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Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: !o! woohoo on January 25, 2014, 03:09:16 PM

Title: Justified Classes v4b Beta 14
Post by: !o! woohoo on January 25, 2014, 03:09:16 PM
Justified Classes v4b Beta 14 (https://allfearthesentinel.net/zandronum/download.php?file=justifiedclasses-v4b-beta14.pk3)

Welcome to the Justified Classes topic, where we bring justice to the Megaman robot masters. We will take any suggestions, glitch fix requests and balance opinions any of you have, just keep in mind that we strive to keep our mod balanced and fun.

Justified Classes' Official Wiki Page (http://mm8bdm.wikia.com/wiki/Justified_Classes)

Credits:
(click to show/hide)

Changelog:
(click to show/hide)

NOTE: This mod isn't totally canon. We sometimes may twist the canon to make it more fun gameplay wise.
Title: Finally
Post by: Gummywormz on January 25, 2014, 04:25:34 PM
I haven't played the hotfix yet, so I assume things like infinite wood man is fixed. Otherwise...

* All of the new huds / item icons are just bad. Some even go as far as blocking views (there's a reason spark man's hud was moved / shrunken.)
* Proto Buster and Bass Buster can pick up weapon energy.
* The weapon system seems a bit awkward but I haven't actually played online yet so.
* The lack of Bass' spread is kind of awkward too.
* Bass can still move while jumping.
* Bomb Man's big bombs seem quite spammable since you regen them right after one goes off.
* It would be nice if there was a shockwave sprite or something to indicate how far the range of Guts / Stone / Hard's ground stomps are.
* Why the hell is oil slider oil man's alt? I do actually appreciate that the oil itself is a straight projectile but it's just confusing that you can't ride the oil.
* Time Man gets fast arrows...and slightly slower arrows. Really the speed difference between the two are indistinguishable.
* Enker is still garbage. Saturn does a much much much better job of Enker's role so he's pretty much useless. His fully charged mirror shots aren't even a 4hko.
* Bubble Man's buster trail looks bad and glitchy. Also the fire animation doesn't play for one of the attacks. The bubbles could afford to be a bit bouncier.
* Quick Man's dash is a bit weird. You can't change direction during it or cancel it.
* "I like how I can shoot infinite hard knuckles and not wait for them to return like a smart man."
* Top Man's main fire is a bit dumb. You don't go straight, which makes hitting anyone not right next to you a bit of a problem. Also his alt seems a bit weird too but I haven't tried it online yet.
* No medium charge level for Spark Man is kind of meh. Also as mentioned above, the HUD blocks my view pretty badly.
* Magnet's alt seemed to do a ton of damage.
* Snake Man's jump height should be increased a bit. He can't get on top of the buildings on MM2DW1 while a lot of the other classes can.
* Why can't Gemini Man's clone be the alt? I don't remember there being an altfire.
* Punk's alt is just insanely bad. You have to bounce 3 times before dashing. You can't change direction, and the distance is pitiful. Again, I haven't played online yet but it seems impossible to catch people with this.
* Pharaoh Man's HUD also blocks my screen a bit. Also I don't get why the uncharged shots have to be the alt instead of being a charge level. It allows you to spam it more but that's about it.
* Ring Man... oh boy. You took the concept of YD's Ring Man and ruined it tenfold. Also the Ring Boomerangs don't auto return when they hit a sky.
* Skull Man's alt is useless. You become invincible...but have to stop completely. Please do tell me where this would remotely be useful? Someone can just keep firing shots at you.
* Why does bright man get a jump dash again?
* Why do Gyro Man's gyros stop randomly?
* Crystal Man has no animation when firing the main fire.
* Why is Star Man slowed down to about 0 speed when using Star Crash? I mean it could be worked in especially with the armor but right now it's far too slow.
* Ok really, why is there a theme of projectiles stopping randomly?
* Why do I shoot cherries as Mars? Also he has no proper photon missile. Also, his mines don't regenerate.
* Jupiter's flight alt seems a bit broken from past experience with these kinds of attacks but I'm not sure.
* Uranus' item doesn't seem safe at all...
* What is going on with Pluto's item? Also his skin looks like he's flopping on the ground when moving...
* Blizzard's alt seems too sensitive to walls / floors.
* Why does Plant get a jump dash too?
* Tomahawk's alt is piss. There's no spread at all. Also the hud blocks my view too.
* The cooldown for Slash's item seems quite insane.
* Shade Man's alt has waaaaaaaaay too much of a cooldown for simple spark shock damage.
Title: Re: Justified Classes v1ah
Post by: Emmanuelf06 on January 25, 2014, 04:46:03 PM
EDIT: It's ok, let's see how you see the mode. :)
Title: Re: Justified Classes v1ah
Post by: Davregis on January 25, 2014, 04:54:06 PM
Quote from: "Emmanuelf06"
Why you dont try to make your own classe mode Gummywormz?.... Instead say weird things to make this mode for you only.

What the heck is wrong with you? I've never seen a place where this reaction to critique is accepted.
Title: Re: Finally
Post by: !o! woohoo on January 25, 2014, 05:01:47 PM
My replies are in green.
Quote from: "Gummywormz"
I haven't played the hotfix yet, so I assume things like infinite wood man is fixed. Otherwise...

* All of the new huds / item icons are just bad. Some even go as far as blocking views (there's a reason spark man's hud was moved / shrunken.)
If more people complain we shall fix this problem and to be honest, I don't have a problem with it. Same for other people.
* Proto Buster and Bass Buster can pick up weapon energy.
This will be fixed but isn't priority
* The weapon system seems a bit awkward but I haven't actually played online yet so.
I'm not sure what you mean by "Awkward".
* The lack of Bass' spread is kind of awkward too.
I'm not sure if this is a problem that needs to be fixed.
* Bass can still move while jumping.
It is canon and makes bass better.
* Bomb Man's big bombs seem quite spammable since you regen them right after one goes off.
It isn't that spammable.
* It would be nice if there was a shockwave sprite or something to indicate how far the range of Guts / Stone / Hard's ground stomps are.
This isn't canon and may not look good.
* Why the hell is oil slider oil man's alt? I do actually appreciate that the oil itself is a straight projectile but it's just confusing that you can't ride the oil.
This is canon and doesn't affect gameplay too much.
* Time Man gets fast arrows...and slightly slower arrows. Really the speed difference between the two are indistinguishable.
I don't know, I can easily tell the difference but we might make more of a difference.
* Enker is still garbage. Saturn does a much much much better job of Enker's role so he's pretty much useless. His fully charged mirror shots aren't even a 4hko.
We are making Enker like Saturn in the next version.
* Bubble Man's buster trail looks bad and glitchy. Also the fire animation doesn't play for one of the attacks. The bubbles could afford to be a bit bouncier.
The bubble buster trail doesn't look glitchy. If it was, people would have said so on the servers. No, the bubbles don't need to bounce higher. Making them less bouncier, makes them more useful.
* Quick Man's dash is a bit weird. You can't change direction during it or cancel it.
If Quickman can't control it in the game, he shouldn't be able to control it in this mod.
* "I like how I can shoot infinite hard knuckles and not wait for them to return like a smart man."
This may or may not be fixed, although, I don't see this being much of a problem.
* Top Man's main fire is a bit dumb. You don't go straight, which makes hitting anyone not right next to you a bit of a problem. Also his alt seems a bit weird too but I haven't tried it online yet.
Topman's main fire may or may not be fixed and please play online.
* No medium charge level for Spark Man is kind of meh. Also as mentioned above, the HUD blocks my view pretty badly.
I don't see a problem with the HUD. If there are more suggestions, this will be changed.
* Magnet's alt seemed to do a ton of damage.
Makes him usable in death match.
* Snake Man's jump height should be increased a bit. He can't get on top of the buildings on MM2DW1 while a lot of the other classes can.
We are still not finished with Snakeman, He may get an alt fire.
* Why can't Gemini Man's clone be the alt? I don't remember there being an altfire.
This may be changed in the next version.
* Punk's alt is just insanely bad. You have to bounce 3 times before dashing. You can't change direction, and the distance is pitiful. Again, I haven't played online yet but it seems impossible to catch people with this.
Did you try holding the button? Also, I hit people easily.
* Pharaoh Man's HUD also blocks my screen a bit. Also I don't get why the uncharged shots have to be the alt instead of being a charge level. It allows you to spam it more but that's about it.
Again, if more people complain about HUDS then it may be changed.
* Ring Man... oh boy. You took the concept of YD's Ring Man and ruined it tenfold. Also the Ring Boomerangs don't auto return when they hit a sky.
I don't see anything wrong with Ringman and they do return when they hit the sky.
* Skull Man's alt is useless. You become invincible...but have to stop completely. Please do tell me where this would remotely be useful? Someone can just keep firing shots at you.
This attack bounces off projectiles and also deals damage if up close. This is very useful and I use it a lot.
* Why does bright man get a jump dash again?
It was a main attack in the game.
* Why do Gyro Man's gyros stop randomly?
Not randomly, it stops when you let go.
* Crystal Man has no animation when firing the main fire.
It isn't supposed to have an animation.
* Why is Star Man slowed down to about 0 speed when using Star Crash? I mean it could be worked in especially with the armor but right now it's far too slow.
This is used to discourage hugging, for our star man is a shooting class. He also runs half speed not 0 speed.
* Ok really, why is there a theme of projectiles stopping randomly?
What do you mean by this?
* Why do I shoot cherries as Mars? Also he has no proper photon missile. Also, his mines don't regenerate.
He doesn't shoot cherries, He has a proper photon missile and his mines do regenerate.
* Jupiter's flight alt seems a bit broken from past experience with these kinds of attacks but I'm not sure.
This may be fixed if more people don't like it.
* Uranus' item doesn't seem safe at all...
It isn't supposed to be safe.
* What is going on with Pluto's item? Also his skin looks like he's flopping on the ground when moving...
Pluto's item is a wall cling and I don't know what you mean by "flopping".
* Blizzard's alt seems too sensitive to walls / floors.
I don't see anything wrong with this.
* Why does Plant get a jump dash too?
It isn't a jump dash, it is a wall bounce.
* Tomahawk's alt is piss. There's no spread at all. Also the hud blocks my view too.
It does have a spread and is canon. The HUD may be fixed if more people request it.
* The cooldown for Slash's item seems quite insane.
It is needed, trust me.
* Shade Man's alt has waaaaaaaaay too much of a cooldown for simple spark shock damage.
It isn't spark shock damage, it has its own damage type that lasts longer.
Title: Re: Finally
Post by: Davregis on January 25, 2014, 05:12:30 PM
Quote from: "!o! woohoo"
Quote from: "Gummywormz"
* All of the new huds / item icons are just bad. Some even go as far as blocking views (there's a reason spark man's hud was moved / shrunken.)
If more people complain we shall fix this problem and to be honest, I don't have a problem with it. Same for other people.
Am I "more people" yet
Title: Re: Finally
Post by: Stardust on January 25, 2014, 05:17:52 PM
gordon ramsay
Quote from: "Gummywormz"
* Quick Man's dash is a bit weird. You can't change direction during it or cancel it.
* Tomahawk's alt is piss. There's no spread at all. Also the hud blocks my view too.
* Why the hell is oil slider oil man's alt? I do actually appreciate that the oil itself is a straight projectile but it's just confusing that you can't ride the oil.
* No medium charge level for Spark Man is kind of meh. Also as mentioned above, the HUD blocks my view pretty badly.
* The lack of Bass' spread is kind of awkward too.
* The weapon system seems a bit awkward but I haven't actually played online yet so.
* Skull Man's alt is useless. You become invincible...but have to stop completely. Please do tell me where this would remotely be useful? Someone can just keep firing shots at you.
^ Just concerning this : you can use it to protect from one strong attack, like Slash Claw or Hard Knuckle, and then cancel the shield before running away. Only using the shield for a half-second and cancelling it can help. You're not actually supposed to stand still when using it (except if a powerful attacks lasting, like Bomb's giant bomb is about to explode on you).
* Ring Man... oh boy. You took the concept of YD's Ring Man and ruined it tenfold. Also the Ring Boomerangs don't auto return when they hit a sky.
^ BTW no, they took the concept from Capcom's Ring Man
* Why is Star Man slowed down to about 0 speed when using Star Crash? I mean it could be worked in especially with the armor but right now it's far too slow.
* Why does bright man get a jump dash again?
* Why do Gyro Man's gyros stop randomly?
* Why does Plant get a jump dash too?
* All of the new huds / item icons are just bad. Some even go as far as blocking views (there's a reason spark man's hud was moved / shrunken.)
* Crystal Man has no animation when firing the main fire.
Most of his suggestions make me remember of YD's classes gameplay. Also, to most questions he's asking, the reason is that it's canon, what YD didn't do. And that's what this mod aims to (even through, some problems he talked about are also present in YD -- like Bubble's firing animation.)
YD had less trouble balancing because they were more free on the attacks ; consequently they could make classes with attacks that may complete each other (i.e tengu man). But when getting into original gameplay, balancing is a harder task to do because you're limited.
He's right on the glitches/bugs he found though.
Quote
* All of the new huds / item icons are just bad.
oh is that so ;-;
Title: Re: Finally
Post by: Korby on January 25, 2014, 05:23:14 PM
Quote from: "!o! woohoo"
This isn't canon...

...so why does Stoneman have a charge attack?
Title: Re: Justified Classes v1ah
Post by: Gummywormz on January 25, 2014, 05:27:00 PM
Top Man's alt isn't canon either. And neither is Turbo Man's charged scorch wheel.
Title: Re: Finally
Post by: !o! woohoo on January 25, 2014, 05:29:12 PM
Quote from: "Korby"
Quote from: "!o! woohoo"
This isn't canon...

...so why does Stoneman have a charge attack?

It makes him an "actual" class.
Title: Re: Justified Classes v1ah
Post by: Ivory on January 25, 2014, 05:30:58 PM
So in other words, you just use the word "This isn't canon..." whenever it suits your purpose?
Title: Re: Justified Classes v1ah
Post by: Korby on January 25, 2014, 05:36:04 PM
k gonna repost this instead of editing

EDIT because I didn't read the post above mine:[referring to stardust]

Quote from: "Stardust"
Most of his suggestions make me remember of YD's classes gameplay.
 Also, to most questions he's asking, the reason is that it's canon, what YD didn't do.
Incorrect. The YD classes consider everything a Robot Master could reasonably do within all the canons of Megaman, usually the arcade games.
And that's what this mod aims to (even through, some problems he talked about are also present in YD -- like Bubble's firing animation.)
Stoneman with a charge shot.
YD had less trouble balancing because they were more free on the attacks ;
I'm...not sure how that applies.
consequently they could make classes with attacks that may complete each other (i.e tengu man).
Every MM8 class is completely within reason for how they appeared in MM8, except for Astroman and a little bit of Frostman. Tengu especially, who quite literally did the tengu dunk in MM8.
But when getting into original gameplay, balancing is a harder task to do because you're limited.
WHAT
OKAY YOU KNOW WHAT? Just because you're trying to be more "canon" doesn't mean you can't BALANCE YOUR MOD. That is honestly one of the worst excuses I have EVER heard.
He's right on the glitches/bugs he found though.


