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Author Topic: Balrog's Fixed Saxton Hale - Reports of my death, yadayada  (Read 149506 times)

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January 25, 2013, 01:10:43 AM
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Offline Balrog

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Balrog's Fixed Saxton Hale - Reports of my death, yadayada
« on: January 25, 2013, 01:10:43 AM »


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January 25, 2013, 01:41:32 AM
Reply #1

Offline tsukiyomaru0

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #1 on: January 25, 2013, 01:41:32 AM »
Yay, you made it. Well, one thing might not be very useful: the resolver. Due to the fact hales are often OHKO, this means all players will die at once regardless of value. Perhaps have the factor be a multiplier to a random number in the future? Also, let's not forget to look into the attack ranges whenever possible and run some tests to get an average range.

As for other hales, I was having some ideas on what could be changed:
    Seemen: Have the name of their rage be displayed somewhere in their HUD.
    Gilgamesh: Return his "Bitter End", I guess. Either that or give him "Jump" as a rage attack, which would be more canon.
    Roll: Put a cap in her regeneration or make it so her rage doesn't fill up if she takes damage while enraged.
    Slenderman; V3C Slender behavior. Was easier to control. Also change sprites in his deselect state to "TNT1 A". (OK, this wasn't a rage, but still... Worth mentioning, right?)
    CB Sniper: Maybe change his rage projectile to a recolored holy water bottle and make into something like Acid Jarate.
    Cave Johnson: Prevent him from being too effective at Point Blank on his normal and make his rage last shorter. Just a bit.
    OPpan Ninja/Gentle Spy: Nerf lives to two rather than three. And maybe put it into a custom variable that the host can define at will, in the case they want more or less lives for him.
    Scrooge: His whales would be better gone. His Super Jump could be considered rage-tier due to it causing splash damage.
    Saxton: Give him his old rage back, the one that made him invulnerable for some time.
    Morshu: Reduce the effectiveness of his bombs somehow? Or give him Lampoil, which would cause flames to remain where it hits for a short while and save his bombs for a rage. Otherwise, his Rage is fine.
    Captain Falcon: Make his normal attack cover a bit more distance and his rage could be like a Charge Kick (Flying like a rocket in a straight line). Feel free to borrow the aimable movement from Gradius Vic Viper or Assassin Mode.

January 25, 2013, 01:47:56 AM
Reply #2

Offline Hallan Parva

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #2 on: January 25, 2013, 01:47:56 AM »
Quote from: "Balrog"
Rocket Punch is getting beaten to a bloody pulp with the nerfbat, for starters.
hey no you're not allowed


DarkAura was going to change Rocket Punch to act more accurately like the Dissidia 012 version. Basically, Gilgamesh will have a delay when he fires it and the attack sends him reeling back with a great force, but now there are TWO fists that shoot in a slight V formation. The explosion radius is also slightly tuned down, though the speed and high damage of the fists remain the same.

January 27, 2013, 09:22:13 PM
Reply #3

Offline Rozark

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #3 on: January 27, 2013, 09:22:13 PM »
Oh, and Morshu already has changes made/going to be made to him, I sent Silver the changes in the pm (yes, it DOES include lamp oil AND rope). If you want the exact note, just lemme know.

January 28, 2013, 01:07:07 AM
Reply #4

Offline DarkAura

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #4 on: January 28, 2013, 01:07:07 AM »
Gilg's "Dissidia" Jump is gonna be his itemjump.
Might make Bitter End his rage in Hard Mode.
And yeah, I'll do the wrenching for Rocket Punch.

Scrooge keeps the Mobies, but the reactiontime will be lowered a bit.
Possible speed nerf/buff on the Mobies by audience's decision.
And his death sound is NOT SUPPOSED TO BE AMBIENT, GOD DAMMIT! It's supposed to play from the PlayerPawn when it dies!

