman's alt attack: Its ASSURED damage. You literally can't miss with it unless you are a mile away. It doesn't not require aiming the attack to hit with it, like the mainfire does and unfortunately: The alt does pretty good damage at a pretty respectable distance and Elecman's energy recharge and speed allows him to easily take advantage of it. And when the go to game mode for classes is TLMS, that's no good. Its a largely unavoidable attack that'll always do damage and the fact that it can do damage to more then just one person is just icing on the cake. There's a very good reason Toadman can't use his mainfire while moving.
And yes, I do know Elecman's mainfire is literally just copy weapon thunderbeam. Thunderbeam is a powerful weapon in its own right but requires aim. The alt does not require that same aim. Hopefully I've made my point now.
Title: Re: Class based modification (v7ah)
Post by: Stardust on February 19, 2014, 08:57:37 PM
Quote from: "Knux"
You guys are seriously underestimating Elec's side beams. Just super sayin'. If you run circles around the opponent while firing, those side beams have a pretty good chance of mauling a lot of things which discards the need to stand there dodging, waiting for Elec to be wrecked with the cardboard armor he has. His speed helps with this, and you can't tell me otherwise since I play as Elec nearly all the time.

You'll still get rekt against people who can aim and aoe. hue

Even better news, his main actually OHKO normal armored classes at perfect melee range.
Title: Re: Class based modification (v7ah)
Post by: Knux on February 20, 2014, 12:57:19 AM
Yeah, I know. That's not something to aim for, though. It's a high risk with low defenses.
Title: Re: Class based modification (v7ah)
Post by: Stardust on February 20, 2014, 06:45:28 AM
Not if you surprise buttsex backstab :< Slash Men teach that since 1995
Title: Re: Class based modification (v7ah)
Post by: Dusty on March 03, 2014, 12:52:11 PM
(https://i.chzbgr.com/maxW500/8080554240/h824699CA/)

*in-game footage of dusty beta testing V8*
Title: Re: Class based modification (v7ah)
Post by: Korby on March 03, 2014, 12:53:19 PM
do...do we have a v8?
Title: Re: Class based modification (v7ah)
Post by: Dusty on March 03, 2014, 12:53:59 PM
It was only a joke.. cause it's a toad.... and... oh nvm.
Title: Re: Class based modification (v7ah)
Post by: HeelNavi on March 10, 2014, 05:06:46 PM
I noticed there's an item named "AlienTransformation".

As Skull Suit,it resets your ammo.
As Wily with the gun,it does nothing.
Finally,as the capsule,the game crashes.

Does it have something to see with the "c'mon,Alien,work !"in the ReadMe file and/or older versions ?
Title: Re: Class based modification (v7ah)
Post by: Ceridran on March 10, 2014, 05:10:26 PM
Wily used to transform into an alien. Eventually, it was replaced with the capsule.
Title: Re: Class based modification (v7ah)
Post by: FiremanX on March 10, 2014, 05:39:31 PM
I'm not sure, but it just me or Heat Man's alt-fire is a bit weak? (for normal armor classes about 2 full or 3 altfire's to kill.)
Title: Re: Class based modification (v7ah)
Post by: Beed28 on March 10, 2014, 05:57:42 PM
I made the Alien as a separate class quite a long while ago now, and sent it to Korby, but I'm not sure what happened with it.
Title: Re: Class based modification (v7ah)
Post by: HeelNavi on March 11, 2014, 09:21:55 AM
Oh...I wanted to fly as an alien around maps so much...

Did you say old version ? Which one ?!

Oh,and for Heat Man's alt,I'm not sure it is too much intended for fight,but for escaping  (hold alt when you're attacked to run like the BubbleMan.exe's runner unit !).
Title: Re: Class based modification (v7ah)
Post by: fortegigasgospel on March 13, 2014, 09:05:47 PM
Finally got around to uploading CBMCTM - Class Based Mod Class Test Map (https://www.mediafire.com/?k0loaf12j4xyfo7). Feel free to make test rooms for classes, but only if you feel you are able to give some use of all of the class' functions, that people wanting to try out a class have a way to get a feel for what it can do before going into a server for field testing.
Title: Re: Class based modification (v7ah)
Post by: Jman on March 17, 2014, 03:28:55 AM
A few suggestions for tengu, just to make him suck a little less.
Also, I made this an essay, because apparently this thread is a debate club of sorts when it comes to this subject.

Suggestion 1: Buff ammo recharge rate
Tenguman's greatest asset is his mobility, but one problem that lumps him into sponge tier is his inability to use it when he needs it the most. After completing a dash or a glide for various purposes, whether it's for escape, closing a gap, or dodging a trigger happy darkman3/skullman, he's completely unable to do anything noteworthy until the ammo bar has recharged. With tenguman's abysmal damage output with his main fire on the ground in contrast to midair, he's helpless for a considerable amount of time. Not to mention, he can't anything do at all if he gets in the air using his alt, because his ammo bar will probably be half filled if he were to use it in a pinch after landing.

You'll probably say:
-That's an intentional weakness. It's what makes him balanced
-He'll just be able to dash infinitely
-Tenguman isn't allowed to not be underpowered.

I say:
Give it a chance. At least allow tenguman, who really only has 1 (rather gimmicky) method of dealing solid damage, to capitalize on the best he's given. Compare it to classes who have great firepower, yet infinite (or near infinite) ammo (Darkman3, Punk, Skullman), or classes with amazing versatility, yet unrivaled mobility (Megaman, Bass, Protoman)

Compromises for this buff:
If this goes through, it'd be acceptable to shorten tenguman's dash distance, just in case buffing ammo regen allowed him to dash great distances in small amounts of time. The intended effect of this buff is to allow tenguman to fully utilize his mobility to chain combos together, not to allow him to become a sanic hegehog speedster. If that's not enough, maybe even force the player to be more economical by increasing the ammo cost of throwing tornado holds, especially in midair.


2nd Suggestion: Buff the tornado hold

Now, before you say, "Jman are you crazy?!?", hear me out.
I don't mean this in terms of damage. Heck, I find sometimes that the tornado hold's damage is a bit too high sometimes, and maybe deserves a nerf.

The problem is, due to the tornado hold's incredibly short firing distance, delayed activation upon landing, and slow as molasses moving speed, anyone with half a brain can dodge these things if they're aware of their presence.

Here's the solution. Allow the initial projectile to be shot further, and more forcefully, so that it can travel a sufficient range before slowwwwwwwly crawling forward. It also wouldn't hurt to *slightly* buff the travel speed of the t-hold once it hits the ground.

Of course, this comes with a few more problems. Tengu players take advantage of the low ammo cost of t-hold to infinitely spam it, and create a windy storm of t-holds. However, this is merely an annoyance to others, and a near useless tool for tengu as is. If the buff goes through, it'll probably be even more prone to spam, only this time, the spam will actually accomplish something.

To compromise with this buff, merely do what was stated earlier. Make the t-hold actually leave a dent in tenguman's ammo bar. If the t-hold actually works effectively, the tengu player won't need to keep the alt fire button held down to his opponent's infuriation.

Welp. That's all I've got.
inb4 someone makes me look like a complete idiot by butchering and cutting up this post
Title: Re: Class based modification (v7ah)
Post by: Korby on March 17, 2014, 03:20:28 PM
Quote from: "Jman"
Compare it to classes who have great firepower, yet infinite (or near infinite) ammo (Darkman3)

Funny thing about that  :ugeek:

While I agree that Tengu could use some sort of buff, keep in mind that that tier list is designed for Duel mode ;D
Title: Re: Class based modification (v7ah)
Post by: That One Boss on March 25, 2014, 03:30:13 PM
First, I find tengu's main problem is the projectile the mainfire shoots off, the kamaiitachi or whatever it's called. He's got a lot going for him, good mobility, some nice... space control or whatever it's called with T. Hold, and a melee G. hold with infinite ammo. And then we come to the kamaiitachi. It's not so much underpowered as it is horridly unreliable. I've gotten hit by it and taken 10 damage and then I've gotten hit and taken 90. What I would recommend for tengu is increasing the the damage of it to 20-35 or so but increasing the time between hits to prevent it from hitting 25 quadrillion times (I don't remember what the actual property is called codewise).

tl;dr:Increase the damage of tenguman's mainfire projectile but also increase the time between hits to make it more reliable overall.

Second, I've been playing as junkman a lot lately and I've found him surprisingly good. Except for his cubes. To be honest, I've never really found much use for them beyond placing them at corners or for some extra defense, and for half his ammo, neither are really worth it. I get that it was probably meant as a melee attack for people who get stunned by the thrown shield, but in the time it takes junkman to actually place one he can get off two punches, which will kill pretty much any class besides hardman or frostman. As for the thrown cube, while a large projectile with good speed that can deal 100 damage in 6 frames sounds good, it just doesn't work because of how predictable it is. It can be decent at close range, but again, it takes half his ammo and the punch is far better at close range. It also doesn't help with punching the cube that the cube blocks his vision. Overall he just needs something for his junk cube to be useful.

tl;dr: Junkman's cubes are near useless. They need some kind of buff to be useful
1st suggestion: Have the cube pull people towards it. I would recommend having the radius be large (bigger than G.hold) but the pull be weak, maybe half hardman speed? I would also recommend having the radius shrink but the pull increase when the cube is pushed. They are magnetic after all.
2nd suggestion:If the cube is shot, it should give off a duo shockwave that stuns people who are hit by it. This would continue if it was pushed.
3rd suggestion:Make the cube take less ammo. Maybe 30 instead of 60?
Title: Re: Class based modification (v7ah)
Post by: HeelNavi on March 25, 2014, 03:50:59 PM
I have a suggestion for an Evil Energy Robot class :

Main Fire : Evil Fist (like Duo Fist,but shots EvilGigaFist or whatever they are,and you can dash before actually fire it)

Alt Fire : Takes out randomly a MM8 attack (a F.Sword,a shorter A.Crush like astro does,some W.Balloons...)
Title: Re: Class based modification (v7ah)
Post by: Knux on March 25, 2014, 04:36:54 PM
According to CutmanMike, shame on you.  :ugeek:
Title: Re: Class based modification (v7ah)
Post by: Korby on March 26, 2014, 03:09:20 AM
That's only if he uses all of the coding from the boss.
He's suggesting he uses the copywep versions.
Title: Re: Class based modification (v7ah)
Post by: Jman on March 26, 2014, 05:23:37 AM
I agree entirely with Wario on that point, actually. Sometimes the Kamaitachi (which, by the way, is a wind weasel youkai in shinto culture. Tenguman fires a living creature at the enemy? Weird.), does a laughable amount of damage, but due to its ripping and bouncing, it can do an absurd amount of damage unintentionally at times. Regardless, it's either no damage whatsoever, or too much, making it frustrating for both tenguman and his opponents to fight. But, like Wario, I'm also clueless as to how the coding behind the weapon really works :I. My recommendation is to buff the overall damage, but reduce the severity of its ripping somehow.
Title: Re: Class based modification (v7ah)
Post by: Hallan Parva on March 26, 2014, 05:54:58 AM
You could always make it spawn damager actors instead of being a "true" ripper, but damagers make people break out into hives.


Alternatively, you could pull an Atomic Fire and make the attack affected by "single-hit armor".
Title: Re: Class based modification (v7ah)
Post by: That One Boss on March 27, 2014, 08:54:34 PM
What smash said. The kamaiitachi whatzit should still go through people, but it shouldn't hit the same person multiple times. Based on it's fire rate, I would recommend about 20 or so damage, since it is a very large projectile

Also, I messed around with junkmans cubes a bit, and they would be perfect if they pulled people in a bit, especially for the thrown ones.
Title: Re: Class based modification (v7ah)
Post by: Davregis on March 30, 2014, 02:17:24 AM
Quote from: "SmashBroPlusB"
You could always make it spawn damager actors instead of being a "true" ripper, but damagers make people break out into hives.

(click to show/hide)
Title: Re: Class based modification (v7ah)
Post by: HeelNavi on April 01, 2014, 10:54:12 AM
In fact,yes,i think tengu needs some new ideas,and these are good.

I also fully agree with the slow Tornado Hold.It needs a buff,either power and/or speed.

(oh,and also,by MM8 attacks,i meant the ORIGINALS,the ones with "wep" at the end,not the boss ones.)
Title: Re: Class based modification (v7ah)
Post by: -FiniteZero- on April 02, 2014, 02:15:30 AM
I just thought of something. Shouldn't Darkman 4 be able to disguise itself as other classes, given the plot of Mega Man 5?
Title: Re: Class based modification (v7ah)
Post by: Ceridran on April 02, 2014, 03:11:18 AM
Quote from: "-FiniteZero-"
I just thought of something. Shouldn't Darkman 4 be able to disguise itself as other classes, given the plot of Mega Man 5?
(http://25.media.tumblr.com/0a9b53ba42effd5268460ab9959bf144/tumblr_mww2506Zkh1smcbm7o1_500.gif)

But how it could be practical, we don't know.
Title: Re: Class based modification (v7ah)
Post by: Knux on April 02, 2014, 03:17:19 AM
Damaging him removes his disguise? That's also canon.
Title: Re: Class based modification (v7ah)
Post by: -FiniteZero- on April 02, 2014, 03:19:55 AM
Well, experienced players go after classes different ways. If you think you're getting attacked by Topman, but Nope! Darkman, then it might throw you off.
Title: Re: Class based modification (v7ah)
Post by: Knux on April 02, 2014, 03:28:48 AM
And then, nope! Zoroark, bitchiz!

Has something been decided about Elec's alt yet?
Title: Re: Class based modification (v7ah)
Post by: HeelNavi on April 02, 2014, 05:52:16 PM
Elecman's Alt ? Why not make it like C. Flash : an area attack ?
Title: Re: Class based modification (v7ah)
Post by: Knux on April 02, 2014, 06:27:58 PM
Because it already is.
Title: Re: Class based modification (v7ah)
Post by: Korby on April 03, 2014, 05:14:42 PM
When I think of something that would fit the class, I'll change it.

For now, I mostly want to nerf Chargeman and do some other stuff.
Title: Re: Class based modification (v7ah)
Post by: UltimateChimichanga on April 06, 2014, 06:18:09 PM
The Darkman thing could probably work in team games.
Title: Re: Class based modification (v7ah)
Post by: Bikdark on April 06, 2014, 06:45:05 PM
Thematically dm4 disguising himself works, but it has no real place gameplay-wise considering all he has is a buster clone and an unreliable dps shield. Fix what he already can do first, then weave in the disguise mechanic.
Title: Re: Class based modification (v7ah)
Post by: Davregis on April 07, 2014, 01:12:05 AM
Quote from: "Bikdark"
Thematically dm4 disguising himself works, but it has no real place gameplay-wise considering all he has is a buster clone and an unreliable dps shield. Fix what he already can do first, then weave in the disguise mechanic.

Totally agreed; what would that do for him as a class, besides introducing an un-necessary gimmick?

also what's the verdict on DM2 for YD
Title: Re: Class based modification (v7ah)
Post by: Bikdark on April 07, 2014, 02:20:52 AM
dm2's getting buffed/changed iirc
Title: Re: Class based modification (v7ah)
Post by: fortegigasgospel on April 07, 2014, 04:47:03 AM
I can think of one use and that would be in team modes, make him change colors and look like Protoman. Aiming at him would show the same results as aiming at an enemy, but his change in colors could through people not paying attention off. Attacking in any way throws off his trick as well as taking damage.
Basically think Zoroark.
Title: Re: Class based modification (v7ah)
Post by: Davregis on April 09, 2014, 10:47:54 PM
Quote from: "Bikdark"
dm2's getting buffed/changed iirc

yaaaaaaaaaay
Title: Re: Class based modification (v7ah)
Post by: That One Boss on April 12, 2014, 08:29:36 PM
what are you talking about I didn't dissapear

I thought of a use for junkmans cubes
what if he could use them as platforms, and if he punched while standing on one
junk cube surfing
this would help him cover long open distances (his biggest weakness) really well.
Title: Re: Class based modification (v7ah)
Post by: OtakuAlex on April 13, 2014, 02:29:16 AM
Quote from: "That One Boss"
what are you talking about I didn't dissapear

I thought of a use for junkmans cubes
what if he could use them as platforms, and if he punched while standing on one
junk cube surfing

This is all sorts of levels of awesome. Please let this be a thing.
Title: Re: Class based modification (v7b)
Post by: Korby on April 16, 2014, 10:27:28 PM
Version 7b includes various balance changes, primarily nerfs to Chargeman!
Download V7b (http://static.best-ever.org/wads/classes-v7b.pk3)

Who's ready to get really mad at me? I know I am!

Changelog:
(click to show/hide)

There's probably more changes, but I don't remember every single one of them. Let me know if I missed anything.

Have fun ;D
Title: done fukt up
Post by: Bikdark on April 16, 2014, 11:27:44 PM
Wow guys I love playing as Galaxyman!
His damage/range on the mainfire's a bit low :^)
Title: Re: Class based modification (v7b)
Post by: !o! woohoo on April 16, 2014, 11:33:46 PM
Galaxy Man tho
Title: Re: Class based modification (v7b)
Post by: Bikdark on April 16, 2014, 11:42:42 PM
Might wanna look at Grenademan's mainfire with little to no ammo. Doesn't have the "try to use attack with no ammo and instead of wasting your time holding mainfire/altfire you'll regain ammo until you can shoot again, then you'll shoot" mechanic.

also nice job galaxy pulls teammates 10/10
Title: Re: Class based modification (v7b)
Post by: Emmanuelf06 on April 17, 2014, 02:01:40 AM
Quote from: "Bikdark"
Might wanna look at Grenademan's mainfire with little to no ammo. Doesn't have the "try to use attack with no ammo and instead of wasting your time holding mainfire/altfire you'll regain ammo until you can shoot again, then you'll shoot" mechanic.

also nice job galaxy pulls teammates 10/10

And his black hole can stuck you till the death. Hilarous when there is a lot of people who use him XDDDD
Title: Re: Class based modification (v7b)
Post by: -FiniteZero- on April 17, 2014, 06:08:42 AM
Is Galaxy Man there as a preview of version 8?

Or do you just like Galaxy Man?

Or perhaps he finally got done shopping.
Title: Re: Class based modification (v7b)
Post by: HeelNavi on April 17, 2014, 02:32:39 PM
What the...Galaxy...wha-,why ?!...

Well, it's a very special way to place him in a category 'cause his main is op and his alt is waay to short.

Indeed,very good job on him ! (Also,I think they made him because it was the only RM skin available who wasn't in the classes,to not talk about MMV and WW,but that's not a problem)
Title: Re: Class based modification (v7b)
Post by: Ceridran on April 17, 2014, 02:49:47 PM
May as well keep Gravity, since he exists now.
Title: Re: Class based modification (v7b)
Post by: Ukiyama on April 17, 2014, 03:28:08 PM
Quote from: "Ceridran"
May as well keep Gravity, since he exists now.

Yup I agree. Gravity should always exist. I can't imagine the game without gravity, eveyone would be flying!11!!

But something less sarcastical, even if Galaxy Man didn't exist, I would say that this is probably one hell of a way to test out content, everyone always wants to play with new things, and it gets you more opinions then a small handful of individuals. That being said Galaxy is hilariously fun, a bit overpowered with the hitstun suction but otherwise I really think he is pretty solid. *claps to Korby*
Title: Re: Class based modification (v7b)
Post by: Isaac940 on April 17, 2014, 03:52:45 PM
(Note that this comes from a person who hasn't actually used Galaxy yet)

I wonder how much people's opinions of Galaxy are colored due to the fact that he was extremely common on a packed 4TLMS server last night. Currently to me it seems like he's in a weird place. For some classes, getting caught in a black hole is pretty much death, for others it just deals a ton of damage, but some classes absolutely laugh at him. Pretty much any class with a movement ability (think Copywep slide/dash/tackle) can escape the suction easily and pursue the Galaxy who has limited options of what to do at that point (unless the ram is effective, haven't seen it used for actual ramming that much).
Before I get a concrete opinion on him I want to experience him some more (especially in a less chaotic setting) but at this point there's two annoying issues I have with him. The first is that as mentioned before, allies' black holes can affect you, which can either drag you out from a good position or trap you in a relative place for an enemy. The second is that I think the fire rate may be a little too high, because multiple times as a class without an escape option, I've gotten trapped in one black hole and then the enemy Galaxy plants another near by so that even if the damage doesn't stack it sucks you in and finishes you off when the first one ends and there is little to nothing (that I can see) that you can do about it.
Title: Re: Class based modification (v7b)
Post by: Gummywormz on April 17, 2014, 04:40:50 PM
As Isaac said, Galaxy Man is not that broken. Any class with any sort of movement attack / item can get out pretty easily. In addition, any class that can reflect projectiles can safely knock the black holes away. Ramming is also not that useful as it takes a second to actually go after pressing altfire, and it launches you up slightly when doing it. This means unless someone is nearby, they probably won't get hit, and it's a lot easier to hit someone close by with a black hole anyway. On the plus side, the dash is pretty fast so it's easy to get away from bad areas. Finally, black holes are only useful in a medium / short range because of their speed. Staying away from Galaxy Man is the easiest way to deal with him. Dive Man and such are great counters if they just stay away and fire. He does need some nerfs though. Multiple Galaxy Men as well as Galaxy Men with Time / Flash / Bright etc are a pain to deal with. I'm more concerned about damage really. I feel a black hole should do no more than 70% of your health. Maybe just nerf the suction. I don't really know what the best course of action is because he might become totally useless against those classes with better movement abilities.
Title: Re: Class based modification (v7b)
Post by: Magnet Dood on April 17, 2014, 05:11:43 PM
I only really have a problem when you're squeezed in between two black holes and it's literally impossible to move. Maybe having only one out at a time would fix this.
Title: Re: Class based modification (v7b)
Post by: Ceridran on April 17, 2014, 05:12:57 PM
Quote from: "Magnet Dood"
I only really have a problem when you're squeezed in between two black holes and it's literally impossible to move. Maybe having only one out at a time would fix this.
You can only have one out at a time, actually. Have you tried Galaxyman yet?

Quote from: "Ukiyama"
Quote from: "Ceridran"
May as well keep Gravity, since he exists now.

Yup I agree. Gravity should always exist. I can't imagine the game without gravity, eveyone would be flying!11!!
I absolutely missed this small mistake. Names are so confusing.
Title: Re: Class based modification (v7b)
Post by: Magnet Dood on April 17, 2014, 05:18:27 PM
It happens a lot during team-modes: Galaxy Men tend to clump into a corner and squish the life out of anyone daring to come close by shooting two Black Hole Bombs right at the same time. Guess I thought it was just one Galaxy Man shooting two. My bad.
Title: Re: Class based modification (v7b)
Post by: Bikdark on April 17, 2014, 10:20:27 PM
No matter how bad the player may be at aiming black hole bombs, he WILL hit one due to that enormous hitbox, and you WILL either die or be taken down to 25 hp because of it. Not very fun.

Galaxy needs major tweaking.

Edit: I suggest the suction power of the bomb have a distance mechanic similar to DM3's mainfire, where it gets more powerful as it travels. This forces Galaxy players to shoot fewer bombs if they want to remain effective, and also encourages them to use the turning mechanic to add more distance to their bombs. Allow players to gauge how powerful a BHB is visually, also.

Currently, BHBs will auto-detonate after a set distance. However, if you fire one then alt, it will NOT auto-detonate.

Also fix the fucking team-suction bullshit that's just stupid
Title: Re: Class based modification (v7b)
Post by: Ceridran on April 17, 2014, 10:21:10 PM
Quote from: "Bikdark"
No matter how bad the player may be at aiming black hole bombs, he WILL hit one due to that enormous hitbox, and you WILL either die or be taken down to 25 hp because of it. Not very fun.

Galaxy needs major tweaking.

I must agree. He's an absolute monster in (T)LMS and Duel. More like generally one, actually.
Title: Re: Class based modification (v7b)
Post by: Astro Seraphim on April 18, 2014, 02:37:00 AM
I noticed a bug with Darkman4.Sometimes if you activate dark shield and hug some enemies,the shield stops spinning and gets stuck in mid-air.Is it going to be fixed? :ugeek:
Title: Re: Class based modification (v7b)
Post by: Shyster on April 18, 2014, 09:12:29 PM
My opinion on Galaxy: He slaughters classes with no mobility tools to get away from the black hole, but is useless against those that can. It's also sort of like when Frost Man was added and he was considered OP because both can take advantage of the initial chaos of a crowded TLMS match to wreak havoc. When both are alone however, they seem practically helpless. Probably the best way to make Galaxy more well-rounded is to make the BHB faster, do more damage, but have way less staying time.

Anyway, what I actually came to say is that Snake no longer has his unique "poked" obituary for fragging someone with his alt. This is a travesty that absolutely must be corrected.
Title: Re: Class based modification (v7b)
Post by: Badz on April 18, 2014, 09:51:08 PM
Quote from: "Shyster"
Probably the best way to make Galaxy more well-rounded is to make the BHB faster, do more damage, but have way less staying time.
That'd probably be the best thing to do. And it'd even solve the problem of him being an absolute disaster in team modes!
Title: Re: Class based modification (v7b)
Post by: Bikdark on April 18, 2014, 10:17:43 PM
Don't reduce the duration of the BHB. Galaxy should remain as a control class.

The problem is that gameplay is devolved into "hey whoever lands this projectile with a wonky hitbox first wins!" which is stupid.
Title: Re: Class based modification (v7b)
Post by: Stardust on April 18, 2014, 10:52:55 PM
Quote from: "Korby"
[*]Classes no longer grunt from falling and taunt-cancel.

How did you do that?
Also I think this update could be called in a nutshell "Galaxyman + Gravity nerf".
Title: Re: Class based modification (v7b)
Post by: Korby on April 18, 2014, 10:53:54 PM
i like to refer to it as the space update

galaxy, star, gravity, astro all got changes
Title: Re: Class based modification (v7b)
Post by: Fyone on April 18, 2014, 11:00:04 PM
Quote from: "Stardust"
Quote from: "Korby"
[*]Classes no longer grunt from falling and taunt-cancel.

How did you do that?
Also I think this update could be called in a nutshell "Galaxyman + Gravity nerf".
Simply change grunt to dsnone
Title: Re: Class based modification (v7b)
Post by: Bikdark on April 18, 2014, 11:59:21 PM
Quote from: "Stardust"
Also I think this update could be called in a nutshell "Galaxyman + Gravity nerf".
>chargeman gutted
>turboman gutted
>dm3 fixed
>dm2 is now sleeper op
>forgetting these things
you disappoint me.
Title: Re: Class based modification (v7b)
Post by: Davregis on April 19, 2014, 09:14:18 PM
So when is the hotfix for this coming out?
Title: Re: Class based modification (v7b)
Post by: Korby on April 19, 2014, 09:26:43 PM
after I decide what else needs changing aside from galaxy fixes
Title: Re: Class based modification (v7b)
Post by: Gummywormz on April 19, 2014, 09:29:21 PM
If you fire a Black Hole Bomb and spectate, you can kill allies.
Title: Re: Class based modification (v7b)
Post by: Bikdark on April 19, 2014, 11:53:35 PM
Quote from: "Korby"
after I decide what else needs changing aside from galaxy fixes
I dunno maybe Gravity could use that rework :^)
Title: Re: Class based modification (v7b)
Post by: Emmanuelf06 on April 20, 2014, 04:27:17 AM
Well it can be cool if you had some weapons who have originality (specially because i think, it's the point of this mode, right? some canon weapons with a lot of original weap)

Galaxyman is good but a little simple, anyways, he looks powerfull yet.

So, Slashman wont be modified? He is effective yet....but i dont know, some robotmasters could be + original than they are yet....like use some EXE weap to custom (Blizzard attack with Iceman classic by exemple)
Title: Re: Class based modification (v7b)
Post by: Laggy Blazko on April 21, 2014, 01:27:43 AM
Custom balance patches are allowed, right?
Title: Re: Class based modification (v7b)
Post by: Korby on April 21, 2014, 01:41:12 AM
well there's nothing stopping you from making them, but I wouldn't suggest doing so.

Any particular reason why you asked?
Title: Re: Class based modification (v7b)
Post by: Laggy Blazko on April 21, 2014, 01:50:51 AM
Yeah, I know some people who don't trust the dev team's balance decisions anymore. So I'll try to make a few patches by hearing their suggestions and see if they work. Most of them don't visit the forums often, BTW.
Title: Re: Class based modification (v7b)
Post by: Russel on April 21, 2014, 02:22:38 AM
Well to be fair, Jax's sense of balance wasn't the best and didn't make sense even to the inexperienced. Korby didn't take a lot of the prior decisions Jax made into account when he made a large balance patch and really only tried correcting the outstanding imbalances.
Title: boy doing stuff without telling jax sure is fun
Post by: Korby on April 21, 2014, 11:10:53 PM
Version 7b's Hotfix includes further balance changes, and hopefully removes Galaxyman from Mr. Clean tier, and probably introduces a whole new host of problems.
Download v7b's Hotfix! (http://static.best-ever.org/wads/classes-v7bh.pk3)

Who's expecting a hotfix for the hotfix? I know I am!

Changelog:
(click to show/hide)

oh right

i didn't add the decreased firerate/ammo restored while holding fire things for the classes people mentioned
mostly 'cause i forgot
Title: Re: boy doing stuff without telling jax sure is fun
Post by: Bikdark on April 21, 2014, 11:41:03 PM
Quote from: "Korby"
[*]Skullman nerfed.
ok guys I'm not playing mm8bdm anymore :^)
Title: Re: Class based modification (v7bh)
Post by: Beed28 on April 21, 2014, 11:47:00 PM
You forgot to mention you added Honey Woman Hornet Man.
Her his bees seem to take a long time to recharge, and they don't home in on foes as well as Magnet Missile or Homing Sniper do.
Title: avatar relevance
Post by: Korby on April 21, 2014, 11:50:40 PM
did I? wow, thanks beed, I can't believe I completely forgot to mention something like that.

I'll make sure not to forget that next time.
Title: Re: Class based modification (v7bh)
Post by: Isaac940 on April 22, 2014, 12:15:23 AM
Out of curiosity, how exactly was Skull nerfed and how much was Pharaoh's damage reduced?
Title: Re: Class based modification (v7bh)
Post by: Ceridran on April 22, 2014, 12:16:32 AM
Quote from: "Isaac940"
Out of curiosity, how exactly was Skull nerfed and how much was Pharaoh's damage reduced?

this stuff should always be included in changelogs
Title: Re: Class based modification (v7bh)
Post by: Ukiyama on April 22, 2014, 12:16:49 AM
Quote from: "Isaac940"
Out of curiosity, how exactly was Skull nerfed and how much was Pharaoh's damage reduced?

By the sounds of it, Pharaoh a lot of damage removed from his charge attacks, Skull was a like a 1 tic change cause Korby >_>
Title: Re: Class based modification (v7bh)
Post by: MrL1193 on April 22, 2014, 01:03:56 AM
Pharaoh's charged shot damage got knocked down from 65 pure radius damage (the same as the copy version) to only 45 pure radius damage. About time, if you ask me. Oh, and the partial charge shot apparently was reduced from 40 damage to 25, too.

Skull man was just a 1 tic change, as mentioned. In practice, it should mean that his ammo (of both kinds) takes 20% longer to recharge, but that's it.

Oh, and while I'm reading off numbers, I might as well mention that Galaxy Man's Black Hole Bomb actually appears to be weaker in team modes, for some reason. (It's 20% less powerful than before in non-team modes and 40% less powerful in team modes.)

Also, Astro Man went up from Wood Man speed to Search Man speed.
Title: Re: Class based modification (v7bh)
Post by: Ceridran on April 22, 2014, 01:05:09 AM
In other words, Pharaoh's hardly different in duel

Hello
Title: Re: Class based modification (v7bh)
Post by: Emmanuelf06 on April 22, 2014, 01:36:43 AM
"Skullman nerfed.
Pharaohman mainfire nerfed"

VERY GOOD !  :D
Skullman was really a pain in TLMS/duel.
The damage of pharaohman (65) was the most horrible with the range+damage :/
Title: Re: Class based modification (v7bh)
Post by: Bikdark on April 22, 2014, 01:59:12 AM
Quote from: "Emmanuelf06"
"Skullman nerfed.
VERY GOOD !  :D
Skullman was really a pain in TLMS/duel.
Yeah too bad he was literally nerfed by one tic.
Title: You can expect the bees to deal 10 damage each later
Post by: Korby on April 22, 2014, 01:59:21 AM
the reason the two black holes deal different amounts of damage is I got very lost when working on them and honestly forgot which damage I decided to stick with[woops]
I'm kind of surprised they don't pull at different strengths too.
For now, let's just pretend the weaker team hole is to discourage spectating.