EDIT WITHIN AN EDIT BECAUSE HOLY CRAP
Quote from: "!o! woohoo"
* Quick Man's dash is a bit weird. You can't change direction during it or cancel it.
If Quickman can't control it in the game, he shouldn't be able to control it in this mod.
EJSYADFHJKGF
WHAT
ARE YOU TELLING ME THAT BECAUSE QUICKMAN COULDN'T GO SIDEWAYS IN A 2D GAME THAT HE CAN'T IN A 3D GAME?!
ARE YOU TELLING ME THAT 90% OF CLASSES WON'T BE ABLE TO AIM THEIR SHOTS NEXT VERSION?

OH WAIT MAYBE YOU SHOULD JUST REMOVE EVERYONE BUT MEGA, BASS, DUO, AND PROTO BECAUSE YOU COULD NEVER CANONICALLY PLAY AS THE ROBOT MASTERS[/capslock]
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 05:44:35 PM
Quote from: "Korby"
k gonna repost this instead of editing

EDIT because I didn't read the post above mine:[referring to stardust]

Quote from: "Stardust"
Most of his suggestions make me remember of YD's classes gameplay.
 Also, to most questions he's asking, the reason is that it's canon, what YD didn't do.
Incorrect. The YD classes consider everything a Robot Master could reasonably do within all the canons of Megaman, usually the arcade games.
And that's what this mod aims to (even through, some problems he talked about are also present in YD -- like Bubble's firing animation.)
Stoneman with a charge shot.
YD had less trouble balancing because they were more free on the attacks ;
I'm...not sure how that applies.
consequently they could make classes with attacks that may complete each other (i.e tengu man).
Every MM8 class is completely within reason for how they appeared in MM8, except for Astroman and a little bit of Frostman. Tengu especially, who quite literally did the tengu dunk in MM8.
But when getting into original gameplay, balancing is a harder task to do because you're limited.
WHAT
OKAY YOU KNOW WHAT? Just because you're trying to be more "canon" doesn't mean you can't BALANCE YOUR MOD. That is honestly one of the worst excuses I have EVER heard.
In my humble opinion our mod is more balanced than YD at the moment. There's a few things that we saw at the servers that will be fixed. But nothing as big as the balance problems in YD such as ringman, chargeman and pharaohman
He's right on the glitches/bugs he found though.


EDIT WITHIN AN EDIT BECAUSE HOLY CRAP
Quote from: "!o! woohoo"
* Quick Man's dash is a bit weird. You can't change direction during it or cancel it.
If Quickman can't control it in the game, he shouldn't be able to control it in this mod.
EJSYADFHJKGF
WHAT
ARE YOU TELLING ME THAT BECAUSE QUICKMAN COULDN'T GO SIDEWAYS IN A 2D GAME THAT HE CAN'T IN A 3D GAME?!
ARE YOU TELLING ME THAT 90% OF CLASSES WON'T BE ABLE TO AIM THEIR SHOTS NEXT VERSION?

OH WAIT MAYBE YOU SHOULD JUST REMOVE EVERYONE BUT MEGA, BASS, DUO, AND PROTO BECAUSE YOU COULD NEVER CANONICALLY PLAY AS THE ROBOT MASTERS[/capslock]
As for this; we meant the boost in the game acted like he lost control and consequently made him run into walls it was our reasoning for making it as such. I think it's a good trade off for extra speed.

Also this mod has the same goal in mind as KY; to make classes canon while not distorting gameplay If some of the choices we made as of now distorts gameplay too much we are willing to make adjustments where necessary.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 05:45:39 PM
Quote from: "Ivory"
So in other words, you just use the word "This isn't canon..." whenever it suits your purpose?
I don't remember us just saying such we always gave another reason alongside.
Title: Re: Justified Classes v1ah
Post by: Stardust on January 25, 2014, 05:47:28 PM
wow
ummm
Quote
Incorrect. The YD classes consider everything a Robot Master could reasonably do within all the canons of Megaman, usually the arcade games.
I wonder why was this mod made then
Quote
WHAT
well yeah
mathematically talking, it's true. If you look in the deep code of the Mega Buster, CutmanMike wanted to give a projectile in the world limit. Indeed, the MBuster has an ammo of 3 (referring to the 3 shots available). Taking the idea of maximal projectiles in the world, take hyper bomb. Only one bomb could be thrown at the same time in the world, and this weapon is extremely slow, so it would barely be useful, and you'll have trouble balancing it. On the other hand, Metal Blade for instance, is way more easy to access and use, so it's easy balancing it (speed, damage : it's a flying projectiles, it just requires aim). This is an example, so don't consider the whole cannonness being about projectiles limit.

Off topic, but I feel like every attempt from people who haven't spent 5 years in this forum are badly received.
Title: Re: Justified Classes v1ah
Post by: Korby on January 25, 2014, 05:53:06 PM
Y'see, the difference is THE CORE ISN'T EXACTLY LIKE THE 2D GAMES BECAUSE IT WAS AGREED THAT IT WAS DUMB. There is a REASON why the Mega Buster's "3 shot" code doesn't exist anymore, there's a REASON the A_Recoil(1)s in the pain state are commented out, there's a REASON why every shield weapon is not the same as it was in the original games.

To make something like this both canon and good, you have to take into account that it is a 3d, fast paced, arena styled deathmatch first person shooter. Using conventions from 2d games simply to be more accurate instead of considering how it would work in this game is bad game design, and should be fixed.

Also, I don't see you making Power stone spin vertically instead of horizontally. Not even KY did that, and he was trying to be MORE accurate than you guys.

EDIT:
Quote from: "Stardust"
Off topic, but I feel like every attempt from people who haven't spent 5 years in this forum are badly received.
I'm not saying this mod doesn't have its good points. I'm more outraged by what's been said in this topic.

It's also making me edit my posts a whole ton.
Title: Re: Justified Classes v1ah
Post by: Rozark on January 25, 2014, 06:04:45 PM
Things "may" be more balanced, but that doesn't necessarily make them fun or even useful.
Title: I'm talking about Lum, for the record
Post by: Gumballtoid on January 25, 2014, 06:06:07 PM
This mod gave me the true-to-the-games experience I could never get with YD classes, and I'm enjoying it vastly more. It fees a bit more casual than YD, but that's why I like it. However, the attitude of one of the developers in this topic bothers me considerably. A lot of your claims have no reasoning or evidence. Why would less bouncy bubbles be more useful? I myself haven't found them useful at all. It's vastly easier to hit someone with them when they can barely jump over them.

THAT ASIDE

I also think Sparkman's HUD ought to be widened. Being able to see is kinda important.
Oilman and Timeman's HUDs hurt my eyes, particularly Timeman's. It suffers from a problem YD Plantman suffered from in Software, pre-v3, that being his hand is one solid color.
Oilman's skin colors remind me of MS Paint. They're simply ugly. He ought to get the same treatment he got in the core.
Iceman and Waveman have lighter blues on their Ice Slasher and Water Wave, and Iceman himself is that same lighter blue. I mean, it's canon, so why not implement it???
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 06:08:19 PM
Quote from: "Rozark Kyouko"
Things "may" be more balanced, but that doesn't necessarily make them fun or even useful.

I'm not sure if you're implying that these classes aren't fun, but you certainly gave no backbone to this statement.
Title: Re: I'm talking about Lum, for the record
Post by: Fyone on January 25, 2014, 06:13:01 PM
Quote from: "Gumballtoid"
This mod gave me the true-to-the-games experience I could never get with YD classes, and I'm enjoying it vastly more. It fees a bit more casual than YD, but that's why I like it. However, the attitude of one of the developers in this topic bothers me considerably. A lot of your claims have no reasoning or evidence. Why would less bouncy bubbles be more useful? I myself haven't found them useful at all. It's vastly easier to hit someone with them when they can barely jump over them.

THAT ASIDE

I also think Sparkman's HUD ought to be widened. Being able to see is kinda important.
Oilman and Timeman's HUDs hurt my eyes, particularly Timeman's. It suffers from a problem YD Plantman suffered from in Software, pre-v3, that being his hand is one solid color.
Oilman's skin colors remind me of MS Paint. They're simply ugly. He ought to get the same treatment he got in the core.
Iceman and Waveman have lighter blues on their Ice Slasher and Water Wave, and Iceman himself is that same lighter blue. I mean, it's canon, so why not implement it???

We probably will fix the Sparkman HUD we simply used the old HUD from KY; we can also fix Timeman's HUD for shading and such as for Oilman I don't see any problem. Iceman and Waveman we make that change sure.
Title: Re: Justified Classes v1ah
Post by: Rozark on January 25, 2014, 06:13:32 PM
Quote from: "Fyone"
Quote from: "Rozark Kyouko"
Things "may" be more balanced, but that doesn't necessarily make them fun or even useful.

I'm not sure if you're implying that these classes aren't fun, but you certainly gave no backbone to this statement.

I gave plenty of backbone.
You/the mod says this is "more balanced than YD classes" while being strictly canon, yet some of these "canon" things are clearly bad, not fun, or just aren't even worth the time to use them.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 06:18:33 PM
Quote from: "Rozark Kyouko"
Quote from: "Fyone"
Quote from: "Rozark Kyouko"
Things "may" be more balanced, but that doesn't necessarily make them fun or even useful.

I'm not sure if you're implying that these classes aren't fun, but you certainly gave no backbone to this statement.

I gave plenty of backbone.
You/the mod says this is "more balanced than YD classes" while being strictly canon, yet some of these "canon" things are clearly bad, not fun, or just aren't even worth the time to use them.

If they are clearly bad I wouldn't mind you pointing them out; that's what I meant by backbone, you just stated they aren't fun without giving any reasoning. Also as I said we try not to be completely strict to canon; if the canon distorts gameplay then we wouldn't go completely canon as I stated above.
Title: Re: Justified Classes v1ah
Post by: Korby on January 25, 2014, 06:24:44 PM
The three outstanding classes you pointed out are strong, two of which are absolutely overpowered, but the difference here is that a MAJORITY, compared to three, of classes in this mod are UNDERpowered.

Quote from: "Fyone"
Also as I said we try not to be completely strict to canon; if the canon distorts gameplay then we wouldn't go completely canon as I stated above.

...Quickman?
Title: Re: Justified Classes v1ah
Post by: Stardust on January 25, 2014, 06:29:53 PM
Quick's dash is similar to Blizzard Bowling. Going fast and not being able to control while using it. Yet there wasn't any complain about Blizzard's control.
Title: Re: Justified Classes v1ah
Post by: Korby on January 25, 2014, 06:33:29 PM
The difference is it thematically doesn't make sense for Blizzard to be able to turn. He's rolling in a large snowball, and probably doesn't have much control on where he's going.

Quickman was LITERALLY BUILT to go that fast, AND FASTER, so trying to think he can't turn during it just baffles me to no end.
Title: Re: Justified Classes v1ah
Post by: Superjustinbros on January 25, 2014, 06:39:11 PM
IMHO Terra should have his colors from Rockman 4 Minus Infinity, so he and the Spark Chaser are primarily blue instead of… green. Heck it's been established in promotional artwork that Terra's Spark Chaser is meant to be blue.

Uranus' front sprite is a bit dopey-looking; you could remove one column of pixels between the eyes to get a less derpy-looknig Uranus.

At least the HUD sprites are quite good, though I dunno why you went with RM7FC Slash instead of MM10 Slash.

Quote
You/the mod says this is "more balanced than YD classes" while being strictly canon, yet some of these "canon" things are clearly bad, not fun, or just aren't even worth the time to use them.

Reminds me of in Saxton Hale Rebirth with what happened to Gilgamesh and Morshu. More canon to source =/= better to play as.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 06:40:48 PM
Quote from: "Korby"
The difference is it thematically doesn't make sense for Blizzard to be able to turn. He's rolling in a large snowball, and probably doesn't have much control on where he's going.

Quickman was LITERALLY BUILT to go that fast, AND FASTER, so trying to think he can't turn during it just baffles me to no end.

We could have made him like that in the base stats but we didn't because of balance just because Quick can theoretically go Mach 9 speed doesn't mean he should If we defined a speed limit for Quickman and he can go above that limit we should give him limitations when he gets the boost. It also does damage so that's a thing.
Title: Re: Justified Classes v1ah
Post by: Korby on January 25, 2014, 06:43:55 PM
I don't think he should have gone faster, I find it ridiculous that he can't turn during it, when he could obviously be able to do that, especially when it's not even his "theoretical" max speed that you mentioned.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 06:47:37 PM
Quote from: "Korby"
I don't think he should have gone faster, I find it ridiculous that he can't turn during it, when he could obviously be able to do that, especially when it's not even his "theoretical" max speed that you mentioned.

It also damages as stated above it was done to balance the move.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 06:51:43 PM
Quote from: "Superjustinbros"
IMHO Terra should have his colors from Rockman 4 Minus Infinity, so he and the Spark Chaser are primarily blue instead of… green. Heck it's been established in promotional artwork that Terra's Spark Chaser is meant to be blue.

Uranus' front sprite is a bit dopey-looking; you could remove one column of pixels between the eyes to get a less derpy-looknig Uranus.

At least the HUD sprites are quite good, though I dunno why you went with RM7FC Slash instead of MM10 Slash.

Quote
You/the mod says this is "more balanced than YD classes" while being strictly canon, yet some of these "canon" things are clearly bad, not fun, or just aren't even worth the time to use them.

Reminds me of in Saxton Hale Rebirth with what happened to Gilgamesh and Morshu. More canon to source =/= better to play as.

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.

As I said we intended to make the gameplay as good as possible; you're not giving any examples on which classes have this issue.
Title: Re: Justified Classes v1ah
Post by: Bikdark on January 25, 2014, 07:53:33 PM
Pretty boring mod. Most of the classes just have megabuster clones with some super jump tacked on.
Title: Re: Justified Classes v1ah
Post by: Superjustinbros on January 25, 2014, 07:59:47 PM
Quote from: "Fyone"
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.

Last time I checked his armor was blue. You could use a standard blue for the armor, then a light green for the lighter tone of the armor and the hair.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 25, 2014, 08:33:10 PM
In this version Terra's armor is blue and the secondary colour is white I believe, and the hair is green always like plantman's flower.
Title: Re: Justified Classes v1ah
Post by: Gummywormz on January 25, 2014, 11:16:36 PM
Switching weapons as Sun Star makes it so you can no longer charge your main fire and gives you infinite altfire ammo.
Title: Re: Justified Classes v1ah
Post by: xColdxFusionx on January 26, 2014, 02:11:15 AM
So I want to weigh in

Warning: Very limited experience with this mod over the last couple days. Anyone may feel free to correct me if I make a wrong statement.

(click to show/hide)
Title: Re: Justified Classes v1ah
Post by: MusashiAA on January 26, 2014, 02:16:22 AM
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.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 02:44:32 AM
Quote from: "xColdxFusionx"
So I want to weigh in

Warning: 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 shit
If 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 effectiveness
It 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.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 02:47:58 AM
Quote from: "MusashiAA"
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.

If you can, make some examples of the classes that have these issues.

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.
Title: Re: Justified Classes v1ah
Post by: Bikdark on January 26, 2014, 03:23:03 AM
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.
Title: Re: Justified Classes v1ah
Post by: Gumballtoid on January 26, 2014, 04:27:02 AM
I'm having trouble gauging how long Jupiter's flight lasts. It really ought to have a stamina bar.

A lot of the Mega Man V aesthetics are really poorly done. Primarily, the weapon colors. Re-imagine them with the NES palette, don't try to perfectly mimic their artwork.