January 28, 2013, 08:08:17 PM
Reply #5

Offline ChaoticChao

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #5 on: January 28, 2013, 08:08:17 PM »
How about adding new hales that are unique or rejected by the other version

January 29, 2013, 03:58:22 AM
Reply #6

Offline Tfp BreakDown

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #6 on: January 29, 2013, 03:58:22 AM »
Is Roll's health regain also getting beaten with the nerf bat?

January 29, 2013, 07:41:17 PM
Reply #7

Offline GameAndWatcher

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #7 on: January 29, 2013, 07:41:17 PM »
Are you going to add Hogales to Scrooge's Moon Party?

January 29, 2013, 11:45:18 PM
Reply #8

Offline DarkAura

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #8 on: January 29, 2013, 11:45:18 PM »
If the majority rules, then possibly as a rare occurance when using the rage.

Faster and probably spawns Mettaurs or something that shoot for a bit of damage.

January 30, 2013, 12:38:21 AM
Reply #9

Offline Balrog

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #9 on: January 30, 2013, 12:38:21 AM »
Quote from: "DarkAura"
Gilg's "Dissidia" Jump is gonna be his itemjump.
Might make Bitter End his rage in Hard Mode.
And yeah, I'll do the wrenching for Rocket Punch.

Scrooge keeps the Mobies, but the reactiontime will be lowered a bit.
Possible speed nerf/buff on the Mobies by audience's decision.
And his death sound is NOT SUPPOSED TO BE AMBIENT, GOD DAMMIT! It's supposed to play from the PlayerPawn when it dies!
Got it. I was already planning on reducing the reactiontime on the Mobies, but a speed nerf probably wouldn't be that bad of an idea.

Quote from: "Tfp BreakDown"
Is Roll's health regain also getting beaten with the nerf bat?
Well, yes and no. The actual rate of regain is the same, but you won't regain rage while it's active, so no more standing still mashing altfire while everyone wails on you and coming out of it with ~500-1000 more health.

Quote from: "Game&Watcher"
Are you going to add Hogales to Scrooge's Moon Party?
I would, if I knew what the hell a Hogale is.

In other news, I completely and utterly borked this somehow. Consider this mod radioactive until I can reimplement it with Tsuki's V3C Revisited as a base. On the bright side, Captain Falcon is going to be getting Falcon Punch as a charge attack, with Falcon Kick (basically a Death Ram with less margin for error) as his new rage.

January 30, 2013, 12:43:45 AM
Reply #10

Offline Accel

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #10 on: January 30, 2013, 12:43:45 AM »
Quote from: "Balrog"
I would, if I knew what the hell a Hogale is.
He's the flying whale airship found in Tenguman's stage.

January 30, 2013, 12:55:29 AM
Reply #11

Offline GameAndWatcher

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #11 on: January 30, 2013, 12:55:29 AM »
Quote from: "Balrog"
Quote from: "DarkAura"
On the bright side, Captain Falcon is going to be getting Falcon Punch as a charge attack, with Falcon Kick (basically a Death Ram with less margin for error) as his new rage.

Make it vice versa! As in Make Falcon Kick the main attack, and keep Punch as the Rage!

February 06, 2013, 12:54:11 AM
Reply #12

Offline Balrog

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #12 on: February 06, 2013, 12:54:11 AM »
Hey, version two is (hopefully) ready now; check the first post for it.

February 06, 2013, 02:35:24 AM
Reply #13

Offline tsukiyomaru0

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #13 on: February 06, 2013, 02:35:24 AM »
Sadly, still crashes. I think I narrowed down the cause, it could be because of the sound samples. In next version, put the sound samples in a sepparate file that should be put in the SKINS folder by the player wanting the samples.

EDIT: Forget it, it's useless. Tried it out but still CRASHED IN THE FIRST ROUND (And, yes, removing sprites and Sounds, as well as changing them, doesn't make the PK3 invalid for online game). This is hopeless now.

February 06, 2013, 02:40:13 AM
Reply #14

Offline GameAndWatcher

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Re: Balrog's Fixed Saxton Hale - totally a thing now
« Reply #14 on: February 06, 2013, 02:40:13 AM »
Hogales don't appear often enough, nuff said.