I didn't put the exact numbers for Skullman to see if people would hate me for nerfing him, no matter how small it was.
So I nerfed his ammo regen by a single tic.
[I honestly don't think Skullman is that overpowered. He's annoying, yeah, but not op]

also, I'm sure you've noticed Hornetman isn't exactly super strong.
I buffed his bees by two damage each before I released him.

before that, it was at the value musashi recommended before I stopped working on mm9 classes for a few months  :ugeek:
Title: Re: Class based modification (v7bh)
Post by: Emmanuelf06 on April 22, 2014, 02:46:14 AM
Awww i see.

Did you nerf the damage of Pharaohman primary then? o: (65 => ? )
Title: Re: Class based modification (v7bh)
Post by: Korby on April 22, 2014, 02:50:10 AM
mrl was not wrong in anything he said
Title: Re: Class based modification (v7bh)
Post by: ice on April 22, 2014, 04:07:12 AM
welp, conclusion, Astroman needs to spawn grounded instead of automaticly floating, snakeman's 23 damage ground hugging danmaku needs to be nerfed, and multiple galaxymen on 1 team = broken

Edit: apparently snake's main can 4 shot megaman meaning they actually do around 25 or more damage on the actual hit...
Title: Re: Class based modification (v7bh)
Post by: Korby on April 22, 2014, 06:49:07 AM
megaman does not have 1.0 armor

I don't understand your point on astro...?
Title: Re: Class based modification (v7bh)
Post by: ice on April 22, 2014, 07:25:25 AM
I checked it and yep you're right, megaman takes 1.12 from everything, but weaknesses aside, the high speed of snakeman, the rate of fire and the high damage is still a tad much considering he can basically clear a room with very little effort

as for Astro, it's sometimes problematic when you're using random and you forget you need to turn off the item to go over pits, plus it seems weird how all of the flying classes that uses items starts grounded except astroman meaning you will have a bad time if you happen to spawn near anything with gravity damage (gravityman, tenguman, or a copywep using the gravity attack) as a matter of fact, astroman is actually alot better when he's not flying
Title: Re: Class based modification (v7bh)
Post by: Muzaru on April 22, 2014, 07:04:57 PM
Any upcoming plans on class reworks?

Happy Earth Day too.
Title: I still need to actually make Aqua's water tower too.
Post by: Korby on April 22, 2014, 08:40:47 PM
I had some ideas for Gravityman and I'll be changing Elecman's altfire.

I think Jax wanted to do some stuff too.
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on April 22, 2014, 10:00:02 PM
Quote from: "ice"
I checked it and yep you're right, megaman takes 1.12 from everything

Yes, using Mega Man for damage testing is counterintuitive. IIRC, we use Iceman or Fireman for that...maybe because they do have 1.0 armor
Title: Re: Class based modification (v7bh)
Post by: Astro Seraphim on April 22, 2014, 11:30:33 PM
Darkman4's Dark Shield is still bugged to me.It seems like if you activate the shield,run into enemies to do hugging damage while you shoot the dark buster,makes the pillars of electricity stop spinning when you stop shooting,they can only start spinning again if you throw the shield and activate another one,or continuously shoot the main fire
Title: Re: Class based modification (v7bh)
Post by: andylucho on April 22, 2014, 11:36:04 PM
Galaxy Man has an issue where if you shoot in the air, you enter "Pro Mode" (Where you can only use your alt, and the primary weapon cannot be used for the rest of the round.)
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on April 23, 2014, 03:11:47 AM
HornetWoman needs to be HornetMAN, and make it so the class changes depending on what gender you have in the options.

Also I want a hornetman skin
Title: Re: Class based modification (v7bh)
Post by: Ukiyama on April 23, 2014, 03:13:20 AM
Quote from: "Perfectlylegit"
HornetWoman needs to be HornetMAN, and make it so the class changes depending on what gender you have in the options.

Also I want a hornetman skin

Korby didn't like the current Hornet Man skin, hence why he went with a semi relatable thing.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on April 23, 2014, 03:38:18 AM
It takes a while, but can't korby and CopyRobot make a hornetman skin?

If so, why not?
Title: Re: Class based modification (v7bh)
Post by: ice on April 23, 2014, 03:42:13 AM
not made yet and wont be done till the mm9 expansion

The galaxyman skin was made by somebody long ago but it's not the official one, the hornetwoman skin is also a nonofficial skin hence why it was used
Title: Re: Class based modification (v7bh)
Post by: Geno on April 26, 2014, 03:57:14 PM
yes, Hornet is using my Honey Woman skin because Korby asked nicely and I said yes.

but i never knew how much people hated my skin, that they want it replaced with hornet man instantly

Just think of it like that Skuntank skin that was in MMU classes, it's only a placeholder for when the actaul skin is made.


Which just happens to be whenever v5 is done.
Title: Re: Class based modification (v7bh)
Post by: Ceridran on April 26, 2014, 03:58:40 PM
Quote from: "Geno"
Just think of it like that Skuntank skin that was in MMU classes, it's only a placeholder for when the actaul skin is made.

Justified complaints, the actual skin was made.
Title: Re: Class based modification (v7bh)
Post by: LlamaHombre on April 26, 2014, 04:01:41 PM
Not the official one though. :|
I'm fine with Honey Woman myself - I do have a problem with Hornet Man's ammo consumption though. I'm out of ammo in an instant and it takes an unreasonable amount of time to be able to recharge my bar, especially considering both of Hornet's skills use the same bar and the bees aren't exactly all that strong.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on April 26, 2014, 04:17:06 PM
Indeed.
My suggested changes would be give it slightly more damage and a bit less ammo consumption
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on May 02, 2014, 02:17:10 AM
You may need this for future versions...

https://www.mediafire.com/?6osakvf8bt40vns (https://www.mediafire.com/?6osakvf8bt40vns)
Title: Re: Class based modification (v7bh)
Post by: Linnie on May 02, 2014, 03:38:15 PM
Quote from: "Fr3akGamer"
You may need this for future versions...

https://www.mediafire.com/?6osakvf8bt40vns (https://www.mediafire.com/?6osakvf8bt40vns)
I don't think skins will be a problem for them. It took until close to the release of &Bass for the 8 skins to finish, so I doubt we'll have to worry about MM10 classes being made before the MM10 expansion.
Title: Re: Class based modification (v7bh)
Post by: Korby on May 02, 2014, 04:41:31 PM
to be fair, part of the reason 8 took so long is because I wanted to work on 9 instead, which is why they're pretty much all done except for like two or three of them.
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on May 02, 2014, 06:48:39 PM
Quote from: "Korby"
to be fair, part of the reason 8 took so long is because I wanted to work on 9 instead, which is why they're pretty much all done except for like two or three of them.

If I recall correctly, you told me that Concrete Man was done. Are you planning on releasing him soon?
Title: Re: Class based modification (v7bh)
Post by: Korby on May 03, 2014, 07:06:46 AM
I'm holding off on updating for a little while because a tournament is about to start (and because the next version is 7c and I want some more stuff in that than just buffs and a new 9 class)
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on May 03, 2014, 12:55:03 PM
Quote from: "Korby"
I'm holding off on updating for a little while because a tournament is about to start (and because the next version is 7c and I want some more stuff in that than just buffs and a new 9 class)

Ooooh, what kind of stuff? :D
Title: Re: Class based modification (v7bh)
Post by: Ceridran on May 03, 2014, 01:05:41 PM
.. Stuff. Stuff like more than just buffs and a new 9 class.

Like more buffs and another 9 class. Or tons of rebalancing and maybe some new features.
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on May 03, 2014, 02:16:54 PM
Quote from: "Ceridran"
.. Stuff. Stuff like more than just buffs and a new 9 class.

Like more buffs and another 9 class. Or tons of rebalancing and maybe some new features.

New features? Now I'm excited!  :D
Title: Re: Class based modification (v7bh)
Post by: Ceridran on May 06, 2014, 02:42:22 PM
I'm not part of the team; I'm just giving ideas of things that just might happen, and new features is the least likely.

EDIT:

In playing Yamatoman, I found his speed lacking. Over to the MMKB page..

"Although his armor appears to be heavy, it was made thin and as light as possible to improve his mobility, but reduces his defense."

what
Title: Re: Class based modification (v7bh)
Post by: ice on May 06, 2014, 03:02:09 PM
high speed + infinite chainsaw... sounds like a bad idea somehow
Title: i think we're still using his yamatoman?
Post by: Korby on May 06, 2014, 03:04:32 PM
i'll never understand why he was made into a heavy class, but you'll have to ask ky about that one.
Title: Re: Class based modification (v7bh)
Post by: Ceridran on May 06, 2014, 03:07:19 PM
Also another thing, the spearheads left on the ground would actually damage you in the Yamatoman fight.

Yamato Spear would also ignore shields, but I'm not sure if that would be ok.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on May 06, 2014, 03:07:59 PM
I think it has something to do with the fact that his primary wrecks everything in 3 shots. It's basically a slightly slower version of air shooter, but with slightly more damage. Making it a speed class would something like a scout carrying a 6-shot force-a-nature with tighter spread and all the power
Title: Re: Class based modification (v7bh)
Post by: Ceridran on May 06, 2014, 03:11:12 PM
Maybe if you're a light armored class, then yes, maybe he will wreck your face fast. Do you play glassy classes alot?

Against Knightman, who has normal armor, even if you manage to damage him several times with your spears or stick to him with your melee attack, he still has a ton of health left.

Also, I never said he should be super fast; just a good amount faster than he already is.
Title: Re: Class based modification (v7bh)
Post by: OtakuAlex on May 06, 2014, 03:38:45 PM
While we're tossing around things about Yamato, I think I'll be irrelevant and mention some stuff about Guts Man. This guy is seriously OP. You probably don't agree, but someone was having flawless duel victories in a row just by using this guy. This is what caught my attention. That, and I can win with Guts without having any experience/practice with him.

Anyways, he has both high armor and high power. The debris isn't so bad since it's easy to avoid and does low damage, but a direct hit from the boulder, with its huge hit box and ability to OHKO, is the deadliest thing in the mod. His punch is also pretty strong since it can 2HKO last I checked, but I believe that melee attacks should be stronger than average attacks anyways. Witch makes Guts' balance boggle me even more. Now, along with all this mass destruction, he has high armor as he's a tank.

tl;dr  The combination of Guts' destructive power and the fact that he's a tank makes him extremely overpowered.

OK, so after all that text and a brief summary, here's what I mean. Since all classes inherit from base classes to determine armor, I know you will most likely not bother with that. Instead, please nerf the damage he deals. I mean, really, he's too strong for his own good.

That's all. I truly hope you take what I've said into consideration. I'm sure there's other classes that are OP/UP, but this guy really caught my attention last night with how.......Well, I already said what happened in duel.
Title: Re: Class based modification (v7bh)
Post by: ice on May 06, 2014, 03:44:57 PM
how do you explain quickman over there sitting on gutsman and driking his etank?
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on May 06, 2014, 03:45:50 PM
By punching him when he gets close.

Gutsmans punch can go stupid distances for a melee.
Title: Re: Class based modification (v7bh)
Post by: ice on May 06, 2014, 03:49:43 PM
dont forget gravity and gyro and any flying class

aaand edit ninja'd, Gutsman is helpless fighting anybody who can fly, run so fast they're out of sight, or those who can turn invisible like shadow or to an extent search (even though the bushes are useless)
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on May 06, 2014, 03:50:30 PM
And there is where I begin to present my counterargument to Otaku. If gutsman is being a problem, simply be any flying class.
Also, if someone was getting flawless victories with gutsman it's one of two things; One, the gutsman player is good with him, or two, the person fighting gutsman has hard times dealing with him.


Also, if it pleases the court, can knightmans sprite be edited to where his mace is gone on the actual throw, like in mm6?
Title: Re: Class based modification (v7bh)
Post by: OtakuAlex on May 06, 2014, 04:01:00 PM
Yes, flying classes render him useless. But, they also render most close/mid range classes useless. (Sword's alt saves him so much with this)

Either way, I'll counter your counter-argument with this little statement; I, someone with no experience with him, can completely destroy as him.

Heck, I should've put him in my class list for the contest just to abuse how OP he was.

I'm not asking anyone to agree with me, though, I just needed to say what I felt needed to be said.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on May 06, 2014, 05:49:09 PM
Also, gyroman can 3 hit kill. WHY. Why give a flying class that much power, with no armor reduction or anything.
And before you go on about gutsman, guys, you gotta remember gutsman can't fly.
Title: Re: Class based modification (v7bh)
Post by: ice on May 06, 2014, 06:24:24 PM
gravity and tengu, that is all
Title: Re: Class based modification (v7bh)
Post by: Ceridran on May 06, 2014, 06:37:30 PM
Gyroman always has 3hko until some of the beefier armor types. I've tried it myself.

.. Well, I didn't try alot. Quickman, Fireman, and Crystalman will be 3hkos, true, though Hardman is a 7hko.
Title: Re: Class based modification (v7bh)
Post by: Badz on May 06, 2014, 07:27:34 PM
The thing with Gyroman is that his only way of attack are his gyro attacks that have a fairly slow fire rate and can't split like the copywep ones. I think it makes sense that they're powerful.
oh and he does have lower than normal armor
Title: try me, m8
Post by: Bikdark on May 06, 2014, 07:42:41 PM
Quote from: "ice"
gravity and tengu, that is all
dude you don't know what you're talking about.

Flying classes as a whole are problematic. Forcing your enemy to aim in another dimension altogether is an extremely powerful ability that should come with restrictions other than "it has ammo limitations". Gyro needs another restriction despite having been nerfed 50 times already, Windman's ability to consistently deal damage is garbage, Shademan is hella slow + predictable while flying, and I'm still undecided regarding Astro.


Quote from: "Perfectlylegit"
And there is where I begin to present my counterargument to Otaku. If gutsman is being a problem, simply be any flying class.
Also, if someone was getting flawless victories with gutsman it's one of two things; One, the gutsman player is good with him, or two, the person fighting gutsman has hard times dealing with him.
"If gutsman is a problem, simply be any flying class"
So to do well vs X class, you must be Y type of class.
 
See how ridiculous that sounds?

To beat a class, you should have to actually OUTPLAY your opponent. There needs to be a specific way to act to deal with every class. This is called COUNTERPLAY. Skullman alting off of your bullets? Fake him out, force an alt and punish him. Shademan alt wrecking your day? Stand directly under him and watch him cry. See how that works?

Right now, super arm as a whole has no counterplay. It's a large projectile that is easy as all hell to aim due to the nature of the arc, and will ohko extremely often. Even if used by the worst player, he WILL get a kill he does not deserve simply because he's using super arm. It exerts high amounts of pressure on the enemy at almost no cost.

Even when playing against people you should win against, lucky super arm shots will lose you the game, and that's bullshit.

Oh I also forgot to mention Gutsman has infinite ammo. Whoops.
Title: Re: Class based modification (v7bh)
Post by: Isaac940 on May 06, 2014, 09:21:03 PM
It seems to me at least that the biggest problem with Guts right now is the OHKO potential of the rocks. Would it be possible to fix that by modifying Guts's rocks to be more like Centaur's buster? It uses something (Death/XDeath states?) so that if the projectiles hits terriain it creates secondary projectiles but if it hits a player it doesn't.
Title: Re: Class based modification (v7bh)
Post by: Magnet Dood on May 07, 2014, 01:45:26 AM
If I my add to Bikdark's statement, the fact that Guts Man has an arc on Super Arm pretty much allows him to swamp any flying class he wants- including ones like Gravity. I've been sniped off the ceiling by Guts Men spamming Super Arm more times than I can count.
Title: Re: Class based modification (v7bh)
Post by: TheDynamoKirby on May 15, 2014, 03:39:51 PM
There is gonna be a Mega Man and Bass classes?
I need reallyyyy know pls answer meee
 :?
Title: Re: Class based modification (v7bh)
Post by: Ukiyama on May 15, 2014, 03:58:27 PM
Generally they tend to do classes based on expansions (the couple mm9 classes being exceptions) so I would probably see them existing in the future.
Title: Re: Class based modification (v7bh)
Post by: Promestein on May 15, 2014, 04:30:03 PM
Quote from: "TheDynamoKirby"
There is gonna be a Mega Man and Bass classes?
I need reallyyyy know pls answer meee
 :?
What are you talking about? There are already classes for Mega Man and Bass. Mega Man is the very first one after Random, and Bass is just a couple of spaces later.



Nah, I'm just kidding. The team has no plans at all to do any classes from that game in the near future. They need to get through MM9, 10, V, Rockman & Forte 2, Rockman Strategy, and the cartoon's classes first.



Nah, I'm just kidding. I don't see why the team WOULDN'T do MM&B's classes. I mean, MM7 classes (eventually) came after MM7 was added. MM8 classes (eventually) came after MM8 was added.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on May 15, 2014, 05:10:21 PM
So, going by the track record of updates, we'll eventually get MM&B classes.
Title: Re: Class based modification (v7bh)
Post by: Korby on May 15, 2014, 05:15:56 PM
Theoretically, YD has already made Coldman and Burnerman, but she won't let me see them, so I can't really confirm or deny this.

For those who know what happens when I make a class, keep a lookout for Pirate, Dynamo, the Genesis Unit, and quite possibly King.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on May 15, 2014, 05:18:57 PM
Question; Why are we fighting the genesis unit in the middle of MM&B instead of as a seperate thing after the first three campaigns, like Wily wars?
Title: Re: Class based modification (v7bh)
Post by: Korby on May 15, 2014, 05:19:35 PM
this is the wrong thread to be discussing that

also wait for saturday we're not really answering questions right now
Title: Re: Class based modification (v7bh)
Post by: Linnie on May 17, 2014, 01:07:00 AM
I noticed just a little tiny thing; the obitiuary for Plantman's Plant Barrier doesn't have a period at the end of it.
Title: Re: Class based modification (v7bh)
Post by: ice on May 17, 2014, 05:31:34 PM
Any chance Astroman's copy vision will behave like the megaman version in the next version or will it still just fire in 1 direction?
Title: Re: Class based modification (v7bh)
Post by: Korby on May 17, 2014, 05:34:00 PM
it might, but I don't particularly intend on it.

depends on whether or not astro is currently ridiculous.
Title:
Post by: MasterXman on May 17, 2014, 05:48:08 PM
I should probably confirm this
This is currently unplayable due to "GemeniTrail" and "AirShot2" still existing and not being corrected to their new names.

This also seems to apply to CSCC and possibly other mods that use "GemeniTrail".
Title: Re: Class based modification (v7bh)
Post by: Korby on May 17, 2014, 05:49:17 PM
that's nice
this won't be updated for a while to allow for vanilla to be played
i'd also prefer if people didn't update for me
Title: Re: Class based modification (v7bh)
Post by: sh4dowpik4chu on May 19, 2014, 03:36:27 AM
Quote from: "Korby"
that's nice
this won't be updated for a while to allow for vanilla to be played
i'd also prefer if people didn't update for me
But, he will be able to work on it, not release it, right?
Title: Re: Class based modification (v7bh)
Post by: Korby on May 19, 2014, 06:33:34 AM
well there's nothing stopping him from working on it, but he's not exactly one of the developers for it.
Title: Re: Class based modification (v7bh)
Post by: Carprillo on May 20, 2014, 11:54:08 PM
Take your time! I mean, knowing this mod, it'll be worth it! ^w^
Title: Re: Class based modification (v7bh)
Post by: TheDynamoKirby on May 31, 2014, 04:27:56 PM
Amm I want know when is gonna be released the next version of classes?
 I need really know plss
Title: Re: Class based modification (v7bh)
Post by: cybersavior on May 31, 2014, 04:36:16 PM
Quote from: "TheDynamoKirby"
Amm I want know when is gonna be released the next version of classes?
 I need really know plss

Korby just recently said this

Quote from: "Korby"
that's nice
this won't be updated for a while to allow for vanilla to be played
I'd also prefer if people didn't update for me

So, to be fair, based on what was said, You should have given it at least a month from May17th before asking.
Title: Re: Class based modification (v7bh)
Post by: Korby on May 31, 2014, 05:58:54 PM
actually it was more like a week or two

jax is working on converting it to v4, i don't remember if we're releasing 7c for compatibility. i'll start working on my &B classes when it's updated.
Title: Re: Class based modification (v7bh)
Post by: sa173533 on June 01, 2014, 01:02:23 AM
How do I activate this modification?
Title: Re: Class based modification (v7bh)
Post by: Davregis on June 01, 2014, 02:23:12 AM
Quote from: "sa173533"
How do I activate this modification?
downgrade to v3b then use launcher
Title: Re: Class based modification (v7bh)
Post by: cybersavior on June 01, 2014, 03:24:37 AM
Quote from: "Korby"
actually it was more like a week or two

jax is working on converting it to v4, i don't remember if we're releasing 7c for compatibility. i'll start working on my &B classes when it's updated.

Well that is good news, love this mod.
Title: Re: Class based modification (v7bh)
Post by: sa173533 on June 01, 2014, 07:42:49 AM
Quote from: "Davregis"
Quote from: "sa173533"
How do I activate this modification?
downgrade to v3b then use launcher

Well,how do I do that?
Title: Re: Class based modification (v7bh)
Post by: Astro Seraphim on June 01, 2014, 04:55:09 PM
Quote from: "sa173533"
Quote from: "Davregis"
Quote from: "sa173533"
How do I activate this modification?
downgrade to v3b then use launcher
Well,how do I do that?

Ya know how to open the game launcher right?RIGHT?So,open it,then this will appear if your version is 4a:

(click to show/hide)

Can you see the button at the bottom right?The "Add File" Thing?Click there,choose the modification file and start the game.(In the mod's actual state,you can only launch it in mm8bdm V3b)
Title: Re: Class based modification (v7bh)
Post by: sonichero123 on June 10, 2014, 07:19:19 AM
classes-v7bh doesn't work.

Here're the errors:

(click to show/hide)
Title: Re: Class based modification (v7bh)
Post by: Korby on June 10, 2014, 08:11:52 AM
Classes has not yet been updated to v4. We ask for your patience while we work on a patch that will fix that :D
Title: Re: Class based modification (v7bh)
Post by: Carprillo on June 10, 2014, 09:55:45 PM
Sounds good!
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on June 14, 2014, 09:47:36 PM
Any plans to include any new classes?
Title: Re: Class based modification (v7bh)
Post by: Korby on June 15, 2014, 04:33:41 AM
A lot of people have been asking for Concrete Man, so if I release another MM9 class, it'd probably be him. Jax made him, so look forward to that.

I don't know if we'll be shipping MM&B classes with the compatibility update, as much as I'd love to, seeing as we don't have too much work done on them.
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on June 15, 2014, 07:26:31 PM
It's okay, don't worry about the MM&B classes. Just seeing how all the weapons worked in v4 was enough to satisfy my curiosity. If Concrete gets released, will there be a skin for him, or will you just use another similar one like Guts or Stone?
Title: Re: Class based modification (v7bh)
Post by: Carprillo on June 21, 2014, 01:29:17 PM
Well, seeing as they used the actual Robot Master skins for Galaxy Man and Honey Woman, I would assume that Concrete Man would indeed have his own skin.
Title: Re: Class based modification (v7bh)
Post by: Ceridran on June 21, 2014, 01:37:12 PM
Actually, Honey Woman is a filler skin, because the quality of any existing Hornet Man skins were too low.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on June 22, 2014, 02:13:54 AM
So, uh...how long until it's released?
Title: Re: Class based modification (v7bh)
Post by: Carprillo on June 22, 2014, 02:21:21 AM
Honestly? I personally think it won't be too long. But hey, I could be, and probably am, wrong.
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on June 22, 2014, 02:34:00 AM
Quote from: "Perfectlylegit"
So, uh...how long until it's released?

The hell if I know.
Title: Re: Class based modification (v7bh)
Post by: Korby on June 22, 2014, 01:00:20 PM
I could probably help Jax port it at this point, but I don't know where we are in that process, so I don't know what needs to be done or not.
Title: Re: Class based modification (v7bh)
Post by: Carprillo on June 22, 2014, 01:09:47 PM
Korby, quick question. Can you estimate a time of release for the compatibility update?
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on June 22, 2014, 05:16:25 PM
Also, whenever you do Magma Man, I put together a skin with the sprites made long ago by CopShowGuy. Just saying.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on July 05, 2014, 04:27:34 AM
So how about that v4 update?
Title: Re: Class based modification (v7bh)
Post by: Korby on July 05, 2014, 08:09:14 AM
Jax has risen from the grave and started working on it again.

I won't give a release date because they're evil.
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on July 07, 2014, 07:17:02 AM
If I may ask, are you also developing the MM&B classes as you're putting it up to v4, and if so, does that mean we can expect new classes this-coming update?
Title: Re: Class based modification (v7bh)
Post by: Korby on July 07, 2014, 05:13:35 PM
Probably could be, but we're not.
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on July 07, 2014, 06:38:34 PM
Yeah, this update is mostly compatibility. Regarding &B classes, few are actually done in a working sense.
Title: Re: Class based modification (v7bh)
Post by: Carprillo on July 07, 2014, 08:21:54 PM
Really? Cool. On a scale of 1 to Impossible to describe, how OP will Dynamo Man be? Because the Lightnig, yes, Lightnig, Bolt is y'know, Zeus' bolt of magic lightning powerwise. If you keep him the way he is, I will be happy. If you nerf him slightly, I will be happy.
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on July 08, 2014, 03:55:16 AM
Quote from: "Carprillo"
Really? Cool. On a scale of 1 to Impossible to describe, how OP will Dynamo Man be? Because the Lightnig, yes, Lightnig, Bolt is y'know, Zeus' bolt of magic lightning powerwise. If you keep him the way he is, I will be happy. If you nerf him slightly, I will be happy.

I swear to God if this guy is a healing fucker like in the original, I'm going to rage so hard. Luckily, THIS is not the mod that prioritizes staying akin to the original games. That's Justified. JC Dynamo is the one I'm scared of.
Title: Re: Class based modification (v7bh)
Post by: Linnie on July 08, 2014, 04:57:17 AM
Given he healed by equipment on his stage and not an innate ability by him, it would be odd for him to have it.
Title: Re: Class based modification (v7bh)
Post by: MrL1193 on July 08, 2014, 06:22:33 AM
I'm just wondering if we'll finally get rid of Eletoad man only to bring in Dynamo Man doing more or less the same thing with his Lightning Bolt. :l
Title: Re: Class based modification (v7bh)
Post by: Fr3akGamer on July 10, 2014, 10:03:58 PM
Quote from: "MrL1193"
I'm just wondering if we'll finally get rid of Eletoad man only to bring in Dynamo Man doing more or less the same thing with his Lightning Bolt. :l
In case we don't get Dynamo within the next few months, Eletoad is good and close enough for me. Definitely less op than Justified's Wootoad Man.
Title: Re: Class based modification (v7bh)
Post by: Emmanuelf06 on July 10, 2014, 10:24:16 PM
The leaf-rain of Woodman justified is Underpowered I think...it's low damage for TLMS and useless in DM (and easy to dodge).
Elecman could need some times before using the lightning bolt or idk....because in TLMS, people just come at you, "L.bolt" and go away.... but yeah, it could be pretty like the one of dynamo?
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on July 10, 2014, 10:52:15 PM
For one, Dynamo Man's Lightning Bolt should be consistent in dealing damage. I don't know, I think Korby wanted to do Dynamo? It's been so long since we talked &B classes, all we do now is wait for Jax to show up with a compat beta build.
Title: Re: Class based modification (v7bh)
Post by: Korby on July 10, 2014, 11:18:26 PM
Quote from: "MrL1193"
I'm just wondering if we'll finally get rid of Eletoad man only to bring in Dynamo Man doing more or less the same thing with his Lightning Bolt. :l

It's theoretically possible to do something similar as Eletoad with my plan for Dynamo, but it's not nearly as effective, seeing as you have to stand still to fire the darn thing.
Assuming he's not neutered before release like some of my recent classes, he should be interesting in at least LMS.
Title: Re: Class based modification (v7bh)
Post by: William0918 on July 11, 2014, 01:39:27 PM
Who the heck is Eletoad Man?
Title: Re: Class based modification (v7bh)
Post by: Linnie on July 11, 2014, 02:08:56 PM
It's Elecman. His altfire shoots lightning from the sky a la Toadman's rain. Wootoad I assume is Woodman's alt being more exploitable in Justified until it's like Toadman's rain.
Title: Re: Class based modification (v7bh)
Post by: Carprillo on July 11, 2014, 09:24:56 PM
hello.
um.
so i was looking around some threads, and i noticed that there was an alien wily class?
how do i find/use it?
Title: Re: Class based modification (v7bh)
Post by: ScrapHeap on July 11, 2014, 09:54:41 PM
There isn't one. It's part of TLP's weird justified modification.
Title: Re: Class based modification (v7bh)
Post by: Magnet Dood on July 11, 2014, 10:49:33 PM
Well technically the dude isn't wrong

There USED to be an Alien item that Wily could use in this class version, but that got replaced with the Wily Capsule in V5 or V6.
Title: Re: Class based modification (v7bh)
Post by: Korby on July 12, 2014, 03:36:31 AM
Beed made an Alien class that wasn't put in for reasons I don't remember.
Title: Re: Class based modification (v7bh)
Post by: Carprillo on July 13, 2014, 11:32:16 PM
Have you considered making a Yellow Devil CLASS? I personally think that would be pretty cool. I mean, yeah, the Yellow Devil isn't a Robot Master, but I think he should count. But, of course, if you made him, you would have to make the other bosses. And I think you PROBABLY don't want to do that. Imagine the possibilities, though.
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on July 14, 2014, 12:00:25 AM
There is already a Yellow Devil class in CSCC.

And there's a reason why we thought Darkmen classes were logical and not a Gutsdozer class.

EDIT: I'll give you a hint: too big.
Title: Re: Class based modification (v7bh)
Post by: Carprillo on July 14, 2014, 12:08:08 AM
By Yellow Devil, do you mean the Boss? Or the forum user?
Title: Re: Class based modification (v7bh)
Post by: Korby on July 14, 2014, 01:15:30 AM
The boss used to be in CSCC, but it was removed because Max wanted to change her class.
Title: Re: Class based modification (v7bh)
Post by: Sir Lemon on July 14, 2014, 03:57:06 AM
Which means there's still a pretty awesome potential class floating around. Not really my business, I guess, but I did enjoy the novelty of playing as the Yellow Devil.
Title: Re: Class based modification (v7bh)
Post by: Hilman170499 on July 18, 2014, 01:39:22 PM
Hi there, it's me again, coming out of nowhere.

I'm not here to discuss about the project unfortunately. I'd just like to ask for consent to once again use content in this project as guide for future projects. Thanks in advance.
Title: Re: Class based modification (v7bh)
Post by: ice on July 18, 2014, 02:07:03 PM
Actually, EVERY single classes mod on cutstuff done that already, especially KY classes and Justified
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on July 18, 2014, 09:44:07 PM
If you wanted to get technical, you could just look up who made which content on the readme, and then ask that person for permission...

...but who cares at this point?
Title: Re: Class based modification (v7bh)
Post by: Carprillo on July 25, 2014, 09:00:53 PM
Not very many people, I would assume.

But, hey, could be wrong.
Title: Re: Class based modification (v7bh)
Post by: LarissaFlash on July 25, 2014, 11:31:14 PM
Is this mod going to update to V4? I've always liked this mod than many others (like justified)
Title: Re: Class based modification (v7bh)
Post by: MusashiAA on July 26, 2014, 12:01:26 AM
Yeah, it's gonna.

When tho, that's a good qwerstion.