Break Dash's charging animation, while accurate to the Gameboy, clashes pretty badly with the rest of the charging weapons. It should really look more like anything that isn't Atomic Fire.
Title: Re: Justified Classes v1ah
Post by: Emmanuelf06 on January 26, 2014, 04:50:10 AM
The programmers try to make it canon as they can, We didnt say it's perfectly Canon, but Fyone and others try to make it the most possible with a fun gameplay (Stoneman by exemple).
We didnt use megaman weapons for the robotmasters too, See Turboman if you charge the attack, it's like MM7 turboman....

It's not perfectly canon, but it's the most canon We tried to have, for a lot at least....Perfection in a megaman classe game is not really possible because there is too much robotmasters and differents power/weapons.
And as Fyone said, they try to do the best to make is "compatible" with all the mode (DM and TLMS specially), il pretty sure it can work in DUEL because it's pretty balanced too (maybe with buckshot/brutalduel item thing).

It's hard to kill quickly because it's to stop spam of strong attacks and large range when there is a lot of people, the damage are pretty good, even if there is a lot of people or not a lot.

Ballade can't Specialy Escape Mine jump because a robotmaster who is too fast or can escape for a long time , is boring. We have Gyroman, but there is a fast gauge, we have quickman but he has a low armor. Others things are made to make the mode playable for each modes.
Knightman can charge the knightcrush to make it stopped after a moment, it can do good traps.

No more easy frags anyway! It's more interesting to use the most of your possibilities to have a frag! Not only spamming when there is a lot of people.
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 26, 2014, 05:30:59 AM
Apologies if this post seems a bit wonky, I'm multitasking here...

I'm stoked to see a successor to KY Classes, and the addition of the Stardroids was a welcome surprise! I'll have to test this out myself to get a feel for the classes and any changes I can suggest if need be. While I gotta say the initial discussion for this mod was rocky as hell, I hope we can get past all that, some of the developers can be a little more open (not to say you gotta go full YD Classes and start making stuff up, but don't let a perfectly good character end up underpowered, overpowered, or stuck with useless abilities out of an over-adherence to canon. You said you wanted classes to stand on their own, right?).

I'll host a Deathmatch server for this mod so folks can test and explore these classes in a multiplayer environment.

Quote from: "Bikdark"
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.

No, I think he's coming at this from a fighting game mentality; that each character should have their own unique abilities, but still be able to stand on their own, as opposed to some of them needing a team/role to play. A character can specialize in one thing or another and still be able to hold their own.

I fully support this way of thinking. It lets players choose their favorite Robot Master in any game mode and be able to do fine, as opposed to some classes being so support-reliant, or support-centric, that on their own they're near-useless.

EDIT:
Played a bit of it, mainly just ran around by myself seeing what each class does. Just at a glance I'm incredibly impressed at the level of detail here. Virtually everything has the right animations and sprites. The classes really do feel like I'm playing as the actual characters themselves, and I like the touches on a lot of the animations (Pharaoh Man's mainfire's HUD having what feels like a whole animation sequence makes the attack just satisfying to throw out). Some moves feel like they'd be impractical in a fight, but I'll have to actually use them against people before I can confirm that. Spark man's HUD definitely takes up too much space, and Tomahawk Man's HUD could be scooted over a bit so it's not in so much of the way.

Also Sunstar appears to be missing.

Quick question; are the extra touches from KY Classes still present? Bot Rush? Terminator mode where picking up the Dark Energy turns you into Wily?
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 26, 2014, 12:29:13 PM
Sorry for the doublepost, but I tried out a handful of classes against a bunch of Mega Man bots to see how they fared in basic combat. These are just initial impressions that may change after fighting people:

Punk - I like the attempts to balance him, and the bounce cannonball adds some extra strategy to using it since you can move during the bounces. I love that, adds variety! One big issue, though, is his ammo consumption on his mainfire. It takes most of his ammo just to kill one opponent. He's actually kind of underpowered because of this. All he needs is an ammo buff (ammo consumption should be cut in half), and he should be perfect.

Pharaoh Man - I like the versatility here! I found myself enterring a fray with a Pharaoh Wave, and finishing people off with Pharaoh Shots. Pretty sure that's the idea, so he seems to be a success. Nice damage balance, too. I never felt like I was wielding a nuke. Everything synergized just right. Kudos!

Spark Man - had to see if he was improvement over vanilla classes' Spark Man, and I gotta say he definitely is! Spark Shock doesn't stun you for too long, and the giant spark is great for crowd control. Plus, this setup makes him a force to be reckoned with on his own map! Seems excellent so far!

Magnet Man - I'd have to fight people with him to make any kind of final verdict, but so far I'm in love. Pulling people toward you is so satisfying, and finishing them off with Magnet Missiles is great! My one qualm is you can't hit a group of people with Magnet Pull, but you can pull them all in. Less satisfying than it could be, and it can put you in danger. How much damage does that pull do, anyway? Sometimes it felt really strong, other times pretty weak.

Drill Man - Solid overall. Drill Bombs didn't feel as awkward as they do in vanilla classes, which makes him easier to pick up and play.

Uranus - Oh my dear sweet merciful god he is fun to play as! Who do I have to plant a big sloppy kiss on to thank them for this guy? Oh god...! I could play as this guy for hours!

Jupiter - My favorite Stardroid is sadly underpowered here. His mainfire does piss-poor damage, and his alt feels like it should be powerful, but I'll be damned if I could get kills with the thing. Barely even managed to soften anyone up. Even when I fired it into a crowd it did little. Using him was the only match where I lost to the Mega-Bots.

Saturn - Also a blast to play, but his release attack feels like it barely does anything. What's the properties of this move? I only killed one bot by accident with it, and I don't think I ever even hit with it again. The versatility of his mainfire, though, is fun as hell.

Neptune - I don't know where I stand on this guy. He seemed strong enough, but just barely. Gonna have to use him against human opponents for a final verdict. His alt never seemed to hit, though.

So far, this mod looks great! Obviously it's very much a "v1a", but I'm totally excited to see where this goes in the future, and damn if this mod doesn't feel polished as hell!
Title: Re: Justified Classes v1ah
Post by: Stardust on January 26, 2014, 12:50:30 PM
You... played with the bots, you say ? Wasn't there a problem with them ? Like... if they have another RM's weapon and even another RM's color scheme ?
Title: Re: Justified Classes v1ah
Post by: FTX6004 on January 26, 2014, 02:29:00 PM
So the Neptune skin Chimeraman did dosent have the same back as the Neptune in the other screenshots have from MMV,
so i did this.
(http://imagizer.imageshack.us/v2/800x600q90/856/0tvd.png)

If you guys likes this i would do Saturn without his Saturn Ring on.
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 26, 2014, 02:50:54 PM
Quote from: "Shmeckie"
Sorry for the doublepost, but I tried out a handful of classes against a bunch of Mega Man bots to see how they fared in basic combat. These are just initial impressions that may change after fighting people:

Punk - I like the attempts to balance him, and the bounce cannonball adds some extra strategy to using it since you can move during the bounces. I love that, adds variety! One big issue, though, is his ammo consumption on his mainfire. It takes most of his ammo just to kill one opponent. He's actually kind of underpowered because of this. All he needs is an ammo buff (ammo consumption should be cut in half), and he should be perfect.

If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Pharaoh Man - I like the versatility here! I found myself enterring a fray with a Pharaoh Wave, and finishing people off with Pharaoh Shots. Pretty sure that's the idea, so he seems to be a success. Nice damage balance, too. I never felt like I was wielding a nuke. Everything synergized just right. Kudos!

Thanks, and the reason we have the alt fire there is because we didn't want people to mid-charge it. Inside MM8BDM no one seems to use middle charges of weapons. It is also much easier to just click the altfire and have a half charged pharoah shot there.

Spark Man - had to see if he was improvement over vanilla classes' Spark Man, and I gotta say he definitely is! Spark Shock doesn't stun you for too long, and the giant spark is great for crowd control. Plus, this setup makes him a force to be reckoned with on his own map! Seems excellent so far!

Thanks, his HUD is going to be fixed in the next version due to the amount of requests.

Magnet Man - I'd have to fight people with him to make any kind of final verdict, but so far I'm in love. Pulling people toward you is so satisfying, and finishing them off with Magnet Missiles is great! My one qualm is you can't hit a group of people with Magnet Pull, but you can pull them all in. Less satisfying than it could be, and it can put you in danger. How much damage does that pull do, anyway? Sometimes it felt really strong, other times pretty weak.

If I remember, the alt fire is a four hit K.O.

Drill Man - Solid overall. Drill Bombs didn't feel as awkward as they do in vanilla classes, which makes him easier to pick up and play.

Uranus - Oh my dear sweet merciful god he is fun to play as! Who do I have to plant a big sloppy kiss on to thank them for this guy? Oh god...! I could play as this guy for hours!

Thanks, King Yamato made the whole class himself basically. I just fixed the mainfire a bit and added an altfire. I also changed King Yamato's altfire to inventory.

Jupiter - My favorite Stardroid is sadly underpowered here. His mainfire does piss-poor damage, and his alt feels like it should be powerful, but I'll be damned if I could get kills with the thing. Barely even managed to soften anyone up. Even when I fired it into a crowd it did little. Using him was the only match where I lost to the Mega-Bots.

He might be revamped in the next release.

Saturn - Also a blast to play, but his release attack feels like it barely does anything. What's the properties of this move? I only killed one bot by accident with it, and I don't think I ever even hit with it again. The versatility of his mainfire, though, is fun as hell.

If you miss with this attack, it freezes them. If you guys don't know, you can also slide with your altfire if your ring has been thrown.

Neptune - I don't know where I stand on this guy. He seemed strong enough, but just barely. Gonna have to use him against human opponents for a final verdict. His alt never seemed to hit, though.

One of the salt waters on his altfire may be aimed. We might buff the distance in the next version.

So far, this mod looks great! Obviously it's very much a "v1a", but I'm totally excited to see where this goes in the future, and damn if this mod doesn't feel polished as hell!
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 02:56:02 PM
Quote from: "Gumballtoid"
I'm having trouble gauging how long Jupiter's flight lasts. It really ought to have a stamina bar.

A lot of the Mega Man V aesthetics are really poorly done. Primarily, the weapon colors. Re-imagine them with the NES palette, don't try to perfectly mimic their artwork.

Break Dash's charging animation, while accurate to the Gameboy, clashes pretty badly with the rest of the charging weapons. It should really look more like anything that isn't Atomic Fire.

We'll probably add something on the top right corner flashing when you're low on flight I don't think implementing a new ammo bar is necessary. If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.

Do you mean the HUD or colouring, etc.?
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 03:01:37 PM
Quote from: "FTX6004"
So the Neptune skin Chimeraman did dosent have the same back as the Neptune in the other screenshots have from MMV,
so i did this.
(http://imagizer.imageshack.us/v2/800x600q90/856/0tvd.png)

If you guys likes this i would do Saturn without his Saturn Ring on.

Alright looks good; we'll update the skin. If you can make Saturn without his Ring that would be nice as well, thanks.
Title: Re: Justified Classes v1ah
Post by: Russel on January 26, 2014, 05:07:10 PM
May I please ask you to fix the horizontal HUD setup? If you look at it, you'll notice that secondary ammo cooldowns don't show up, which kind of annoys me.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 05:15:00 PM
I'm not sure what you mean; the horizontal secondary ammobars are showing fine which aren't showing?
Title: Re: Justified Classes v1ah
Post by: Beed28 on January 26, 2014, 05:36:22 PM
Quote from: "Fyone"
I'm not sure what you mean; the horizontal secondary ammobars are showing fine which aren't showing?
The secondary ammo bar actually shows ammo for the primary, at least that's what he's talking about.

Also, you added the screen shake effect when Guts Man does the stomp I love you guys. Now if you added that for Hard Man's it will be even better.

Also, Uranus and Neptune need to make nearby players "bounce" up slightly (not stunned) when the former lands from jumping, and the latter does the stomp.

Also, which bots are functional currently? Mega Man himself is, at least.

Also, where's the ACS script sources? :shock:
Title: Re: Justified Classes v1ah
Post by: Russel on January 26, 2014, 05:41:41 PM
They are interpolating the incorrect ammo type;
Allow me to cite Oil Man, where it is impossible to see the cooldown of his altfire. There is a bar drawn there, but it is not reading the data.
How about another example with Punk, same problem.

The second bar interpolates the first ammo type in your weapon, which is incorrect. I would cite code from the mod, but I cannot figure how this works for the life of me, so I will just continue to be ambiguous as possible.

EDIT because Beed:
KY hid the sources forever ago, I don't think he gave them to the authors of this mod, either.
Title: Re: Justified Classes v1ah
Post by: xColdxFusionx on January 26, 2014, 06:19:59 PM
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.
Title: Re: Justified Classes v1ah
Post by: Magnet Dood on January 26, 2014, 06:56:38 PM
First off, let me just say you guys did a good job with these classes. All of them are pretty interesting, and most are enjoyable to play as. There are a couple of issues I have with them, though...

- Why does Crash Man's bombs still spear people instead of exploding on contact? I get that they're really strong and all when they explode and it'd probably make him pretty cheap, but I feel like I'm barely doing any damage when they just pass right through people, and it's hard enough as it is to hit someone with the explosion. Can you just buff the ripping damage on the bombs so they do a bit more?
- Quick Man's boomerangs feel a little slow. It's hard to get them to all hit someone, and with the damage they do, it's pretty difficult to kill anyone with them.
- I have trouble with Magnet Man's missiles- their homing isn't great. I know it's dumb to just sit in a corner and spam them and get free kills, but the homing is so bad it's hard to hit anything with them unless you aim straight at someone. That and the Magnet Pull is pretty bad- the ammo doesn't stay up long enough to pull someone in and do damage.
- Bright Man's and Flash Man's time stopping weapons sometimes just don't work. Don't know why, they just don't. (Unrelated note, Bright Pound is the best attack in the world.)
- Would you mind changing Dust Man's HUD to his buster? It's difficult to aim with that vacuum up top, and whenever you die it goes down screen and kind of sits there awkwardly. You can keep the vacuum thing for when he's actually firing- I'd just rather have the buster so I can aim a little better.
- Dive Man's charge is bad, but you're fixing that already, so that's not a huge problem.
- Star Man's waaaaaaay too slow when he's got the Star Crash up. Could you just up his speed a wee bit? Other than that, his damage and everything is good- it's just that he moves like a turtle when he's got it up, which makes it nearly impossible to hug someone with the Star Crash.
- I have trouble hitting anyone with Napalm Man's bombs. I thought they were supposed to bounce at least once. His missile cooldown is also pretty long, but I guess the damage justifies it.
- Mercury shouldn't be invincible when he's blobbing around. It's pretty darn cheap, to say the least. Can't you just have it so that you can shoot the big blob?
- Terra's Spark Chaser is extremely annoying. It lasts for so long and it homes like crazy, making it easy for a Terra player to just spam the chaser while he's running around and score easy kills on damaged players. Have it do the whole stop-and-go thing less (like maybe three or four instead of what it is now)
- Centaur's teleport thing is ridiculous. Giving him invincibility and invisibilty for that long is not fair in the slightest. Tone down the ammo on that thing.
- Knight is really boring. Can't you give him some other attack?
- Freeze is also really boring. It takes him way too long to charge up to the full ammo bar just to freeze someone and then spam Freeze Cracker hoping they die. Why not give him an alt in which he points his hand up or whatever and shoots falling icicles to the ceiling? It'd give him a little variety.

