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All of the MMV colouring and such was based off of the wiki we aren't going to change it to blue just because Rockman 4 MI did.
So I want to weigh inWarning: Very limited experience with this mod over the last couple days. Anyone may feel free to correct me if I make a wrong statement.+ It's cool to see some different interpretations of the classes! For the most part, these classes are actually fairly entertaining to use!+ These graphics are actually really good.+ Spinning Tops is the definition of a sexy reimagining of the boring top shotgun. It's beautiful.+ Also Air Wall Mini is additional sexy.+ You did The Thing with Shademan's flight. I like The Thing. We need more of The Thing.* A lot of classes get stuck with slightly modified versions of each other's altfires. Dust Man and Wind Man, Blizzard Man and Punk, Enker and Saturn... Can we get more differentiation?I'm not concerned on this; if you have some suggestions by all means I guess just give good reasons.* A lot of the classes also suffer from the issue of "this is neat, but not actually useful." Some more specific examples are below* Quick Man is neat, though the straight dash makes him play a bit too much like a wonky Top Man. Are you SURE you can't allow him to turn while dashing?We will see; I don't think it's necessary though because when I was playing him it seemed fine.* Magnet Man's alt doesn't last long enough to be relevant. I have not been able to use it to any effect at all.It is very good to say the least; iirc it's a clean 4hko with sucking capabilities and semi-large radius.* Pharaoh Man's alt isn't particularly useful. Any chance he can get it changed out for something that's actually handy?Make a suggestion and I will see; though it was meant for picking people off instead having to fully charge.* Skull Man's "Zhonya's Hourglass", while a nifty gimmick, doesn't exactly do as much as you'd think it would. Not entirely sure what you could do with it though.We have something in mind; basically instead of not being able to move he'll get half speed or something.* I applaud you for having the balls to make Gyro Man's ammo bar actually relevant. I have issues, however, telling if he's actually usable or not due to how hard it is to hit with the gyros due to their slow travel speed and long pause before seeking.The long pause is fixed as I have had trouble using him as well.* Punk gets the award for world's most abusable contact damage. Find the right spot to set up and watch as people walk into you like lemmings.Doesn't do as much as you think.- Not exactly a direct issue with the mod, but this is some of the worst PR I've seen on Cutstuff in a while. "It's not canon" isn't a good reason to deny things that would improve the mod. And we already have enough classes mods holy shitIf we're gonna add something to the class we want to add something that would make sense with class but not to YD classes' extent.- Copy Classes got a neat gimmick, but it really neuters their effectivenessIt was a way to nerf the copyweps slightly.- Bass especially gets the short end of the stick, being forced to sit still while bosses can pound his face in.He is fine if you know how to use him; Bass can jump while shooting to move and dash to get more distance if need be.- Elec Man got nerfed since the last time I saw him. Jeez. Sniper Bolt should charge a little faster to make it not completely unusable.iirc it's a 3hko, IMO it's fine.- Oil Slider's hitbox either doesn't exist or is incredibly inconsistent.It's buffed in the next version; it isn't inconsistent also it's just small.- Flash Man still has the terrible KY charge. It doesn't even make sense with his canon attack pattern.We don't want to make him OP; in the attack pattern he walks around the boss fight to charge his time stopper.- Doc Robot is still one of the most awkward class in the game to use. Toggling your weapons around is obnoxious to do in a heated battle.If you can set him up before you fight then you don't have to toggle as much though all in all I don't see this as an issue.- Dive Man was nerfed into the ground. Holy nuts. His dash is literally unusable, which renders him pretty much unplayable due to the Dive Missile being pretty meh.The dive charge is being buffed in ammo next version.- Gravity Hold doesn't really do enough to justify how baffling it is to use.Do you mean the copywep or Gravityman?- Charge Man literally can't hit anything due to his changes. Coal Rain needs some sort of alteration to make it usable.Perhaps give a suggestion; seems very good as it is.- Plant Man gets the award for most awkward class by far. How does he even work?Altfire is a wall jump and the rest should be self explanatory.- Knight Man is... boring, to say the least. He needs something.If you want a change on Knight Man give a suggestion.- No Air Ballade. ...This is more of a personal issue than an actually relevant one.Sure.
Alright, let's go with this.I'm not going to talk about one by one balance, that's a whole different can of worms that I don't even want to touch with a 10 meter stick. What I want to talk about is the creative approach of this mod as a whole.I admire the effort put into many of the classes. There's lots of details and features that are just very neat and offer things no one has actually tried before. There's the fact of coming up with ways to transfer abilities and attacks from 2D games into a 3D enviroment without changing them much AND making them useful for battle. Many HUDs actually look awesome and look like they belong to that character. The effort put into a seamless transfer of 2D abilities into a 3D enviroment is noticeable, and admirable......but sometimes VERY lacking and unintuitive in practice, to say the least. Many of them don't serve an actual purpose in a fight, save for being there and doing what they do. Looking pretty and awesome doing flips and teleports and wall clings and all sorts of things doen't matter if they don't serve to the purpose of fighting and winning. Many limitations to some attacks, regardless of being justified because of the source, are just incredibly unnecessary detriments in a battle. In some cases, there isn't even an attempt at differentiating copy weapons from class weapons, which means nothing really new is offered to the player while using those classes....but I'd like to think that the name of the mod is literally a self-conscious joke, or just a sort of statement towards those who question the design of some classes: it's all justified by the source. We're not here to make things out of the blue: we have a design, it's called "the games", and the plan is to make a class strictly from the design, and make it work. Except that's dumb, because the former will handicap the latter. In the grand scheme of this plan, the flaw of practicality is jarring in most executions. In fact, I dare say that this wasn't even about practicality in the first place...except I see all the effort put into making things work, to make them look as cool and faithful to the design as they are. I can't say that this wasn't made to be played: it was, but there are so many design flaws because of what I believe to be a stubborn creative limitation, that playing it and ejoying it all is incredibly hard because many of these cool things don't help you in a fight.Almost every balance issue will probably not come without a core flaw regarding how the class "was designed". You just can't take the source and apply it to a 3D enviroment "without changing it much", and specially if you want this to be played: this is, by the way, a creative cornerstone of MM8BDM. Some consessions must be made in order to balance this mod. The way things look, most classes are and will be UP because of fruitless design limitations and unclear class roles. "xxxman does what xxxman did in MMsomething": that's not a class role, and "the source" is not a valid argument if you want this to be playable and enjoyable.Triple A's, 5 stars, 10 out of 10, one of the best class mods I've played so far. Just fix it.Have the will to let it be fixed, even if it means a schism from the source. It will be justified if people can play and enjoy it all.
We aren't going for class roles like YD classes; we are trying to allow all the robot masters to have a fair fight in most every situation.
Quote from: "Fyone"We aren't going for class roles like YD classes; we are trying to allow all the robot masters to have a fair fight in most every situation.Then they aren't classes, they're slight variations of megaman.