Jax is working on compat sometimes, so the advances in updating have been slow. I guess life is being too real.
Title: Re: Class based modification (v7bh)
Post by: That One Boss on July 26, 2014, 01:24:48 AM
Actually, if we really wanted to, couldn't we host a YD classes server using the old version of mm8bdm(v3b)? If you use wadseeker it simply treats it as another wad.

As for the devs, don't stress out too much about when it gets finished. It gets finished when it gets finished. That's that
Title: Re: Class based modification (v7bh)
Post by: Linnie on July 26, 2014, 03:00:37 AM
Yeah, I'll be content when Classes gets updated and we can have beautiful Classes TLMS, or even rarely Classes 4TLMS.

As to playing on V3B, I can't imagine that'd be very popular given people would complain about the lack of new maps.
Title: The Mercury taunt is top tier
Post by: Korby on August 22, 2014, 02:32:57 PM
Bet you weren't expecting this within the century!

Version 7c finally updates the mod to v4 compatibility, fixes a whole lot of little things, and contains broken dreams.
Download v7c (http://www.best-ever.org/download?file=classes-v7c.pk3)
Changelog of stuff I did:
Everything else (Celebi told me to say that &&&& means important)
(click to show/hide)

In addition, there's now an updated tauntpack that includes taunts for future classes and all of the MM9 ones I've made so far.
You can get that here. (http://www.best-ever.org/download?file=classes-tauntsv2b1.pk3)
If I recall, it also uses Rozark's Chargeman taunt, so good for him.
Title: Re: Class based modification (v7c)
Post by: Bikdark on August 22, 2014, 04:06:08 PM
????????
Wow i might actually play this game again

edit: H O L Y M O L L Y T H E S E N E W T A U N T S
Title: Re: Class based modification (v7ch)
Post by: Hallan Parva on August 22, 2014, 07:06:36 PM
[2:43:31 PM] SmashBro: remind me why Sword Man's Helichopper doesn't light oil pits yet
Title: Re: Class based modification (v7cbefix)
Post by: Korby on August 22, 2014, 07:41:32 PM
Get the Best-Ever fix for 7c here (http://www.best-ever.org/download?file=classes-v7cbefix.pk3)
Okay so now that this actually functions, load this in after v7c(not v7ch) on Best-Ever servers and they'll load correctly.

Sorry for the confusion, everyone! This should absolutely make everything work on Best-Ever. Feel free to host stuff now!
Title: Re: Class based modification (v7cbefix)
Post by: Ceridran on August 23, 2014, 12:56:10 AM
Someone from the servers noticed that the sliding sprites for Megaman are outdated.
Title: Re: Class based modification (v7cbefix)
Post by: cybersavior on August 23, 2014, 07:28:03 AM
Only thing I noticed so far, is where Galaxy man appears in the selection order. He appears with the Megaman 4 Robot Masters, instead of with Hornet man and Magma man. Just a a small oversight, as I see in the keyconf file that his name is entered twice, once early in the roster and active (with the MM4 bosses) and later on inactive (with the Megaman 9 bosses)

This is something that's easy enough to live for the time being.
Other than this I have not seen anything else as of yet.

I am glad this is done, I was working on an unofficial v4 compatibility patch, I think the only thing I could not quite figure out properly was fixing the ammo bar issue. It was making me quite frustrated, I am glad I don't have to finish it now.

Here is a huge Thank You

Below is what I managed to figure out and fix
(click to show/hide)





I'm looking forward to more mm9 classes down the line :)
Title: Re: Class based modification (v7cbefix)
Post by: Ukiyama on August 23, 2014, 12:39:07 PM
Quote from: "cybersavior"
Only thing I noticed so far, is where Galaxy man appears in the selection order.

It's a bit of a inside joke, cause Galaxy was the first one to be released of the MM9 group, Korby shoved him next to Dust for the sake of people might overlooking him. (cause no one really likes playing dust.) So in the end he just kinda got left there it seems >_>
Title: Re: Class based modification (v7cbefix)
Post by: Korby on August 23, 2014, 04:00:01 PM
He's hiding!

Thanks for your efforts at updating it though! Sorry it didn't turn out for you in the end.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on August 23, 2014, 05:49:30 PM
I know I'm probably beating a dead horse by now, but MAGMAMANERMAHGERD. Not to mention his walking animations awkward one-sided walk

Also, are you guys ever gonna do the fortress bosses? I know it's not likely, but i thought I'd ask.
Mostly because I kinda want a swimming CWU-01P.
Title: Re: Class based modification (v7cbefix)
Post by: Hallan Parva on August 27, 2014, 05:30:53 AM
so Korby and I got to talking about classes that are still kinda lame
and I was like "I could probably make a more socially acceptable version of any class"

Korby immediately challenged me with Dust Man
... I feel like I put forth a good effort

(click to show/hide)
Title: Re: Class based modification (v7cbefix)
Post by: Bikdark on August 27, 2014, 06:14:10 AM
You just made a worse Magmaman.

Dustman needs a few more changes than "stand still while sucking but large aoe + spread buster". He's ripe with potential, and needs a lot more thought put into him.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on August 27, 2014, 08:38:43 AM
All Dustman will ever need to be viable is to regain junk ammo directly from sucking opponents, and not indirectly as it is right now, maybe also adding the ability to "drain" other player's ammo. I've been saying this since forever, but nothing has ever been done.

The vacuum as an attack could just be an invisible projectile spawning in front of you, while you suck enemies into it.

Dustman's Dust Crusher itself, in my opinion, should be differentiated from the copywep version not just by increased values. It should behave differently, perhaps in a more overwhelming but similar manner. The Dust Bitter though, is fine.
Title: Re: Class based modification (v7cbefix)
Post by: Linnie on August 28, 2014, 07:28:27 PM
Quote from: "Bikdark"
You just made a worse Magmaman.

Dustman needs a few more changes than "stand still while sucking but large aoe + spread buster". He's ripe with potential, and needs a lot more thought put into him.
Sounds more like a better Tomahawkman, given it's a powerful single shot and a weaker spread shot, though with the limitation of having limited ammo. I'm pretty sure I'd still never use Dustman even with this change, but maybe it'd be less grating when random classes gives him to me if he were like this.
Title: Re: Class based modification (v7cbefix)
Post by: Korby on August 28, 2014, 08:11:31 PM
I'd be worried if it were a better Tomahawk, because that guy is already strong.

He said a worse Magmaman because of the way the man regens ammo.
Title: Re: Class based modification (v7cbefix)
Post by: Knux on August 28, 2014, 08:51:15 PM
Speaking of Magma Man, I was going to suggest his ammo bar going down slowly if not used after some time because that weapon hits extremely hard after being charged.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on August 28, 2014, 11:03:57 PM
Or just make it so he can't shoot it as many times after a charge. Hitting with all three at once is nearly an instant kill. Couple that with four charges, and you have at least three frags' worth of an ammo bar. I think it would be better to just make it so that it's one or two shots per full charge, and slightly increase the charging speed.
Title: Re: Class based modification (v7cbefix)
Post by: Stardust on August 29, 2014, 09:09:42 AM
There is a TL;DR at the end of this post if you want
After playing some v4 I wanted to talk about a few things

MAGMA MUNG CASE
Quote from: "Knux"
Speaking of Magma Man, I was going to suggest his ammo bar going down slowly if not used after some time because that weapon hits extremely hard after being charged.

This gives me an idea, how about turning his ammo bar into a "time" bar? This would also extol the risk taking of charging in front of an opponent, and in addition it would make his easy "meatshot" shots more challenging in order to be rewarding. Besides I don't think there are any classes yet --except GrenadeMan-- which have a period of powerful state, which disappears after some time, that'd be something kewl.
Here's the deal ; the altfire remains a charging "attack", hold it until the bar is full if you want it to be more effective ~ if you keep holding alt when the bar is full, the charging sound still plays, and the ammo bar remains 100% full
Once you released altfire and stopped charging, your ammo bar continually drains (rather quickly? I'd let you adjust the bar draining speed), and as long as the bar isn't empty, you can freely shoot Magma Bazooka charged shots (eventually we could slow down the fire rate, but anyway I'm just explaining my idea here I won't go deep into balance stuff atm.)
The advantage of this, is that you can't just stack 4 charged shots and wait for a random Woodman to come and backstab him with the shotgun. You couldn't run freely with your super (33*3)*4 big damaging shots ; you'll have to often fill your bar, and the charging of course plays the very loud sound ; even when keeping altfire held with a full bar (so if someone would camp with a fully charged bar, you'd hear him/her and act accordingly)

ACTION HARD MUGN
EDIT : Oh yeah and buff Hard Man's knuckles hitbox to vanilla Hardknuckle hitbox please, right now he has small 6-radius knuckles and he can't fire his knuckles until they come back, this is kind of bothering especially when fighting flying classes like Gyro or Tengu, where the knuckles very often fade in the sky
The quake won't even do anything, any average player can jump over it and benefit of Hard's landing to chain with a hit, the best example I had was me trying to stun a Springman ; he simply jumped and chained with a spring punch
Hard is one, if not THE slowest class in YD classes, he has many important strategies he can't do such as catching a run away opponent (who's likely going to come back later by backstabbing, and repeat until Hardman is dead.), dodging properly in front (that's why I think he should at least have bigger knuckles so he's an actual threaten, and in fact USABLE in a front battle. It's a CHANCE if someone is staying in Hard Man's middle range by trying to kill him, because it's the ONLY situation where he can *try* to do something. I'm saying "try" because remember that due to his slow speed, any opponent can decide to exit the situation by fleeing and Hardman can't do anything about that. Hardman is very direct, fairly low in terms of projectiles amount. He can't fill a field with knuckles (each knuckle must count. You only have 2 projectiles, and in long ranges, you have no way to win with them) ; unlike Frostman, he can't spam a giant floorhugging projectile to get some random extra frags)
In other words, if he can't play in long range and can't catch someone (which is irritating when this runaway person is a Flashman or a Magmaman that can peacefully charge since I'm so slow), I think he should *at least* get better than the other classes when it comes to fisting at close/middle range. That's why I say, buff his knuckle hitbox which is currently 6 (it's pretty much Mega Buster shot's hitbox!!) to something like 10, or even 12, like the vanilla HKnuckle used to be.
Now you might say his Earthquake jumping is useful as an utility, I won't disagree with that, I enjoy reaching the top of MM2CRA and falling like a meteor in the central area to hurt badly everyone around, even though this is probably one of the very best situations to use the earthquake. Yet it won't help Hardman escaping from a dangerous fight, sure you could go on a higher cliff, but 1) you are stopped for a second when crushing the earth which can lead to some extra damage from below, 2) Hardman is so slow that the opponent will likely get on the stairs around and continue raping Hardman. And no, you can't "crush" opponents with Hardman's .. crushing. Hardman is extremely slow, saying he is able to fall accurately on someone's head is just pure luck and it'll happen 1 time on 10.000 with a pinch of pure haxx. And even if you *somehow* are able to land on their heads (let's assume it's possible), most of them are able to resist to it and only lose, say, half of their health? I'm talking with my experience in-game over there ; it's not rewarding at all since trying to land with the crush never happens.
Crushing is only useful to have a fun time killing the standing still players before a TLMS match begins, or if a manly dude asks me to crush him for the Hardman nation

My point is, Hardman has almost no way to escape a 1vs1 (or even a teamgang, that's a nightmare, even worse than a Junkman punching him to death), whereas pretty much every other class can decide when to retreat as Hardman doesn't look threatening, everyone can outspeed him. I challenge anyone to duel a Magnetman, using Hardman and land at least a single punch on Magnet. It's impossible for Hardman to handle this

I mean I grew tired of being forced to switch to Wily, Magma or Grenade in order to win, I want to have a Hardman that's an actual threaten even with his fat ass speed :c

GRENADEUH
On another corner, Grenade Man needs a nerf definitely. His flash bomb inherited from vanilla was unconsciously buffed in v4, and one flash bomb can easily OHKO if sent in the face. Saying this because playing very often as Hardman, a bit less than 2 Flash bombs is enough to kill my hard armor (without counting the grenArmageddon that finishes me off if I somehow luckily defeat the Grenade man)

COPYWEPS & BALANCE PLEAZ
And a very last question, at last but not least : why are there copywep classes in this mod???? It's kind of unfair that every single class is good in some situations and bad in others (Dive man good at long range and welp in melee, the opposite for Slashman, Gemini who's good when hiding but is pretty average when discovered and trying to run away, Snakeman who can easily hit ground targets but who can't do anything against Gyro..) but the copyweps are just whyyy
Not only they have the advantage of starting with FIVE different weapons, FIVE different kinds of attacks (long range, rapidfire, power, shield, close range), in other words they can take any class in any situation. And they also have their buster, PLUS a sliding to run away, because being able to collect lots of weapons isn't good enough.
So... For the ability to have many weapons for all situations (a.k.a no situation where they can't be almost "useless" like I say), plus a buster, plus a sliding to run away easily anywhere anytime, their bad points are..?
Taking Mega Man since he's hero : 1.12 armor (which isn't even light armor), and a... 9% damage nerf. Nine percents. Nine percents take down Hard Knuckle (most noticeable damage amount) weapon from 70 to 64. Is "this" supposed to rebalance the fact they're copyweps? To me you should at least increase the copynerf to 20%, literally
I mean, a 9% damage nerf won't prevent any copywep class to take 75% of the health with a slash claw or kill anyone in 1 (meatshot) or 2 thunder beams.  + the sliding. An infinite dash needs at least light armor as you can run around at high speed with it. + the ability to have NO weakness. Literally in both sense : 1) No physical weakness, there's no weapon that does extra damage on copyweps, 2) No gameplay weaknesses. The copywep classes are tiptop in any situation : long range, close range, protection, focus, running away, clearly. In addition to this, ammo consumption isn't a problem. First there's Doc Robot who can regenerate ammo, and boy when he's regenerating Plant Barrier, a Wise choice is to spectate to save everyone's time.
Regarding the other copyweps like Mega or Proto, they haven't any ammo problem, disregarding the mod. In Deathmatch, they shine the most : there are weapons everywhere in the stage, but since this is a class mod ŕ la YD, every class drops their weapons forever on the field on each death. These weapons fill the whole ammo bar if you already collected it.
Now on TLMS, they haven't ammo consumption neither. You start with 5 weapons, when both teams will be annihilated, by collecting all the dropped stuff you'll have more than 15+ weapons. Without counting the buster of course
The only good thing, but not many people are aware of this, is that Rockman, even if they say "he has glassier armor but does more damage...".. in fact Megaman is way better.
Megaman has the copywep nerf, which is a nerf of 9% of damage (9% isn't a lot like I explained sooner with Hard Knuckle. It's like if you were fighting someone with 0.91 armor, which is almost like normal armor in fact.)
Rockman in fact has Proto Armor, but has no copynerf.
Mathematically Megaman is more efficient, you get 9% of additional damage but lost 20% of armor in counterpart (without forgetting Rockman can't slide)
Megaman => 1.12 armor, 91% power
Rockman => 1.33 armor, 100% power


TL;DR : 1) Magmaman could be limited by time instead of limited by ammo in order to fire his Bazooka,
2) Hardman's slowest class status and not even specialized in mid-range battles due to how tiny and awkward his 2 fists are to land makes him a class that is not threatening anywhere.
3) Grenade Man's power is way too high
4) A note regarding the copywep classes' existance

And then I was too lazy to write this, but Hornet Man is cheap enough and the bees aren't "easy to dodge" at long range
In addition to this the bug where Flashman gets full ammo is in the mod since years and still not fixed
Title: Re: Class based modification (v7cbefix)
Post by: Knux on August 29, 2014, 05:13:56 PM
That's exactly what I'm talking about. This is also taking into account that even though Magma Man is rather slow moving, he has a considerably high jump which grants him the necessary mobility to escape and charge up in most maps.

Also, Hornet Man's bees are not only difficult to dodge because of their unique homing nature, they're easy to kill with because the opponent is forced to dodge precisely in order to not get hit, thus reducing the chance of retaliating against the one who fired the bees. Worst part is, they hurt as bad as a Dive Missile each, racking up 48 damage if they all hit (assuming normal armor.) Couple that with the current ROF, and the fact that Hornet Man can easily escape with his gliding, and you've got one hell of an annoying class that gets prioritized as a target because of how broken it is.

My suggestion is to make the main fire shoot a bee that stands in place, allowing up to three to be spawned. Then, pressing altfire would send the bees into attacking as they usually do. Coming into contact with stationary bees would also cause damage. There aren't many AoD classes, and instead of spamming homing all day while roasting marshmallows, this version of Hornet Man would be more strategic than its current iteration.
Title: Re: Class based modification (v7cbefix)
Post by: That One Boss on August 30, 2014, 09:43:42 PM
Couple of things

Firstly, Doc Robot regens ammo for plant barrier again for some weird reason. And he also regens leaf shield but that might be intentional

Secondly I really like Star's suggestion for magma, it would balance him out and differentiate him from Cloudman

Thirdly, I was playing Enker for a bit and holy biscuits the charged shot is a pain to hit with. It hits walls all the time and has really unwieldy firing, plus you're forced to use your ammo. I'd suggest giving him two weapons, one that fires charged shots as it does now, and one that only fires uncharged shots. Along with that, I'd reccomend making it so his charged shots "slide" along the walls and ground a la Gyroman.

Finally, what I'd like to see for hornetman is a class with a basic attack (maybe a sting or honey shot) that gives it ammo, and it can use the ammo for various things, such as beehives that produce homing bees, the current shotgun bees, and maybe some kind of honey puddle that can stick enemies
Title: Re: Class based modification (v7cbefix)
Post by: Korby on August 30, 2014, 10:36:37 PM
Classes-tauntsv2.pk3 (http://www.best-ever.org/download?file=classes-tauntsv2.pk3)
I've been told to release this now that they're pretty much finished picking taunts until 10, I think.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 03, 2014, 04:54:35 AM
If I could request something, could Topman get some sort of movement nerf? He can move as fast, if not faster, than quickman, with a top shotgun that does 15 damage, is spammable and a topspin that tends to rape things. A movement nerf would be enough, because his low armor doesn't really compensate for how much stuff he can dodge with his speed alone, not to mention his 'top dash' which lets him cover ground even faster than he already does.

Also a bug; Doc Robot using copyvision blows up the game on Turbomans map.
Title: Re: Class based modification (v7cbefix)
Post by: Celebi on September 03, 2014, 07:02:05 AM
Quote from: "Perfectlylegit"
Also a bug; Doc Robot using copyvision blows up the game on Turbomans map.
More information is needed, can you reproduce this everytime?  Were you online? How many players? What gamemode was it? (You get the idea, but mainly can you reproduce it.)
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 03, 2014, 07:16:11 AM
I haven't tried, since when I did it my internet crashed and I had to reset it.
Title: Re: Class based modification (v7cbefix)
Post by: Stardust on September 03, 2014, 07:50:03 AM
You must have received a DDOS (http://en.wikipedia.org/wiki/Denial-of-service_attack) attack. You were playing online at this moment right? If so, the server usually just crashes, but sometimes on rare occasions the internet network is slowed down to nothing or even breaks completly (yet some stuff like Skype still work somehow...)
In my opinion it would have something to do with the place where you spawned it, like a Wheel, a baccone, or a roader (or a map outside portion).
If you can remember of the most details as possible when you did it, it would help, even what you judge not needed may be helping : other players' classes (maybe it's not Doc's fault after all), the last actions you were doing, the place of the map you were, your Copy Vision ammo...
Title: Re: Class based modification (v7cbefix)
Post by: MrL1193 on September 03, 2014, 08:23:50 AM
Quote from: "Perfectlylegit"
If I could request something, could Topman get some sort of movement nerf? He can move as fast, if not faster, than quickman, with a top shotgun that does 15 damage, is spammable and a topspin that tends to rape things. A movement nerf would be enough, because his low armor doesn't really compensate for how much stuff he can dodge with his speed alone, not to mention his 'top dash' which lets him cover ground even faster than he already does.
I'd rather see some sort of nerf to the top throw. Top Man is supposed to rely on melee to really dish out damage--which, I'm guessing, is why he is not one but two tiers above Quick Man and Oil Man in armor--but it is very easy to end up relying on the low-risk top throw instead. It has decent power behind it, it doesn't leave Top Man vulnerable, and the spread makes it easy to hit things with it. It all adds up to make Top Man more of a threat at range than he really should be, and because he's so fast, he can easily keep his distance if he wants to.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 03, 2014, 01:51:45 PM
Quote from: "Stardust"
You must have received a DDOS (http://en.wikipedia.org/wiki/Denial-of-service_attack) attack. You were playing online at this moment right? If so, the server usually just crashes, but sometimes on rare occasions the internet network is slowed down to nothing or even breaks completly (yet some stuff like Skype still work somehow...)
In my opinion it would have something to do with the place where you spawned it, like a Wheel, a baccone, or a roader (or a map outside portion).
If you can remember of the most details as possible when you did it, it would help, even what you judge not needed may be helping : other players' classes (maybe it's not Doc's fault after all), the last actions you were doing, the place of the map you were, your Copy Vision ammo...

I was playing as Doc Robot on Turbomans stage. I was walking up to the road, a tenguman was about to throw a kamaitachi at me, and I spawned a Copy Vision next to the road as a Roader passed by. My ammo was full, as I had just picked up the weapon from an astroman that I think was shot down by a brightman. That's the most I can remember.
Title: Re: Class based modification (v7cbefix)
Post by: Bikdark on September 04, 2014, 08:45:56 PM
Topman heckles too hard. You're punished for trying to close the gap on his infinite ammo spread shot, and you're punished for trying to make distance between you and him because of his massively damaging dash. Nearly every class has some form of weakness or counterplay. All Topman has is weak armor.

There's no real way to fight him besides "hope he fucks up his main then blow everything on him".

Give him an ammo bar and a base speed reduction and see how he does.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 12, 2014, 05:31:58 AM
I know it's most likely redundant, but can we have a Megaman? class? Give him the green buster, make him have more mobility, and a longer-charging buster shot that stops him when he fires it. Slide is an attack, but can only be used once per, say, 4 seconds. Can't copy abilities. Lower armor to compensate, of course, but make him weak to all of the MM1 weapons.
Title: Re: Class based modification (v7cbefix)
Post by: Korby on September 12, 2014, 07:03:00 PM
That sounds horribly underpowered using your exact blueprints.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 12, 2014, 09:45:00 PM
I didn't expect you guys to make him to my exact blueprints. You usually tweak it to your own specifications, which is what I assumed you'd do here.
Title: Re: Class based modification (v7cbefix)
Post by: Bikdark on September 13, 2014, 12:10:15 AM
Except there's no point for him existing. He doesn't fulfill a niche and he doesn't have a specific gameplay type.

He'd be there just to be there.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on September 13, 2014, 01:05:05 PM
Like there aren't classes that exist just for having a skin, anyways.
Title: Re: Class based modification (v7cbefix)
Post by: Korby on September 13, 2014, 03:54:59 PM
I'd appreciate it if you gave examples.
Title: Re: Class based modification (v7cbefix)
Post by: Promestein on September 13, 2014, 06:04:57 PM
I'm guessing he was referring to Rockman.
Title: real talk can we replace Rockman with Smash Mega
Post by: Hallan Parva on September 13, 2014, 06:29:38 PM
obviously you guys should just have Smash 4 Mega Man :ugeek:


... Wait, that doesn't sound half bad. Give me a second.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on September 14, 2014, 08:41:35 PM
So I just updated the wikia page of CBM (http://mm8bdm.wikia.com/wiki/Class_Based_Modification_%28By_Yellow_Devil%29) with the current class information, or at least with as much as I could remember. Just so you don't say I don't do a damn thing.

EDIT: Whoever added speed, armor and jump information to each class up to MM5 before I added the rest. thank you. And also, weakness calculation changed, so the multiplier values in there were not the same as the current ones, and the way weakness damage calculation is handled now makes looking for these multiplers a bit harder, so I just removed the multipliers and just listed the weapons each class is weak to in no particular order.
Title: Re: Class based modification (v7cbefix)
Post by: Hallan Parva on September 14, 2014, 10:11:58 PM
Quote from: "SmashBroPlusB"
Smash 4 Mega Man :ugeek:
alright guys I'm back


SO HERE'S MY CONCEPT

(click to show/hide)
Basically, this was a plan to create an unconventional melee user that isn't frickin' fragile armor Roll. Rockman is just slide-less Mega Man with no charge shot and full copywep damage. Proto Man is just Mega Man with a shield. "Sm4sh Mega Man" differentiates himself with entirely different buster mechanics, a set movelist, offensive dash, and the lack of copyweps (this last one's important -- while some may feel it limits Smash Mega, I find this to be a benefit as the classes team no longer has to worry about balancing around copyweps and their near-infinite potential).

Smash Mega revolves around the concept of pressuring an opponent with mid-range strikes, keeping up that level of pressure with his good mobility and light area lockdown ability. His increased movement speed and Rush Coil utility lets him swiftly cross terrain, where he can begin to harass with the Mega Buster until he closes in. Once he makes the approach, Smash Mega can chop at his enemy's health with Metal Blade, or threaten their movement by aiming it towards where he thinks they will move -- the stronger burst damage combined with the "stuck blade" trap damage will make the opponent think twice before attempting to flee.

Once pressured, Smash Mega can follow either with Crash Bomber or a Charge Shot. The former's fast projectile speed and launch effect (on last explosion) can prevent the target from escaping, and can combo nicely into Top Spin or the Slash Claw aerial. On the other hand, the Charge Shot is better used in close quarters or against slower foes, to have an easier time dealing with the fact Smash Mega can't move during the attack. Like Crash Bomber, a Charge Shot can also launch foes, knocking them up just long enough to connect with a Slash Claw and send them reeling back.


EDIT:
(click to show/hide)
Title: Actually srs, cool SH boss concept, not fitting here I think
Post by: MusashiAA on September 14, 2014, 10:33:52 PM
Your class concept sounds like something that would fit a superboss, or for a lack of proper terms that I feel comfortable with, something that would fit in Saxton Hale.

Not here tho, get your bum ass outta here. And get a haircut.































Hippie
Title: Re: Class based modification (v7cbefix)
Post by: MrL1193 on September 15, 2014, 05:25:24 AM
Quote from: "MusashiAA"
So I just updated the wikia page of CBM (http://mm8bdm.wikia.com/wiki/Class_Based_Modification_%28By_Yellow_Devil%29) with the current class information, or at least with as much as I could remember. Just so you don't say I don't do a damn thing.

EDIT: Whoever added speed, armor and jump information to each class up to MM5 before I added the rest. thank you. And also, weakness calculation changed, so the multiplier values in there were not the same as the current ones, and the way weakness damage calculation is handled now makes looking for these multiplers a bit harder, so I just removed the multipliers and just listed the weapons each class is weak to in no particular order.
Um, yeah, that was me, actually. I had intended to add the stats for all the classes available at the time, but I got interrupted and forgot to finish the job. Whoops. :(  Thanks for finishing it.

Anyway, I went back and tried to update a few descriptions and such to the best of my knowledge, checking the files in Slade for reference. Star Man and Cloud Man do still have low (and very low, respectively) personal gravity, right? I could have sworn I put something about that in Star Man's stats before.
Title: Re: Class based modification (v7cbefix)
Post by: Korby on September 15, 2014, 05:26:23 AM
I don't remember if Starman does, but Cloudman definitely does.
Title: Re: Class based modification (v7cbefix)
Post by: MrL1193 on September 16, 2014, 10:13:15 PM
Sorry if this seems random, but I heard a rumor that Bomb Man is getting nerfed somehow, and I just wondered if there was any truth to it. Granted, I'm probably the only person who would care, since hardly anyone else plays Bomb Man, but it always felt to me like his low rate of fire counterbalanced his power, and my opponents never really seemed to complain about him.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 16, 2014, 10:30:43 PM
He's not much to complain about, so I don't see why he should be nerfed.
Title: Re: Class based modification (v7cbefix)
Post by: Bikdark on September 16, 2014, 10:50:45 PM
Use your head, dude.

Bombman is GARBAGE.
Title: Re: Class based modification (v7cbefix)
Post by: Korby on September 16, 2014, 11:57:09 PM
He's not getting straight nerfed as far as I know. He is getting a small rework though.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 16, 2014, 11:57:54 PM
Rework how? Or are you gonna be super spoopy secret spoop?
Title: Re: Class based modification (v7cbefix)
Post by: Korby on September 17, 2014, 12:06:02 AM
Normally, I'd just spill the details, but Jax made it and I dunno if he wants me to leak his stuff.
Title: Re: Class based modification (v7cbefix)
Post by: MrL1193 on September 17, 2014, 06:42:31 AM
Well, I thought I heard something about "no more direct hits," but I don't know if that's accurate. Personally, I thought the bombs were hard enough to score direct hits with as they were, since their hitbox is much smaller than that of a Super Arm rock.

In the meantime, I suppose you're probably already aware of this, but the V4A update to the core changed some weapons, which has resulted in some significant power creep for certain classes. Grenade Man is the one everyone's been complaining about the most, but I've noticed that Tomahawk Man got a stealth buff as well--one that he really didn't need. His tomahawks have a much bigger hitbox now, and, combined with their speed, power, and rate of fire, it makes Tomahawk Man downright scary to fight.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on September 23, 2014, 08:15:03 PM
I hate to sound badger-y, but when's the next release? Any estimates?
Title: Re: Class based modification (v7cbefix)
Post by: Korby on September 23, 2014, 08:48:45 PM
"When it's done" is usually a good marker.
I don't actually remember a lot of what we were going to do for the next release, despite the fact that we have a file telling us exactly what we wanted to do(I'm not in a position atm where I can look at it). I think we wanted to make Original Duo and Evil Robot, and I wanted to finish my MM9 revamps...
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on September 23, 2014, 10:40:19 PM
"When Jax stops working on something else, and dedicates more attention to CBM" is a better answer.
Title: Re: Class based modification (v7cbefix)
Post by: mega luigi on October 26, 2014, 02:03:41 PM
which version do i use?
Title: Re: Class based modification (v7cbefix)
Post by: King Dumb on October 26, 2014, 04:47:52 PM
First of all, welcome to the forums!

Now, that depends a little bit on what you mean!

If you're playing offline, Classes-v7c.pk3 (http://www.best-ever.org/download?file=classes-v7c.pk3) will be enough for you.

The file Classes-v7cbefix.pk3 (http://www.best-ever.org/download?file=classes-v7cbefix.pk3) is required only if you're playing online on a certain cluster of online servers (the Best-Ever servers). Since this cluster is by far the most common type of MM8BDM online server, you will definitely want this file too if you're playing online. This file will not do anything by itself though, you'll always need to the above one as well.
Title: Re: Class based modification (v7cbefix)
Post by: arkman on December 18, 2014, 07:44:48 PM
*crawls out of his grave*

Hey guys is this thing still alive? I just wanted to check and see whats changed since I last contributed, Last character I worked on was knightman back in... V4 maybe?

I am just curious how my classes have survived, I worked on Snakeman, Fireman, Knightman, Magnetman, Crashman, and some tinkering with blizzardman. I know my version of Crashman got axed pretty quickly (doubleshot crashbomber that you couldn't use again until the bomb went off). But recently I saw a video with Fireman in it and I just felt hyped to see something I worked on still going.
Title: Re: Class based modification (v7cbefix)
Post by: Waluigifan on February 26, 2015, 11:38:15 PM
@arkman It's still alive and going! And they have some MM9 classes!
@Max Just a suggestion, could you make it so Hornet Man has both Hornet Man and Honey Woman skins like you did with the two Ballade skins? Currently it only has Honey Woman. Thanks!
Title: Re: Class based modification (v7cbefix)
Post by: Korby on February 27, 2015, 12:47:53 AM
The main reason Hornetman doesn't have a Hornetman skin is because there really aren't any good ones to use in the first place.
He'll switch over[and retain Honey Woman] when 8BDMv5 comes out.
Title: Re: Class based modification (v7cbefix)
Post by: Waluigifan on February 27, 2015, 08:55:54 PM
Okay. Thanks!
Title: The Case of the Bugged Crash Drive
Post by: MrL1193 on March 08, 2015, 12:48:48 AM
So last night, I was playing as Turbo Man for a bit, and right after I mowed down a Flash Man as I came out of a Time Bender trap, my opponent commented that the Crash Drive seemed to charge very quickly. I replied that it was random, as far as I knew; sometimes it's fast and sometimes it's normal. However, that got me wondering about why such a thing would occur, so I decided to poke around in the code to figure out just what was going on. Well, as it turns out, the Crash Drive has been bugged since version 7b (the version in which its duration got cut in half).