If I didn't say anything on other classes I thought they were good, or at least passable. Keep up the good work, I'm enjoying it so far.
Title: Re: Justified Classes v1ah
Post by: -FiniteZero- on January 26, 2014, 07:44:09 PM
I think Crashman is the way he is to encourage players to jump around and hit them from above, like what Crashman's strategy is in-game.

Anywho, I did a record of all the (available) bots and whose weapons they had.

Cutman - Enker
Iceman - Punk
Elecman - Quint
Fireman - Ballade
Bombman - Cutman
Gutsman - Elecman
Enker - Bombman
Flashman - Crashman
Metalman - Gutsman
Crashman - Airman
Bubbleman - Metalman
Woodman - Heatman
Airman - Woodman
Heatman - Bubbleman
Quickman - Flashman
Quint - Quickman
(Mega Man 3: All have own weapons)
Punk - Pharaohman
Toadman - Brightman
Brightman - Gravityman
Pharaohman - Ringman
Ringman - Dustman
Dustman - Skullman
Skullman - Diveman
Diveman - Drillman
Drillman - Toadman
Ballade - Gyroman
Waveman - Darkman
Starman - Knightman
Gravityman - Crystalman
Gyroman - Napalmman
Crystalman - Stoneman
Napalmman - Chargeman
Stoneman - Waveman
Chargeman - Starman
Windman - Saturn
Flameman - Uranus
Blizzardman - Neptune
Plantman - Pluto
Tomahawkman - none
Yamatoman - none
Knightman - Mars
Centaurman - none
Sunstar - Blizzardman
Mercury - Windman
Venus - Flameman
Terra - Blizzardman
Mars - Plantman
Jupiter - Tomahawkman
Saturn - Yamatoman
Uranus - Mercury
Neptune - Venus
Pluto - Terra

The class is on the left, and whose weapon they have is on the right.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 08:49:14 PM
Quote from: "Lego"
They are interpolating the incorrect ammo type;
Allow me to cite Oil Man, where it is impossible to see the cooldown of his altfire. There is a bar drawn there, but it is not reading the data.
How about another example with Punk, same problem.

The second bar interpolates the first ammo type in your weapon, which is incorrect. I would cite code from the mod, but I cannot figure how this works for the life of me, so I will just continue to be ambiguous as possible.

EDIT because Beed:
KY hid the sources forever ago, I don't think he gave them to the authors of this mod, either.
This ammo problem is fixed; also the source code was simply removed.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Flashman will no longer drain 1 ammo; Punk has a good fire rate, good damage high speed shot and relatively good radius the ammo was given as a cool down so you can't spam it as much you want. I wouldn't mind you naming some of these classes like Flashman so that we can improve upon it but at the moment I don't think Punk needs an ammo buff but I will continue to look into this to see if this is a problem.

Quote from: "Magnet Dood"
First off, let me just say you guys did a good job with these classes. All of them are pretty interesting, and most are enjoyable to play as. There are a couple of issues I have with them, though...

- Why does Crash Man's bombs still spear people instead of exploding on contact? I get that they're really strong and all when they explode and it'd probably make him pretty cheap, but I feel like I'm barely doing any damage when they just pass right through people, and it's hard enough as it is to hit someone with the explosion. Can you just buff the ripping damage on the bombs so they do a bit more?
Crash Man's ripping damage was buffed since the last version of KY I think it's a 5hko or something like that however I might buff it slightly so it makes cleaner damage.
- Quick Man's boomerangs feel a little slow. It's hard to get them to all hit someone, and with the damage they do, it's pretty difficult to kill anyone with them.
I definitely do not see this issue in the slightest; they even bounce off walls. I will still look into this but I don't think it's a problem.
- I have trouble with Magnet Man's missiles- their homing isn't great. I know it's dumb to just sit in a corner and spam them and get free kills, but the homing is so bad it's hard to hit anything with them unless you aim straight at someone. That and the Magnet Pull is pretty bad- the ammo doesn't stay up long enough to pull someone in and do damage.
The Magnet missiles are coded to home better the closer the person is to you. We can decrease how fast your ammo goes down for the altfire.
- Bright Man's and Flash Man's time stopping weapons sometimes just don't work. Don't know why, they just don't. (Unrelated note, Bright Pound is the best attack in the world.)
I've never had the time stop not work for me but I'll keep using Flash Man and Bright Man to see if it ever happens.
- Would you mind changing Dust Man's HUD to his buster? It's difficult to aim with that vacuum up top, and whenever you die it goes down screen and kind of sits there awkwardly. You can keep the vacuum thing for when he's actually firing- I'd just rather have the buster so I can aim a little better.
Not sure about this. We also don't have a buster HUD to use as of now.
- Dive Man's charge is bad, but you're fixing that already, so that's not a huge problem.
Sure.
- Star Man's waaaaaaay too slow when he's got the Star Crash up. Could you just up his speed a wee bit? Other than that, his damage and everything is good- it's just that he moves like a turtle when he's got it up, which makes it nearly impossible to hug someone with the Star Crash.
We'll probably not make him move as slow when it's up but he will still get slowed nonetheless.
- I have trouble hitting anyone with Napalm Man's bombs. I thought they were supposed to bounce at least once. His missile cooldown is also pretty long, but I guess the damage justifies it.
He won't have a cooldown for the altfire in the next version.
- Mercury shouldn't be invincible when he's blobbing around. It's pretty darn cheap, to say the least. Can't you just have it so that you can shoot the big blob?
He can't pick up health or damage you directly so it's not as good as you think.
- Terra's Spark Chaser is extremely annoying. It lasts for so long and it homes like crazy, making it easy for a Terra player to just spam the chaser while he's running around and score easy kills on damaged players. Have it do the whole stop-and-go thing less (like maybe three or four instead of what it is now)
This is fixed already; I have found it a problem as well.
- Centaur's teleport thing is ridiculous. Giving him invincibility and invisibilty for that long is not fair in the slightest. Tone down the ammo on that thing.
We'll lower how long it lasts.
- Knight is really boring. Can't you give him some other attack?
Give a suggestion; I see no problem with him at the moment.
- Freeze is also really boring. It takes him way too long to charge up to the full ammo bar just to freeze someone and then spam Freeze Cracker hoping they die. Why not give him an alt in which he points his hand up or whatever and shoots falling icicles to the ceiling? It'd give him a little variety.
The ammo bar will regen faster next version; no altfire though.

If I didn't say anything on other classes I thought they were good, or at least passable. Keep up the good work, I'm enjoying it so far.

Quote from: "-FiniteZero-"
I think Crashman is the way he is to encourage players to jump around and hit them from above, like what Crashman's strategy is in-game.

Anywho, I did a record of all the (available) bots and whose weapons they had.

Cutman - Enker
Iceman - Punk
Elecman - Quint
Fireman - Ballade
Bombman - Cutman
Gutsman - Elecman
Enker - Bombman
Flashman - Crashman
Metalman - Gutsman
Crashman - Airman
Bubbleman - Metalman
Woodman - Heatman
Airman - Woodman
Heatman - Bubbleman
Quickman - Flashman
Quint - Quickman
(Mega Man 3: All have own weapons)
Punk - Pharaohman
Toadman - Brightman
Brightman - Gravityman
Pharaohman - Ringman
Ringman - Dustman
Dustman - Skullman
Skullman - Diveman
Diveman - Drillman
Drillman - Toadman
Ballade - Gyroman
Waveman - Darkman
Starman - Knightman
Gravityman - Crystalman
Gyroman - Napalmman
Crystalman - Stoneman
Napalmman - Chargeman
Stoneman - Waveman
Chargeman - Starman
Windman - Saturn
Flameman - Uranus
Blizzardman - Neptune
Plantman - Pluto
Tomahawkman - none
Yamatoman - none
Knightman - Mars
Centaurman - none
Sunstar - Blizzardman
Mercury - Windman
Venus - Flameman
Terra - Blizzardman
Mars - Plantman
Jupiter - Tomahawkman
Saturn - Yamatoman
Uranus - Mercury
Neptune - Venus
Pluto - Terra

The class is on the left, and whose weapon they have is on the right.

This will be fixed possibly next version; the bots are wonky at the moment since they weren't updated but I appreciate the list.
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 26, 2014, 08:51:10 PM
Random suggestion I just thought of; shouldn't Needle Man's mainfire stop his fall when he's in the air? Also, Gemini Man's clone should also mirror your jumps as well as your other movements to make it both more canon, and more useful.

Quote from: "!o! woohoo"
If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Yes, but I think you might be overdoing it here. Again, in a real firefight he tends to run completely out of ammo, and since his Screw Crusher stops the charge on his cannonball ammo when used, he can't make up for it by synergizing his two attacks. The only way he's really effective here is to enter a fracas with both meters charged, cannonball his way in, and pick off survivors with Screw Crushers. In a fair fight, his high ammo consumption combined with low damage for a single projectile with moderate speed (a 5HKO) gives him a big disadvantage. I like that you gave it finite ammo, and slowed the projectile speed down from the way overpowered vanilla classes Punk, but he still needs a tweak to make him perfect. As it stands, he may not be spammy, but he's not much of an offensive threat without the cannonball either.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Yeah, if there's any major issue at this point I can find, this would be it. Several classes feel too handicapped to force them not to spam.
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 26, 2014, 09:26:26 PM
Quote from: "Shmeckie"
Random suggestion I just thought of; shouldn't Needle Man's mainfire stop his fall when he's in the air? Also, Gemini Man's clone should also mirror your jumps as well as your other movements to make it both more canon, and more useful.

Needleman used to stop in the air when he shot his main fire but it felt awkward so we removed it. We will try our best to see what we can do with Gemini.

Quote from: "!o! woohoo"
If we were to buff the ammo, he will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

Yes, but I think you might be overdoing it here. Again, in a real firefight he tends to run completely out of ammo, and since his Screw Crusher stops the charge on his cannonball ammo when used, he can't make up for it by synergizing his two attacks. The only way he's really effective here is to enter a fracas with both meters charged, cannonball his way in, and pick off survivors with Screw Crushers. In a fair fight, his high ammo consumption combined with low damage for a single projectile with moderate speed (a 5HKO) gives him a big disadvantage. I like that you gave it finite ammo, and slowed the projectile speed down from the way overpowered vanilla classes Punk, but he still needs a tweak to make him perfect. As it stands, he may not be spammy, but he's not much of an offensive threat without the cannonball either.

Quote from: "xColdxFusionx"
Quote from: "!o! woohoo"
If we were to buff the ammo, [Punk] will be very spammy and would easily get kills in deathmatch. You have to remember his shot already has a high fire rate.

High fire rate? He fires almost as slow as Cloud Man, and his ammo bars take far too long to charge!

And herein lies the main issue I see with this mod; you're so afraid of "spammy" classes that half of the mod gets stuck having to wait for their ammo bars to recharge for fifteen years in order to do anything in a game all about fast-paced action. Flash Man being the prime example (why does his buster DRAIN AMMO)

...I should go through the mod and do a more thorough review of each class. Might give me a better idea of what to suggest for changes.

Yeah, if there's any major issue at this point I can find, this would be it. Several classes feel too handicapped to force them not to spam.

Punk almost feels over powered when I use him. I will test him more online though. The ammo regain is buffed next version and you in v1ah you can shoot your main while charging your alt
Title: Re: Justified Classes v1ah
Post by: Gumballtoid on January 26, 2014, 10:20:50 PM
Quote from: "Fyone"
If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.
I really gotta give you guys kudos on this mod's aesthetics. Drillman and Enker in particular caught my attention. It's all really smooth and pleasing to look at.

I can't say this for the MMV content, though. The transition from a Gameboy environment to an NES environment was less than smooth. Mega Man's weapons in particular are just plain ugly. It may be that the color translations are outdated, pre-3v, but that aside, I aim to fix that.

This is more what I feel like would fit into the NES environment more smoothly:

(http://i.imgur.com/Q4j2l7b.png)

I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly.


And once again, as a primarily-Megaman user, there are a couple of replacement issues I have. As is, Item-2 replaces Duo Fist, Rush Jet Adapter replaces Bass Buster, Rush Power Adapter replaces Proto Buster, and Mega Arm replaces E-Tanks. This doesn't work very well. E-Tanks are a staple and they really ought not to be interfered with. I propose Duo Fist be aptly replaced with Mega Arm, and Item-2 scrapped altogether. Item-2 serves almost no purpose aside from, "Hey, look at me, I'm really fast!"

It's also worth noting that Megaman cannot slide when equipped with the Laser Buster or Arrow Buster.
Title: Re: Justified Classes v1ah
Post by: -FiniteZero- on January 26, 2014, 10:26:51 PM
One thing I do have to give kudos to is the fact that Proto Man and Bass keep their busters even when other weapons are equipped (as all the other class mods have those weapons just show Mega Man's Buster). It's a really nice touch, plus that the slide has the altered colors as well. This sort of thing helps me immerse myself into a class like that.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 10:42:05 PM
Quote from: "Gumballtoid"
Quote from: "Fyone"
If you have some suggestions on which weapon colours need fixing sure but I don't see any problem with how they look atm.
I really gotta give you guys kudos on this mod's aesthetics. Drillman and Enker in particular caught my attention. It's all really smooth and pleasing to look at.

I can't say this for the MMV content, though. The transition from a Gameboy environment to an NES environment was less than smooth. Mega Man's weapons in particular are just plain ugly. It may be that the color translations are outdated, pre-3v, but that aside, I aim to fix that.

This is more what I feel like would fit into the NES environment more smoothly:

(http://i.imgur.com/Q4j2l7b.png)

I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly.


And once again, as a primarily-Megaman user, there are a couple of replacement issues I have. As is, Item-2 replaces Duo Fist, Rush Jet Adapter replaces Bass Buster, Rush Power Adapter replaces Proto Buster, and Mega Arm replaces E-Tanks. This doesn't work very well. E-Tanks are a staple and they really ought not to be interfered with. I propose Duo Fist be aptly replaced with Mega Arm, and Item-2 scrapped altogether. Item-2 serves almost no purpose aside from, "Hey, look at me, I'm really fast!"

It's also worth noting that Megaman cannot slide when equipped with the Laser Buster or Arrow Buster.

Thanks for this, we'll update them as follows for v1b.

EDIT: @FiniteZero, Thanks!
Title: Re: Justified Classes v1ah
Post by: Beed28 on January 26, 2014, 11:15:08 PM
Something that annoys me; when running out of ammo, you must release the attack button before ammo begins to regenerate again, making you very vulnerable at times. The YD Classes mod eventually fixed this problem. Can this be done?

EDIT: So the Mega Man, Proto Man, Bass and the Mega Man 3 Robot Master bots are good to use then?
Title: Re: Justified Classes v1ah
Post by: Fyone on January 26, 2014, 11:23:24 PM
@Gumballtoid:
Also I missed this last part; E-tanks are removed since only Megaman, Bass, and Protoman would be able to pick them up which make them an annoyance in fight we can't let other classes able to pick them up even though it's canon because most of them have high jump. Also we were thinking of revamping Item-2 since at the moment it basically works the same as it did in KY which I agree is pretty non-resourceful to say the least.