This may be old news to some of you, but I figured that I ought to give an explanation to those who were unaware (and a reminder to those who had forgotten please fix this).

Long explanation here:

(click to show/hide)

tl;dr version here:

(click to show/hide)
Title: Re: The Case of the Bugged Crash Drive
Post by: MusashiAA on March 08, 2015, 02:05:04 AM
Quote from: "MrL1193"
So last night, I was playing as Turbo Man for a bit, and right after I mowed down a Flash Man as I came out of a Time Bender trap, my opponent commented that the Crash Drive seemed to charge very quickly. I replied that it was random, as far as I knew; sometimes it's fast and sometimes it's normal. However, that got me wondering about why such a thing would occur, so I decided to poke around in the code to figure out just what was going on. Well, as it turns out, the Crash Drive has been bugged since version 7b (the version in which its duration got cut in half).

This may be old news to some of you, but I figured that I ought to give an explanation to those who were unaware (and a reminder to those who had forgotten please fix this).

Long explanation here:

(click to show/hide)

tl;dr version here:

(click to show/hide)

Quote from: "Devchat"
[9:25:17 PM] Celebi: Oh that
[9:25:22 PM] Celebi: Thats because Korby broke it
[9:25:53 PM] Celebi: Easy fix really, just not right now, we're all busy in our own rights

Looks like an ammo storage bug. Thanks for the report, dude.
Title: Re: Class based modification (v7cbefix)
Post by: BookofDobson on March 09, 2015, 12:18:56 AM
1. I honestly wish that the old Hornet stayed. A homing class is a distance fighter and most people complained since they got caught and fought to close. (I know hornet was weak as shit)

2. Is there any better plan for Aqua? Please?

3.A revamp for Woodman anywhere?
Title: this is for losers like me who can't aim
Post by: Ceridran on March 20, 2015, 04:48:26 PM
Could we see Drillman get the option to use his remote detonation Drill Bombs in the form of a second weapon? Kind of like how Ringman has two variations of his Ring Boomerang.

Having only the rapid Drill Bombs doesn't feel the same as shooting the ground. I love catching people with core game Drill Bomb detonation as they're running by.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on March 20, 2015, 04:52:49 PM
I feel like drillman is already powerful enough with rapid-fire drill bombs that can demolish anyone without a second thought. Having tactiqu3l advantage with a second weapon that also does the same damage seems like a bit much, especially when you can trickshot people already with a well-placed shot as any class.
Title: Re: Class based modification (v7cbefix)
Post by: Isaac940 on March 20, 2015, 05:52:02 PM
I dunno if anyone else would advocate for this but I'd actually remove Ring's copywep version of ring boomerang. If I'm reading it right each of Ring's rings is 2/3 as strong as a core ring, so being able to alternate two rings quickly makes for silly amounts of damage. It's not like he needs the help at close range, recall rings work at close range if used right and worse case scenario opens up close range combat as a strategy vs him.

Also on the remote detonate drill bombs, I dunno. He seems quite strong but tends to go down to a stiff breeze. Then again I can't play him that well so I'd wait on the opinion of people who can play him well.
Title: Re: Class based modification (v7cbefix)
Post by: MrL1193 on March 20, 2015, 10:03:14 PM
Actually, I've been thinking for a while now that Ring Man's controls are needlessly clumsy. It would make much more sense to just give him one weapon and make it easier to call the rings back early. There's even more than one way it could be arranged; you could make it so holding down the button (fire or altfire) keeps the ring out and releasing it calls it back, or you could leave it closer to what it is now and just make it so holding the button down can call the ring back as early as possible.

Instead, however, it almost feels like Ring Man's clunky control schemes (both the two-weapon system he has now and the long-range-only system he had before) are deliberately being left in as a way to counterbalance his power. To me, that seems rather silly; I'd rather just have somewhat reduced power and good controls to make full use of it, as opposed to having terrific power that can't be used to its full potential because of bad controls.



As for Drill Man, I don't feel too threatened by him in most scenarios. Sure, he can fire off a lot of Drill Bombs, but unless he can stay close to his opponent (which is hard, since he's slow), it's hard to land good hits; his projectiles are slow, and he has to aim at the ground to force them to explode. If anything, I usually just find Drill Man to be a nuisance due to his tendency to run away.
Title: Re: Class based modification (v7cbefix)
Post by: fortegigasgospel on March 20, 2015, 10:23:21 PM
As a person who mains Drill, I don't think he needs the remote bombs, I often come on top of score boards with him as well.
Title: Re: Class based modification (v7cbefix)
Post by: Magnet Dood on March 20, 2015, 11:07:11 PM
Drill having remote bombs is a silly idea. He would be copywep Drill Bomb with a digging attack and slower speed. It'd probably make him worse than he already is.

If anything, I'd just give him regular armor or regular speed. Being unable to take hits and run away from projectiles (besides his whole drilling thing, which is super easy to follow around due to the rocks and the sound it makes) really limits him as a competent fighting force.
Title: Re: Class based modification (v7cbefix)
Post by: BookofDobson on March 21, 2015, 03:58:27 AM
CoughJCDRILLMANcough

Why does drill move at a slower than normal speed? I find no reason for this seeing he has light armor
Title: Re: Class based modification (v7cbefix)
Post by: Bikdark on March 21, 2015, 07:11:12 PM
Here's a few ideas I stole from Muz last night:

-Slowed above-ground, faster while drilling, giving a "landshark" feel.
-Drill Bombs work as they do now, but releasing mainfire while Drills are in the air detonates all of them, similar to vanilla.
-Resurfacing at an angle instead of just straight up

Also Iceman could use one small change that would make him a lot more reliable: Swap his main and alt cooldowns. Currently, there is a massive lag after using altfire which wastes a good portion of the slow before you can get Ice Slashers off, while mainfire has almost zero lag after firing. There is no benefit to going from mainfire to altfire, so swapping the cooldowns of the two weapons would be extremely beneficial to Iceman.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on March 22, 2015, 03:34:58 AM
Aight aight damn





Ringman: I feel like I agree 100% with MrL's opinion on Ringman being needlessly clunky, simply because I believe Ringman is part of a group of classes that have this very same problem because of our attempts at implementing a gameplay mechanic that we haven't nailed down correcty and just try to solve it "for the moment" with a really pragmatic approach that ends up making these classes a general haphazard in terms of gameplay design*GASP*. I've already tried thinking up of an idea to change Ringman as recent as your comments regarding him. No actual discussions yet, tho.

Drillman: It's probably just me, but Drillman parallels TF2 Soldier: high damaging explosive projectiles, and the ability to gain distance or height very easily. In this sense, Drillman is slow and has light armor because his digging doesn't come at a really high cost for such an ability. If the digging depleted his HP every time he used it or something wacky like that, then he would need to resist damage moreso than right now. It's probably also why Drillman doesn't have the copywep remote explosion ability, as it doesn't come off as offensive as just spamming rockets.

Iceman:
Quote from: "Bikdark"
Iceman could use one small change that would make him a lot more reliable: Swap his main and alt cooldowns. Currently, there is a massive lag after using altfire which wastes a good portion of the slow before you can get Ice Slashers off, while mainfire has almost zero lag after firing. There is no benefit to going from mainfire to altfire, so swapping the cooldowns of the two weapons would be extremely beneficial to Iceman.

I like this idea.

Too bad development has been dead for months now.

:v(
Title: Re: Class based modification (v7cbefix)
Post by: Meme Man on March 26, 2015, 04:45:15 AM
BEES




STRONG




NERF

also,why ice man ice slasher can't rip though shields?
Title: Re: Class based modification (v7cbefix)
Post by: tshyguy on April 03, 2015, 11:41:59 PM
I'm getting weird errors on startup and some characters (like spark man) turn invisible when damaged...does this have anything to do with the game updating?
Title: Re: Class based modification (v7cbefix)
Post by: King Dumb on April 03, 2015, 11:46:09 PM
This mod has not yet been updated for compatibility with Zandronum 2.0, which the new version of MM8BDM runs on, so it won't even run on Zand 2.0.

If you're loading this mod with Zandronum 1.3/MM8BDM v4b, you'll get a couple sprite errors. Spark Man and some others have had their pain frames removed because they were causing issues due to size.
Title: Re: Class based modification (v7cbefix)
Post by: MrL1193 on April 04, 2015, 12:32:40 AM
Actually, I have been able to get this mod to run as-is on Zandronum 2.0; you just need to load the sprite patch (the v7cbefix wad thing) in addition to the v7c wad itself.

That said, Zandronum does seem to complain about some oversized sprites (saying that it's downsizing them), so I've refrained from starting up a server on BE just to be safe.
Title: Re: Class based modification (v7cbefix)
Post by: lucaswoop on April 04, 2015, 05:01:53 PM
Arrgh! They're not working for me! I add the file for any other mod, and it works, but not for this one. Can someone help?
Title: Re: Class based modification (v7cbefix)
Post by: lucaswoop on April 04, 2015, 10:59:06 PM
Can someone make it compatible with version 4.0.2
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on April 05, 2015, 12:23:16 AM
We're working up to a ZDN 2.0/MM8BDM v4c compatible v7d version.

Sit down.
Title: Re: Class based modification (v7cbefix)
Post by: lucaswoop on April 08, 2015, 09:56:35 PM
Thank you very much! :D
Title: Re: Class based modification (v7cbefix)
Post by: Korby on April 09, 2015, 04:33:59 AM
That said, by "we're working up to it" he mostly means "we're waiting on Jax to start working on it."
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on April 09, 2015, 06:10:03 AM
Does jax even still exist?
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on April 19, 2015, 08:15:43 AM
A taste of come. Pat.

(click to show/hide)

And then I realize we've had this for long. Here's a real taste.

(click to show/hide)
Title: Re: Class based modification (v7cbefix)
Post by: Emmanuelf06 on April 22, 2015, 06:52:16 PM
What about if Woodman leafshield cost more ammo bar? you can nerf the ammo bar thing and buff slighty the regen, idk, could be the same thing....
I like use him but i have the feeling, in TLMS, you just need to camp for a moment to get all your ammo bar....
For me he is ok but it seems, he can use the shield a lot, no..?..

Also Flashman will be able to stop the projectiles (weapons) on air? Nice!
Title: Re: Class based modification (v7cbefix)
Post by: lucaswoop on April 22, 2015, 09:32:13 PM
hope everything is going swimmingly :) Btw, sorry if I sounded whiny in the previous posts.
Title: Raise your hand if you saw this one coming
Post by: Korby on April 26, 2015, 10:10:56 PM
It has come to my attention that I detest working with everyone on the devteam not named Celebi or Hazoid in the classes environment.
I won't go into full detail as to why, mostly because I don't want to start a flame war between myself and the aforementioned people though I get the feeling an argument is bound to happen either way, given my tendencies but I will say that there has been quite a bit of spite being thrown around when there really shouldn't be.(and I'm not saying I'm innocent here either; I definitely flung my fair share of sarcasm-filled quips.)

So anyway, I'm quitting CBM's devteam. Originally, this announcement was going to be partnered with a relaunch of the mod that would- among other things- update more than once a year, officially make the mod specifically geared to TLMS, actually nerf problem classes, buff classes that are too weak, and redesign classes whose very nature is unfun (I'm looking at you, Flashman and MM9 classes.)
Eventually, after working on that for a while, I showed it to Celebi and a few of the changes were added to the main thing, so you'll probably see at least one thing I did in the next udpate.
If you're interested in messing with the relaunch, you can get it Here. (https://dl.dropboxusercontent.com/u/104072695/Classes-vChemo.pk3) It probably doesn't play too well with 4c; I haven't actually checked. The filename is "vChemo" because I was nerfing the some of the most cancerous classes. Get it?
The patchnotes can be read on this pastebin: http://pastebin.com/MtjdedaL (note: aquaman's changes aren't in, and waveman had a rework by jax)
If you're wondering what's not included in the next release: I think they're removing the MM9 classes, Flashman's changes weren't put in, I think they're reworking Oil(my changes were just a bandaid anyway), and I'm pretty sure Diveman's change got reverted(It was a pretty bad idea in the first place though. "I'll make him useless against Starman! That'll go over well!")

Also, I have a few personal projects I'd like to get to at some point within the next twenty years, and after getting a bunch of new duties to the core something had to go, and it was classes.
So that's basically it.
Bye.

tl;dr i'm quitting the mod have some stuff i made
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on April 29, 2015, 07:33:05 AM
(click to show/hide)
Title: Re: Class based modification (v7cbefix)
Post by: lucaswoop on May 09, 2015, 02:20:30 AM
Cool :D
Title: Re: Raise your hand if you saw this one coming
Post by: That One Boss on May 10, 2015, 04:09:22 AM
Quote from: "Korby"
snip
I just wanted to thank you for all your work on this mod, as it's always been my favorite. It's sad to see you go, but you have your reasons. Best of luck!
Title: Re: Raise your hand if you saw this one coming
Post by: -Daiki-TheOni on May 10, 2015, 10:07:25 PM
Quote from: "That One Boss"
Quote from: "Korby"
snip
I just wanted to thank you for all your work on this mod, as it's always been my favorite. It's sad to see you go, but you have your reasons. Best of luck!
agreed, youre one of the bests...
but everyone needs to quit or relax at some point
so, good luck korby
Title: Re: Class based modification (v7cbefix)
Post by: Endymion on May 14, 2015, 09:53:30 PM
Would King be a playable class in the next release? He is my favorit character from the entire Mega Man universe. I like this mod, and play alongside with the Justified Classes (I use the one that the other players like more), however it is not the same without King. XD
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on May 15, 2015, 01:04:44 AM
As of this message, King is not planned to be playable alongside the other 6 MM&B classes.

As of this message, all 6 MM&B classes have an already discussed gameplay design, and 5 out of the 6 are superficially finished (their attacks and abilities essentially implemented), needing fixes and further functions to be added. The only one missing a key component of its gameplay design is Magic Man.

As of this message, the previously planned v7d compatibility release has been delayed to be a part of v8a (with MM&B and maybe hopefully WT classes added into the mix), unless we see some player demand for a v7d release with only the fixes to current v7c classes...which we didn't see that one time we asked in that one server.
Title: Re: Class based modification (v7cbefix)
Post by: AntonioQuirino on May 15, 2015, 01:19:15 AM
someone know how to download the classes tauntsv1?
and how to put this on a server?
Title: Re: Class based modification (v7cbefix)
Post by: Korby on May 15, 2015, 01:37:28 AM
Classes Taunts is not uploaded onto a server. You put it in your skins folder.

Classes-Tauntsv1 is an older version that isn't required; get v2 instead.
Title: Re: Class based modification (v7cbefix)
Post by: fortegigasgospel on May 15, 2015, 04:54:50 AM
Quote from: "MusashiAA"
As of this message, the previously planned v7d compatibility release has been delayed to be a part of v8a (with MM&B and maybe hopefully WT classes added into the mix), unless we see some player demand for a v7d release with only the fixes to current v7c classes...which we didn't see that one time we asked in that one server.
Wait, v7c is compatible with Zand 2.0? I thought this mod was waiting on a compatibility release, which I would personally want even though I don't play much.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on May 15, 2015, 12:32:55 PM
Quote from: "fortegigasgospel"
Quote from: "MusashiAA"
As of this message, the previously planned v7d compatibility release has been delayed to be a part of v8a (with MM&B and maybe hopefully WT classes added into the mix), unless we see some player demand for a v7d release with only the fixes to current v7c classes...which we didn't see that one time we asked in that one server.
Wait, v7c is compatible with Zand 2.0? I thought this mod was waiting on a compatibility release, which I would personally want even though I don't play much.

v7c is essentially playable in Zandronum 2.0 (as in, nothing prevents people from booting it up), but it's not void of actual bugs that come up with booting it up in Zand 2.0, ie Geminiman's invisible clone. The thing is, once Cel started fixing one thing, he went into fixing another longtime issue, and then another, and another, and another, all in the span of a few days. Desync fixes, flag cleanups, and overall code optimization, solving issues that have lasted for a really, really long time.

This eventually overlapped with the porting and retouching of then-existent MM&B classes for internal purposes, and led to finishing not only those, but also making the ones that weren't even existent at that point in time. So we came at a crossroads of either releasing v7d with only the fixes, or just keep the insane development momentum up to deliver all the fixes and more with v8a.

You guys would have to wait more since we also have to make the Wily Tower classes plus finishing the remaining MM&B classes, but since we've been due to releasing them ever since vanilla updated with them, we felt we might as well just focus on that. On the other hand, there is literally no harm in releasing v7d (as Cel said, it's really, really easy to just make a build without the new beta content and just leave the fixes)...but there would be virtually no new new content, and given how long MM&B and WT classes have been due, it just feels bad. So we decided to leave that decission to public demand.

If people ask for v7d, we put it out. No new classes, almost no substantial changes, all of Cel's fixes.
If people don't mind waiting a bit more, we roll up the fixes to v8a, with new classes and content as well.
Title: Re: Class based modification (v7cbefix)
Post by: ScrapHeap on May 15, 2015, 01:13:27 PM
I say wait for the bigger update. I'd rather see some new classes for this than have a release that doesn't bring anything new to the table other than the ability to see something nobody likes anyway (Fucking autoaim clones).
Title: Re: Class based modification (v7cbefix)
Post by: Endymion on May 15, 2015, 01:14:00 PM
That is sad, King is just too cool to miss. It is fun to play with him by changing the playstyle. XD

What about the Stardroids?

===EDIT===

What about merging the two class based mod into a single community mod? Justified Classes has a way more classes and more options for attacks, while this mod has more balanced gameplay and better weapon controll. This has some possibilities.
Title: Re: Class based modification (v7cbefix)
Post by: Promestein on May 15, 2015, 06:40:23 PM
Quote from: "Endymion"
What about merging the two class based mod into a single community mod? Justified Classes has a way more classes and more options for attacks, while this mod has more balanced gameplay and better weapon controll. This has some possibilities.
Yes, it has some possibilities. Mostly involving making people angry. What if somebody prefers one mod over the other? I prefer JC, myself, and it's not because it has more classes or weapons or whatever. I just prefer the way they do things. Likewise, there are people who prefer how things are done with CBM. It's all gravy, either way, but mixing the two would just mess with what each mod is supposed to be.

Variety is the spice of life, anyways.
Title: Re: Class based modification (v7cbefix)
Post by: That One Boss on May 15, 2015, 06:49:06 PM
I vouch for getting the MM&B classes done now. You'll just have to do it later anyway, and it seems development is going well.
Title: Re: Class based modification (v7cbefix)
Post by: Endymion on May 15, 2015, 11:27:50 PM
Quote from: "Promestein"
Yes, it has some possibilities. Mostly involving making people angry. What if somebody prefers one mod over the other? I prefer JC, myself, and it's not because it has more classes or weapons or whatever. I just prefer the way they do things. Likewise, there are people who prefer how things are done with CBM. It's all gravy, either way, but mixing the two would just mess with what each mod is supposed to be.

Variety is the spice of life, anyways.

Somehow I agree. I have both mods because some players want to play on CBM, while others on JC. I like both of them, or at least the idea behind the two mods. I prefer Justified Classes too, and I use that one if I play alone. However I don't mind playing the CBM online. It is good and balanced. Sadly there are no King, and this is why I ask for him.

King is something like the 'druids' from the RPGs. Has a tricky way to play, but has an option to going berserk too. Has no real weakness, but isn't that strong for counter his movements. I hope someday the developer of CBM change his mind about him.
Title: Re: Class based modification (v7cbefix)
Post by: fortegigasgospel on May 16, 2015, 05:09:55 AM
Quote from: "Endymion"
That is sad, King is just too cool to miss. It is fun to play with him by changing the playstyle. XD

What about the Stardroids?

===EDIT===

What about merging the two class based mod into a single community mod? Justified Classes has a way more classes and more options for attacks, while this mod has more balanced gameplay and better weapon controll. This has some possibilities.
You weren't here for the original idea of merging KD and YD classes. I say leave them separate.
Also they already said no King. And this mod follows the core more so you will need to wait on Stardroids.
Title: Re: Class based modification (v7cbefix)
Post by: Korby on May 16, 2015, 05:13:07 AM
Wait, are they really not making King?
That sucks. I was planning on doing that before the thing happened, guess I was the only one interested in him.
Title: Re: Class based modification (v7cbefix)
Post by: Max on May 16, 2015, 10:06:08 AM
I believe what Musashi meant to say is that in the next update the 6 MM&B classes and 3 WT classes were the only new ones. We wanted to put it out sharpish for compat and because its been so long since the official MMB update in core we felt it was necessary, while King is secondary to that and will come later

I've already done Burner Pirate and I guess half of Dynamo, and Cold and Ground are done too so I just gotta say where's Magicman every day and eventually the update will be ready
Title: Re: Class based modification (v7cbefix)
Post by: Endymion on May 16, 2015, 10:55:04 AM
Quote from: "Korby"
Wait, are they really not making King?
That sucks. I was planning on doing that before the thing happened, guess I was the only one interested in him.

Me too. He is like Sigma, but with a "gentle heart", or something like that. XD

Quote from: "Max"
I believe what Musashi meant to say is that in the next update the 6 MM&B classes and 3 WT classes were the only new ones. We wanted to put it out sharpish for compat and because its been so long since the official MMB update in core we felt it was necessary, while King is secondary to that and will come later.

That's cool. I hope he will be finished sometime because then I would able to play with my favorite character in both mod.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on May 16, 2015, 11:41:17 AM
Well, I thought that when I said "as of this message, King is not planned to be playable", I made it clear that we hadn't planned anything for him yet. But yeah, there's also that whole "Robot Masters first" policy.
Title: Re: Class based modification (v7cbefix)
Post by: That One Boss on May 18, 2015, 04:02:04 AM
Quote
MagicmanMagicmanMagicman

What kind of monstrosity are you people creating...
Title: Re: Class based modification (v7cbefix)
Post by: Emmanuelf06 on May 19, 2015, 10:33:46 AM
Im pretty curious how Waveman will turn hehe. It seemed more interesting in the version of Korby (made by Jaxof, right?) Maybe you could keep the copyweap and add it like an alt.
The waterwave (of megaman) could be a short range (canceled after some seconds) and the 2nd alt could be the new thing of Jaxof (for tactic but must not be too powerful because It has a long range).
Just my idea.
Anyways, like this, it looks cool.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on June 22, 2015, 10:04:15 PM
(http://i.imgur.com/4Idro9d.png)
Title: Re: Class based modification (v7cbefix)
Post by: Carprillo on July 03, 2015, 01:12:00 AM
Oh hell no.
Title: Re: Class based modification (v7cbefix)
Post by: MusashiAA on July 03, 2015, 03:43:12 AM
OH YEH

Quick recap on development to give some actual purpose to this post: release is coming so close, you can smell it. Sometime between next midweek and the end of this month unless something big comes up.
Title: Re: Class based modification (v7cbefix)
Post by: Emmanuelf06 on July 04, 2015, 03:01:05 PM
I hope you have customized more than basic custom copyweap, the idea is interesting but it needs more possibility of attacks (like metalman metalblades or Gravityman gravity hold, interesting tactic.)
I will play it for sure, there is a lot of possibilities in that case (without making too much crazy weap...) :)
Stoneman YD could be awesome if you add the wall, it could help him, just an idea...anyway good luck. :)
Title: Re: Class based modification (v8a)
Post by: Max on July 09, 2015, 12:06:00 AM
[01:06:34] Celebi: Post the links Mush provided
[01:06:43] Celebi: And post the pastebin link I provided

http://www.best-ever.org/download?file= ... untsv3.pk3 (http://www.best-ever.org/download?file=classes-tauntsv3.pk3)
http://www.best-ever.org/download?file=classes-v8a.pk3 (http://www.best-ever.org/download?file=classes-v8a.pk3)

http://pastebin.com/T15H7nWC (http://pastebin.com/T15H7nWC)
Title: Still have no idea about Pirate's treasure meter
Post by: Isaac940 on July 09, 2015, 03:42:23 AM
The patch notes just have who did what for the new classes. Is it possible to get a quick explanation of the new guys?
Title: Re: Class based modification (v8a)
Post by: Promestein on July 09, 2015, 03:47:07 AM
I'll be frank, CBM has been my less preferred of the two big classes mods ever since the other one came into existence.

That said, this has really improved. It's pretty evident you guys gave your all with this. I'm thoroughly impressed. I still have some major gripes, but they lie with design choices that I personally don't like, but who cares what I think?
All in all, fantastic stuff. Great job, guys. I'll see about introducing it into my small group I play MM8BDM with.
Title: Re: Class based modification (v8a)
Post by: MusashiAA on July 09, 2015, 08:06:51 AM
Quote from: "Isaac940"
Is it possible to get a quick explanation of the new guys?

Sure.

Cold Man has two attacks. His mainfire will summon an Ice Wall in front of you, and you can have up to 4(?) Ice Walls out. You can then push them with your shoulder bash altfire attack: you can aim these Ice Walls up and down, as well as push them while riding one, or deal little damage with this shoulder bash. His itemfire is the Cold Field: it takes a while to charge, but when it does, press itemfire to summon a pinpoint projectile that freezes people on the spot for easier Ice Walling.

Burner Man has his trademark Wave Burner on mainfire, and a set of bear traps as his items: when using itemfire, you will fire a spread of three bear traps that will hide from sight and, if an enemy steps on them, pop out and stun them for you to deliver the fiery goodness on them. His altfire works in two ways: while grounded, you will dash continously as you deplete ammo, and while in the air you will ascend for as long as you hold the altfire button, and then dive downwards rapidly as walls of fire come out of where you land. You can steer this Burner Dive left or right, but you cannot aim it up or down: the diving is fixed, but you will cover more distance the more you hold the altfire button.

Pirate Man has three Remote Mines on his mainfire: hold the button to keep them going and aim to control their trajectory, let go to stick them anywhere you want; after three mines are fired, the next time you press the button, all mines will detonate. His itemfire puts up his Bubble Barrier, which changes his altfire: while the barrier is up, it will absorb all damage and your altfire will turn into an aimable dash that destroys the barrier if you collide with a wall; while the barrier is down, your altfire is a water spray that pushes people away from you (and hopefully into mines).

Ground Man has his trademark Spread Drill on mainfire, while the splitting mechanic has been phased into the altfire button: this means you can have multiple drills out instead of the copywep's single one. His itemfire transforms him into a drilling tank that deals hugging damage: if you aim down while in tank mode, you will dig down. Once digging, press itemfire again to switch from the floor to the ceiling, and there you can perform digging attacks. Pressing and holding mainfire while digging in the ceiling will summon your gigantic drill bit that will stay in place for as long as you hold the mainfire button. Pressing the altfire button while digging in the ceiling will let you fire smaller drills that you can split like a normal Spread Drill once you stop digging. You can cancel digging by pressing itemfire while in the ceiling, or mainfire/altfire while in the floor.

Magic Man has two weapons: one is for his set of Magic Cards, and the other is for his Magic Ball trick. Each weapon has a mainfire and an altfire attack that look similar, but are not: one is real (mainfire), and the other is fake (altfire). Mainfire cards will consume ammo, and will steal the enemy's life if they hit; the altfire cards are fake cards that don't deal any damage at all. The mainfire Magic Ball will teleport you to where you aim your ball at, while also leaving birds behind that home into enemies; the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds.

Dynamo Man has two ways of dealing damage: his altfire is his trademark Dynamo...Tendril...thing. It is essentially a projectile that deals damage on the sides of it, rather than it all, so you want to hit with the side bits of it rather than the center for optimal damage. His mainfire is the Lightning Bolt, which is a really long chargable attack: the more to hold it, the more bolts you will shoot when letting go. This Lightning Bolt also has what we call a "Dynamo Tagger", which are the two circling electric "ropes" that go around Dynamo Man as he holds mainfire: if an enemy is hit by these, he will be "tagged" with little sparkles, which means that a Lightning Bolt will be assured to strike them when you let go of the mainfire button; usually hiding out of Dynamo Man's sight will be enough to avoid getting hit by it. As an addendum, you can also fire small homing orbs if you press altfire while charging mainfire: the more charge you have, the more orbs you will fire. If that wasn't enough, Dynamo Man also has his healing ability from MM&B: press itemfire with less than 100 HP to heal yourself and everyone around you. You will need ammo for this ability, which you can get from the new screw drops. Dynamo Man drops a copywep verson of his altfire projectile instead of Lightning Bolt.





Buster Rod G. has his trusty Power Rod on mainfire, which can go through walls because he's a magic monkey. His altfire works similar to Yamato Man's spin, except it also blocks projectiles in front of you. His biggest trick are his Illusions: press itemfire to summon three illusions that will mimic your movement and attacks with a slight delay: use them to trick enemies and deliver three times the power.

Mega Water S. can fire three harpoons in succession with his mainfire, and summon a Water Barrier with his itemfire: this barrier works exactly like Pirate Man's Bubble Barrier. While his barrier is up, his altfire changes into the Water Stream, yet another pushy shower of water; while his barrier is down, his altfire will summon a Water Pillar that pushes you and enemies upwards. When the Water Barrier is up, a pressure bar will fill over time that will determine the strength of the push that will occur when you pop it.

Hyper Storm H. has two weapons: a cold and a heat breath. The Heat Breath mainfire will suck enemies into you, and slowly damage them, while the Cold Breath mainfire will push enemies away from you as you fire a single bullet at them. The more you perform these attacks, the more heat/cold you build up, and these will affect the other: for example, using the Cold Breath while having heat storaged will increase the strength of the push and change your bullet into a fireball; inversely, using the Heat Breath while having cold storaged will chill your breath and slow sucked enemies down. Each weapon has an altfire ability that can only be used with heat/cold: The Heat Breath altfire will make you fly upwards as you hold it and the jump button, while dealing damage to enemies near you; the Cold Breath altfire will let you perform a mad dash attack with delayed turning that hurts trampled players and gets stronger over time.

Rock has a multitude of balls to kick, and can both place multiple balls in front of him with mainfire (space them a little bit), or do a quick place and kick with his Mega Kick altfire. Each type of ball is a different weapon with special properties, so switch weapons to change balls. The purple ball bounces a lot more than the others, the ice ball will slow enemies down, the electric ball will rip through enemies, the fire ball is the fastest ball of them all, and the green ball will explode on contact with enemies and walls. If you placed a soccer ball with mainfire, you can either kick them by just walking towards it like Mega Ball, or kick them with your Mega Kick altfire, with will also deal some small melee damage to enemies.
Title: Re: Class based modification (v8a)
Post by: Emmanuelf06 on July 09, 2015, 08:33:01 AM
Some ideas are nice (like Bombman bomb' timer gauge or MWS water tower) but some others ideas are kind of weird (like tomahawkman double axe, up and down ? o_O dat spread too....i dont understand the logic of this shadowman spread too....3 shadowblades? Or Stoneman who create a stand hand when he does the stomp jump, why didnt you make it separately?...)
So much left hands are disturbing but at least it's canon yeah.....
I think, i will like this fireman too, it seems to be like the old firestorm of v1 or v2 mm8bdm haha.
Now, you could maybe add a better item for Duo, like a different bounce ball (charged?) or an item Slashman can throw on the ceiling to make appear some goo (who fall) could be fun', just some idea.
The balance (like airman primary nerfed apparently) and some ideas make it better than v7c, good job.
Some classes seemed very weird for me, i think, i need to try some classes more.....

EDIT: Dat rework on Gyroman (for the flying mode), awesome, he can fly and shoot but it's not op, 6 or 7 hit to kill but he can fly when he throw the gyro attack! the flying mode is no more "too long", very nice (:
Title: buff mws pls ; ;
Post by: Bikdark on July 10, 2015, 02:51:52 AM
Regarding mod as a whole:

This update has brought more to the table than any other CBM update has in the past, and yall nigguhs on the team better be fucking proud of yourselves. No matter how much I bitch and moan about how much I hate every class but Skullman (f to pay respects ;_;7), I can safely say I enjoy this mod more than I enjoy the vanilla game.

Regarding BAEnerman Burnerman:

So this guy's a fuckin blast to play and has a lot of unique strategies, but there's a little bit that can be done to make his life a little less clunky.

Mainfire: Seems a little weak? 4 damage as opposed to vanilla's 6(?). Understandable though considering he has three methods of gapclosing. Don't touch this yet.

Bear traps: Allies shouldn't be able to trip them honestly. Other than that, no issues. No "primed" visual is necessary due to how short term they are. Hud animation for throw looks a little awk but that's not a real problem.

Altfire ammo: As Burner, knowing how much alt ammo you have is pretty damn important. It lets you know whether you should keep chasing, if you should run, what escape routes you have (especially with Forest Dive), etc. The fact that you never REALLY know if you have enough ammo to dash or Forest Dive is a little frustrating and has caused me to get shit on by death pits multiple times. While it isn't hard to just gauge your ammo in relation to how much you need before you can start dashing/Diving, clarity is always nice.

Forest Dive ammo usage also seems to be a bit wonky online. I'll charge it up for like half a second and release and it'll use ~1/3 of my bar as usual, then almost immediately it'll subtract another ~1/3 and give it back upon landing. Doesn't seem to happen offline.

Ground alt: To me, it doesn't feel rewarding enough. The fact that I NEED my bear traps/Dive to do enough damage to kill makes this ability seem like a waste. I'll use it in situations where I need to chase, but that's about it. Its usefulness also seems to dwindle while jumping. Maybe screw around with some vanilla Oil Slider physics?

Air alt: 35-55 damage (65 once in a while) and mobility, pretty fuckin cool. Too bad it's unreliable as fuck. Limited to a single angle, no reward for charging it up, and bad steering. You don't stop upon hitting an enemy (this is a huge issue when you learn you can land on their head, run right over them and land in an area where the explosion wont hit them), the explosion seems to rarely hit and is almost unnoticeable due to how unpronounced it is, and the waves that come off of it do pitiful damage on their own. Using this attack is necessary to your success, but will very often fuck you over more than it helps.

Edit: There also seems to be a little inconsistency with the player's landing position, and what they actually see happening. Very often when online, I'll be diving, be a couple tics away from landing, then upon landing my view will zip behind me a small distance. Doesn't seem to happen offline. Basically, I think the player's view is desyncing with what is actually happening. If you need me to expand upon the issue, I'd be happy to.

Proposed changes: Online ammo fix, indicators within the ammo bar for when you have enough alt ammo for dash/forest dive. Increase turning ability slightly while diving AND/OR increase explosion size/explosion wave damage as you charge. Allies no longer can trip traps.

Oh, and make him automatically say BURN when he gets a kill, kay?
Title: Re: Class based modification (v8a)
Post by: XIII on July 10, 2015, 02:07:30 PM
Holy shiz, the new update made this mod fun again!

Still wish Dodge Man used the JC Scorch Wheel graphic, but ah well.

Edit: Man, my main feels weak compared to JC. Rather long ammo recharge is kind of a bummer.
Title: Re: Class based modification (v8a)
Post by: That One Boss on July 11, 2015, 04:33:17 AM
HSH feels rather underwhelming to me. He seems to get out-DPS'd by everything, which is a big problem for a fattie. The charge is fine, but everything else could use some damage buffs.

edit: Having played with HSH a bit more and looked at his damage values, I don't think he needs as many buffs as I first thought. The only thing I would change now is to buff his Fire Shot damage (20-->25) and buff his inhale damage (10-->15), just to give his heat attacks more use.

Wwwwwwwwwwwwwith that said, a thousand congratulations to the dev team for finally finishing v8a! hopefully there's not an vanilla update for a while so they can relax
Title: Re: Class based modification (v8a)
Post by: Rubyyoshi on July 13, 2015, 04:29:50 AM
I like the addition of the MMWT as well as overhaul for several classes. It makes this more enjoyable to play.WT robot masters are the reason why I didn't like YD, but now that they're in, I'm fine with it.
I feel like BRG is fine damage-wise, but there are two things that hinder him; his range and his ammo regen.
Due to his short range, he will be in the brunt of the battle with little armor to back him up. Going along with his short range, it detracts from his unique ability to shoot through walls. I believe a slight increase in range would be enough to keep him relevant.
Another thing that I feel like could use some improvement is his ammo regen. Upon doing a rough test, it takes ~9 seconds for it to fully recharge from empty. Given that he can only use his illusions at max ammo, it feels like that it's too long of a wait to start illusions again.
Title: Re: Class based modification (v8a)
Post by: ScrapHeap on July 13, 2015, 12:24:11 PM
Given that using his illusions in conjunction with his attacks is enough to put anyone down in one go if used right, I think the regen for the ammo is kinda justifiable, however the alt uses it extremely quickly. That kinda doesn't go hand-in-hand with his low armor. Someone like cutman works with it because he has insane mobility with his wall jumps, but all Buster Rod G has is quick movement speed. I don't think anything really needs too big a change other than the aforementioned alt, though.

Also toadman. Not as op as I first thought. He's good in team games, but nothing else. So bleh.
Title: Re: Class based modification (v8a)
Post by: ice on July 13, 2015, 03:06:19 PM
BRG is fine imo, use the chainsaw alt along with the illusions to create a large zone of damage, with the way it rips trough enemies combined with the clones, the regen seems justifiable, along with his speed and if you move in crazy ways with the illusions, the opponent will have a hard time hitting you making the low armor perfect too.
As for the other classes, Maga water's harpoons feel alittle TOO small, I can barely hit anything with them, but the alt is oddly helpful with team games shooting allies that's about to get hit by a projectile sending them flying out of the way.
Magmaman is no longer a run all over the place killing everybody in 1 hit class anymore
hornetman was cryptic at 1st but after getting used to him/her, seems interesting, not sure about balance yet though
magicman, I honestly don't get the point of the fake cards at all, also to quote musashi "the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds." It doesnt seem to do that at all
pirateman , not sure what the heck is the point of the treasure counter
astroman, I LOVE the aiming clones
and lastly I LOVE what you did with sniper joe *sniffs as he wipes a tear* He grew up so fast, he went from a simple mook to a man
Title: Re: Class based modification (v8a)
Post by: ScrapHeap on July 13, 2015, 03:09:48 PM
I guess you could say he grew out of his AVERAGE JOE phase.
Title: Re: Class based modification (v8a)
Post by: MusashiAA on July 13, 2015, 03:39:10 PM
Quote from: "ice"
also to quote musashi "the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds." It doesnt seem to do that at all

It should, but it doesn't right now. This is a known issue, and will be fixed next release, which should be coming sometime this month maybe hopefully? We would've catched this mistake, had YD not rushed us for a release.

Also, I'm sure this doesn't need to be said, but please, if you find any bug or crash that we didn't catch, game-breaking or not, have the courtesy to PM any of us (in order of forum activity: me, Celebi, Max, JaxOf7, ProjectHazoid). We try to make sure that nothing goes haywire, on both coding and testing sides of development, but there's so much stuff to clean up and look at, that we're bound to always miss a couple of things.
Title: Re: Class based modification (v8a)
Post by: fortegigasgospel on July 14, 2015, 02:10:41 AM
Quote from: "ice"
pirateman , not sure what the heck is the point of the treasure counter
To tell you how many things you've stolen. Cause those items don't respawn until you die. And you drop them all when you die.
Title: Re: Class based modification (v8a)
Post by: Celebi on July 14, 2015, 04:38:52 AM
Quote from: "fortegigasgospel"
Quote from: "ice"
pirateman , not sure what the heck is the point of the treasure counter
To tell you how many things you've stolen. Cause those items don't respawn until you die. And you drop them all when you die.
No, it just keeps track of how much value you stole, it does nothing else.  It was done because YD asked for it.  Also Sniper Joe's grenade launcher is more place holder.  Its there to get you used to getting kills/collecting balls for the bigger stuff to come later.

There will be a new version coming shortly to address some problems, some balance, and adding some small new things.
Title: Re: Class based modification (v8a)
Post by: Emmanuelf06 on July 14, 2015, 08:54:18 AM
Just a question if you can answer for it, will there be the stardroďds after the full MM9 and MM10 classes?
I have seen Sunstar, will there be a playable classe?
Bombman has a stronger armor than megaman right? The thing he can use his alt a lot (no ammo bar), is pretty fun! Here comes bombs. (the bomb of the alt is more powerful, right?) :)
Tomahawkman is very strong, in fact, if you hit with the 2 tomahawks, he can hurt a lot! (:
Will quickman have something new in the future? The primary could be more original but i have no idea how....maybe it's enough like it...
Title: Re: Class based modification (v8a)
Post by: ScrapHeap on July 14, 2015, 05:46:43 PM
Can Quint not be able to kill things effortlessly, please? I'm certain you've noticed how jumping right as you hit the ground with sakugarne propels you forward. Please tell me that's a bug and not a mechanic, because that's flat-out unfair in most, if not all maps besides Wahwee 2.
Title: Re: Class based modification (v8a)
Post by: Korby on July 14, 2015, 06:36:11 PM
Have you considered shooting him when he's on the ground?
Sakugarne is simple to deal with; if you can't deal with it then you're just being outplayed.

Also that jump cancelling thing is indeed a feature if core is anything to go by.
Title: Re: Class based modification (v8a)
Post by: ScrapHeap on July 14, 2015, 07:15:14 PM
Outplayed by somebody coming at me at high speed with a weapon that instakills when close by, able to shoot but not kill due to having to run away from him to keep myself alive?

Totally.

And, might I add, he moves faster than most classes that don't have a dash, and those that can slow him down need to hit him in a very precise way to do so.
Title: Re: Class based modification (v8a)
Post by: Rozark on July 15, 2015, 12:17:27 AM
The dudes got a dedicated/predictable jump arc and stays on the ground for a good period of time before his next liftoff.
Not to mention you can live a few bumps if you position yourself right.
Quint is fine.
Title: Re: Class based modification (v8a)
Post by: Emmanuelf06 on July 15, 2015, 03:22:38 AM
Quote from: "Korby"
Have you considered shooting him when he's on the ground?
Sakugarne is simple to deal with; if you can't deal with it then you're just being outplayed.

Also that jump cancelling thing is indeed a feature if core is anything to go by.

Actually, it depends who You use too, gravityman or a fast shooter (like Bubbleman) can work easily, but if you have Iceman, Airman or others, it can be harder....
Title: Re: Class based modification (v8a)
Post by: Bikdark on July 15, 2015, 06:39:01 AM
If you think Quint is fine and dandy, you need a reality check.

A predictable (lol don't make me laugh) jump arc doesn't justify effortless and unintuitive gameplay.
Title: Re: Class based modification (v8a)
Post by: Emmanuelf06 on July 15, 2015, 08:36:33 AM
Plantman has a weak armor type but the auto-regen is crazy, why have you added that ?.... If it's made for TLMS, not sure It's a good idea, people could camp with him, shoot the shield and then escape, regen..... :/
Title: Re: Class based modification (v8a)
Post by: Ghoulitine on July 15, 2015, 05:51:55 PM
One thing I noticed about Charge Man, when you use the primary of a cliff of sorts, you can't walk anymore, unless you use primary again.
Title: Re: Class based modification (v8a)
Post by: ScrapHeap on July 16, 2015, 04:12:20 PM
If I may post an idea here for Jewelman [It's early, I know]; could he do something like the crystal joes, where he forms a jewel and then fires it? It could have different properties chosen at random or something.
Title: my chinese cheat machine of the future is gone
Post by: MusashiAA on July 17, 2015, 02:30:57 PM
Quote from: "Ghoulitine"
One thing I noticed about Charge Man, when you use the primary of a cliff of sorts, you can't walk anymore, unless you use primary again.

This was reported, and fixed as of the latest beta. Charge Man can now charge in the air, albeit at a really small speed.

Quote
Quint talk

Quint's damage values have not been toyed with since its addition in v4a(??) by YD, and they are vanilla Sakugarne's values. v8a Quint has:

A 20 damage "crusher" projectile in the air that spawns constantly but only a second after a hop.
A 80 damage explosion during landing.
Rocks that spawn on mainfire/altfire hops, that deal 12 damage each.

This setup leads to very inconsistent damage because explosions, which is why you can either deal some considerable 4HKO damage or surprise 2HKO damage to 1HKO because explosions+multiple rocks hitting enemies/the damn 20 damage crusher. Not only that, but thanks to jump-cancelling, you can trigger the explosions much, much more faster. Nonetheless, it is still abusrdly high because it inherits from vanilla Sakugarne.



Quint has been nerfed as of the latest beta as such:

The "crusher" projectile in the air from 20 to 6 damage.
A new set damage explosion of 15 damage during landing, and the regular explosion during landing from 80 to 26 damage.
Rocks that spawn on mainfire/altfire hops from 12 to 10 damage.
Sakugarne movement while in the air is now full control (the hop's momentum still applies, but there is a little bit more of directional influence while in the air), jump cancelling is gone: in fact, you cannot jump at all while using Sakugarne, not even on top of actors or players.
None but the regular explosion damage cause hitstun on enemies.
Quint's aerial "crusher" projectile ignores shields.
Quint's weapon swapping is more fluid and functional in small ceilings/if constantly stuck to the ground.
Title: Re: Class based modification (v8a)
Post by: Badz on July 19, 2015, 02:44:03 AM
I don't know if the colored death-FX that appears in team modes actually is the one I made for unholy, but it has the exact same pattern and doesn't quite match the vanilla one, so I made a corrected version (https://dl.dropboxusercontent.com/s/4xylouze5d5sgtm/DeathFXCorrection.wad) that should imitate it perfectly.
Also, Starman's star flurry and Aquaman's water cannon should probably be team-colored. and gutsman should hold his rocks a bit higher so his head isn't buried within them
Title: Re: Class based modification (v8a)
Post by: Emmanuelf06 on July 23, 2015, 07:19:40 AM
What do you think about Windman people?

He seems to be a bit slow (move/shoot), can it be a good thing if we buff his speed move ? Because he is hard to use....maybe TLMS if there is a lot of people...the range of the 3 gyro is big but its hard to hit with ..... :s
Title: Re: Class based modification (v8a)
Post by: DrMario2 on July 26, 2015, 12:54:22 AM
Hey guys, can I suggest something to make Sparkman a bit less bland?
Title: Re: Class based modification (v8a)
Post by: Ghoulitine on July 26, 2015, 03:00:30 PM
Talking about Quint again:

I do suggest a *slight* damage nerf, and of course the removal of jump-cancelling, removing a whole 14 cursher-projectile-damage seems a bit too much, i'd suggest putting it at 8-9.

Quint's movement can be predicted almost effortless, due to the exposure he gets while landing.
How about disabling him to change to the buster midair?
What I mean by that is, if the weapon is changed midair, he needs to land first, and then the weapon will be changed, kinda like buffering.
Title: Re: Class based modification (v8a)
Post by: Bikdark on July 26, 2015, 04:06:02 PM
We already know he's getting a bunch of changes


stop suggesting shit and complain about something else that's broken
Title: Re: Class based modification (v8a)
Post by: Meme Man on July 26, 2015, 06:29:14 PM
No need at all to be rude...
Title: Re: Class based modification (v8a)
Post by: Ghoulitine on July 26, 2015, 06:38:02 PM
Quote from: "Bikdark"
We already know he's getting a bunch of changes


stop suggesting shit and complain about something else that's broken

Well, I don't see how it is wrong to suggest something that obviously gives people who are on the "receiving end of the Sakugarne" an easier time, since alot did complain about Quint as a whole.
A damage nerf won't always fix something.

But fine, if you want me to complain about something else that's broken:

Spring Man's AoE. There you have it.
Title: Re: Class based modification (v8a)
Post by: Korby on July 26, 2015, 06:52:52 PM
But what about Springman's AoE? What about it makes it broken?
What do you mean by his AoE? The explosion from the punch? The amount of springs he can shoot out?
If you don't express that, your complaint won't have any credibility.

Personally, I find the damage on his springs to be absurdly high [40 until they split into two 15s] making him ludicrously difficult to deal with as light armored or melee classes when combined with his impressive mobility and his mixups with the punch.
Title: Re: Class based modification (v8a)
Post by: Jakeinator on July 26, 2015, 06:58:34 PM
Hello? Is this thing on?

*ahem* I'd like to request ONE THING, from you guys.

Can you actually get some real moderation on the YD classes servers? Both of the popular ones always end up with trolls and lots of drama. Just today I got 4 different people trying to talk shit to me and I don't want to deal with it. Yes I know it isn't completely in your control, but It probably gives your mod a bad name if every single server that uses it is just a cesspool of shit. I honestly don't want to play this mod online anymore because I cannot handle how toxic and terrible of an experience the servers are. So PLEASE, can you guys give rcon to a person who isn't afraid to kick legit cyberbullies?

I couldn't just ignore them either since they just poured in one after another, so I didn't know to ignore someone until they started acting like a total douchebag, after a while I didn't want to put up with their shit.
Title: Re: Class based modification (v8a)
Post by: Korby on July 26, 2015, 07:14:59 PM
You could just turn off chat.
If one of the developers isn't running the servers, there's nothing they can do about it. Take it up with the hosts.
Title: Re: Class based modification (v8a)
Post by: Ghoulitine on July 26, 2015, 07:16:38 PM
Oops, forgot to talk about the initial springs as well:
Okay, first of, the AoE: The Spring Punch is really fast, and a direct hit already deals 45 damage.
To me, the broken part of the AoE is the range of it, and even the damage for that matter is quite high. (Testing it on MegaMan resulted in 5 almost-out-of-range punches to destroy him.)

I agree with the single spring damage, even armored classes are helpless against it, the damage of the split springs seems fine to me though.
The single spring is affected pretty hard by gravity, but that really only turns it into a rapid fire melee attack at this point

However, because of the spam potential I'd say it's a better choice to nerf his rate of fire.

Jak, most of the time there are people on servers who act like douchebags, and like you said, It's not in the power of the moderators of CS to take action on the servers hosted through BE, as well as any other server, unless they are hosted by them.
If there are problems on the server, talk to the host of it, and if the host acts just like those "bullies", don't give a damn about them and go to a server where the hosts do care about how people talk to eachother.
RCON is only in possession of the host, giving someone of the playrs control of every single server is not the way this works.
You can report to BE though, if that happened on a server that was hosted through that.
Title: Re: Class based modification (v8a)
Post by: Celebi on July 27, 2015, 06:02:35 AM
Hi, have some patch notes for v8b. Sorry for the delay.

http://pastebin.com/wi6mfsHh (http://pastebin.com/wi6mfsHh)
Title: Re: Class based modification (v8a)
Post by: MusashiAA on July 27, 2015, 05:07:51 PM
Quote
[04:48:15 a.m.] Celebi: Mush when you return, you need to update the Best Ever file with this one
It has Burnerman team colors and a fix to an ammo problem for Clownman on teams.

http://www.best-ever.org/download?file=classes-v8b.pk3

Oops, please redownload or something.
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on July 28, 2015, 06:35:39 AM
Friendly reminder Searchman needs a nerf.
Title: Re: Class based modification (v8b)
Post by: Gumballtoid on July 28, 2015, 03:55:56 PM
Search Man is fine as is. He falls into the typical homing class niche in that he's extremely powerful on open maps, but struggles in close quarters. His biggest draw is that you have to actually accumulate a lock on a target, and if said target ventures out of your sight, it's for naught, since Homing Sniper will target enemies through walls and subsequently be destroyed immediately. Couple that with lackluster mobility, weaker armor, and a kit that encourages literally setting up camp, the problem either lies with the map itself, or the player's inability to outplay him.

I would like to point out that, despite the hitstun nerf, Toad Man still requires no effort on the player's part whatsoever. I personally think his biggest issue is the ability to initiate Rain Flush mid-jump. Take that away, and I think he'd be fine.


I know it's been done to death, but can someone quickly remind me of the armor tiers, from lowest to highest?
Title: Re: Class based modification (v8b)
Post by: Korby on July 28, 2015, 04:09:24 PM
Glass [x1.5] < Proto [x1.333] < Light [x1.2] < Mega [x1.12] < Normal [x1.0] < Duo [x0.896] < Sturdy [x0.8] < Doc Toad [x0.728] < Toad [x0.65] < Heavy [x0.55] < Hard [x0.5]
Title: Re: Class based modification (v8b)
Post by: MusashiAA on July 28, 2015, 05:32:24 PM
Quote from: "Gumballtoid"
Search Man is fine as is. He falls into the typical homing class niche in that he's extremely powerful on open maps, but struggles in close quarters. His biggest draw is that you have to actually accumulate a lock on a target, and if said target ventures out of your sight, it's for naught, since Homing Sniper will target enemies through walls and subsequently be destroyed immediately. Couple that with lackluster mobility, weaker armor, and a kit that encourages literally setting up camp, the problem either lies with the map itself, or the player's inability to outplay him.

In open maps, even when Search Man isn't locked onto an enemy, his Homing Snipers still seek targets, albeit at a worse rate than locked on targets, worse enough to be able to dodge them. The locked on missiles however, home at an absurdly good rate. This design is supposed to make Search Man real good at long range, but lacking in close range. The Search Disc exists for the sole purpose of giving the class a somewhat useful tool at mid/close range, and in small rooms. It deals 24 damage, which is more than what each missile can deal individually, and the fact that it also bounces off walls is one of the reasons I think Search Man can be as dangerous in small rooms as in open maps: 24 damage bouncers is nothing to simply scoff at. Dare I say that sometimes, I can't help but notice how the lockon takes a long time to wear off on me, even when I'm not directly within Search Man's sight.

I would like to point out that, despite the hitstun nerf, Toad Man still requires no effort on the player's part whatsoever. I personally think his biggest issue is the ability to initiate Rain Flush mid-jump. Take that away, and I think he'd be fine.

I personally agree with Toad Man being too accesible for the power it sports, though I think the removal of jump rain might make Toad Man a less interesting class to PLAY AS, in favor of players who can't fight AGAINST IT. IMO, Toad Man's counterplay is a very simple one (long range attacks), but the fact that he can close the long range gap really easy makes me think that the biggest problem with him is just that: a mobility issue.
Title: Re: Class based modification (v8b)
Post by: Bikdark on July 29, 2015, 12:49:47 AM
Quote from: "Gumballtoid"
Search Man is fine as is. He falls into the typical homing class niche in that he's extremely powerful on open maps, but struggles in close quarters. His biggest draw is that you have to actually accumulate a lock on a target, and if said target ventures out of your sight, it's for naught, since Homing Sniper will target enemies through walls and subsequently be destroyed immediately. Couple that with lackluster mobility, weaker armor, and a kit that encourages literally setting up camp, the problem either lies with the map itself, or the player's inability to outplay him.
You cannot possibly be serious. I'd like you to play a few rounds of Searchman and tell me all that with a straight face.

Searchman is a pain at long range, yes, but he's even worse to play against at medium and short ranges. Melee is the only place where he struggles.

His mainfire lock-on mechanism is extremely easy to use (even easier at medium/close range) and gives his shots insane homing ability to the point where they cannot be outrun or outlasted -- you must be behind a wall when he fires it. If you happen to be behind a wall, Search can simply fire regular mainfire shots with no lock-on to deal with you, as they home like a standard Magnet Missile.

If that wasn't enough, Search also possesses the ability to fill a room with bouncing discs that do a RIDICULOUS 24 damage each with no ammo cost (much like his entire fucking kit). Have fun dealing with him while trying to dodge discs and unavoidable homing at the same time.

His bushes, while the least damning part of his kit, only add the the heap of broken shit Search has. They make him harder to find, harder to hit, recharge fast, and have no ammo cost.

And "the problem lies within the player's inability to outplay him"? You want me to "outplay" something that will hit me 100% of the time? Don't make me fucking laugh.
Title: Re: Class based modification (v8b)
Post by: MrL1193 on July 29, 2015, 01:13:36 AM
Quote from: "Korby"
Glass [x1.5] < Proto [x1.333] < Light [x1.2] < Mega [x1.12] < Normal [x1.0] < Duo [x0.896] < Sturdy [x0.8] < Doc Toad [x0.728] < Toad [x0.65] < Heavy [x0.55] < Hard [x0.5]
You listed Heavy twice.
i fixed it ~korby


As far as I can tell, the Duo and Doc Toad tiers were first used by (who else) Doc Robot, and they're simply derived from combining the Mega multiplier with the Sturdy and Toad multipliers respectively.

On a side note, I know this isn't related to gameplay at all, but has anyone ever considered renaming the armor tiers? I just find it a bit silly that the tier containing 5 classes is named after Toad Man alone but the tier containing all of one RM (Guts Man) bears the generic name of "Heavy." (I'm assuming that "Doc Toad" will get a proper name if a future class uses it as a base armor value.)
Title: Re: Class based modification (v8b)
Post by: Korby on July 29, 2015, 01:37:13 AM
Toad is named as such because I had made an armor value specifically for Toad. When I was making him I hadn't noticed that armor values were actually standard, so when I gave him heavier armor than Sturdy, a new name had to be created. Jax[?] settled on "Toad" because he was the only one who had it.

On the subject of armor values,
I'd like to push to abolish the Heavy class and make the only Heavy class[Gutsman] into either a Toad or a Hard class.
Honestly it's painfully close to Hard already and seeing as Gutsman's the only member[and likely the only one to exist] it would make sense to just remove it.

EDIT:

Also, Junkman should not drop Junk Shield, and it should be removed from the LMS rotation.
90% of classes don't have a check to it so copyweps just get a free 75% damage reduction and most classes get to suffer for no real reason.
Perhaps make him drop some variation on Junk Cube instead?
Title: Re: Class based modification (v8b)
Post by: DrMario2 on August 02, 2015, 11:12:30 PM
I found a bug, Duo (and other copyweps idk) get infinite ammo for MWS's weapon when he dashes with the shield on.
Title: Re: Class based modification (v8b)
Post by: Celebi on August 03, 2015, 12:33:32 AM
Thats a my bad, that weapon had a different method for controlling it when I first did it.  I never updated the altfire to use the newer method its currently using.  So it goes to the wrong state.  Sadly, I'm not seeing the need to do a hotfix/another version because of this one thing.  Thank you for the report.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on August 03, 2015, 12:56:41 AM
Quote from: "Celebi"
Thats a my bad, that weapon had a different method for controlling it when I first did it.  I never updated the altfire to use the newer method its currently using.  So it goes to the wrong state.  Sadly, I'm not seeing the need to do a hotfix/another version because of this one thing.  Thank you for the report.

Although it is an issue, I also agree that this doesn't merit (yet another) hotfix, simply because circumventing (infinite) shields is pretty easy. Unless something terribly gamebreaking shows up because of this, don't expect a hotfix right now.
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on August 12, 2015, 08:07:58 PM
I know I'm kinda late for requesting this, but can crashman's crash bombs have their old look? This small disc thingy is kinda dumb, and the old bombers looked cooler.
Title: I probably went waaay too in depth
Post by: Magnet Dood on August 12, 2015, 11:35:34 PM
That would kind of ruin the whole trap thing Crash Man has going on. The bombs are like that so they are harder to detect, and replacing them with those massive jellyfish things would make any bombs he places down way easier to see and avoid. You'd also have to make the hitbox bigger on the bombs, too, since they're considerably larger.

...I guess it's kind of an okay trade-off, but it would warrant changing Crash's play style. I mean, his Crash Bombs are pretty fast; giving it a larger hitbox would probably put more of an emphasis on just shooting bombs directly at people instead of using the hitstun that's present when you detonate pre-set bombs. Crash is pretty unique in that you can set and detonate his bombs anytime you want, instead of the "run-n-gun" explosive classes where you shoot directly at your opponent (Drill, Napalm, Grenade come to mind). If you take that away from him by making his explosives larger and easier to see, you pretty much relegate him to that latter group and take away his unique class traits.

If you really wanted to keep that trap-setting play style present, I suppose you could make it that the Crash Bombs "burrow" into the ground so that only a small amount of the shiny bits are showing, but it would still most likely involve increasing the hitbox on the projectile.
Title: Re: I probably went waaay too in depth
Post by: MusashiAA on August 13, 2015, 12:30:34 AM
Quote from: "Magnet Dood"
The bombs are like that so they are harder to detect, and replacing them with those massive jellyfish things would make any bombs he places down way easier to see and avoid.

Just FYI, this is precisely the reason why I'm against switching those sprites back to the canon look: it would kill the sneak bombing game this Crashman has.

The counterargument to this, BESIDES MUH CANON, is that "nobody plays Crashman like that". Also IIRC, it's his direct bomb explosion that causes hitstun, and not the placed bomb explosion, so there is more incentive for direct hits than mines.
Title: "skullman hits for 15 regardless of rage"
Post by: Bikdark on August 13, 2015, 01:10:46 AM
Quote from: "MusashiAA"
Also IIRC, it's his direct bomb explosion that causes hitstun, and not the placed bomb explosion, so there is more incentive for direct hits than mines.
Direct hits do not cause hitstun, ground mines do. More incentive for planning ahead and playing the "which way will my enemy move" minigame.
Title: Re: "skullman hits for 15 regardless of rage"
Post by: MusashiAA on August 13, 2015, 01:39:47 AM
Quote from: "Bikdark"
Quote from: "MusashiAA"
Also IIRC, it's his direct bomb explosion that causes hitstun, and not the placed bomb explosion, so there is more incentive for direct hits than mines.
Direct hits do not cause hitstun, ground mines do. More incentive for planning ahead and playing the "which way will my enemy move" minigame.

That's good to hear, then: more weight into keeping current small Crash Bomb sprites.
Title: Re: Class based modification (v8b)
Post by: Meme Man on August 13, 2015, 03:29:22 PM
Can somebody explain to me how magic man's magic cards work? Im really confused on it
Title: Re: Class based modification (v8b)
Post by: Zero1000 on August 13, 2015, 05:29:21 PM
Quote from: "Meme Man"
Can somebody explain to me how magic man's magic cards work? Im really confused on it
I haven't played with him too much, but i think they work like in the core, except that they steal life if they hit someone.
Title: Re: Class based modification (v8b)
Post by: LlamaHombre on August 13, 2015, 07:23:32 PM
Page 724.
Quote from: "MusashiAA"
Magic Man has two weapons: one is for his set of Magic Cards, and the other is for his Magic Ball trick. Each weapon has a mainfire and an altfire attack that look similar, but are not: one is real (mainfire), and the other is fake (altfire). Mainfire cards will consume ammo, and will steal the enemy's life if they hit; the altfire cards are fake cards that don't deal any damage at all. The mainfire Magic Ball will teleport you to where you aim your ball at, while also leaving birds behind that home into enemies; the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds.

Not mentioned is that both sets of cards will deal hitstun, so use the alt after a main to keep the target in range and either slow or stop their retreat while your main is on cooldown.
Title: Re: Class based modification (v8b)
Post by: RifleGod on September 13, 2015, 02:38:28 PM
:geek:  I have a question: Is there a way to disable weaknesses?
Title: Re: Class based modification (v8b)
Post by: MusashiAA on September 13, 2015, 04:01:00 PM
Yes, it is a console variable that can be set up by the server in order to work: yd_noweakness 1 will turn off all weaknesses.
Title: Re: Class based modification (v8b)
Post by: Bikdark on October 06, 2015, 09:20:28 PM
Been playing some Groundman, here's some of my thoughts:

-Reduce damage on big drill. While it does feel super great to chunk people for 50+ (also makes Groundman usable), power needs to be shifted away to make room for other changes. Med and small drills most likely will not need changes

-Have tank mode require 65-75% ammo, not 100%. Ground can deal with faster/campier enemies by chasing with his tank mode/underground mode, but he feels a lot less fluid when you need to wait for ammo to recharge after a skirmish if you need to chase.

-The dropped drill split should follow the crosshair's position entirely rather than only relying on horizontal position. At the moment, they're super clunky and hard to use, and that change would allow them to be a bit more usable

-Giga drill is borderline useless in non-clusterfuck scenarios. Should probably be changed into an area control/set it and forget it tool rather than something you need to click and hold. Maybe one time use > let player switch weapons to drop > giga drill still there? Giga drill could block escape routes/force enemy movements for easier shots

-Both huds look the same minus the inventory icon. Make tank hud different so I dont need to take my eyes away from what I SHOULD be paying attention to.