@Beed28:
We never made the ammo work like such so that we can add more diversity in the way classes work since really it just gives you a lower RoF when you are out of ammo. If it really becomes an issue we will add it in but at the moment I'll leave it as it is. We are also gonna give less ammo restrictions in the next version for some of the classes.
Title: Re: Justified Classes v1ah
Post by: MusashiAA on January 26, 2014, 11:35:16 PM
Quote from: "Gumballtoid"
Quote from: "Fyone"
This is more what I feel like would fit into the NES environment more smoothly:

(http://i.imgur.com/Q4j2l7b.png)

I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly

This must be integrated.

Although something's not right...correct me if I'm wrong, but I recall copy weapon projectiles needing to be only colored with Mega Man's color scheme while using that weapon. In that case, Electric Shock and Bubble Bomb don't have that. Also, some color choices make the schemes too similar to some weapons:

Grab Buster: Rain Flush
Salt Water: Air Shooter and Water Wave
Electrick Shock: Slash Claw and Astro Crush
Deep Digger: Power Stone
Break Dash: Ballade Cracker
Title: Re: Justified Classes v1ah
Post by: Fyone on January 27, 2014, 12:12:23 AM
Quote from: "MusashiAA"
Quote from: "Gumballtoid"
Quote from: "Fyone"
This is more what I feel like would fit into the NES environment more smoothly:

(http://i.imgur.com/Q4j2l7b.png)

I also intend to do this for the Stardroids, but as a primarily-Megaman user, these caught my attention more quickly

This must be integrated.

Although something's not right...correct me if I'm wrong, but I recall copy weapon projectiles needing to be only colored with Mega Man's color scheme while using that weapon. In that case, Electric Shock and Bubble Bomb don't have that. Also, some color choices make the schemes too similar to some weapons:

Grab Buster: Rain Flush
Salt Water: Air Shooter and Water Wave
Electrick Shock: Slash Claw and Astro Crush
Deep Digger: Power Stone
Break Dash: Ballade Cracker

Weapons don't have to copy weapon colours such as Quick Boomerang where the projectile is white and Megaman's colour scheme is pink.

Not sure if the other thing you noted is a real issue since as you stated some of those weapons already have other weapon colours they are similar to.
Title: Re: Justified Classes v1ah
Post by: Davregis on January 27, 2014, 01:10:24 AM
I predict GBT posting another round of sprites directly after this.

Don't ask me how, guys

I just know
Title: Re: Justified Classes v1ah
Post by: Gumballtoid on January 27, 2014, 01:13:07 AM
If you insist on keeping Item-2, it might be better if Mega Arm were to replace Duo Fist regardless. I just feel it more appropriate.

Also I promised Stardroids and I intend to give you folks Stardroids.

(http://i.imgur.com/ONcukza.png)

Saturn is pretty much perfect aesthetically as is, so he didn't really need anything.

PLEASE NOTE the change in yellow on Pluto and Mars.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 27, 2014, 01:45:33 AM
Quote from: "Gumballtoid"
If you insist on keeping Item-2, it might be better if Mega Arm were to replace Duo Fist regardless. I just feel it more appropriate.

Also I promised Stardroids and I intend to give you folks Stardroids.

(http://i.imgur.com/ONcukza.png)

Saturn is pretty much perfect aesthetically as is, so he didn't really need anything.

PLEASE NOTE the change in yellow on Pluto and Mars.

Alright, and we'll add these colours in too thanks for these.
Title: Re: Justified Classes v1ah
Post by: -FiniteZero- on January 27, 2014, 01:47:06 AM
Some of them feel like they have too much white in the sprites.
Title: Re: Justified Classes v1ah
Post by: Korby on January 27, 2014, 02:34:28 AM
that's because the ones with a lot of white are just recolored gameboy sprites, which has all of three colors to use in their sprites, so they use way more highlights than NES sprites.

most notable on jupiter and kackebango's uranus, though i don't think that's the one used here.
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 27, 2014, 06:21:07 AM
Played with some human opponents. A couple things...

- Air Man needs to have a less annoying mainfire sound. Oh my god. Please get rid of the wind blowing sound (not the air shooter sound, the other one). it's noisy and horrible in a firefight.

- Found a bug: Saturn can't absorb Skull Man's buster shots, or Venus' homing bubbles.

- Saturn's release attack needs to be buffed in some way. After all the work you have to do to get it, all it does is Flash Man's attack with a weak spray of bullets from his feet (shouldn't they fire from the center of his body instead of his feet)?

- After seeing every facet to Yamato Man, I gotta say excellent touch. A simple attack with a handful of different ways to damage opponents? Clever!

- Mars' mines should explode on contact. They're near useless as is.
Title: Re: Justified Classes v1ah
Post by: Emmanuelf06 on January 27, 2014, 06:34:42 AM
The quick dash reminds me the special boost of the quickman in Megamix/Gigamix.
A fast straight attack who can kill quickly.
Like: http://www.youtube.com/watch?v=A2Q9rZQOCHQ (http://www.youtube.com/watch?v=A2Q9rZQOCHQ)  :mrgreen:

This attack must be use on a corner (when the opponent can be stuck on) or in a corridor (specially if there is a lot of people), the damage can be huge but it needs some skill to do it !

And it's hard to use it to escape only, because the quick dash go straight ONLY! It's the point.

Maybe Mars's mines could explode without people after a moment....?
Title: Re: Justified Classes v1ah
Post by: Koal on January 27, 2014, 08:59:45 AM
Uranus pillar break doesn't seem to work if the ceiling is uneven, which in a lot of stages it is going to be. Also, why does his altfire use ammo but his mainfire doesn't?
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 27, 2014, 09:43:05 AM
Played a little more against bots since I found out the MM3 bots have their appropriate weapons. Are you guys trying to make the bots behave like their AI from the NES games? Because that's pretty damn awesome, a nice touch, and adds to the already high polish of this mod.

Don't really have a problem with Quick Man's straight dash. It's basically a high speed tackle, which he was basically doing in MM2. Plus you can cancel it, anyway. What I DO have a problem with is his mainfire. Takes too long to stop and star seeking someone out. It's just a way less useful version of vanilla classes Quickman's alt at this point. Doc Robot's version is better!

Napalm Man's mainfire should bounce at least once before exploding.

Does Mercury's Grab Buster do anything except damage (and that nice little easter egg of the victim losing an E-Can. Nice touch, by the way!)? Does it have some effect on copyweps I haven't seen yet?

Bubble Man's Bubble Lead might need a bigger hitbox. I saw the bubble touch several opponents and do nothing. Also it's useless underwater since it starts at his head, and the low gravity makes it sail above the opponent if they're too close. Making Bubble Man's signature move virtually useless underwater seems like the definition of counterintuitive.

Gyro Man needs a RoF buff. He can't hold his own in an up-close firefight, even enough to make a break for it. Also, several times I flat out couldn't throw a gyro, even after the last gyro had long since gone.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 27, 2014, 03:46:09 PM
Quote from: "Shmeckie"
Played with some human opponents. A couple things...

- Air Man needs to have a less annoying mainfire sound. Oh my god. Please get rid of the wind blowing sound (not the air shooter sound, the other one). it's noisy and horrible in a firefight.
Sure I guess.
- Found a bug: Saturn can't absorb Skull Man's buster shots, or Venus' homing bubbles.
Can't figure out the problem for this one since the shield isn't based on damagetypes.
- Saturn's release attack needs to be buffed in some way. After all the work you have to do to get it, all it does is Flash Man's attack with a weak spray of bullets from his feet (shouldn't they fire from the center of his body instead of his feet)?
At the moment the bullets each do 20 damage so you can theoretically kill the guy with one use since it creates 12 shots all around him though I'll make the spray of bullets fire from the center if you like.
- After seeing every facet to Yamato Man, I gotta say excellent touch. A simple attack with a handful of different ways to damage opponents? Clever!
 :cool:
- Mars' mines should explode on contact. They're near useless as is.
They already explode on contact but I'll raise the hitbox I guess.
Quote from: "Koal"
Uranus pillar break doesn't seem to work if the ceiling is uneven, which in a lot of stages it is going to be. Also, why does his altfire use ammo but his mainfire doesn't?
I'm gonna code the pillar break to always fall from the same height in the next version and I'll make his altfire not use ammo.
Quote from: "Shmeckie"
Played a little more against bots since I found out the MM3 bots have their appropriate weapons. Are you guys trying to make the bots behave like their AI from the NES games? Because that's pretty damn awesome, a nice touch, and adds to the already high polish of this mod.
Yes, we plan to do that for all the bots and we'll more than likely bring back botrush after so.
Don't really have a problem with Quick Man's straight dash. It's basically a high speed tackle, which he was basically doing in MM2. Plus you can cancel it, anyway. What I DO have a problem with is his mainfire. Takes too long to stop and star seeking someone out. It's just a way less useful version of vanilla classes Quickman's alt at this point. Doc Robot's version is better!
Quickman's mainfire is better as a close range attack since you can hit people with all of the spread landing a clean 30 damage easier up close when they bounce off walls as well. We'll raise the homing capabilities in the next version.
Napalm Man's mainfire should bounce at least once before exploding.
I'm not sure about this. The mainfire is really supposed to be used as a more of a semi-close range attack so making them bounce would kind of kill that and once we remove the cooldown on the altfire he'll have a better long range alternative.
Does Mercury's Grab Buster do anything except damage (and that nice little easter egg of the victim losing an E-Can. Nice touch, by the way!)? Does it have some effect on copyweps I haven't seen yet?
The Grab Buster also drains health.
Bubble Man's Bubble Lead might need a bigger hitbox. I saw the bubble touch several opponents and do nothing. Also it's useless underwater since it starts at his head, and the low gravity makes it sail above the opponent if they're too close. Making Bubble Man's signature move virtually useless underwater seems like the definition of counterintuitive.
We can raise the hitbox slightly, and what would you suggest it do underwater then?
Gyro Man needs a RoF buff. He can't hold his own in an up-close firefight, even enough to make a break for it. Also, several times I flat out couldn't throw a gyro, even after the last gyro had long since gone.
This is fixed.
Title: Re: Justified Classes v1ah
Post by: -FiniteZero- on January 27, 2014, 04:34:55 PM
Hm. A few requests, to make it more "canon" (though these were likely thrown out due to balancing issues, but whatev).

-Snakeman should have his snakes immediately drop down. Perhaps this should be his main, and his current main should be his alt. Have the "drop down" snakes do more damage than the other one, but make sure that the "drop down" ones fire two at a time. This way, people would be encouraged to use this new main, but would still have the alt for areal enemies.
-Needleman should fire two shots at a time, not four.
-Create some sort of alt attack animation for Tomahawkman, please. (You know, the "I whip my headdress back and forth" attack.)
Title: Re: Justified Classes v1ah
Post by: Fyone on January 27, 2014, 06:14:07 PM
Quote from: "-FiniteZero-"
Hm. A few requests, to make it more "canon" (though these were likely thrown out due to balancing issues, but whatev).

-Snakeman should have his snakes immediately drop down. Perhaps this should be his main, and his current main should be his alt. Have the "drop down" snakes do more damage than the other one, but make sure that the "drop down" ones fire two at a time. This way, people would be encouraged to use this new main, but would still have the alt for areal enemies.
I'll see how useful this plays out and choose whether or not to add it.
-Needleman should fire two shots at a time, not four.
OK.
-Create some sort of alt attack animation for Tomahawkman, please. (You know, the "I whip my headdress back and forth" attack.)
Not worth the effort I think since making the MM8 sprites are gonna keep us pretty busy.
Title: Re: Justified Classes v1ah
Post by: Ceridran on January 27, 2014, 07:53:10 PM
Blizzardman's hitboxes are unexistant on his mainfire.

Part of Slashman's HUD is transparent, (why is it different, anyway?) and Timeman's HUD has a flat (one shade only) purple hand. Oilman has spring arms.
Title: Re: Justified Classes v1ah
Post by: Gummywormz on January 27, 2014, 08:10:50 PM
Hope you're at least aware of the fact that Junk Man is completely invincible with his shield up. Also I broke Uranus' HUD once. I think it was by alting when I had a block up, but I can't seem to replicate it.
Title: Re: Justified Classes v1ah
Post by: Russel on January 27, 2014, 08:25:54 PM
Quote from: "Fyone"
Quote from: "Shmeckie"
- Found a bug: Saturn can't absorb Skull Man's buster shots, or Venus' homing bubbles.
Can't figure out the problem for this one since the shield isn't based on damagetypes.

I know why; Skullman's shots penetrate shields [see: +THRUGHOST on the projectile, +GHOST on the absorption shield Saturn uses] and homing projectiles, as per core standard, use a native actor that kind of completely screws up hitboxes of non-player shootable actors, often negating collision completely and/or killing the actor. Summon a Megaman and fire a magnet missile at it.
Honestly not sure how this can be fixed without making your projectile home by making a complex ACS script to do so. [See: Jax's old homing sniper]
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 27, 2014, 08:30:20 PM
Quote from: "Ceridran"
Blizzardman's hitboxes are unexistant on his mainfire.

I'm not sure about this, I hit fine with him. I will see the vanilla blizzard attack and copy the radius if they aren't the same.

Part of Slashman's HUD is transparent, (why is it different, anyway?) and Timeman's HUD has a flat (one shade only) purple hand. Oilman has spring arms.

Where exactly in slashman's HUD transparent? Timeman's HUD may be fixed next version but isn't priority. Oilman is supposed to have spring arms.
EDIT: We didn't want to copy yd's HUD if that was what you meant by "different".
[/color]
Title: Re: Justified Classes v1ah
Post by: Russel on January 27, 2014, 08:35:14 PM
Quote from: "!o! woohoo"
Oilman is supposed to have spring arms.

(http://megamanpoweredup.net/mll/graphix/profile_pic/profile_OilMan.png)
Erm...no?
That's a pipe.
If you need proof, go look at the model in Megaman Powered Up. Oilman's arm isn't a freaking spring.
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 27, 2014, 08:37:51 PM
Quote from: "Lego"
Quote from: "!o! woohoo"
Oilman is supposed to have spring arms.

(http://megamanpoweredup.net/mll/graphix/profile_pic/profile_OilMan.png)
Erm...no?
That's a pipe.
If you need proof, go look at the model in Megaman Powered Up. Oilman's arm isn't a freaking spring.

Alright, we will take away the holes to make it more canon to the game. I have also realized that I have hit 10 posts!  :mrgreen:
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 27, 2014, 08:44:13 PM
I want to reiterate my earlier point about Punk. Played some online matches with him, and that high ammo consumption really does hurt him. He can't handle himself in a firefight with any Robot Master with infinite ammo, he's always at a disadvantage. If not completely in half, at least having him use 1/3 less ammo should help him out. Love that cannonball bounce, though. Adds new options for his signature attack!

Also just wanted to say I love this Cloud Man. Way better than vanilla classes!

As for Bubble Lead, what I think might help would be to have it fire slightly downward, so he doesn't end up lobbing bubbles over people's heads.
Title: Re: Justified Classes v1ah
Post by: Magnet Dood on January 27, 2014, 08:51:48 PM
This is a somewhat stupid suggestion, but can you make an item for Magnet Man to attach to the ceiling for a bit? Besides the "it's canon" argument, I think it could be useful in helping Magnet Man gain more leverage to aim at people farther away from him better. It would give him a little more difference to Dive Man, who can hold his own when he's in close range with his Dive Charge and better homing missiles.

You could have it use the same ammo that uses the Magnet Pull to avoid both being used at once, since Magnet Man never used it in conjunction with the pull.