-Big drill is fucking massive and is nearly impossible to use in even semi-closed spaces. Is there any way for the big drill to NOT get completely fucked over by walls/floors, or would that require reducing hitbox size and therefore killing what makes spread drill unique? Maybe for the first ~20 tics make big drill have a smaller hitbox that explodes, then have it turn into normal huge as fuck drill? What about allowing players some alternative method of firing while holding alt (shoots single med drill)? If neither of those ideas sound attractive, tank mode's excavate damage should probably be given some more power so Ground isn't worthless in hallways or maps like MM5NAP.


EDIT***

Currently, Turbo is completely overtuned and is in need of changes. He cannot be punished, as his base speed is above average, his effective hp is standard, and his ammo regens so fast that it might as well not even fucking be there. His wheel provides insane pressure with the big speed buff it gives, as well as the volatile damage it deals if you even think about moving with it. His massive speed and scorch wheel synergize TOO well, making it easy for him to evade all danger by kiting and slapping you for 25+, or alternatively easily positioning himself for MASSIVE scorch wheel damage (remember, the higher your speed the more effective ALL rippers are). Sweetspots are cool, but not when the alternative is ALSO huge damage.

While one can argue that his only means of dealing damage is reliant on terrain, this does NOT justify his huge ammo regen, ability to remain unpunished 100% of the time, OR fantastic base stats. His terrain-reliant damage isn't even a problem when you consider how nimble he is, his normal armor, and the ability to aim the wheel up.

Turbo players need to actually THINK about their ammo usage and their wheel placement. They need to be encouraged to get up close and personal with enemies to land a big scorch wheel rather than abusing his mobility and safety for an easy game. Scorch wheel shines when the player predicts enemy movement and tosses one out when they know they'll be moving backwards, so why not play on that? Although it's super hacky to implement, an overall big damage reduction + a stacking damage multiplier on successive scorch wheel explosion hits would be a really cool way to reward Turbo players for predicting the enemy's movements. There would be issues with wheel stacking, but that could be fixed by lowering his base speed by a hefty amount or messing with the wheel speed.
Title: Re: Class based modification (v8b)
Post by: Celebi on October 13, 2015, 01:57:02 PM
So busy with real life troubles, add that I'm slowly working on Unholy stuff.  I'll comment on the Groundman stuff since I did most of his stuff.
Quote from: "Bikdark"
-Reduce damage on big drill. While it does feel super great to chunk people for 50+ (also makes Groundman usable), power needs to be shifted away to make room for other changes. Med and small drills most likely will not need changes
This is a tricky thing to balance due to it being a giant slow ripper.  Vanilla's big drill has gravity and after taking the initial 30 damage, you get a 3 tic PowerProtection making you take 3 (0.1x) ripper damage from further hits.  Groundman's Big drill uses a different damage type and different protection level.  His big drill does 20 damage, and further hits are reduced by 0.2x damage making you take 4 damage. (Also Groundman's big drill is faster, meaning less hits) This is done because armor exists.  Any less damage/more protection means Hardman and friends would become immune to further drill damage.  This would cause them to take the full 20 damage every 3 tics, making the damage inconsistent and more powerful on any class with armor.  The only way this is going to be balanced is if armor is removed from tanky classes and is changed to increased HP. (IE, Hardman becomes 200hp or Woodman becomes 120hp)
Quote from: "Bikdark"
-Have tank mode require 65-75% ammo, not 100%. Ground can deal with faster/campier enemies by chasing with his tank mode/underground mode, but he feels a lot less fluid when you need to wait for ammo to recharge after a skirmish if you need to chase.
Yeah sure, only worry is desync.
Quote from: "Bikdark"
-The dropped drill split should follow the crosshair's position entirely rather than only relying on horizontal position. At the moment, they're super clunky and hard to use, and that change would allow them to be a bit more usable
Only problem with that is then aiming up/down can mess up long hallway shots, otherwise 'yeah sure.'
Quote from: "Bikdark"
-Giga drill is borderline useless in non-clusterfuck scenarios. Should probably be changed into an area control/set it and forget it tool rather than something you need to click and hold. Maybe one time use > let player switch weapons to drop > giga drill still there? Giga drill could block escape routes/force enemy movements for easier shots
Originally I wanted to have item use split all your drills in flight and make the GIGA DRILL drop from the ceiling and dig into the ground spitting rocks everywhere for damage.  But the dev team did not like the idea of item use to be that heavily used for splitting.
Quote from: "Bikdark"
-Both huds look the same minus the inventory icon. Make tank hud different so I dont need to take my eyes away from what I SHOULD be paying attention to.
'Yeah sure.'  Although, Crash left the dev team over personal issues.  So we don't have a spriter on hand to edit the drill idle hud to something better. (Like maybe some drills popping out of his hands to show this is drill weapon)
Quote from: "Bikdark"
-Big drill is fucking massive and is nearly impossible to use in even semi-closed spaces. Is there any way for the big drill to NOT get completely fucked over by walls/floors, or would that require reducing hitbox size and therefore killing what makes spread drill unique? Maybe for the first ~20 tics make big drill have a smaller hitbox that explodes, then have it turn into normal huge as fuck drill? What about allowing players some alternative method of firing while holding alt (shoots single med drill)? If neither of those ideas sound attractive, tank mode's excavate damage should probably be given some more power so Ground isn't worthless in hallways or maps like MM5NAP.
First these screenshots (http://imgur.com/a/INbD5) will be referenced for GIGA DRILL stuff.
Technically, GIGA DRILL works perfectly fine with close range walls/floors.  In these screenshots, I made the drill explosion 'visible' via showing a Groundman sprite.  You can see the explosions in action in all the screenshots except #1/#4 working well near walls/floors.  In screenshot #4, you can see the explosion hitbox moves with the drill when its comes out/goes back in.  What could be done is adding more explosion hitboxes to the full drill size. (see screenshot #1 and imagine 2 more explosions above it) However, this would spike the damage due to the explosions noclipping up floors if the drill was used in a low ceiling area.

Finally, no comments on Turboman.  What he needs is a rework, which Jax might have on his list in the future.
Title: Re: Class based modification (v8b)
Post by: Bikdark on October 13, 2015, 09:52:50 PM
Quote from: "Celebi"
Technically, GIGA DRILL works perfectly fine with close range walls/floors.  In these screenshots, I made the drill explosion 'visible' via showing a Groundman sprite.  You can see the explosions in action in all the screenshots except #1/#4 working well near walls/floors.  In screenshot #4, you can see the explosion hitbox moves with the drill when its comes out/goes back in.  What could be done is adding more explosion hitboxes to the full drill size. (see screenshot #1 and imagine 2 more explosions above it) However, this would spike the damage due to the explosions noclipping up floors if the drill was used in a low ceiling area.
I'm sorry, I was very unclear with all my terminology.

By "big drill" I was referring not to the Giga Drill, but the large spread drill you can aim and shoot and further split into 2 > 4 drills. THAT is what is giving me trouble in tight spaces. It's a little whiny considering how I only need to shift my aim a small amount to compensate for the huge hitbox, but again, I feel fluidity is Groundman's biggest problem.
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on October 13, 2015, 10:37:18 PM
Can I ask why plantman's passive regeneration is so massive? I counted around 7 times over 3 duel matches where I should have died yet my regeneration saved me, doubly so when I use my shield. Plantman regenerates hp by hitting people, but he shouldn't be able to just camp and return to full health with no downside.

Also drop buster shouldn't sap health. It's a bit too easy to hit with and can catch most if not everyone off-guard of plantman gets to a lower vantage point. Plus it's kinda stupid that he can do that in TLMS regardless.
Title: Re: Class based modification (v8b)
Post by: Bikdark on October 13, 2015, 10:40:57 PM
The mod isn't balanced around duel lmao he's much worse off in tdm/tlms
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on October 13, 2015, 10:46:51 PM
I'm saying in general, unless you're playing TLMS or LMS, Plantman has near-immortality thanks to this regen coupled with the speed.
Title: Re: Class based modification (v8b)
Post by: Bikdark on October 14, 2015, 12:02:31 AM
Quote from: "ScrapHeap"
I'm saying in general, unless you're playing TLMS or LMS, Plantman has near-immortality thanks to this regen coupled with the speed.
>near immortal

I think you're talking about magic

If you play like pussies, ofc plant is immortal. He's a vamp tank that needs to stay in melee to do his thing. If you separate yourselves and focus fire on him he will die immediately or be forced to retreat. Be sure not to group together in a place where he can hit multiple of you. His passive regen doesn't make a big difference considering in tdm/duel there's already an abundance of health.

Also, it's important to note that your only experience with plant outside of TLMS (which you implied he was not a problem in) is in buckshot duel, a mode with no pickups anywhere. So yeah, no shit plant will be effective, he's one of two classes who can reliably heal.
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on October 17, 2015, 08:55:20 PM
Then how about something we all can agree on; nerfs for Punk and Searchman. I don't know what to suggest to nerf about Punk other than everything, but Searchman needs to not lock on so quickly for how much damage that attack does.
Title: Re: Class based modification (v8b)
Post by: Knux on October 17, 2015, 09:19:31 PM
I suggest for Punk's cannonball to have horizontal aiming freedom like it does now, but for half the time while it is charging. As it is, it's quite possible to screw people over at the last second, which is made further annoying by the fact that he's invincible during the charge. As for his single throw Screw Crushers, make them a bit little slower and/or gravity affected, as they rival Skull Sniper in effectiveness. This is without mentioning Punk's ability to use vanilla Screw Crusher, which while fine on its own, coupled with a sniper and extreme mobility becomes a mild annoyance because of creating an area of denial - near perfect to set up sniping.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on October 17, 2015, 10:40:52 PM
He's also able to shut down any class that relies on burst damage thanks to his extremely short ammo recharge paired with his invincibility on alt and ability to cancel it.
Title: Re: Class based modification (v8b)
Post by: Bikdark on October 17, 2015, 10:49:37 PM
Just about everything is wrong with Punk and Search.

Punk:

-Straight screws are too damaging, reliable, and spammable for a buster-style weapon.

-Bouncers don't consume ammo, no drawbacks

-Curl invuln is extremely abusable and can RUIN any class without sustained damage. Makes some classes unusable vs him.

-Curl recharges extremely fast out of a cancel, comparatively same charge rate after a spindash because of the time the enemy needs to take to get to him

Overall, Punk (as well as the other MMK) is a very dated class with a ton of upfront power and no level of mastery outside of aiming screws properly. He needs a rework to force him to make meaningful choices and reduce his overall oppressiveness. Following the "Sonic, Tails, Knuckles" guideline, Punk and Enker (who is also a problem) should take on the roles of tanky brawler and hypercarry (like Skull or Metal) respectively.

Search:

-Infinitely spammable attacks make him MUCH harder to approach than other homing/long range users

-Discs nullify innate close range weakness that all long range classes should have. Require no real mastery to use.

-Almost impossible to punish because of the pressure from infinite ammo and 23 dmg discs. After he blows his 4 shot load, you should (in theory) have a much easier time approaching him. However, in a matter of seconds he can fill up a room with discs/have 2-3 stacks of mainfire on someone trying to approach him.

Search should most likely be changed into a high skillcap homing user (as crazy as that sounds), possibly something similar to this:

Mainfire: Holds tracer out, and consumes all ammo over the course of 4 seconds. Targets are NOT automatically locked onto anymore.

-When mainfire is released with acquired targets, homing missiles are shot at all of them. No extra ammo is consumed, and the tracer cannot be deployed again until you have full ammo.

-Releasing without any acquired targets will fire a single shot with an internal cooldown similar to Crystal's to prevent spam.


Altfire: Tapping alt while tracer is running will now lock on to whatever the tracer was on at that exact moment. No more just hovering over people for .2 secs to lock on, you gotta do this shit MANUALLY, son. Hitting a wall, ceiling, or floor (read: missing) will lock onto said wall/ceiling/floor. You are allowed X amount (4-6?) of alt taps before you cannot acquire more targets, so be accurate (this is also to prevent people from making aliases that rapidly use altfire to simulate current Searchman). Basically, you are choosing what you will shoot at before you actually shoot.

-Altfiring without tracer out could toss out a much weaker disc so Search has a way to defend himself in tight spots, but not to the point where he can now.

Overall, the point of this concept is to reward Search for being accurate and fast, as all snipers should. Because he only consumes ammo when he has his tracer out, if he locks on the maximum amount of times before his ammo is out, he can get back to doing his sniper-y bullshit much faster.

There's also a TON of added mastery to his kit now. Because of his ability to lock onto terrain, newer players can choose to lock onto a wall and unload a barrage where the enemy WILL be rather than risking missing the enemy itself with the tracer. Veteran players, however, will be able to achieve the maximum number of targets acquired in under a couple of seconds, allowing them to dominate groups or assassinate single people easily.
Title: Re: Class based modification (v8b)
Post by: Stardust on October 18, 2015, 10:39:51 AM
I agree with most things regarding Punk, especially regarding his skulbarrieresque altfire which just negate any "burst" attack. I think he shouuld either takes half damage when curling, or have his ammo recharge wayy slower. Plus he's overally very very polyvalent : his main is a sniping shot, hitbox is 3 times bigger than Bubble or Gravity's buster, and it does 23 damage (15 dmg for bubl/grav buster). He has that to snipe or just poke with large damage, and his bouncing screws for spam and fill areas. I think he deserves to be less polyalent because right now he's good at anything.

For Search I agree he's cheap as in easy to use, but he still has lower armor, and is slower, this seems a bit forgotten (pretty much like Brightman. Well except Brightman has normal running speed since v8a or v8b).
Since TLMS is played almost all the time, I think it's actually a good idea to search searchman and kill him first quickly. Because the longer he stays the more painful he is (especially when you're 4vs1 in Iceman's map.) A technique I tend to do, is to get in his face and attack him while he locks me, then get behind a wall and let my teammates attack him (as he's forced to release his locks in order to attack them, and I'm just hiding or going away).
I think a *very slight* damage nerf on his main (14 ==> 13 or 12), + making him unable to keep someone locked on forever (use the stamina bar or something) so he can't keep 4 locking stacks until his target appears, and if you and your team focus him I think he should be not much threatening
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on October 18, 2015, 04:30:35 PM
Perhaps if Searchman takes damage, he could lose his lockons and disable his tracer for a short time (~30 tics)?

Since, you know, snipers tend to be a lot less effective when they actually get shot.
Title: Re: Class based modification (v8b)
Post by: Bikdark on October 18, 2015, 06:49:16 PM
Let's not forget the other HUGE problems: infinite ammo + search discs. Both of those are just as problematic as his homing shots.
Title: Re: Class based modification (v8b)
Post by: KFCutman on November 13, 2015, 05:18:29 AM
So, it's been like two years since I've played MM8BDM. So I decide to go on a classes server and all I see is Ice Wall spam, getting falcon punched, fucking Punk, and other classes that did not need buffs.

And I remember when some really good classes used to suck.
Title: Re: Class based modification (v8b)
Post by: Bikdark on November 14, 2015, 05:01:44 AM
Well yes that's what happens when you're gone for 2 years.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on December 04, 2015, 06:47:01 AM
For those not in the loop, this is the current state of classes duel
(click to show/hide)
Title: Re: Class based modification (v8b)
Post by: Bikdark on December 06, 2015, 03:49:05 AM
Quick suggestion for Shadow:
Caltrop on returning blade doesn't fix the problem where being next to a wall halves Shadow's damage. Simply having the blade return immediately on wall/floor/ceiling hit would be much more beneficial.

The caltrop spawning mechanic, however, would be a much better addition to Shadow's triple blade. Gives him better area control, a reason to actually use the weapon, and higher potential damage if you aim it REALLY well. (triple blade aimed at ground > fire > all 3 hit > all caltrops hit, should be 90 dmg)
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on December 08, 2015, 03:49:45 AM
IS there any specific date on when the mod is gonna get updated? I'm kinda fed up with punk and coldman being as amazing as they are.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on December 08, 2015, 04:26:51 AM
Sometime between now and never. This is my own personal opinion based on my own knowledge: it'll be any time after Celebi finishes up its work with Unholy, unless Jax or YD decide to wake up all of the sudden. Kinda funny how it was Cel who pushed out the last builds because Jax was too busy on his own things, and now Cel is busy too and YD does not care about black people.
Title: Re: Class based modification (v8b)
Post by: Demitel on December 18, 2015, 07:54:06 PM
Quote from: "KFCutman"
So, it's been like two years since I've played MM8BDM. So I decide to go on a classes server and all I see is Ice Wall spam, getting falcon punched, fucking Punk, and other classes that did not need buffs.

And I remember when some really good classes used to suck.
You should have seen the Ice Wave spam at some point. Everyone was using Frost Man and obliterate everyone. Great times!

Though, Bright Man has been always my favourite.
Title: Re: Class based modification (v8b)
Post by: Bikdark on January 01, 2016, 03:06:19 AM
ey b0ss a couple thoughts on elec changes since i've been spamming him in tlms recently

-implement a system like CSCC Bikdark's (new, not old) teleport. Hold alt to prime your teleport (his is the windup when Elec raises his hands), then release to teleport. During this time, a transparent Elecman sprite only the player can see appears where Elec will land after his dash. The total amount of time taken to dash with a single click wouldn't change, and the amount of "JESUS FUCKING CHRIST THANKS JAX" deaths in MM5CHA would be heavily reduced since the player will always have the ability to know where they land. Disallow the player from holding the primed dash forever by forcing them to use it after X seconds, like Sparkman's main.

-Ezreal-style JUKE JUKE JUKE FIRE JUKE JUKE GET FUCKED NOOB gameplay is a lot of fun, but in his current 8B state, he has trouble reliably doing damage. Tbeams hit hard, but they're slow, predictable, and use your precious teleport ammo. If the above change were to be implemented, it would be a little easier to tele into someone's face and zap them with a mainfire, but you're still dealing with mainfire delay and slow projectiles. The AoE damage on teleport prime and teleport exit found in Bandaid help mend this problem, but if abused, it could turn into a situation similar to old Elec where he just runs around alting people with no counterplay.

Possibly give him an item? A trap, maybe? Elec could place a tesla coil in the area, and whenever it's hit by electricity (including his alt, even though it does no damage) it explodes for X damage. It could be reused multiple times, and would be destroyed after taking enough damage from non-electrical sources. Practically, they would not be used as true traps (since they're so fucking big), but rather short term traps like Crashman's bombs. Place one around a corner and bop someone with it before they know it's there.

Hell, maybe instead of placing it, he throws it like Burner traps. I'd love to see an Elecman toss a trap into the middle of a firefight from a distance, then alt into it and do damage to everyone before they have time to react. If they were paying attention, though, they'd know to get the fuck out of the general area, and start shooting the coil because Elec is going to appear next to it.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on January 01, 2016, 04:02:44 AM
Make sure it's only the alt. Otherwise, what you're suggesting is dangerously close to a Toadman who can throw his rain flush, is super fast, and can teleport away from you.
Title: Re: Class based modification (v8b)
Post by: Bikdark on January 01, 2016, 05:08:24 AM
>toadman who can throw his rainflush

holy shit do it
Title: Re: Class based modification (v8b)
Post by: Emmanuelf06 on January 04, 2016, 06:28:53 PM
I still dont undertstand the "logic" or the "gameplay line" the devroom of yd class try to make in their mod.
in each mod, we have total new weapons, not only evolution, but each release have a lot of important modification...see tomahawkman and shadowman.
There is no gameplay line, suddendly, you will add a new type of attack because "oh it looks funny and cool, we will add it !" it doesnt make any sens.
Even if the gameplay has some fun part (like new Slashman or Starman). Some ideas are really weird, not only totaly uncanon at 80% but you need to be logic when you make your mod.
It's really unaestitic.... but with some class, it seems You search a funny crazy set of attacks, you can make it, but ask yourself "why do i create this attack" Sometimes it can be with a sens, but often, it's without.

At least, i play the mod so i can say:
Fireman firestorm is underpowered and not fun. Fireman is made to be a cool rusher not something who spam from far to be sure to kill in TLMS lel (even if it's made for it...)
Ringman primary is broken, never see a so big spammy weapon with a so low damage..seriously.
Tomahawkman who throw 2 tomahawks like that? Heresy, better to keep the old one who was more agressive and fun' to play.
Shadowman, ok, you want a spread, but why have you removed the vertical one ? Could be helpful too in some corridors (maybe with making it stronger than the horizontal one because it's easier to hit with).
Galaxyman needs to be less boring, a class who is too much defensive who be used (except in Saxtonhale) because people want to FRAG. See?

But the only positive thing, Slashman is a "real" slashman in the yd class style...at least...

edit: well i didnt want post that and leave mm8bdm, but i suppose i will retry to play it, an other day.
Title: Re: Class based modification (v8b)
Post by: Promestein on January 04, 2016, 10:37:03 PM
Are you sure you didn't get the two class mods mixed up? Because it seems to me like you've mixed them up. This mod has never really been concerned about canon, and I don't remember Shadow Man ever having a vertical spread attack in this one, but I've only been playing it since it was in V3A.
Title: Re: Class based modification (v8b)
Post by: Bikdark on January 05, 2016, 12:46:07 AM
Yes stonefunk, we call it "artistic freedom". This isn't the canon mod, it's the "huh what if they could do that?" mod.
Title: Re: Class based modification (v8b)
Post by: Emmanuelf06 on January 05, 2016, 02:47:50 AM
Ah ok, why not lol. At least, if people like the attacks, it's enough.
It's played so i suppose, no problem. : p
Title: Re: Class based modification (v8b)
Post by: Korby on January 05, 2016, 04:28:19 AM
As the creator of Galaxyman, I can say with confidence that if you're playing him and expecting to get a bunch of frags, you're playing the wrong class. If you're fond of my classes and want one who can get a bunch of frags, might I suggest Swordman or Grenademan?
Galaxy is all about keep away and widdling down opponents. His defense isn't great and his damage is horrid [unless you're Frostman. Poor, poor Frostman.] but he provides utility to his team and is very, very good at not taking damage. He's built to outlast you and is, in my eyes, a pretty good take at a "frail tank" class.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on January 05, 2016, 05:56:28 AM
The problem with such a class is that his viability changes dramatically depending on his opponent for obvious reasons. Of course, plenty of classes are inherently weak against others (a close-range agile class like flashman is gonna get bootyblasted by swordman, for example), but Galaxyman is a special case with his BHB. I had an idea where his bombs' sucking power would be proportional to speed as sort of a weight thing (yes yes even though gravity doesn't work that way) so that classes like hardman would be less fucked (especially how much slow classes struggle against his teleport+flight) whereas classes like quickman aren't an instawin scenario.
Title: Re: Class based modification (v8b)
Post by: Bikdark on January 06, 2016, 04:15:41 AM
yeah to be fair quickman is instawin in a lot of cases
Title: Re: Class based modification (v8b)
Post by: Gumballtoid on January 06, 2016, 03:05:30 PM
It might not be a bad idea to give Quick Man a stamina mechanic. Say, if he runs for too long, his movement speed is reduced while his stamina regenerates, giving slower classes an opportunity to catch him. Using his dash would drain stamina even further, of course, giving it some kind of consequence. Ideally, this would prevent (or at least, counteract) stalling matches BxR style.
Title: Re: Class based modification (v8b)
Post by: Knux on January 06, 2016, 06:17:06 PM
Speaking of which, how come copywep classes (Mega/Proto/Bass) have no limit to their dashes? It's bad enough that they can access 80+ weapons, then use their infinite dash as a potential get out of jail card. I've been meaning to suggest a two-use bar for these dashes, which would regenerate when the user is standing still.
Title: Re: Class based modification (v8b)
Post by: Bikdark on January 06, 2016, 11:55:24 PM
The term "too much of a good thing can be bad" comes to mind.

Quick's speed boost shouldn't have 100% uptime

Copywep dashes need to have a strict limit

Bass needs restrictions on his buster

Centaur shouldn't have infinite ammo on a huge damage buster that spreads

Shade shouldn't be able to pseudo-infinitely fly

Bubble shouldnt arbitrarily be given infinite flight in water

simple shit.
Title: obvious mapmaker's bias but god damn
Post by: Thunderono on January 07, 2016, 12:51:43 AM
Astro man should also lose infinite flight.  It's honestly pretty silly that he gets it to begin with, and aside from disarming some classes entirely, the sloppy coding allows him to fly over custom pits forever (biggest and most recent example being PBJ10-- I'm still salty).

Honestly, why does he even have the item to turn off flight?  There's no reason to turn it off since stamina can be regained without turning it off, and being able to dodge floorhuggers and low bouncing projectiles by default is incredibly powerful.
Title: Re: Class based modification (v8b)
Post by: Korby on January 07, 2016, 02:52:52 AM
I forget the reasoning Jax told me when he added it, but I believe it was something along the lines of using springs and gyro pads easier.
In addition, it allows him to quickly evade downwards, and knowing when to do that adds a new degree of mastery to the class.

The coding for the infinite flight isn't "sloppy;*" it simply doesn't take into account custom maps using non-core standard pits which is, unless I am horribly mistaken, essentially impossible to account for in the first place.
As for why he has it in the first place, it helps separate him from other flying classes, it's an interesting mechanic that had not been done before, and it's thematically appropriate.
That, and he's rather weak otherwise.

*Okay, mine was, but my version of the flight was never publicly released so that doesn't really matter.

As someone who plays Shade a lot, I do agree that he shouldn't be able to fly for so long, but I'd prefer if the thing changed was he didn't regain ammo after doing a dive. It makes using them more punishing and the playstyle of "sit in the air all game and dive at people until they're dead" considerably less effective.
Title: Re: Class based modification (v8b)
Post by: Hallan Parva on January 07, 2016, 09:45:50 PM
as a Centaur main I also agree that her buster having zero ammo cost and being infinite range after the spit is really dumb
actually, it's not free, it's worse -- why do you gain ammo while shooting


allow Centaur Step to be used with less than full ammo (PLZ), and make split shots fade away after a certain distance
... and halt ammo regeneration while you're shooting the buster, at the very least

and maybe shift her damage output more on the "full" shot so there's more reward on hitting vs. chipping out with split shots


please and thank you
Title: Re: Class based modification (v8b)
Post by: Thunderono on January 08, 2016, 08:50:12 PM
Quote from: "Korby"
I forget the reasoning Jax told me when he added it, but I believe it was something along the lines of using springs and gyro pads easier.
In addition, it allows him to quickly evade downwards, and knowing when to do that adds a new degree of mastery to the class.

The coding for the infinite flight isn't "sloppy;*" it simply doesn't take into account custom maps using non-core standard pits which is, unless I am horribly mistaken, essentially impossible to account for in the first place.
As for why he has it in the first place, it helps separate him from other flying classes, it's an interesting mechanic that had not been done before, and it's thematically appropriate.
That, and he's rather weak otherwise.

I suppose that's fair, but the fact remains that infinite flight shuts down floorhuggers and classes focused on slow projectiles.  Maybe a compromise could be made to where, after taking a certain amount of damage (somewhere between 20-40), Astroman loses his flight.  This would work similarly to the counter Woodman currently has, where the counter would be active as long as the flight is active, but it would reset if he manually shut it down (incentivizing the Astroman to deactivate his flight in order to preserve it for future skirmishes).  To compensate, maybe he could get a movespeed buff to allow him to still get in for Astro Crushes, since he's entirely reliant on flight to get it to hit.
Title: Re: obvious mapmaker's bias but god damn
Post by: ice on January 08, 2016, 09:32:00 PM
Quote from: "Thunderono"
Honestly, why does he even have the item to turn off flight?  There's no reason to turn it off since stamina can be regained without turning it off, and being able to dodge floorhuggers and low bouncing projectiles by default is incredibly powerful.

Gravity hold, Gravityman, and Tenguman existing, Quick vertical dodging, and you need to jump deep gaps otherwise impossible to float over
Title: Re: Class based modification (v8b)
Post by: Korby on January 08, 2016, 09:50:43 PM
Quote from: "Thunderono"
I suppose that's fair, but the fact remains that infinite flight shuts down floorhuggers and classes focused on slow projectiles.  Maybe a compromise could be made to where, after taking a certain amount of damage (somewhere between 20-40), Astroman loses his flight.  This would work similarly to the counter Woodman currently has, where the counter would be active as long as the flight is active, but it would reset if he manually shut it down (incentivizing the Astroman to deactivate his flight in order to preserve it for future skirmishes).  To compensate, maybe he could get a movespeed buff to allow him to still get in for Astro Crushes, since he's entirely reliant on flight to get it to hit.

I really like this solution, it could be very interesting. Hope they put something like that in for the next version.

Quote from: "ice"
you need to jump deep gaps otherwise impossible to float over

Astroman has a brief period of flight after flying over a gap before falling, so jumping over chasms is not generally required as long as you're high enough for the vertical distance to not matter.

While testing the above, I remembered another function for turning off the flight; it disables the UFO sounds when walking.
Title: Re: Class based modification (v8b)
Post by: Watzup7856 on January 23, 2016, 03:33:01 AM
Grenade Man is a big problem.

Not only is the rage gimmick stupid as fuck, the Grenadageddon is possibly the stupidest fucking thing I've ever seen in a video game. Don't just punish players for playing the game, it should kill them too. Yea that's a great idea.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on January 23, 2016, 04:38:39 AM
Grenademageddon's fuse needs to, at minimum, allow a class with normal walking speed to get from point blank to outside the danger zone with at least a second to spare (before considering unfavorable terrain, slowing effects, or other hazards)
Title: Re: Class based modification (v8b)
Post by: Bikdark on January 23, 2016, 06:57:13 AM
If you're gonna complain about grenademan, at least complain about something that's actually a problem
Title: Re: Class based modification (v8b)
Post by: Emmanuelf06 on January 25, 2016, 12:42:41 PM
I wanted ask, Fireman, Ringman or Napalmman have a real rapidfire, so the damage was reduced, for the fun or shooting quickly, but isnt too much fast for the little damage? I know it's for a way to play it...
But when you spam with some class and don't kill them, it feels weird.
What about if you nerf slightly the rapidfire and make a damage a bit better ?...
GeminiMan nerf (ammo) is a good idea but its hard to use him, i suppose, it's to force us to not spam the clone.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on February 20, 2016, 01:19:40 AM
So I wanted to create a public Discord server pertinent to this mod. I asked once in a server, someone said yes, that's good enough for me.

https://discord.gg/0q5TXBVoNKraIWCv

Make use of it for complaints, comments, idle chat, voice chats for matches, anything. I'll try to keep an eye on it, making up rules as it goes, if it even goes.
Title: Re: Class based modification (v8b)
Post by: Lebowski on March 16, 2016, 04:02:40 PM
I was wondering if it'd be possible for Crashman's crash bombs to be solid. An example of this being I shoot a crash bomb at a wall, and am able to jump on it to gain some height and/or get to a vantage point. I know a possible annoyance that could come from this is if I were to aim them at the ground, it'd probably stop players in their tracks (Unless it was rounded like a tiny hill maybe?). Sorry if my point isn't clear on this, if it's not let me know and I'll try to be more specific.
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on March 30, 2016, 06:32:01 PM
So are we gonna ignore topman's 20-damage-driveby's that only seem to not be a problem for hardman? How about how Crashman's hitstun that literally makes it a game-ender being hit at full health as anyone except aforementioned hardman?
Title: Re: Class based modification (v8b)
Post by: Ceridran on March 30, 2016, 06:54:02 PM
Quote
So are we gonna ignore topman's 20-damage-driveby's?

that damage is pathetic
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on March 30, 2016, 07:00:12 PM
You're not seeing the problem here. He's doing almost 25 damage per GRAZED HIT. At the speed he goes and the rate that recharges? If you're not hit full on you're dying in about 3 seconds anyway.

And then there's crashman. Why the actual hell did he get a damage buff? He was completely fine before, but now he's just a faceroll.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on March 30, 2016, 10:22:49 PM
The topman and crashman buffs (which we're aware were way too strong) are part of Bandaid so please direct bandaid-related comments to viewtopic.php?f=37&t=10146 (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=10146)
Title: Re: Class based modification (v8b)
Post by: ScrapHeap on March 30, 2016, 11:57:51 PM
My apologies, I'll go rant over there.
Title: Re: Class based modification (v8b)
Post by: Teleclast on April 08, 2016, 02:13:35 AM
So right now in CTF I noticed that when this is on I lose all weapons when I grab the flag.