(Also you should probably make it last for a really short time since I could imagine it getting annoying with high ceilings)

EDIT: There's no such thing as vanilla classes what are you talking about  :|

Oh, yeah, right, Cloud Man. Could you slightly slow down his Thunder Bolt? It's not that it does ridiculous damage or anything, it's just a little difficult to dodge.
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 27, 2014, 09:04:11 PM
Quote from: "Shmeckie"
I want to reiterate my earlier point about Punk. Played some online matches with him, and that high ammo consumption really does hurt him. He can't handle himself in a firefight with any Robot Master with infinite ammo, he's always at a disadvantage. If not completely in half, at least having him use 1/3 less ammo should help him out. Love that cannonball bounce, though. Adds new options for his signature attack!

punk shouldn't have a problem next version due to the ammo buff.

Also just wanted to say I love this Cloud Man. Way better than vanilla classes!

Thanks

As for Bubble Lead, what I think might help would be to have it fire slightly downward, so he doesn't end up lobbing bubbles over people's heads.

Maybe we can make it so that if bubbleman shoots his bubble lead in the water, he shoots a bouncing bubble; if he is on land, he shoots a rolling bubble (like megaman's bubble lead).

Quote from: "Magnet Dood"
This is a somewhat stupid suggestion, but can you make an item for Magnet Man to attach to the ceiling for a bit? Besides the "it's canon" argument, I think it could be useful in helping Magnet Man gain more leverage to aim at people farther away from him better. It would give him a little more difference to Dive Man, who can hold his own when he's in close range with his Dive Charge and better homing missiles.

We were thinking about this and we might think about it harder.

You could have it use the same ammo that uses the Magnet Pull to avoid both being used at once, since Magnet Man never used it in conjunction with the pull.

(Also you should probably make it last for a really short time since I could imagine it getting annoying with high ceilings)

EDIT: There's no such thing as vanilla classes what are you talking about  :|

Oh, yeah, right, Cloud Man. Could you slightly slow down his Thunder Bolt? It's not that it does ridiculous damage or anything, it's just a little difficult to dodge.

I actually wasn't thinking a bit and gave cloud man a sniping role. He did shoot fast in the game and projectiles usually become faster when they make a transition to mm8bdm. This may be changed, for he feels a little cheap sometimes.
Title: Re: Justified Classes v1ah
Post by: Gumballtoid on January 27, 2014, 10:12:49 PM
Yamato Man could use a little buff. I think either his spears should be unaffected by gravity or receive a slight damage buff. Or both.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 27, 2014, 10:43:56 PM
Quote from: "Gummywormz"
Hope you're at least aware of the fact that Junk Man is completely invincible with his shield up. Also I broke Uranus' HUD once. I think it was by alting when I had a block up, but I can't seem to replicate it.

Junkman's shield was changed and Uranus' HUD I have no idea what the problem is.

Quote from: "Gumballtoid"
Yamato Man could use a little buff. I think either his spears should be unaffected by gravity or receive a slight damage buff. Or both.
Sure no gravity no damage buff though.

EDIT:
Quote from: "Lego"
I know why; Skullman's shots penetrate shields [see: +THRUGHOST on the projectile, +GHOST on the absorption shield Saturn uses] and homing projectiles, as per core standard, use a native actor that kind of completely screws up hitboxes of non-player shootable actors, often negating collision completely and/or killing the actor. Summon a Megaman and fire a magnet missile at it.
Honestly not sure how this can be fixed without making your projectile home by making a complex ACS script to do so. [See: Jax's old homing sniper]
Alright thanks for this.
Title: Re: Justified Classes v1ah
Post by: MusashiAA on January 28, 2014, 01:55:45 AM
Dudes, I wasn't going to say anything until I could back up my previous opinion...

...but you need better sound effects. You can go ahead and use my sound effects from YDClasses if you want. Any of them, no regrets.
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 28, 2014, 04:12:02 AM
That's a damn cool gesture Musashi! Also happy to hear Punk's getting the ammo buff he needs!

Quick question; will you have some of the Robot Masters healed/powered-up by copywep versions of weapons, like the games? Like Heat Man being healed by Crash Bomb, Freeze Man being healed by Freeze Cracker (and possibly posing), Turbo Man getting juiced by Thunder Bolt, etc.?
Title: Re: Justified Classes v1ah
Post by: xColdxFusionx on January 28, 2014, 05:23:21 AM
Quote from: "Shmeckie"
Quick question; will you have some of the Robot Masters healed/powered-up by copywep versions of weapons, like the games? Like Heat Man being healed by Crash Bomb, Freeze Man being healed by Freeze Cracker (and possibly posing), Turbo Man getting juiced by Thunder Bolt, etc.?

Do you have any idea how hard that would make this mod to balance
For the love of God, dev team, DON'T DO THIS.
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 28, 2014, 07:24:34 AM
Quote from: "xColdxFusionx"
Quote from: "Shmeckie"
Quick question; will you have some of the Robot Masters healed/powered-up by copywep versions of weapons, like the games? Like Heat Man being healed by Crash Bomb, Freeze Man being healed by Freeze Cracker (and possibly posing), Turbo Man getting juiced by Thunder Bolt, etc.?

Do you have any idea how hard that would make this mod to balance
For the love of God, dev team, DON'T DO THIS.

You are aware I said copywep versions, right? I mean, you saw that, right? It's right in there. As in, not the Robot Master versions. The Crash Bomb Mega Man would shoot. Pretty simple.

Anyway, I can't believe it took me this long to notice all the pickup weapons are removed from each stage and the reason why...

Oh my god I love you guys.

This mod makes me feel like a kid again!

One thing; the copywep classes' charged shots need nerfing. They do so much damage there's little point in even switching weapons. Several players got by just by spamming charged buster shots.
Title: Re: Justified Classes v1ah
Post by: Emmanuelf06 on January 28, 2014, 07:30:56 AM
Yeah, speciallly with Megaman...I agree...
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 28, 2014, 08:33:24 AM
Maybe replicate the damage they do to bosses, as opposed to how many hits it takes them to kill stage enemies...

EDIT: Almost forgot to mention this; Enker needs help. Badly. He takes too much damage when absorbing shots in his altfire stance. Many times, after using it, sure, you've got a full ammo bar to dish out a bunch of level 3 Mirror Busters, but you've also lost most of your health bar. This makes him utterly useless in LMS. Considering how long his stance lasts, he should have some significant armor during the stance, if not outright invincibility (though that might be going a little far). Also his Mirror Buster isn't powerful enough to warrant that level of damage.

I still think Saturn's release attack is far too weak for how much energy is needed to even get it. After using it on bots, humans, and having humans use it on me, I can safely say there is little to no threat in this attack. His mainfire ring toss is more dangerous than this move, especially combined with the slide. He might as well not even use it. I think the best option is to buff the damage his shots do during this attack, making using it an actual reward with tangible results. At this point I think this attack might actually do less damage than his ring.
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 28, 2014, 02:09:41 PM
Quote from: "Shmeckie"
Maybe replicate the damage they do to bosses, as opposed to how many hits it takes them to kill stage enemies...

EDIT: Almost forgot to mention this; Enker needs help. Badly. He takes too much damage when absorbing shots in his altfire stance. Many times, after using it, sure, you've got a full ammo bar to dish out a bunch of level 3 Mirror Busters, but you've also lost most of your health bar. This makes him utterly useless in LMS. Considering how long his stance lasts, he should have some significant armor during the stance, if not outright invincibility (though that might be going a little far). Also his Mirror Buster isn't powerful enough to warrant that level of damage.

Enker is already confirmed to be changed.

I still think Saturn's release attack is far too weak for how much energy is needed to even get it. After using it on bots, humans, and having humans use it on me, I can safely say there is little to no threat in this attack. His mainfire ring toss is more dangerous than this move, especially combined with the slide. He might as well not even use it. I think the best option is to buff the damage his shots do during this attack, making using it an actual reward with tangible results. At this point I think this attack might actually do less damage than his ring.

We may buff the damage or make it easier to use.
Title: Re: Justified Classes v1ah
Post by: Gumballtoid on January 28, 2014, 04:41:38 PM
I feel like Mars' Photon Missile could use a little bit of a speed boost. It's just a smidge too slow to be very applicable when I could just pound away with his cherries. It's also unclear how exactly his mines regenerate. You drop them but you have to hit someone with it to get them back and they disappear really quickly??? I personally think they shouldn't disappear at all. It's difficult to lay traps when they don't last very long.

A single pea from Jupiter's mainfire does around 9 damage to an idle opponent. Naturally it's not very useful. It could do with a slight damage buff or a reduction on the spread.

Pharaohman's shots had a unique sprite in Megaman 4 that you should consider implementing.

(http://www.sprites-inc.co.uk/files/Classic/MM4/Boss/8Boss/mm4_pharaohman.gif)
Title: Re: Justified Classes v1ah
Post by: Fyone on January 28, 2014, 05:36:23 PM
Quote from: "MusashiAA"
Dudes, I wasn't going to say anything until I could back up my previous opinion...

...but you need better sound effects. You can go ahead and use my sound effects from YDClasses if you want. Any of them, no regrets.

Thanks!

Quote from: "Shmeckie"
Quote from: "xColdxFusionx"
Quote from: "Shmeckie"
Quick question; will you have some of the Robot Masters healed/powered-up by copywep versions of weapons, like the games? Like Heat Man being healed by Crash Bomb, Freeze Man being healed by Freeze Cracker (and possibly posing), Turbo Man getting juiced by Thunder Bolt, etc.?

Do you have any idea how hard that would make this mod to balance
For the love of God, dev team, DON'T DO THIS.

You are aware I said copywep versions, right? I mean, you saw that, right? It's right in there. As in, not the Robot Master versions. The Crash Bomb Mega Man would shoot. Pretty simple.

Anyway, I can't believe it took me this long to notice all the pickup weapons are removed from each stage and the reason why...

Oh my god I love you guys.

This mod makes me feel like a kid again!

One thing; the copywep classes' charged shots need nerfing. They do so much damage there's little point in even switching weapons. Several players got by just by spamming charged buster shots.

We might implement resistances eventually but never outright healing. Also the charged shots already kill in three hits, four hits would be too low to even be a reliable weapon.

Quote from: "Gumballtoid"
I feel like Mars' Photon Missile could use a little bit of a speed boost. It's just a smidge too slow to be very applicable when I could just pound away with his cherries. It's also unclear how exactly his mines regenerate. You drop them but you have to hit someone with it to get them back and they disappear really quickly??? I personally think they shouldn't disappear at all. It's difficult to lay traps when they don't last very long.

A single pea from Jupiter's mainfire does around 9 damage to an idle opponent. Naturally it's not very useful. It could do with a slight damage buff or a reduction on the spread.

Pharaohman's shots had a unique sprite in Megaman 4 that you should consider implementing.

(http://www.sprites-inc.co.uk/files/Classic/MM4/Boss/8Boss/mm4_pharaohman.gif)

I'll buff the speed of the Photon Missile a bit, the mines are gonna degenerate cleaner next version not gonna make them not degenerate at all though.

Jupiter's mainfire will get buffed very slightly; we're also changing how the altfire works next version so maybe think of the mainfire as a finisher.

I'm also probably gonna just translate the colours; adding a single sprite that is only slightly different doesn't seem worth it to me.
Title: Re: Justified Classes v1ah
Post by: MusashiAA on January 28, 2014, 08:01:15 PM
Quote from: "Shmeckie"
Quote from: "xColdxFusionx"
Quote from: "Shmeckie"
Quick question; will you have some of the Robot Masters healed/powered-up by copywep versions of weapons, like the games? Like Heat Man being healed by Crash Bomb, Freeze Man being healed by Freeze Cracker (and possibly posing), Turbo Man getting juiced by Thunder Bolt, etc.?

Do you have any idea how hard that would make this mod to balance
For the love of God, dev team, DON'T DO THIS.

You are aware I said copywep versions, right? I mean, you saw that, right? It's right in there. As in, not the Robot Master versions. The Crash Bomb Mega Man would shoot. Pretty simple.

Oh no no no no no, no no no no no no no. You gotta know better, you shouldn't do that because then you would pretty much have to test everything on everything (plus, some Robot Masters do get hurt by their own weapons in the canon, some just deflect it, and very few are healed by them)...and I wasn't going to say anything about testing and stuff, but you guys need some more creativity to test your things, man. How do you miss Centaur?
Title: Re: Justified Classes v1ah
Post by: Fyone on January 28, 2014, 08:06:48 PM
What's the problem with Centaurman exactly?
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 28, 2014, 08:33:11 PM
Quote from: "Fyone"
We might implement resistances eventually but never outright healing. Also the charged shots already kill in three hits, four hits would be too low to even be a reliable weapon.

Except the charged shots are large, travel at a good speed, AND do the damage they do on top of it. Especially Proto Man's charged shot. As it stands why would a Mega Man player ever use an acquired weapon when he can spam charged buster shots all day? Why bother with weaknesses when you've got a solid 3HKO from a large, fast moving projectile?

Quote from: "MusashiAA"
Oh no no no no no, no no no no no no no. You gotta know better, you shouldn't do that because then you would pretty much have to test everything on everything (plus, some Robot Masters do get hurt by their own weapons in the canon, some just deflect it, and very few are healed by them)...and I wasn't going to say anything about testing and stuff, but you guys need some more creativity to test your things, man. How do you miss Centaur?

I'm not sure I follow why this would require such extensive testing. It's single instances of one class being effected by one specific weapon. Mega Man/Proto Man/Bass' Bubble Lead healing Bubble Man, or the copywep classes' Thunder Bolt supercharging Spring Man for a limited time, during which his Spring Punch would pull people towards it. Something like that.

And yeah, the ones that get hurt by their own weapon should be the same way. Maybe not the full 1HKO route with Metal Man, but at least the increase in damage a weakness would do.

Quote from: "Fyone"
What's the problem with Centaurman exactly?

I think he's referring to how exploitable the teleport is.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 28, 2014, 08:41:39 PM
Quote from: "Shmeckie"
Quote from: "Fyone"
We might implement resistances eventually but never outright healing. Also the charged shots already kill in three hits, four hits would be too low to even be a reliable weapon.

Except the charged shots are large, travel at a good speed, AND do the damage they do on top of it. Especially Proto Man's charged shot. As it stands why would a Mega Man player ever use an acquired weapon when he can spam charged buster shots all day? Why bother with weaknesses when you've got a solid 3HKO from a large, fast moving projectile?

I'm definitely not making it 4hko I'm afraid but I will keep looking into this just to make sure.

Quote from: "MusashiAA"
Oh no no no no no, no no no no no no no. You gotta know better, you shouldn't do that because then you would pretty much have to test everything on everything (plus, some Robot Masters do get hurt by their own weapons in the canon, some just deflect it, and very few are healed by them)...and I wasn't going to say anything about testing and stuff, but you guys need some more creativity to test your things, man. How do you miss Centaur?

I'm not sure I follow why this would require such extensive testing. It's single instances of one class being effected by one specific weapon. Mega Man/Proto Man/Bass' Bubble Lead healing Bubble Man, or the copywep classes' Thunder Bolt supercharging Spring Man for a limited time, during which his Spring Punch would pull people towards it. Something like that.

And yeah, the ones that get hurt by their own weapon should be the same way. Maybe not the full 1HKO route with Metal Man, but at least the increase in damage a weakness would do.

I don't think we're going to do this.

Quote from: "Fyone"
What's the problem with Centaurman exactly?

I think he's referring to how exploitable the teleport is.