Is there a way to disable this? Unfortunately running a search on this thread came up with nothing for 'CTF'.
Title: I THINK
Post by: Bikdark on April 08, 2016, 02:50:33 PM
Thats intended, iirc. Hit your chasecan button, and you'll see that you turn into mm10's weapon archive thing. You revert back when you drop the flag or capture it
Title: Re: Class based modification (v8b)
Post by: Isaac940 on April 08, 2016, 04:55:16 PM
Yeah, you're intended to morph into the Weapon Archive to prevent stupidly easy captures with classes like Quick/Gyro. However, unless it works online and is just not working offline, something may have broke along the way. From what I can tell the skin isn't changing like it used to and i thought the archive could use copyweps, but you seem to not be collecting them now.
Title: Re: Class based modification (v8b)
Post by: Orange juice :l on April 08, 2016, 08:56:32 PM
The idea is nice and all but it really goes both ways. Unless you have a flashman to cover your booty you're gonna get hunted down by a slashman or similar- CTF doesn't really work that well in classes at the moment and I don't suspect it ever can be, barring something drastic.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on April 09, 2016, 01:50:53 AM
I was once thinking about the concept of turning CTF into Payload for classes, but yeah CTF is not a good mode to play classes with. Weapons Archive was a failsafe method of "balancing" it, but it and every other mode could be done so much better.
Title: Re: Class based modification (v8b)
Post by: Teleclast on April 09, 2016, 08:23:46 PM
Right, so my question is if I want to like... remove that, how can I?

I know that it's intended, but it's not something I want nor do the people I was going to play with.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on April 10, 2016, 06:02:08 AM
I don't think nor know if it's actually possible to get rid of the Weapons Archive morph without cheats or a patch. I couldn't even tell you where to begin in order to start a "No Flag Carrier" patch.

I'll tell you what: I'm gonna try and push for a custom command that toggles flag carrier morph in CTF modes on and off, much like the YD_NoWeakness command.
Title: Re: Class based modification (v8b)
Post by: Korby on April 11, 2016, 05:10:56 AM
Until then,
https://dl.dropboxusercontent.com/u/104 ... emoval.wad (https://dl.dropboxusercontent.com/u/104072695/bearremoval.wad)

This is a patch that removes the Flag Carrier's morph code from BUGFIX.acs.
Load it after Classes-v8b.pk3.

Let me know if something breaks.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on April 11, 2016, 05:26:37 AM
Also, can confirm that what's left of what's still active of the devteam agrees with adding a custom variable to turn Weapons Archive morph on CTF on and off. So when its time, we'll get around to doing that + million more to-do lists.
Title: Gotta stay cool and hip with the younguns
Post by: MusashiAA on May 18, 2016, 04:58:21 AM
wach out

dere goes

dat boi

(http://i.imgur.com/MpiR47u.png)
back at it again with the team flags




EDIT: I (and I guess we) expect this to be broken and unbalanced, we're not gonna try and balance it either, since Archive Buster morph is kinda our attempt at it, this was done just for giving players the option to do so. At the very least we might attempt to make it not Ban-Me-From-Best-Ever tier of broken...maybe, if such level of brokenness exists. Feel free to actually balance it if you want when it's released. The name of the cvar will be YD_NoCTFMorph.

EDIT2: Also reminder that this exists https://discord.gg/0q5TXBVoNKraIWCv
Title: Re: Class based modification (v8b)
Post by: Emmanuelf06 on May 23, 2016, 06:07:58 PM
You can't make a patch to balance stuff ? Lol Quickman YD in ctf x) .... Best class to show us with a screen yeah

EDIT: Also, don't make Napalmman or Ringman ALT spammy like that, it's weak and very spammy, not pro or interesting at all.

I don't understand, when you buff or nerf something you do it RADICALLY. You know, you can nerf a little or just bit more, you don't need to do it like X3 or /2 and change everything each time ?
Keep a line for your mod, there is nothing coherent sometimes.

Even if a mod who is not supposed to be canon, you should keep a line of logic stuff at least.... (and yeah, it can be fun even if it's 20% canon but i don't understand why you change everything so often).

Also heatman is weird as hell, your old one was better, same for tomahawkman....it's like if you make Sparkman alt with sparks everywhere who bounce, if you do everything possible "in all the directions", it lose all his sens...

Just to say'
Title: Re: Class based modification (v8b)
Post by: Bikdark on May 23, 2016, 07:07:24 PM
The patch to balance stuff is called "bandaid" and is a lot more enjoyable than vanilla CBM -- you should try it some time.
Title: Re: Class based modification (v8b)
Post by: Emmanuelf06 on May 23, 2016, 07:22:37 PM
Quote from: "Bikdark"
The patch to balance stuff is called "bandaid" and is a lot more enjoyable than vanilla CBM -- you should try it some time.

Ah yes, i have tried it in 2 or 3 games, i will try it yeah, it was made by muzaru? : >
Title: Re: Class based modification (v8b)
Post by: MusashiAA on June 04, 2016, 07:11:01 AM
SCRATCH ALL THAT

http://www.best-ever.org/download?file=classes-v8c-beta.pk3

This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is:

(click to show/hide)

If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.
Title: Re: Class based modification (v8b)
Post by: Celebi on June 05, 2016, 12:28:52 PM
Quote from: "MusashiAA"
SCRATCH ALL THAT

http://www.best-ever.org/download?file=classes-v8c-beta.pk3

This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is:

(click to show/hide)

If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.


As a follow up to Musashi, I decided on doing on a beta due to some changes I did to how actors are managed.  While Jax, Musashi, and I can handle the precise checks and tests, its very difficult to do a general stress test and precisely balance something new on the first go.  So this one to two day test will help cover checking if something is busted up front, along with gathering input on some of the new additions and changes.  Have fun!
Title: Re: Class based modification (v8b)
Post by: Dimpsy on June 05, 2016, 09:34:22 PM
There's plenty issues with this update though I understand it's a beta.
Alien is a neat class but is really weak. Joe's vehicles don't last very long for the amount of time needed to fill up the bar to begin with. Diveman is the new meta.

But I noticed that the copywep classes now have a bar that drains each time they slide, neat idea BUT HERE'S THE CATCH.
When Megaman's slide meter is drained, it made me believe it was actually busted as it does not decrease his slide really at all and if it does it doesn't prevent stalling at all.
Protoman's slide meter when drained is SOMEWHAT noticeable, but still promotes stalling.
Bass' slide meter when drained is the most noticeable but his dash is already twice as fast as Mega's so when empty it literally becomes Mega's but with a slight jump. Fun fact, this promotes stalling EVEN MORE because the jump upwards is much lower so the dash can be used a whole lot more than before.
Duo having this is the most bizarre since you can't really travel anywhere with his dash at all, I'd suggest removing it.
Roll's... wait you mean to tell me Roll doesn't have one? She is not a copywep but this makes Roll's mobility shine even more because it can be used infinitely and defeats the purpose as to why the copyweps have them in the first place.

This was but a few problems that were had but I definitely didn't have as much issue with this beta than most, plus I wasn't really willing to go a lot more in-depth on the changes since I'm pretty sure others will do so much better than I.
Title: Re: Class based modification (v8b)
Post by: Bikdark on June 06, 2016, 12:00:19 AM
Wow, excellent patch. I'm iffy on Groundman because I loved the control gained from manual split, but maybe streamlining is for the best. Once I crank out a few hours on him I'll let you know. Everything else is in the right direction, including Skullman, who is fantastic, but may need some more followup/tuning (I want a reset class pls)
Title: Re: Class based modification (v8b)
Post by: Isaac940 on June 06, 2016, 02:57:56 AM
Initial thoughts after the first day of this;

-Dive's ability to chain dive you is insane and could stand to be toned down. It's more the fact that he can just do it over and over than anything, maybe kill the ammo refund on hit and work from there.

-Pirate ravager is overtuned. The slope/stair change is nice but the damage is a little too high, especially if you angle your dash along the ground to slow your speed.

-Playing as Aqua, I kept wishing for a way to empty my yellow tank without emptying the blue one. I'd fill up and start aiming to place a tower in the distance or something and then someone would rush me and I'd have to frantically just empty both tanks and try and refill on the run.

-Wave's hookshot is amazing, though I wish I could use the mainfire while traveling with it. I don't know if that would be considered too powerful or something though.
Title: Re: Class based modification (v8b)
Post by: MusashiAA on June 08, 2016, 09:09:14 AM
It's kinda weird that I'm posting the releases now.


CLASSES-V8C IS OUT
YD GO UPDATE THE OP please and thank you


http://www.best-ever.org/download?file=classes-v8c.pk3 (http://www.best-ever.org/download?file=classes-v8c.pk3)

CHANGELOG:

http://pastebin.com/raw/ePWYaCHk (http://pastebin.com/raw/ePWYaCHk)

Changelog in comparison to the v8c-beta is the same, changes done after the public beta testing session are above the general notes.

(click to show/hide)
Title: Re: Class based modification (v8c)
Post by: MusashiAA on June 11, 2016, 10:40:46 PM



CLASSES-V8CH IS OUT
YD please update the OP again, sorry.


http://www.best-ever.org/download?file=classes-v8ch.pk3

CHANGELOG:

http://pastebin.com/raw/ePWYaCHk

This fixes and adds some small things plus Jax's LMS Loadout into the main file.
Title: Re: Class based modification (v8c)
Post by: Jakeinator on June 14, 2016, 08:15:42 PM
Bit of a suggestion. Some kind of variable for class limiting, just in case people get really sick of a team of woodmen stalling out a game of tlms for centuries or a hoard of galaxymen ruining payload or any other game modes. This mostly came up because of evil escort but it would be a nice option to have since having multiple of one class is a really strong strategy across multiple game modes.
Title: Re: Class based modification (v8c)
Post by: Bikdark on June 15, 2016, 08:33:55 AM
You have a point, but some problems arise when another person wants to play a class when the current one is already selected. If problems like that reside in only a few classes, it would be more worthwhile to just hit those specific classes instead of limiting them.

We know Wood needs a rework, Galaxy is a little wonky but killable unlike Wood, and Dust (who I also know is a problem in payload) could use a mini-rework anyway (Hold/release dustcrusher like he has in mm4, flak cannon instead of dustbits, and sucking that relies on ammo but is much higher power and reliable rather than trolly (could go more indepth about how i'd see this working))

edit: I'm honestly not a fan of new ground in any sense. Infinite drills are toxic as hell, and the fact that his complexity had to be crammed into 2 weapons is a little unnecessary. I'd recommend just going back to 2 weapons. Overall, he's in the same position as he was before, but now he has overpowered drills balanced out by clunkiness.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on June 25, 2016, 08:12:45 AM
How do I make it so that the robot masters drop their weapons upon death?
Title: Re: Class based modification (v8c)
Post by: Ru5tK1ng on June 25, 2016, 01:51:26 PM
I'm sure this has been an issue for a while and I don't want to beat a dead horse, but Magnetman needs his power level dropped. Last night a team with ~4 magnetmen dominated matches back to back to back. Eventually the game became 'whoever had more magnets on their team wins'. Sure it's funny for a bit, but it does get stale rather quickly. Someone stated it's a case for class limits, but I disagree because the issue is with the class itself. Consider QuakeLive for a minute. If an entire team of 5 only use the lightning gun, they are going get destroyed by the team that has the versatility of rockets, plasma and rails. In the case of Magnetman, that 5 man team is using the lightning gun and dominating. The issue isn't that 5 guys get to use 1 gun, the issue is the LG needs a damage reduction.
Title: Re: Class based modification (v8c)
Post by: Orange juice :l on June 25, 2016, 04:07:31 PM
Homing was quasi-recently buffed to be incredibly hard to avoid- you used to be able to straferun and somewhat reliably duck around the projectiles but for some reason they were made to home incredibly well now. Searchman's locked-on rockets aren't even avoidable at all (barring a change in v8ch) unless there's a wall in the way. All the homing classes are incredibly good now for this reason and honestly I think changing it back would be a reasonable move.
Title: Re: Class based modification (v8c)
Post by: Ru5tK1ng on June 25, 2016, 05:16:16 PM
I haven't had a chance to play as some of the other homing classes, but speaking on Magnetman, there are two good options:

1. Nerf the homing capability
2. Keep the current homing and cut down the projectile damage (maybe 5?).

With the first option, you force players to be more selective in their shots and aim rather than make it easy to sit at one spot and spam all day. Going with the second option, you have the opposite of slow and strong: fast and weak + homing. Even if a team were to have 3 Magnetmen, at 5 damage, it would be the equivalent of the current damage if all 3 hit you. This is far more manageable than 45 damage flying at you which is what we currently have.
Title: Re: Class based modification (v8c)
Post by: Orange juice :l on June 25, 2016, 05:42:12 PM
The problem with option 2 is that it kind of neuters homing classes in scenarios that aren't TLMS stacks. Whether classes should function differently in different modes is a whole different matter (currently afaik there is only Plantman who doesn't passively heal in LMS [he currently heals in buckshot though which still needs a fix cough cough]) but I think Magnetman could still be viable even if his projectiles weren't super-accurate.
Title: Re: Class based modification (v8c)
Post by: MusashiAA on June 25, 2016, 06:26:52 PM
A team of well coordinated players (ranging from 2 to 4-5) using the same weapon/class can and most likely will curbstomp matches back to back to back, barring some exceptions, and unless some counter coordination sparks from the opposite team. Sadly, this is something I wouldn't recommend balance to be driven by, since it could lead to classes being individually incompetent for the sake of fixing class stacking as a balance issue. Doesn't mean we shouldn't try, but I don't have much hope about it.

As for Magnetman himself as an individual, and most homing classes in general IMO, their deadlyness falls short when they face a relentless assault at close range, where their projectiles lose their prime effectiveness, or when opponents make use of their abilities to navigate through the battlefield and make use of cover to lead projectiles into them. IMO, I'd still consider an ammo-related nerf for Magnetman himself, so that his deadlyness at long range is gated by ammo, but damage nerfs are also an option, even though I still believe an individual Magnetman can't fend off a consistent offensive tactic.
Title: Re: Class based modification (v8c)
Post by: Orange juice :l on June 25, 2016, 06:56:04 PM
Everyone picking Magnet and staying vaguely close together in a well-fortified room and M1ing isn't that hard to coordinate. I realize stacking is a hard issue to balance around but unless there's a solution, explicitly imposed or not, (Class limits? Inverse ninja law?) this is probably going to remain an issue outside of organized/tournament play unless someone somehow finds a significant counter to swarms of homing even on wide-open maps (I have faith in Searchman to topple this empire but that's a trade I'm not exactly thrilled about either).
Title: Re: Class based modification (v8c)
Post by: MusashiAA on June 25, 2016, 07:27:50 PM
If each player individually roughly knows how their class works, and if their class is already simple to use, spontaneous class stacking can happen quite often and easily.
Title: Re: Class based modification (v8c)
Post by: IamaMedalHunter on June 25, 2016, 08:35:22 PM
I remember an idea about homings that came to my mind a while ago. I called it "maximum effective range".

Homing classes are made to poke from afar, but there are ridiculous scenarios where the map is more or less open (or has an open area), thus giving an unfair advantage over the other classes that have to get in mid-range to attack effectively. The idea is that after travelling a distance, homing weapons don't home in as well as within the area around the homing class. I even wondered if the damage too should be reduced beyond the effective range, and it's likely a bad idea.

While it wouldn't solve stacking, I believe it could give some fresh air for most of the mid-range classes. Moreover, it gives them a chance to tackle the homing classes as the latter have to get a bit close to hope hitting.

Unfortunately, the downside to that : it turns them into mid-range classes as well ...
Title: Re: Class based modification (v8c)
Post by: Ru5tK1ng on June 26, 2016, 12:39:57 AM
Quote from: "MusashiAA"
A team of well coordinated players (ranging from 2 to 4-5) using the same weapon/class can and most likely will curbstomp matches back to back to back, barring some exceptions, and unless some counter coordination sparks from the opposite team. Sadly, this is something I wouldn't recommend balance to be driven by, since it could lead to classes being individually incompetent for the sake of fixing class stacking as a balance issue. Doesn't mean we shouldn't try, but I don't have much hope about it.
You are correct. Any type of team coordination is usually going to destroy the opposition, however, as Orange pointed out, the cases that are more like to happen in the server aren't really in the category of 'well coordinated'. In my observation, teams spawned together, went to the best spam area, or simply performed monkey-see monkey-do. Of course, I don't believe a class has to solely be balanced according to instances such as this, but there is always room for some level of mitigation.


Quote
As for Magnetman himself as an individual, and most homing classes in general IMO, their deadlyness falls short when they face a relentless assault at close range, where their projectiles lose their prime effectiveness, or when opponents make use of their abilities to navigate through the battlefield and make use of cover to lead projectiles into them. IMO, I'd still consider an ammo-related nerf for Magnetman himself, so that his deadlyness at long range is gated by ammo, but damage nerfs are also an option, even though I still believe an individual Magnetman can't fend off a consistent offensive tactic.
An ammo related nerf is probably the best route to go if the current behavior of the projectile is to stay the same. Additionally, there could also be a reduction in the firing rate if a damage nerf isn't really desired. From my experience, adding or removing a couple of ticks can actually make a difference.

@IamaMedalHunter

That's a good idea, but not for this case. Changing a class that much inherently brings in a whole slew of new issues to tackle.
Title: Re: Class based modification (v8c)
Post by: Bikdark on June 26, 2016, 10:16:28 PM
tbh magnetman is not a problem in terms of homing classes. His magnets are easily jukable, and his close-range capabilities are much worse than other homing classes' capabilities.

Dive, Hornet, and Search should concern you more. Dive's extreme area denial and near-impossible missiles to dodge pose a big problem in all maps, Search's unavoidable lock-ons and lack of ammo straight up make him broken, and Hornet's hella flight + homing 2.0 turn him into a nightmare for anyone not blessed with jesus tier leading and juking skills.

Also now is a very good time to pitch my idea to rename the current Hornet to Honey and implement a new, more aggressive Hornetman class :v)
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on June 28, 2016, 03:11:11 AM
Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.
Title: Re: Class based modification (v8c)
Post by: Gummywormz on June 28, 2016, 04:30:39 AM
Can we do something about Dust Man? His vacuum ability is far worse than previous Magnet Man's. Can we maybe put a timer / ammo on it and / or make it only lock movement instead of actually push people?
Title: Re: Class based modification (v8c)
Post by: Celebi on June 28, 2016, 04:32:32 AM
Quote from: "Game&Watcher"
Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.
Yeah, you can get it here (http://www.mediafire.com/download/3putu80qnk7j1y6/classes-tauntsv3.pk3).

Yellow Devil (Max), mind updating the first post with this link?
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on June 28, 2016, 05:02:19 AM
Quote from: "Celebi"
Quote from: "Game&Watcher"
Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.
Yeah, you can get it here (http://www.mediafire.com/download/3putu80qnk7j1y6/classes-tauntsv3.pk3).

Yellow Devil (Max), mind updating the first post with this link?

Huge thanks!
Title: Re: Class based modification (v8c)
Post by: Chaosman.EXE on June 29, 2016, 12:14:05 AM
Oy... Any other downloads for the mod? Whoever hosts Best-Ever took it down. All that's left is the compressed archive, which I really wouldn't want even if I had a whopping 155 GB to waste on it.

EDIT: Okay, it seems to work now. Dunno what happened there but I was finally able to download the update to one of my favorite mods  :)
Title: Re: Class based modification (v8c)
Post by: Orange juice :l on July 06, 2016, 05:57:46 AM
Sexy new Galaxyman glitch tech:

Step 1: Fire a BHB at the wall/ground and detonate it with perfect timing. If done correctly you will detonate the bomb as normal but will be able to fire a second bomb. We'll call this second bomb Air Bomb (as it's not required to shoot a wall)
Step 2: Once the first BHB on the wall/ground dies it will allow you to fire a BHB again but the Air Bomb will still be present.
Step 3: Once the Air Bomb dies you can fire another BHB while the third bomb you have fired will still be present...
This allows you to chain having 2 bombs at once indefinitely. I haven't given it enough actual thought as to whether you could get a chain of three bombs active at once, but if you want to actually try be my guest.

A few tips: Remember that firing a new BHB is semi-automatic and you won't fire a second one unless you release the fire button.
If you stop firing BHBs you'll have to re-enter the glitched state.
I strongly suspect this works because the initial BHB does not put you into the "BHB has been fired" state while still spawning a BHB that will later put you into the "BHB not currently fired" state while you still have one. Basically it's like juggling.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on July 15, 2016, 09:51:20 PM
May I have a list of commands that are exclusive to this mod?
Title: Re: Class based modification (v8c)
Post by: MusashiAA on July 15, 2016, 10:26:26 PM
yd_noweakness: Enables/disables weapon weaknesses. Default is weaknesses enabled (0).
yd_noctfmorph: Enables/disables class morph on flag pickup. Default is CTF morph enabled (0).
yd_lmsloadouts: Enables/disables LMS custom weapon loadouts for copy classes. Default is LMS loadouts disabled (0).

im so dumb
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on July 15, 2016, 10:51:32 PM
Thanks.
Title: Re: Class based modification (v8c)
Post by: PacManFan on July 20, 2016, 04:21:42 AM
This is going to sound really dumb but is there a way to make skins work on the default Mega Man class for this? I've looked through his actor names and still no dice.
Title: Re: Class based modification (v8c)
Post by: Korby on July 20, 2016, 05:00:00 AM
Megaman's class is specifically not allowed to use skins to prevent people from using core's skins to look like other classes.
Title: Re: Class based modification (v8c)
Post by: Bikdark on July 20, 2016, 08:15:17 PM
I would recommend reverting the BRG changes entirely. Buffing his altfire and making it even harder to play against while his mainfire remains useless (especially in tandem with clones) is not the way to change him. Also, it would help if you were a bit more clear about "set explosion sizes" and what it means in the context of the game itself. Does it make it more consistent? Does it buff damage in specific scenarios? Does it reduce damage in specific scenarios? What does it even mean?
Title: Re: Class based modification (v8c)
Post by: Celebi on July 21, 2016, 05:56:46 AM
A set explosion is an extra option on the A_Explode function.  A_Explode has the following variables; explosiondamage, explosionradius, flags, alert, and fulldamageradius. (We don't use the rest)  The first two are pretty straight forward what they mean and flags/alert can be ignored.  Fulldamageradius is the the size of the explosion where it will do full damage.  Explosions do less damage the further away from the center you are.  Fulldamageradius shifts that center of damage outward.  An example, we have a HyperBomb that explodes for 100 damage, has a explosion size of 200, and a set explosion size of 50.  Any player within 50 units (not sure of the correct term) will take the full 100 damage, any player between 51/200 units will take 99 or less damage, depending on far away from the 50 units center they are.

So to answer each questions in simple terms, yes it makes damage consistent if the enemy is within the radius, it does not buff the damage but instead shifts the max damage radius over and adjusts the outward scaling damage, it does not reduce the damage whatsoever, and see above.
Title: Re: Class based modification (v8c)
Post by: MetalMasher on July 30, 2016, 12:26:53 AM
you must update this mod for v5a, this mod is great! pleasse
Title: Re: Class based modification (v8c)
Post by: fortegigasgospel on July 30, 2016, 12:41:49 AM
Quote from: "MetalMasher"
you must update this mod for v5a, this mod is great! pleasse
Most mods tend to wait after major version updates to give people time to play the new version.
Title: Re: Class based modification (v8c)
Post by: MetalMasher on July 31, 2016, 03:35:18 AM
Quote from: "fortegigasgospel"
Quote from: "MetalMasher"
you must update this mod for v5a, this mod is great! pleasse
Most mods tend to wait after major version updates to give people time to play the new version.
ok, thanks!
Title: Re: Class based modification (v8c)
Post by: Dittoman on August 02, 2016, 06:50:40 PM
I'd like to try this out. What version of MM8BDM does the most recent update of this mod work with?

Edit: Also, best-ever seems to be down. Where's a mirror for the mod?
Title: Re: Class based modification (v8c)
Post by: RifleGod on August 02, 2016, 06:56:35 PM
WAIT

You still haven't tried this? Everyone plays this online, so this is a very hard mod to avoid.

The version to play this is V4c, for now.
Title: Re: Class based modification (v8c)
Post by: Dittoman on August 02, 2016, 07:00:29 PM
Well, to be perfectly honest, I haven't really touched online. The closest thing I've gotten to that is playing with a friend over LAN.

Ok, I've got V4C. But I need the mod itself. Does anyone have a link other than best-ever (since that doesn't work)?
Title: Re: Class based modification (v8c)
Post by: MusashiAA on August 02, 2016, 07:09:01 PM
http://allfearthesentinel.net/download?file=classes-v8ch.pk3

To further justify this post: we (Celebi) are (is) working hard on the fixes needed to make the mod compatible with v5a, especially after the team color overhaul (prepare for slime). Next update should be v8d with some new class additions, but no full MM9 classes yet: these need to be rediscussed and possibly redesigned.

In order to hopefully spark some more discussion, I'll leave you with this: we have been discussing the replacement of the armor system classes have, with straight up HP values. So far, the proposed armor-to-HP values are:

(click to show/hide)

Certain abilities will retain the damage multiplier reduction as part of their design.

Also, reminder that you can join the CBM Discord server to also discuss and suggest things in a more direct manner: https://discord.gg/5GmKJSE
Title: Re: Class based modification (v8c)
Post by: Dittoman on August 02, 2016, 07:12:15 PM
Thank you very much! I'll start playing this now!
Title: Re: Class based modification (v8c)
Post by: Orange juice :l on August 03, 2016, 01:23:58 AM
I'm all for health in place of armor except for one thing, squishier classes should restore less HP on pickup/other healing effects than the default 15/40. As for whether it would go the other way is more of a tossup.
Title: Re: Class based modification (v8c)
Post by: Bikdark on August 03, 2016, 01:31:17 AM
Well, how it CURRENTLY works is that squishy classes restore "less" hp than bulkier counterparts. They receive the same amount, but the hp of lower armor values is worth less and vice versa. I'm not entirely sure how I WANT it to be, because as we all know, a Hardman munching hp pellets is just as problematic as a Quickman munching hp pellets.

Btw I'm hype as shit for Tornadoman. I love Tblow so fuckin much dude you have no idea
Title: Re: Class based modification (v8c)
Post by: MusashiAA on August 05, 2016, 10:01:45 PM
Onto more important stuff

(http://i.imgur.com/Lt5QWj9.png)
Title: Re: Class based modification (v8c)
Post by: ProjectHazoid on August 16, 2016, 10:15:41 AM
I couldn't sleep. So I did some stuff.

https://www.dropbox.com/s/zcprzqem1gqompg/hubcapsbespinnin_goldenaxeupdate.rar?dl=0

I'm posting this because here because I wasn't sure if Discord fully received it before I left the chat.  Discord apparently had a chat message history flub or something recently, so I Dropbox'd this time, for those that were there but missed it. In addition to the Yamato and BRG HUD spin tweaks I made it also includes "dinner".

You don't have to use these sprites if you don't need to.
Title: Re: Class based modification (v8c)
Post by: Raze on August 18, 2016, 06:13:20 AM
I noticed Clownman under the right hands can cause a bit too much damage with the Touching end of his Lightning Chain as opposed to the actual chain. I've noticed that half my team is pretty much gone when Clownman can touch you simply compared to the chain hitting. Any plans to nerf it (or adjust it somehow?)
Title: Re: Class based modification (v8c)
Post by: MusashiAA on September 05, 2016, 12:27:09 AM
classes-v8d-beta is out

http://allfearthesentinel.net/download?file=classes-v8d-beta.pk3 (http://allfearthesentinel.net/download?file=classes-v8d-beta.pk3)

CHANGELOG:

http://pastebin.com/raw/jD28Kirh (http://pastebin.com/raw/jD28Kirh)

This is another public beta, so same procedure as v8c-beta. Report broken things here and there and werehogever we may be present, if we forgot anything please tell us.

This is a v5a compat update, so things are perhaps more likely to have been missed.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 05, 2016, 11:42:20 AM
classes-v8d-beta is out



CHANGELOG:

http://pastebin.com/raw/jD28Kirh (http://pastebin.com/raw/jD28Kirh)
I'm loving how Trio's working in both concept and execution, but I'm not sure I understand the logic behind certain weapons getting certain rages (Super Arm getting Giga Homing Sniper, Needle Cannon getting Giga Water Balloon, and a few others that I'll have to refresh my memory on).
Title: Re: Class based modification (v8c)
Post by: Xhatahx on September 05, 2016, 03:31:33 PM
For some reason, many projectiles have their pallete messed with e.g. Burner Man's Wave Burner.
Also, the class help screen doesn't work while you're playing.
I'm hyped as shit for the remaining MM9 classes. I'd like to see how you'd handle Splash Woman.
EDIT: Drill Man can drill on bottomless pits. Why?
Title: Re: Class based modification (v8c)
Post by: Beed28 on September 05, 2016, 08:14:00 PM
Rock and Rockman don't have bots.

Also, the Alien bot uses the Dr. Wily class for some reason.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 05, 2016, 08:31:50 PM
Rock and Rockman don't have bots.

Also, the Alien bot uses the Dr. Wily class for some reason.
That's because they're using the Vanilla botlist. Alien's bot probably had a MUCH older version of Wily's Class in mind and has yet to have been updated. And there is no Rock(man) in the vanilla botlist, but I'm sure the classes team could easily add them.
Title: Re: Class based modification (v8c)
Post by: Beed28 on September 06, 2016, 01:30:04 AM
Just chiming in to say, I love using Pirate Man. His weapons are pretty fun to use, and it's brought out the kleptomaniac in me.

Now if only he could somehow steal the weapon pickups as well to add to his haul, that will be golden.
Title: Re: Class based modification (v8c)
Post by: ice on September 06, 2016, 01:21:41 PM
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up is
Title: Re: Class based modification (v8c)
Post by: Celebi on September 06, 2016, 02:11:36 PM
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up is
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.)  Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
(click to show/hide)
Now if only he could somehow steal the weapon pickups as well to add to his haul, that will be golden.
Pirateman can steal weapon pickups dropped by players, but not the map placed ones.

I'm loving how Trio's working in both concept and execution, but I'm not sure I understand the logic behind certain weapons getting certain rages (Super Arm getting Giga Homing Sniper, Needle Cannon getting Giga Water Balloon, and a few others that I'll have to refresh my memory on).
Jax decided most of the Giga attack to weapon type, other than the bonus weapons which I did.  They're grouped to best match types (fire weapons = Flame Sword) while also following the system of every weapon from that 'game' is a different Megaman 8 like weapon.  (e.g. All the Megaman 3 weapons combined can use all eight different Giga attacks.)  Otherwise the weapons were matched with the general style of the MM8 weapon.  An example being Needle Cannon, its a rapid weapon similar to Water Balloon.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 06, 2016, 03:13:26 PM
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.)  Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
(click to show/hide)
Why not give Trucker Joe Darkman1 physics to compensate?
Title: Re: Class based modification (v8c)
Post by: Celebi on September 06, 2016, 03:33:01 PM
Why not give Trucker Joe Darkman1 physics to compensate?
There is no available method to change the MaxStepHeight of a class other than through morphing.  (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.)  Otherwise Joe would have the same step height all the time.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 06, 2016, 03:43:19 PM
There is no available method to change the MaxStepHeight of a class other than through morphing.  (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.)  Otherwise Joe would have the same step height all the time.
Huh, TIL.
Title: Re: Class based modification (v8c)
Post by: ice on September 06, 2016, 05:37:22 PM
considering the truck can be cancelled at any time with the item, you're literally immune to damage, and joe has a shield to begin with, I don't really see getting stuck as a big issue as it would now be more of a judgement thing
Title: Re: Class based modification (v8c)
Post by: Orange juice :l on September 06, 2016, 06:50:19 PM
Make a pseudo-stepheight effect by having the truck always have a metalman chainsaw/snake climb effect that moves him up if not too far off the ground? The truck lasts so long and provides total invincibility so some sort of maneuverability handicap should be considered.
Title: Re: Class based modification (v8c)
Post by: MusashiAA on September 12, 2016, 04:20:15 AM
A week has passed, we've deemed public testing had enough of a run. Next release could/should/would incorporate fixes and changes based on feedback given, which should happen shortly.

Please, if you have any feedback to give about this last public beta, post about it here, or you can go to the CBM Discord and we'll hopefully address it: https://discord.gg/9ND9DBE (https://discord.gg/9ND9DBE)
Title: Re: Class based modification (v8c)
Post by: Beed28 on September 12, 2016, 07:05:27 PM
For some reason, Bass' Treble Boost upgrade has autoaiming disabled on it. The Treble Boost upgrade in the vanilla game does not, and the autoaim doesn't break it.

EDIT: Also, Quint's bot doesn't use Sakugarne. I think you should at least fix that.
Title: Re: Class based modification (v8c)
Post by: Bikdark on September 14, 2016, 07:43:53 AM
New crashman does... not feel right. As of now, he's overcomplicated, clunky, and places a heavy burden of knowledge on the player. You simply have TOO many options on an already complicated and micro-heavy class. Placing detonate on itemuse was a VERY bad idea, as 99% of players put itemuse on mouse3 (scroll wheel press), and it forces your fingers (which are on m1/m2) away from their main function -- shooting.

I really appreciate the effort to give the player options, and not alienate them from doing on-the-fly damage, but I think these changes are overbearing. Groundman ended up an overconsolidated mess, but I think Crashman is the exact opposite -- too broad. He's currently the highest skillcap class in the game, but he's not enjoyable to play (or learn).

There needs to be middle ground made, he cannot exist as he does. If consistent damage is the concern while maintaining hitstun traps, I'd recommend scaling damage and hitstun relative to how long the trap has been out, then cap it once it reaches pre-beta levels. (And then remove his current altfire, of course, and replace it with detonate).

Finally, quint is of course in dire need of that fucking rework
Title: Re: Class based modification (v8c)
Post by: RokVampireYoshi on September 14, 2016, 09:13:16 PM
Now that V5 is out, I assume we're going to have updated classes for the robot masters of Mega Man 9?
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 14, 2016, 09:22:50 PM
Now that V5 is out, I assume we're going to have updated classes for the robot masters of Mega Man 9?
We already have Magma Man, Galaxy Man, and Hornet Man. They're working on the rest atm iirc.
Title: Re: Class based modification (v8c)
Post by: MusashiAA on September 14, 2016, 10:30:00 PM
After this compatibility update, as in v8d, we'll start working on the rest of the MM9 classes.
Title: Re: Class based modification (v8c)
Post by: Beed28 on September 14, 2016, 10:52:20 PM
https://www.sendspace.com/file/7j3rsa

So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.

The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.

Don't know how well it'll play if hosted online, though.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 14, 2016, 11:06:30 PM
https://www.sendspace.com/file/7j3rsa

So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.

The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.

Don't know how well it'll play if hosted online, though.
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?
Title: Re: Class based modification (v8c)
Post by: Beed28 on September 14, 2016, 11:17:00 PM
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 14, 2016, 11:28:27 PM
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.
Two other things:
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?
Title: Re: Class based modification (v8c)
Post by: Beed28 on September 14, 2016, 11:51:08 PM
Two other things:
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?
For Tengu Man, I used his MM8 Saturn theme. For Astro Man, I used his MM&B stage theme. For Duo, his remodelled form uses the MM8 intro/middle stage music, while his original form is his theme.
Title: Re: Class based modification (v8c)
Post by: ice on September 15, 2016, 02:33:23 PM
Not really a major bug, but might want to change the name of Protoman's sliding sprite, well, unless you like seeing him doing the Cancan dance after defeating him in single player
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 15, 2016, 11:05:37 PM
I honestly have no clue who's weak to Black Hole Bomb in this mod aside from the upcoming Jewel Man.

Shouldn't it be considered a "Space Weapon?"

Also, still wondering why Star Man isn't weak to WAVE Burner.
Title: Re: Class based modification (v8c)
Post by: fortegigasgospel on September 15, 2016, 11:39:55 PM
Because WATER Wave was his original weakness, so look at other water weapons.
Title: Re: Class based modification (v8c)
Post by: MusashiAA on September 15, 2016, 11:47:24 PM
Quote
player.startitem "WaterWaveWeakness2", 1

//player.startitem "DustCrusherWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "IceWaveWeakness", 1

Quote
Celebi - Today at 7:25 PM
Starman is weak to wave burner and protoman slide sprites renamed to Y from I

Celebi - Today at 7:28 PM
The point is who else in mm5 would be weak to wave burner
I'm not seeing anyone else
So its fine for Starman to be weak to it since it doesn't break the weakness rules
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 15, 2016, 11:50:25 PM
Because WATER Wave was his original weakness, so look at other water weapons.
He's not weak to water weapons, he's weak to Waves, like Ice Wave and Noise Crush (a sound wave).
snip
Wait, Star Man was weak to Dust Crusher?
Title: Re: Class based modification (v8c)
Post by: LemonPig on September 15, 2016, 11:58:21 PM
How about enemy/sub-boss classes?
Title: Re: Class based modification (v8c)
Post by: LemonPig on September 15, 2016, 11:59:21 PM
I honestly have no clue who's weak to Black Hole Bomb in this mod aside from the upcoming Jewel Man.

Shouldn't it be considered a "Space Weapon?"


I think aqua man, since he's weak to astro crush.
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 16, 2016, 12:09:05 AM
I think aqua man, since he's weak to astro crush.
I tried that. It didn't work.
Title: Re: Class based modification (v8c)
Post by: LemonPig on September 16, 2016, 12:19:30 AM
Ok.
Title: Re: Class based modification (v8c)
Post by: Bikdark on September 16, 2016, 12:33:39 AM
or i dunno pop open the goddam pk3 and check manually
Title: Re: Class based modification (v8c)
Post by: GameAndWatcher on September 16, 2016, 12:45:29 AM
Just checked. It seems that only Jewel Man will be weak to BHB...

Odd, because Black Holes would seem plenty space-related for Gravity Man to be weak to it...

Also, why is Drill Man's potential weakness to Magnet Missile turned off?

EDIT:
Apparently, Spring Man is weak to Black Hole Bomb for whatever reason.
Title: Re: Class based modification (v8c)
Post by: FoxBoy on September 16, 2016, 07:32:30 PM
Me and nik found a problem with v8c.

If you have Coldman summon an ice spike inside Hardman and have Hardman punch it, it causes a crash in 2.1.2 of Zandronum. This may be an inconvenience, though its worth mentioning.

http://puu.sh/rduAQ/eb6ac5beec.log (http://puu.sh/rduAQ/eb6ac5beec.log)
Title: Re: Class based modification (v8c)
Post by: Gummywormz on September 16, 2016, 11:20:50 PM
Some last minute comments:

Apache Joe isn't overshadowed by the truck or useless imo. It's very good for maps with lots of height variation such as Fake Man or Concrete Man. Just give all vehicles armor and it should be good.

Suction from Dust and HSH is still horrible especially in team lms. Can we at least give characters with a dash / slide a way to invalidate the suction?

Freeze Man's freezing ability lasts longer than Frost Man's (I think). Lowering the time spent frozen would be great.

Finally, to this day, no one has made a good Enker class. My idea is this: low / normal health and high speed. The main fire with no ammo is a reliable, low damage, rapid fire melee. The alt should be able to be held and based on ammo, and not be a one time use. Projectile speed should be medium-slow speed to help with aiming.
Title: Re: Class based modification (v8c)
Post by: MusashiAA on September 17, 2016, 04:52:57 AM
classes-v8d is out

http://allfearthesentinel.net/download?file=classes-v8d.pk3 (http://allfearthesentinel.net/download?file=classes-v8d.pk3)

CHANGELOG:

http://pastebin.com/raw/jD28Kirh (http://pastebin.com/raw/jD28Kirh)

Changelog is pretty much v8d-beta's, but with extra stuff added based on public beta input and new stuff and whatever. Sorry for no differentiation between changes in v8d-beta and v8d :c

If nothing big happens, next update WILL BE v9a with MM9 classes. The current ones out in public, plus the really old internal class designs we had most likely will be looked at and changed. Please understand.

EDIT: Welp, if you have already downloaded this file, please redownload: we did a quick hotfix to change some things for Magnetman, Topman, Waveman, Woodman and Plantman. Sorry for the inconvenience, changelog contains the exact changes made for the hotfix.
Title: Re: Class based modification (v8d)
Post by: GameAndWatcher on September 18, 2016, 10:21:53 PM
(click to show/hide)
Title: Re: Class based modification (v8d)
Post by: Beed28 on September 30, 2016, 07:10:27 PM
In this release, Pirate Man's Remote Mine is somewhat... inconsistent, compared to the previous beta or even the copy weapon version, which kinda sucks out some of the fun I had with the class the other week.

Unless it's a nerf of some kind.
Title: Re: Class based modification (v8d)
Post by: GameAndWatcher on October 07, 2016, 02:27:20 AM
Apparently, you guys forgot to fix the "Protoman-Hair" skin for Proto Man's slide sprite change. He turns invisible when you slide with said skin. This should be simple to fix.
Title: Re: Class based modification (v8d)
Post by: Mister_Y_675 on October 30, 2016, 11:10:22 PM
What's pirateman's steal ability good for?
Why is the number of things stolen important?
Title: Re: Class based modification (v8d)
Post by: MusashiAA on October 31, 2016, 01:40:23 AM
low priority Request time:

(http://puu.sh/s1gyq/65c7be8825.png)

(click to show/hide)




oh btw we kinda got the other mm9 dudes' design mockups at least somewhat done and decided on, still none made yet, go and play jc mm9 when it updates in the meantime



and pirateman steals because he does what he wants, he's free
Title: Re: Class based modification (v8d)
Post by: Magnet Dood on October 31, 2016, 03:51:00 AM
I have frames for Flame's alt fire and all of Charge's animations, and I got started on Burst's bubble frames and Shade's swoop (that thing's a bitch). I'm not sure if they're on this computer, though; if they aren't, the quickest I can get them to you is around Thanksgiving.

Edit: Also have Bright's Flash Stopper frames somewhere, just wish I knew about this over the weekend while I was actually home, haha
Title: Re: Class based modification (v8d)
Post by: MusashiAA on October 31, 2016, 04:43:34 AM
I have frames for Flame's alt fire and all of Charge's animations, and I got started on Burst's bubble frames and Shade's swoop (that thing's a bitch). I'm not sure if they're on this computer, though; if they aren't, the quickest I can get them to you is around Thanksgiving.

Edit: Also have Bright's Flash Stopper frames somewhere, just wish I knew about this over the weekend while I was actually home, haha

Wow, that was fast.

BTW for graphical reference, these are SOME of the frames I had in mind that we could use rotations of:

(http://puu.sh/s1qkF/31f04ce74b.PNG)

We already have Shade Swoop rotations thanks to DarkAura/Cutmanmike, since we're adding that attack next release. Speaking of next release, it's gonna be v8e: given that we had too much fun adding new things and fixing others, v9a is still prolly some ways ahead. We have some partial design mockups for the rest of the MM9 bunch:

Max made a basic Concreteman not long ago so there's something to work over, we've discussed and set on some design mockups for Plugman, Tornadoman and Splashwoman (theory only for now, can change in the future), while we've had the design mockup of Jewelman set long ago.
Title: I hope we can still post here? I know there's a discord now but
Post by: Davregis on December 10, 2016, 05:08:50 PM
Hello! I don't know if we can still post here on the forums for simple stuff like this, but please tolerate this being a slightly longer post  :mrgreen:
So I think Gravityman should be reworked a little. In his current state, he's all of bland, ineffectual, and a bit broken too aside from his S-tier taunt.
Here's the case for that:

(click to show/hide)
So Gravityman wants a few changes to make him less annoying to fight against and a little better at stopping flight. His buster,  hold, and flip could maybe use a few tweaks.


GRAVITY HOLD

(click to show/hide)
GRAVITY BUSTER

(click to show/hide)
FLIP

(click to show/hide)
Put together, these should make him a decent buster class while expanding his AA but preventing his instakills. I don't know if this is good, or even better than current gravity, but thanks for reading!
Title: Re: Class based modification (v8d)
Post by: Max on January 20, 2017, 03:00:57 AM
The discord has MOVED to a new server for organisation of discussion and transparency of development.

https://discord.gg/395EPXP (https://discord.gg/395EPXP)

Please continue to support CBM over there, and look forward to its upcoming revival!
Title: Re: Class based modification (v8d)
Post by: Celebi on February 23, 2017, 12:58:57 AM
http://allfearthesentinel.net/download?file=classes-v8e-beta1.pk3

Hey everyone, its time for another public beta for the next version.  The patch notes can be found here.

http://pastebin.com/raw/K8W6Fu8Y

There are quite the number of changes for this version. Be sure to try them all out!
Title: Re: Class based modification (v8d)
Post by: Endymion on February 28, 2017, 08:47:25 PM
Awesome, I start liking this mod more and more.

I have a suggestion or request if it is possible. Duo should have his signature ground punching move. It could be the secondary attack's charged version and would cost around 2-3 or more from the gauge (the gauge that depletes as you dash with Duo).

Also here is a bug with Bass but it may occur with any other classes that have "dash gauge". Even if you have no bar in that gauge you still can dash.
Title: Re: Class based modification (v8d)
Post by: GameAndWatcher on February 28, 2017, 10:34:14 PM

Also here is a bug with Bass but it may occur with any other classes that have "dash gauge". Even if you have no bar in that gauge you still can dash.
This is intentional, but you should also notice that 0-bar dashes don't go as far as normal ones.
The "Dash Ammo" bar is more like a stamina meter than a true ammo bar.
Title: Re: Class based modification (v8d)
Post by: Endymion on February 28, 2017, 11:12:51 PM
This is intentional, but you should also notice that 0-bar dashes don't go as far as normal ones.
The "Dash Ammo" bar is more like a stamina meter than a true ammo bar.

Oh I see, okay then.

And what about Duo? I really miss his earth punching move. I doesn't want it sound like a demand but would be awesome. It is 50% of his signature moves from MM8.
Title: Re: Class based modification (v8d)
Post by: Astro Seraphim on March 08, 2017, 12:38:10 AM
He shouldn't really get it since he's more of a copyclass, only having the "basic buster" and such.
Duo does have the meteor attack as an item he can get though, if that makes you happy.
Title: Re: Class based modification (v8d)
Post by: ice on March 08, 2017, 03:24:43 PM
I always found all the copy classes that isn't megaman in general to be bland sadly, they all just seem like clones with minor stat changes. Yet the characters in general had so much stuff in all the different games they did, a lot of them making it into the boss fights in vanilla
Title: Re: Class based modification (v8d)
Post by: Endymion on March 09, 2017, 01:58:04 AM
The Meteor definitelly an useful attack, pretty much save you from any tough situation and may even achieve a kill. While I totally agree Duo is a copy class and it just doesn't help on the balance if he has more special abilities, but that ability is still tied to him.

But I'm a King player so I doesn't really care about Duo lol. XD
Title: Re: Class based modification (v8d)
Post by: Celebi on March 12, 2017, 10:40:40 AM
Someone informed me that there is a group of players who are unable to get the latest beta due to Discord being unable to work for them, along with TSPG being down. So a direct link to the discord download for those specific players can be found below.
classes-v8e-beta3.pk3 (https://cdn.discordapp.com/attachments/271760327497089025/289197711645736960/classes-v8e-beta3.pk3)
Title: Re: Class based modification (v8d)
Post by: Mingus on March 12, 2017, 02:31:29 PM
The download link isn't working
Title: Re: Class based modification (v8d)
Post by: Mendez on March 12, 2017, 11:07:04 PM
https://www.dropbox.com/s/ny5oellk7l5o7bc/classes-v8e-beta3.pk3?dl=0
try that ink instead
Title: Re: Class based modification (v8d)
Post by: FiremanX on March 15, 2017, 07:53:01 PM
Can someone explain me how Proto Strike works?

I know that while charged proto buster press altfire but i'm wondering that it's only short ranged upgrade and it's impossible for it to expand it's range?
Title: Re: Class based modification (v8d)
Post by: GameAndWatcher on March 16, 2017, 03:18:53 AM
Can someone explain me how Proto Strike works?

I know that while charged proto buster press altfire but i'm wondering that it's only short ranged upgrade and it's impossible for it to expand it's range?
It's supposed to be a reference to how it works in the Power Fighters. If it worked like it did in Powered Up, it'd be absolutely overpowered.
Title: Re: Class based modification (v8d)
Post by: mentaluproar on April 25, 2017, 01:23:34 AM
Am I the only one having trouble with knight man's shield bash? I have to fire it twice.  First click takes the ammo, second click does the actual bash.
Title: Re: Class based modification (v8d)
Post by: JuliusCesors on May 22, 2017, 05:44:15 PM
is there gonna be an updated version for v5b
Title: Re: Class based modification (v8d)
Post by: GameAndWatcher on May 24, 2017, 12:44:34 AM
is there gonna be an updated version for v5b
Yes, but you'll have to be patient. 5b JUST RELEASED.
Title: Re: Class based modification (v8d)
Post by: Max on July 02, 2017, 10:55:57 PM
https://cdn.discordapp.com/attachments/271760327497089025/331204658863538176/classes-v8e-beta4.pk3

beta 4 release
Title: Re: Class based modification (v8d)
Post by: TheBoltReaper on July 03, 2017, 05:42:27 AM
You gonna make to the v5b?
Title: Re: Class based modification (v8d)
Post by: Endymion on July 03, 2017, 10:51:13 PM
You gonna make to the v5b?

This version of CBM is for v5b. :)

I waited for this moment since the v5b's release and I'm not dissapointed. So far I only seen a single thing I would like to mention. In the class information Magma Man's item ability is not listed while it is used to charge the energy for his attack.
Title: Re: Class based modification (v8d)
Post by: Celebi on July 06, 2017, 02:31:11 AM
I thought Yellow Devil (Max) would of included the updated taunt pack.  This is it.
http://www.mediafire.com/file/h3rdokg9hkfsgd9/classes-tauntsv4.pk3
Title: Re: Class based modification (v8d)
Post by: Carrier4133 on July 08, 2017, 06:08:12 PM
I have a slight problem regarding the skins I have: they don't work. (I'm using version 8E, Taunt pack version 4 and MM8BDM Version 5b). I also can't select any other skins other than the base one. and when I try to pick the mm2wood bot, it looks like Megaman instead, as if the skin itself didn't work
Edit: Class Based Modifications seems to override the skins and bots
Also, When I tried to activate a LEtranger bot death match, Everyone was Napalm Man...
Title: Re: Class based modification (v8d)
Post by: Endymion on July 09, 2017, 08:12:27 PM
Huh, Splash Woman is just extremely OP. She's shredding the HP like nothing else. The shark battleship also bugged with her. I guess because of his unique flying behavior under water. Maybe when she isn't in water the flying is force-disabled thus the player character can't fly during the boss fight's cutscene. It occurs after the second phase (when you destroy the two bays under the battleship).
Title: Re: Class based modification (v8d)
Post by: Endymion on July 20, 2017, 12:34:35 AM
Sorry for the double post but I found a critical bug. Pirate Man should fire only 3 Remote Mines at the same time however hitting anything directly with a Remote Mine resets the weapon gauge to max making him able to fire as many bombs as he wants.
Title: Re: Class based modification (v8d)
Post by: RoBoXwarrior64 on July 27, 2017, 05:51:57 PM
hey i have a problum cant get it to work. keeps poping this up.

Script error, "classes-v8e.pk3:cvarinfo" line 1:
cvar 'YD_NoWeakness' already exists

Remove 'YD_NoWeakness' and all other conflicting cvars from your ini and restart Zandronum to continue.

do i have to  go into slade and delete some thing ? in where or in what?
Title: Re: Class based modification (v8d)
Post by: CutmanMike on July 27, 2017, 10:46:33 PM
Go into your zandronum-yourname ini file and do a search for YD_NoWeakness. Delete any lines that contain it.
Title: Re: Class based modification (v8d)
Post by: RoboBlaster on October 06, 2017, 10:07:50 PM
The download link (no, not the taunt link) is dead.
Title: Re: Class based modification (v8d)
Post by: Korby on October 08, 2017, 05:58:57 PM
They haven't update the topic in a while despite releasing several versions, so you wouldn't want that one anyway.

https://allfearthesentinel.net/zandronum/download.php?file=classes-v9a-beta2h.pk3
This is the newest version on TSPG.
Title: Re: Class based modification (v8d)
Post by: Mike on October 10, 2017, 05:47:14 PM
Is there a new topic somewhere we can follow the progress and/or provide testing with the latest builds?
Title: Re: Class based modification (v8d)
Post by: CutmanMike on October 10, 2017, 06:04:41 PM
Everyone is using the discord for this these days. If you have it you can join here: https://discord.gg/395EPXP
Title: Re: Class based modification (v8d)
Post by: Endymion on October 11, 2017, 01:28:29 AM
Lol, no wonder I didn't find any news about this mod. But considering the changelog in the file the Stardroids will be introduced one after another. I can't wait for Terra, Mega Man V is the only one in the series I like more than the 8's Saturn version. If required I can create a Discord account anytime but wouldn't be bad if the upcoming versions could get at least a post here. :)

Oh and sorry for the previous post, I didn't noticed I was logged out. More strange I had all the required fields filled when I posted that because I had no error message for the missing name and such.
Title: Re: Class based modification (v8d)
Post by: Darkpaladin109 on October 16, 2017, 02:41:23 AM
All the new classes are pretty fun. I'm especially fond of Mercury.
Title: Re: Class based modification (v8d)
Post by: Endymion on October 16, 2017, 07:17:21 PM
And seems like Pirate Man's overpower mine placing was fixed too. At least I wasn't able to place more than the three mines like before. That's good too. :)
Title: Re: Class based modification (v8d)
Post by: RoboBlaster on October 17, 2017, 09:09:09 PM
Now v9a is dead. It's no longer working for v5a for me...I just tried it, so you don't get confused
Title: Re: Class based modification (v8d)
Post by: Soundwave02 on October 18, 2017, 06:01:22 PM
That's because core 8bdm updated to v5b and cbm updated for v5b too, go download v5b if you want to play the mod
Title: Re: Class based modification (v8d)
Post by: ZipZap on November 02, 2017, 02:37:29 PM
don't lock updates behind discord please, some people don't actually want discord.
(click to show/hide)
Title: Re: Class based modification (v8d)
Post by: Korby on November 03, 2017, 04:55:13 PM
Although I completely agree, you can find the wads on TSPG's website.

https://allfearthesentinel.net/zandronum/download.php?file=classes-v9a-beta3h.pk3
https://allfearthesentinel.net/zandronum/download.php?file=chh2017-v2.pk3
https://allfearthesentinel.net/zandronum/download.php?file=slash-jewel-temp-fix.pk3

There is usually a changelog included in the file itself as well.
Title: Re: Class based modification (v8d)
Post by: Celebi on November 06, 2017, 02:44:02 AM
Again since Max (Yellow Devil) isn't updating the first post, here is a copy paste from the discord.

Here are newer taunts. Make sure to remove older taunts from your skins folder so no conflictions happen!
http://www.mediafire.com/file/v9pijy5pqhdyha1/classes-tauntsv5.pk3
Title: Re: Class based modification (v8d)
Post by: Unknown on November 18, 2017, 11:17:44 PM
I tried to get the most recent class modification, but a security check won't let me. What am I doing wrong, if anything?
Title: Re: Class based modification (v8d)
Post by: Protobreak on November 27, 2017, 09:13:38 PM
When I try to download the file it says 404 not found which sucks :( :(
Title: Re: Class based modification (v8d)
Post by: Protobreak on November 28, 2017, 12:35:34 PM
There is something weird

I can't get it to work in my game......  :(
Title: Re: Class based modification (v8d)
Post by: Annoymus on December 01, 2017, 07:21:52 PM
I can't download the most recent version of the classes mod, can anyone help me?
Title: Re: Class based modification (v8d)
Post by: Endymion on December 05, 2017, 10:45:08 PM
May I have a request about Hyper Storm H? That jetpack ability (the heat-consuming secondary attack) isn't really useful for anything except if you have a lot of time without being attacked it can propel you up somewhere that isn't normally reachable and makes you able to surprise someone.

I would love to see a stomp like attack instead. Depending on the heat gauge the secondary attack makes you jump up and then causing a small area effect damage where you land. Or (and this would be the one I would request) the landing cause ramming damage just like the cold gauge dash but summons 1 or 2 Metool that chase the closest target but can be destroyed. In both case a single jump would drain the entire heat gauge and even in the weakest form it would require a minimum of 50% gauge to make it not spammable.

I know this sounds like what the boss variant do but well, that is why I like it. :)
Title: Re: Class based modification (v8d)
Post by: Snivymaster1337 on May 30, 2018, 10:17:30 PM
All of the latest version bring me to suspicious websites. Can you please fix this?
Title: Re: Class based modification (v8d)
Post by: Sir Anon0mos on June 02, 2018, 05:42:35 PM
All of the latest version bring me to suspicious websites. Can you please fix this?
That link is old as dirt. Go to the discord server or TSPG for the wad (classes-v9b as of now)
Title: Re: Class based modification (v8d)
Post by: Bleh on June 06, 2018, 12:35:32 AM
Do you know where I can find the discord server (or TSPG)?
Title: Re: Class based modification (v8d)
Post by: Rozark on June 06, 2018, 06:52:20 AM
Do you know where I can find the discord server (or TSPG)?

CBM Discord: https://discord.gg/395EPXP (https://discord.gg/395EPXP)
TSPG: https://allfearthesentinel.net/ (https://allfearthesentinel.net/)
Classes V9B: https://allfearthesentinel.net/zandronum/download.php?file=classes-v9b.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-v9b.pk3)
Title: Re: Class based modification (v8d)
Post by: Ruzma on August 13, 2018, 11:04:05 AM
What does https://allfearthesentinel.net/zandronum/download.php?file=slash-jewel-temp-fix.pk3 mean, exactly? As in, what does it do?

Also, I'm probably not the first one to suggest this, but, Sheep Man's taunt (assuming he'll be made into a class, eventually) should definitely be
"BEEP BEEP I'M A SHEEP, I SAID BEEP BEEP I'M A SHEEP" from asdfmovies. It just works too well not to be done.
Title: v8d singleplayer softlocks
Post by: AstroTibs on November 19, 2018, 09:11:57 PM
Fantastic mod, my absolute preferred way to play the game. Great job.
I just got done with MM1–MM6 Singleplayer campaign, and wanted to point out a couple softlocking flaws:

1. Against the Chapter 5 boss (Dark Man), you need the Proto Man powerup to win, because you need his shield to survive. The arena spawns with the Power Adaptor instead.
2. Against the Chapter 6 boss (Gamma), you need "a strong close-range weapon" to deal the winning blow. I think whenever you die during the boss rush or Gamma's phases, you're supposed to respawn with all the weapons you've collected. With the CBM mod, you respawn with none of them, so you can't win the final battle unless you essentially beat the whole boss rush and all of Gamma's stages without dying once.

It's also worth mentioning that I was able to slide outside of Gamma's fire attack, which I don't think you're supposed to do. I took advantage of this given how hard Gamma was buster-only.

I haven't done anything past Gamma and into MM7 yet.
Title: Re: Class based modification (v8d)
Post by: Magnet Dood on November 19, 2018, 10:41:41 PM
The single-player campaign isn't built with classes in mind. It replaces core assets and essentially makes it insanely difficult, if not impossible, to complete using the mod. Any conflicts with it probably won't be addressed.
Title: Re: Class based modification (v8d)
Post by: AstroTibs on November 20, 2018, 01:04:17 AM
Right, of course the SP campaign was built without classes in mind. But I'd be really surprised if the mod wasn't built with SP in mind, given that all the bots have class-like behavior. I didn't think bots had a huge presence outside of SP.

Anyway, those two things strike me as very minor, and they're definitely caused by the mod. I hope someone considers fixing them.
Title: Re: Class based modification (v8d)
Post by: Ruzma on November 21, 2018, 10:40:07 AM
Well then, welcome to CBM! Got any favorite class yet?

Mine's Nitro Man.
Title: Re: Class based modification (v8d)
Post by: SuperRocketKnightX on November 21, 2018, 11:31:32 AM
When I playing in Time Man stage, it said it stopped working when I used the classes version9d!
Title: Re: Class based modification (v8d)
Post by: Ruzma on November 21, 2018, 01:41:38 PM
How so? I might be able to tell the devs on Discord.
Title: Re: Class based modification (v8d)
Post by: Celebi on November 26, 2018, 05:48:18 PM
A copy from the discord (https://discord.gg/395EPXP) announcements with tweaks.

Quote
@everyone
Didn't take ages this time for a set of changes, but it should of come sooner!
Changes can be seen in the internal changelog, the pastebin (https://pastebin.com/raw/z2NYbGpY), or in the #changelog channel.
TSPG download for classes-v9dh.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-v9dh.pk3)

The taunt file was fixed for a taunt or two. Along with a set of bonus taunts for the main eight MM8 classes.
TSPG download for classes-tauntsv7.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-tauntsv7.pk3)
Title: Re: Class based modification (v8d)
Post by: SuperRocketKnightX on December 04, 2018, 11:44:23 AM
Version 5D is released! Maybe it's time to update the classes, such as adding Auto, Met, Cossack, Bond Man, Quake Woman and Megaman? (Evil one), add Bass Rockman 7FC skin for Bass, update Protoman's shield. I hope Sheep Man, Strike Man and Solar Man will come out.
Title: Re: Class based modification (v8d)
Post by: Ruzma on December 05, 2018, 12:36:56 PM
Bond and Quake are not for CBM to do, others mods will handle these guys, they'll add "Megaman?": -as a skin, sometime (I hope). -as a class, if they feel there's interesting potential in doing so. As for a Met, nah, they ain't doin' it. Auto is kept for last, just as a joke. As for Sheep, Solar and Strike, do not fret, they will be added, alongside Terra and Saturn, and possibly Sunstar. I know Ra Thor is also considered, once they have an original and fun idea for him, as well as a potential Yellow Devil class (downsized, we don't want to be bothersome). Megaman 11, just in case you're wondering, yeah, that's when the rest is made, so, first, they gotta finish what's already in the works!

Also, on a side note, instead of posting here, I recommend you go on their discord. NOBODY's ever here (i'ts such an old thread...).
Title: Re: Class based modification (v8d)
Post by: Celebi on February 03, 2019, 09:06:07 AM
A copy from the discord (https://discord.gg/395EPXP) announcements with tweaks.

Quote
v9e announcement
This release features a bunch of tunes ups for several classes, along with two new classes, Auto and RaThor!

v9eh announcement
A hotfix was done to quickly fix some team related ACS for specific classes, along with touching up the two newest classes. So enjoy version 9 eh?

Changes can be seen in the internal changelog, the pastebin (https://pastebin.com/raw/eSdNyiNK), or in the #changelog channel.
TSPG download for classes-v9eh.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-v9eh.pk3)

Taunt file has been updated to include RaThor's taunts and volume++ Pump's taunts.
TSPG download for classes-tauntsv8.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-tauntsv8.pk3)
Title: Re: Class based modification (v8d)
Post by: Next101x on June 24, 2019, 04:30:10 PM
It always says # errors passing decorate scripts, why?! :(


I really need someway to play it in v5d


The # is a random number

(Edit) I got it working
Title: Re: Class based modification (v8d)
Post by: XVI on August 14, 2019, 11:58:46 PM
  HELP I CAN'T GET VERSION 8c TO WORK
Title: Re: Class based modification (v8d)
Post by: Ruzma on August 16, 2019, 06:59:19 PM
That's because it's old. This forum thread is and has been so for ages.
You should go on the official Discord if ya want the latest version v9eh. Or find it on Doomseeker.
Title: Re: Class based modification (v8d)
Post by: JamesVN on August 07, 2020, 01:30:02 AM
Why does mods doesn't work from V5B over? Do I need to do something? PLz help :(