I've already stated that this is nerfed.
Title: Re: Justified Classes v1ah
Post by: MusashiAA on January 28, 2014, 08:41:57 PM
Centaurman can get stuck inside players when coming out of the "teleport". Centaurman isn't even the only one capable of doing this: Drillman can do that too, and it would be a pretty good guess that every single RM that can teleport be able to. I suggest going YD Drillman's way to solve this.
Title: Re: Justified Classes v1ah
Post by: Fyone on January 28, 2014, 08:43:19 PM
I've already been aware of this, I just didn't know how to fix it; I will look into the way YD classes has fixed it.
Title: Re: Justified Classes v1ah
Post by: Stardust on January 28, 2014, 11:27:08 PM
Or if you prefer to do it the hard way, the MMV weapons pack had a similar situation with Break Dash ; since you turn non-solid, becoming solid back at the exact moment where you would end your dash into another player could make you stuck.
To solve this, they... allowed the dasher to OHKO his opponent if he gets stuck in him. Gettin' rid of the annoying things. ("due to physical laws, %k killed %o")
Title: Re: Justified Classes v1ah
Post by: Shmeckie on January 28, 2014, 11:30:01 PM
I think it's best if they use YD Classes' method...
Title: Re: Justified Classes v1ah
Post by: !o! woohoo on January 29, 2014, 11:01:49 PM
Download here for v1b (http://static.best-ever.org/wads/justifiedclasses-v1b.pk3)

Here is a rough changelog:
(click to show/hide)
Title: Re: Justified Classes v1b
Post by: coolcat7022 on January 29, 2014, 11:18:30 PM
For v1c or such, could you possibly combine the Pharoah Man main and alt, to make room for a new alt? Allow me to explain this, for the new mainfire (old main and alt with extra stuff) when you fire this without charging, it shoots the pharoah shot, if mid charged, it summons a not too power fire pillar, just one, in front of pharoah man, if fully charged, it's the pharoah wave. The new alt IS canon, and would make Pharoah Man much more interesting, i now shall request... The Pharoah Shield! This strange weapon takes inspiration from the arcade games, and is similar to the proto shield, but is used differently, here's how it works: When Pharoah Man holds right click, he summons a shield, it stays as long as he holds the button, but here's the catch: You cannot move or use the mainfire nor use an item while shielding, and it's only at the front, plus you have to hold for two seconds to get it to fully summon and block an attack. Just my thought. You don't have to do this, but it would make Pharoah Man canon in a different way, and add some new strategy to the character, you don't have to do the not so canon fire pillar, but it was just a thought.
Title: Re: Justified Classes v1b
Post by: Shmeckie on January 29, 2014, 11:19:38 PM
Says the file is not found...
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 29, 2014, 11:20:58 PM
Quote from: "Shmeckie"
Says the file is not found...

Very sorry about that, we are having some problems. The file will be up in a couple of minutes.

Ok, try now:

Quote from: "!o! woohoo"
Download here for v1b (http://static.best-ever.org/wads/justifiedclasses-v1b.pk3)

Here is a rough changelog:
(click to show/hide)
Title: Re: Justified Classes v1b
Post by: Fyone on January 29, 2014, 11:24:27 PM
Quote from: "coolcat7022"
For v1c or such, could you possibly combine the Pharoah Man main and alt, to make room for a new alt? Allow me to explain this, for the new mainfire (old main and alt with extra stuff) when you fire this without charging, it shoots the pharoah shot, if mid charged, it summons a not too power fire pillar, just one, in front of pharoah man, if fully charged, it's the pharoah wave. The new alt IS canon, and would make Pharoah Man much more interesting, i now shall request... The Pharoah Shield! This strange weapon takes inspiration from the arcade games, and is similar to the proto shield, but is used differently, here's how it works: When Pharoah Man holds right click, he summons a shield, it stays as long as he holds the button, but here's the catch: You cannot move or use the mainfire nor use an item while shielding, and it's only at the front, plus you have to hold for two seconds to get it to fully summon and block an attack. Just my thought. You don't have to do this, but it would make Pharoah Man canon in a different way, and add some new strategy to the character, you don't have to do the not so canon fire pillar, but it was just a thought.

I'm not sure about this; it's going off canon when Pharaohman is already fine as is with what he has.
Title: Re: Justified Classes v1b
Post by: Shmeckie on January 29, 2014, 11:24:53 PM
Also, a possible change for Metal man; in order to make him feel a little less spammy, maybe increase the rapidity of how many Metal Blades he throws in a single burst, and increase the cooldown time if you fire more Metal Blades in one salvo. For instance, Metal man could fire just one Metal Blade, and have less cooldown than if he fired all three in one rapid fire burst. This would discourage people from just W+M1ing him, and add a little strategy to him.
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 29, 2014, 11:28:22 PM
Alright, the link is fixed and servers should be up.

Download v1b here (http://static.best-ever.org/wads/justifiedclasses-v1b.pk3)

Rough changelog:
(click to show/hide)
Title: Re: Justified Classes v1b
Post by: Beed28 on January 29, 2014, 11:42:35 PM
Sooo, have the bots been fixed yet, or is that being saved for another version?
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 29, 2014, 11:46:43 PM
Quote from: "Beed28"
Sooo, have the bots been fixed yet, or is that being saved for another version?

Stardust is more than half way done the bots, so expect next version.
Title: Re: Justified Classes v1b
Post by: coolcat7022 on January 30, 2014, 01:25:53 AM
I'm not sure about this; it's going off canon when Pharaohman is already fine as is with what he has.[/quote]do you mean it's not canon, or you mean i'm trying to stay canon?
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 30, 2014, 02:04:05 AM
Quote from: "coolcat7022"
I'm not sure about this; it's going off canon when Pharaohman is already fine as is with what he has.
do you mean it's not canon, or you mean i'm trying to stay canon?[/quote]

Well, we trying to avoid getting attacks from power fighters. Power fighters is usually are last resort and I think he is fine as is.
Title: Re: Justified Classes v1b
Post by: Shmeckie on January 30, 2014, 04:15:20 AM
Played Terminator against some Mega Man bots, found some issues...

- If playing as a double-jump flying class, the Terminator class will retain the double jump flight.

- If the class has an item ability, the item will sometimes replace the Terminator class' item.

- The Mega Man Shadow Terminator class is a mess. His Shin Sakugarne completely blocks his vision when he uses it and is impossible to hit with. His obits are way off, and his alt is just a Gemini Laser with a different sound effect.

- This odd set of blocks appears around items:
(http://i57.tinypic.com/24fel1t.png)

 -A quick question, if you play as a Stardroid, are you guaranteed to get Sunstar as your Terminator? Felt like it...
Title: Re: Justified Classes v1b
Post by: Emmanuelf06 on January 30, 2014, 04:43:52 AM
I love the thing, Slashman doesnt stop when he uses his slashclaw, but need a little time to use it as before, but it's strong.
Quickman homing boomrangs are more "homing" it's better I think, it wasnt really "homing" boomrang ...
Burstman is really canon...we can jump on the bubble who push megaman on the ceiling, it's fun.
Good for waveman, it was a little dangerous to use the alt in DM...so i used the primary for a lot....now it's good, Alt who is effective.
Perfect   ;)
Title: Re: Justified Classes v1b
Post by: FTX6004 on January 30, 2014, 04:46:25 AM
I have one question, wheres the neptune skin update! :mad:
Title: Re: Justified Classes v1b
Post by: fortegigasgospel on January 30, 2014, 05:23:52 AM
Quote from: "Shmeckie"
- The Mega Man Shadow Terminator class is a mess. His Shin Sakugarne completely blocks his vision when he uses it and is impossible to hit with. His obits are way off, and his alt is just a Gemini Laser with a different sound effect.
I didn't know there were terminator classes until I read this. But, why R-Shadow? You have no dimensions in the mod why have him?
Speed up his Alt Fire like his was in game, remove the bounce and just make it pierce as well as that sound. Make him black and grey because game text reverse to him as "That black Rock Man" by Bass, "That black me" by Mega and "That black you" by Proto (to Mega).
Don't go by that Koro-Koro magazine picture.
As for his main, why not swap it with his alt. Don't make his Saku aim, make it a set distance in front of him or aimed like Wave Man's alt.
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 30, 2014, 03:48:40 PM
Quote from: "FTX6004"
I have one question, wheres the neptune skin update! :mad:

Yeah, we really wanted to release this today, for balance issues like Plantman. Your skin will definitely be in the next release.
Title: Re: Justified Classes v1b
Post by: Fyone on January 30, 2014, 05:36:52 PM
Quote from: "Shmeckie"
Played Terminator against some Mega Man bots, found some issues...

- If playing as a double-jump flying class, the Terminator class will retain the double jump flight.

- If the class has an item ability, the item will sometimes replace the Terminator class' item.

- The Mega Man Shadow Terminator class is a mess. His Shin Sakugarne completely blocks his vision when he uses it and is impossible to hit with. His obits are way off, and his alt is just a Gemini Laser with a different sound effect.

- This odd set of blocks appears around items:
(http://i57.tinypic.com/24fel1t.png)

 -A quick question, if you play as a Stardroid, are you guaranteed to get Sunstar as your Terminator? Felt like it...
These will probably be fixed next version hopefully; thanks for pointing these out.
Title: Re: Justified Classes v1b
Post by: Clayton on January 30, 2014, 06:07:25 PM
So the Megaman 8 classes are 90% coded. However, the sprites are only 10% done. If anyone would like to help us make sprites that would be great.
Title: Re: Justified Classes v1b
Post by: Gumballtoid on January 30, 2014, 09:42:38 PM
A couple of the Mega Man V sprites were still not modified. Off the top of my head, Pluto, Mars, and Mega Man's versions of their weapons are those in question. I'm perfectly willing to import them myself if it eases the workload (that is, put them in usable png files). I also wanted to do this for Mars and Pluto's skins to fix the yellow on them for team games, if that's okay.

If you post a list of the necessary Mega Man 8 sprites I might also stake claims in some of them.
Title: Re: Justified Classes v1b
Post by: Clayton on January 30, 2014, 10:14:16 PM
Quote from: "Gumballtoid"
A couple of the Mega Man V sprites were still not modified. Off the top of my head, Pluto, Mars, and Mega Man's versions of their weapons are those in question. I'm perfectly willing to import them myself if it eases the workload (that is, put them in usable png files). I also wanted to do this for Mars and Pluto's skins to fix the yellow on them for team games, if that's okay.

If you post a list of the necessary Mega Man 8 sprites I might also stake claims in some of them.

The colors for Pluto and Mars weren't completely done due to the translations being wonky. If you can import them yourself that would be fantastic.

As for the Megaman 8 sprites, here's what we have done:

(click to show/hide)

These are things that we're missing:

(click to show/hide)
Title: Re: Justified Classes v1b
Post by: Shmeckie on January 31, 2014, 02:30:57 AM
More things:

- Time Man's obit is off. If he kills with Time Slow, it still says he killed you with Time Arrows.

- Is there any way to incorporate the Wily Capsule into Terminator Wily? It'd both be more canon, and more fun! Plus it would add extra stuff to Wily, who seems to have the least amount of abilities of all the Terminators.

- Terminator mode is a blast with these boss classes!

- Is there any way to prevent the Dark Energy from getting stuck in a pit if the Terminator falls in?

- Since Roll has multiple skins, shouldn't Ballade have skins for both his modes?
Title: Re: Justified Classes v1b
Post by: -FiniteZero- on January 31, 2014, 02:34:23 AM
I tested the bots once again (I know that you said it wouldn't be until the next version that the bots will work, but I figure any info could be useful). Once again, the bot is on the left and what weapon they have is on the right.

(click to show/hide)
Title: Re: Justified Classes v1b
Post by: Shmeckie on January 31, 2014, 03:14:34 AM
One more thing I forgot; Sunstar's charge attack animation is borked (the one where he's supposed to turn into a ball and launch forward). When he launches, he's doing his firing animation, and THEN goes into the spinning animation while he's walking around.
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 31, 2014, 02:32:55 PM
Quote from: "Shmeckie"
One more thing I forgot; Sunstar's charge attack animation is borked (the one where he's supposed to turn into a ball and launch forward). When he launches, he's doing his firing animation, and THEN goes into the spinning animation while he's walking around.

This might only be a chasecam glitch but I will start playing terminator and if enemies see this as well.
Title: Re: Justified Classes v1b
Post by: FTX6004 on January 31, 2014, 05:06:26 PM
So i found some things.

(click to show/hide)
(click to show/hide)
Title: Re: Justified Classes v1b
Post by: Celebi on January 31, 2014, 05:49:04 PM
Roll's Beat is lost permanently if fired into a skybox or anything that eats a rolling cutter.
Roll sometimes can juggle two or more Beats somehow.
Roll's Beat grabs health from teammates in team games.
I suggest Roll's Beat shouldn't grab big health from people unless Beat kills the player.
Title: Re: Justified Classes v1b
Post by: Fyone on January 31, 2014, 06:44:44 PM
Quote from: "Shmeckie"
More things:

- Time Man's obit is off. If he kills with Time Slow, it still says he killed you with Time Arrows.
Alright; fixed.
- Is there any way to incorporate the Wily Capsule into Terminator Wily? It'd both be more canon, and more fun! Plus it would add extra stuff to Wily, who seems to have the least amount of abilities of all the Terminators.
We'll see what we can do.
- Terminator mode is a blast with these boss classes!
Thanks!
- Is there any way to prevent the Dark Energy from getting stuck in a pit if the Terminator falls in?
Yeah, we'll probably fix that.
- Since Roll has multiple skins, shouldn't Ballade have skins for both his modes?
To get Ballade's other form you can pickup Super Adaptor it's kind of like Protoman and Breakman.

Quote from: "FTX6004"
So i found some things.

(click to show/hide)
(click to show/hide)
Thanks for pointing these out; they will be fixed.

Quote from: "Celebi"
Roll's Beat is lost permanently if fired into a skybox or anything that eats a rolling cutter.
Roll sometimes can juggle two or more Beats somehow.
Roll's Beat grabs health from teammates in team games.
I suggest Roll's Beat shouldn't grab big health from people unless Beat kills the player.
All of these are fixed except the second one (because I have no idea what causes this since it hasn't happened to me yet) and the fourth one (because I don't think this is necessary but I will keep looking into this one).
Title: Re: Justified Classes v1b
Post by: !o! woohoo on January 31, 2014, 09:43:14 PM
Alright, a fix for glitches and bugs is out.

Download v1b-fix here (http://static.best-ever.org/wads/justifiedclasses-v1b-fix.pk3)

Rough changelog:
(click to show/hide)
Title: Re: Justified Classes v1b-fix
Post by: Shmeckie on February 01, 2014, 05:41:19 AM
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

One last nitpick; Skull Man should do his whole "summoning" animation when he activates his shield, whereas now he does the beginning of the animation when he activates it, and finishes it when he deactivates it. Pretty awesome that you guys added that in, though!
Title: Re: Justified Classes v1b-fix
Post by: MusashiAA on February 01, 2014, 06:43:15 AM
Quote from: "Shmeckie"
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

On a different note, I've been noticing some few things this mod does. I am taking my time checking things, questioning choices, coming up with suggestions. Sooner or later, I'll start up putting out my suggestions and thoughts about this mod that one of you guys asked me for.
Title: Re: Justified Classes v1b-fix
Post by: Emmanuelf06 on February 01, 2014, 08:00:13 AM
Quote from: "MusashiAA"
Quote from: "Shmeckie"
Damn, you guys are like machines! I wouldn't be surprised if we got the MM8 characters within next week or something! Just wondering, after the MM8 classes, what's next? Mega Man & Bass, or Mega Man 9? Also, any plans for the Wily Tower Masters?

I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

On a different note, I've been noticing some few things this mod does. I am taking my time checking things, questioning choices, coming up with suggestions. Sooner or later, I'll start up putting out my suggestions and thoughts about this mod that one of you guys asked me for.

Yeah, i think, it's better if they add more stuff for the next version, but well the last one was like a hotfix.
Title: Re: Justified Classes v1b-fix
Post by: Shmeckie on February 01, 2014, 08:11:55 AM
Quote from: "MusashiAA"
I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

Considering they're playing catch-up, and fixing balance issues, I'm all for the frequent updates. I'd rather get a patch in days that fixes problem glitches and borked characters than deal with grossly OP characters being exploited by tryhards online for months ruining everyone's fun, bugged characters, useless characters, etc. Like Jupiter; in the first release, he was so bad he simply could not hold his own. A few tweaks later, and now he's a contender, and people that like him can play as him and have a chance at doing well. And they didn't have to wait months of a character they like being useless.

If it was frequent total revamps, I'd be with you, but these are helpful fixes and small tweaks to root out bugs and fix slight balance issues (dealing with infinites, exploits, etc.), and all-in-all expanding the overall experience by polishing what's already there.
Title: Re: Justified Classes v1b-fix
Post by: MusashiAA on February 01, 2014, 08:50:17 AM
Quote from: "Shmeckie"
Quote from: "MusashiAA"
I think that's bad content management. Releasing new things too often kind of raises up expectations from players, and alienates the previously released new content. You gotta let players sink in and fully experience the content you've just put out for a long enough time, and then release new things (of course, after making them and testing them as meticulously as possible).

Considering they're playing catch-up, and fixing balance issues, I'm all for the frequent updates. I'd rather get a patch in days that fixes problem glitches and borked characters than deal with grossly OP characters being exploited by tryhards online for months ruining everyone's fun, bugged characters, useless characters, etc. Like Jupiter; in the first release, he was so bad he simply could not hold his own. A few tweaks later, and now he's a contender, and people that like him can play as him and have a chance at doing well. And they didn't have to wait months of a character they like being useless.

If it was frequent total revamps, I'd be with you, but these are helpful fixes and small tweaks to root out bugs and fix slight balance issues (dealing with infinites, exploits, etc.), and all-in-all expanding the overall experience by polishing what's already there.

Yeah, I was more about revamps and new classes, those I consider as new content. Fixes are just changes to old content, those can happen pretty quickly with enough good feedback and developer enthusiasm (yes, I confirm that to be a thing). So far, fixes in this have been thrown at players to test at so the devteam sees what works and what doesn't...
(click to show/hide)
...and I think it's a very community-close approach, and an expected behavior during debut.
Title: Re: Justified Classes v1b-fix
Post by: Shmeckie on February 02, 2014, 03:34:32 AM
So apparently there's a nasty glitch with Skull Man. Similar to the Woodman glitch, he can have infinite shield, and mow people over with it. He's completely broken right now. Need a hotfix, stat. Also an infinite flight glitch with Wind Man. And on a smaller note, when Ballade uses his mines in his second form, he turns blue.
Title: Re: Justified Classes v1b-fix
Post by: Tfp BreakDown on February 02, 2014, 05:20:28 AM
I have some things to say regarding the classes:

1: Can you change Gravity man/Gravity hold all together, it's annoying to play when getting flunged in the air 15 times a match

2: Nerf quint a bit. The guy can rack up kills pretty fast and seems a bit too powerful for his own good.

3: Nerf or remove Wily's flame pillars. The pillars themselves seem to be a bit too powerful and can rack up kills by spam.

4: Not sure if this is the right place to mention this but when someone falls into a pit, spike trap, death water or lava the sphere is unobtainable. Is there any way to fix this, like having the sphere warp into a random location after a certain amount of time.

5: I love the way you guys made Dustman. He is actually fun to play as and is useful compared to the others (not sure about KY but Classes dust is just useless)

Edit: forgot to mention but it seems like the Saturn skin/class doesn't seem to have any pain noises. Not sure of it is just me or the mod itself, but I should mention it.
Title: Re: Justified Classes v1b-fix
Post by: Shmeckie on February 02, 2014, 05:53:04 AM
Another Terminator bug; Terminators are unaffected by the springs in Spring Man's stage, which means if they fall in a spring pit they're basically trapped.
Title: Re: Justified Classes v1b-fix
Post by: Fyone on February 02, 2014, 03:51:50 PM
Quote from: "Shmeckie"
So apparently there's a nasty glitch with Skull Man. Similar to the Woodman glitch, he can have infinite shield, and mow people over with it. He's completely broken right now. Need a hotfix, stat. Also an infinite flight glitch with Wind Man. And on a smaller note, when Ballade uses his mines in his second form, he turns blue.

All of these are fixed but the Skullman infinite shield glitch; can you elaborate on how to do it because I have no idea.

Quote from: "Tfp BreakDown"
I have some things to say regarding the classes:

1: Can you change Gravity man/Gravity hold all together, it's annoying to play when getting flunged in the air 15 times a match
Personally I don't see a problem with it since it's not spammy and as a copywep needs lots of ammo to use; if you have a suggestion I will see what I can do.
2: Nerf quint a bit. The guy can rack up kills pretty fast and seems a bit too powerful for his own good.
I'm not sure about this; he already has an ammo bar and nerfing the damage would be too much since he lacks a long range attack.
3: Nerf or remove Wily's flame pillars. The pillars themselves seem to be a bit too powerful and can rack up kills by spam.
Alright.
4: Not sure if this is the right place to mention this but when someone falls into a pit, spike trap, death water or lava the sphere is unobtainable. Is there any way to fix this, like having the sphere warp into a random location after a certain amount of time.
Yes; this will hopefully be fixed next version or something.
5: I love the way you guys made Dustman. He is actually fun to play as and is useful compared to the others (not sure about KY but Classes dust is just useless)
Thanks!
Edit: forgot to mention but it seems like the Saturn skin/class doesn't seem to have any pain noises. Not sure of it is just me or the mod itself, but I should mention it.
Yes, Saturn, Stoneman, Darkman4, Springman, and Venus don't play sounds at the moment but they will next version hopefully.
Quote from: "Shmeckie"
Another Terminator bug; Terminators are unaffected by the springs in Spring Man's stage, which means if they fall in a spring pit they're basically trapped.
This will probably be fixed along with the other terminator stuff.

EDIT: Figured out the Skullman glitch.
Title: Re: Justified Classes v1b-fix
Post by: Shmeckie on February 03, 2014, 07:32:52 AM
Another thing I forgot to mention; if Punk uses his cannonball bounce on the Spring Man stage springs, he keeps bouncing until he's off the springs, meaning he can bounce his way into a crowded spring pit and instagib all of them.
Title: Re: Justified Classes v1b-fix
Post by: Fyone on February 03, 2014, 03:37:45 PM
Alright thanks, I'll fix this for the next version.
Title: Re: Justified Classes v1b-fix
Post by: !o! woohoo on February 04, 2014, 09:49:25 PM
It is getting dark in here but it is going to get even darker with v1c!

Download v1c here (http://static.best-ever.org/wads/justifiedclasses-v1c.pk3)

Rough Changelog:
(click to show/hide)
Title: Re: Justified Classes v1c
Post by: !o! woohoo on February 04, 2014, 10:15:02 PM
Sorry for the double post but you can download a taunt pack for MMV robot masters HERE (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=6317)
Title: Re: Justified Classes v1c
Post by: Shmeckie on February 05, 2014, 12:26:56 AM
A few issues;

- Dark Man 3's HUD is hideous. it's huge, and looks like it's pointing up in the corner, not straight ahead. It's bulky and poorly drawn.

- Dark Man 3's alt takes too long to recharge. Way too long. It's pretty much useless.

- Dark Man 2 is actually usable! Whoo! Another class improved from vanilla classes!

- When Dark Man 3 is frozen, his skin changes to Dark Man 1.

- Dark Man 1's attacks feel awkward. His main and alt fires should be switched.
Title: Re: Justified Classes v1c
Post by: Fyone on February 05, 2014, 12:34:33 AM
Quote from: "Shmeckie"
A few issues;

- Dark Man 3's HUD is hideous. it's huge, and looks like it's pointing up in the corner, not straight ahead. It's bulky and poorly drawn.
Yeah, it's hard to make I might redo it myself but I heard Caprice said he's gonna make a new one.
- Dark Man 3's alt takes too long to recharge. Way too long. It's pretty much useless.
Dark Man 3's altfire acts like Shademan's where it stuns for a long time (about half as long as time stopper)
- Dark Man 2 is actually usable! Whoo! Another class improved from vanilla classes!
Thanks!
- When Dark Man 3 is frozen, his skin changes to Dark Man 1.
OK, I'll fix this.
- Dark Man 1's attacks feel awkward. His main and alt fires should be switched.
Sure they'll be swapped.
Title: Re: Justified Classes v1c
Post by: Shmeckie on February 05, 2014, 12:41:39 AM
OSNAP! A pretty big error; Shade Man and Turbo Man's palettes are swapped! Blue Shade Man and Purple Turbo Man!

As for Dark Man 3's alt, I tried it against someone, and had to struggle to get any real, regular use out of it. After using it once, it took so long to get another one I just stopped trying to use it.
Title: Re: Justified Classes v1c
Post by: Fyone on February 05, 2014, 12:44:14 AM
Yeah I noticed the Shademan and Turboman thing I fixed it. As for Darkman3 I guess we can make it so that when you use the mainfire the alt still recharges and raise the ammo regain by one tic.
Title: Re: Justified Classes v1c
Post by: -FiniteZero- on February 05, 2014, 04:06:03 AM
Once again looked at the bots. They're getting closer, I can say that much. These are the ones that still have problems:

Gutsman (no weapon)
Timeman and Oilman (no bots)
Dustman (doesn't give out weapon)
Jupiter (no weapon)
(Mega Man 7 bots still need to be added)
Title: Re: Justified Classes v1c
Post by: Gumballtoid on February 05, 2014, 12:49:33 PM
On the note of missing weapons, Time Man doesn't net Mega Man a weapon when defeated.

Is it at all possible to allow copyweps to keep their weapons on death, or only lose some? It's frustrating in a big game of Deathmatch to finally earn a weapon, only to be picked off by a scavenger.
Title: Re: Justified Classes v1c
Post by: Fyone on February 05, 2014, 03:42:03 PM
Quote from: "-FiniteZero-"
Once again looked at the bots. They're getting closer, I can say that much. These are the ones that still have problems:

Gutsman (no weapon)
Timeman and Oilman (no bots)
Dustman (doesn't give out weapon)
Jupiter (no weapon)
(Mega Man 7 bots still need to be added)
Thanks for this list.

@Gumballtoid:
I've been trying to figure out a way to get keep weapons on actually, but from my knowledge it's impossible excluding cooperative gameplay and excluding lots of unnecessary ACS. If someone has a solution by all means.
Title: Re: Justified Classes v1c
Post by: Gumballtoid on February 05, 2014, 06:00:02 PM
JaxOf7 made a 1-Up support item, pre-v3. (http://www.cutstuff.net/forum/viewtopic.php?f=28&t=4940) I expect it's outdated, but it allows you to keep all your weapons upon death, so maybe it could be referenced? It's the first thing that came to mind.

Some of the Mega Man V revamps weren't put into the pk3. My intent was to eliminate the need for translations, particularly with Pluto and Mars. Their skin modifications allow for the proper yellow to be seen in team games, but this doesn't seem to have been done. I'm willing to do that myself as well, if it was simply forgotten or seen as an extra burden.
Title: Re: Justified Classes v1c
Post by: Fyone on February 05, 2014, 07:03:45 PM
We decided to leave the weapon system as is due to the copyweps being OP at the moment. Also yeah I seem to have forgotten the skin change so I'll update it next version not to worry.
Title: Re: Justified Classes v1c
Post by: FTX6004 on February 06, 2014, 06:50:17 AM
So i found there was more stoneman frames that was in the wrong way and it was this.

(click to show/hide)
Title: Re: Justified Classes v1c
Post by: Emmanuelf06 on February 06, 2014, 02:53:48 PM
Hey guys, i host a Terminator server, but with CFG config, i found a way to list only the maps without pits/holes/lava and others things.

:: [BE] New York :: Justified Classes [v1c]-Terminator (maps for terminator)
108.61.83.66:15005

There is 1 packmap: IXpack

But im not sure about the cfg config

So ... justifiedclassterminator.cfg
to add a map, i put "addmap mm1dw1" by exemple, and to remove a map, i used "//addmap mm1gut" is it the good method ?...
http://static.best-ever.org/cfg/justifi ... inator.cfg (http://static.best-ever.org/cfg/justifiedclassterminator.cfg)
Title: Re: Justified Classes v1c
Post by: Shmeckie on February 06, 2014, 06:44:25 PM
Why would you do all that when you can just set which maps do and don't appear on rotation in the console?
Title: Re: Justified Classes v1c
Post by: Fyone on February 06, 2014, 07:45:42 PM
Quote from: "FTX6004"
So i found there was more stoneman frames that was in the wrong way and it was this.

(click to show/hide)
Alright, this will be fixed.
Title: Re: Justified Classes v1c
Post by: Gumballtoid on February 06, 2014, 08:20:19 PM
In delving further into it, Mars' Photon Missile, bullets and mines weren't fixed either (in the case of the Photon missile, the translations) and also some Terra stuff.

Also I'm curious how you came to decide copyweps were overpowered. With the exception of Protoman, I myself would argue they're a bit underpowered.
Title: Re: Justified Classes v1c
Post by: Fyone on February 06, 2014, 08:40:10 PM
Quote from: "Gumballtoid"
In delving further into it, Mars' Photon Missile, bullets and mines weren't fixed either (in the case of the Photon missile, the translations) and also some Terra stuff.
What exactly is wrong with these; I'm pretty sure I changed the colours to yours.
Also I'm curious how you came to decide copyweps were overpowered. With the exception of Protoman, I myself would argue they're a bit underpowered.
I didn't mean the classes Megaman, Protoman and Bass were OP I meant their weapons they obtain from the Robot Masters/Stardroids were OP.
Title: Re: Justified Classes v1c
Post by: Gumballtoid on February 06, 2014, 09:06:50 PM
The missiles are Mega Man's version. Translating them to Mars' colors (198 = 220, 215 = 229) would alleviate that.
The mines are red, which used to be on Mars but was since replaced with a more apt orange, while the bullets are that same orange with an outline. The sprites I sent would alleviate those two.
I gave Terra's alt and his teleport effects a touch-up, as well as an icon overhaul because quite frankly I don't know what the current one is supposed to be.

I feel like the weapons would be overpowered if you could just pick them up, but you have to actually work for them. Typically if you emerge from a fight victorious, with a shiny new weapon, you get picked off by another player, since you're too low on health to put up a fight. You don't even get to use your new weapon. By getting to keep your weapon for the rest of the round you're better off when your armor and mobility are sub-par compared to the rest of the competition.

At the same time I think it would be wise to outright remove the giant ammo capsules found in place of weapons. It just feeds the player further and is contributing to any feeling of being overpowered. Also the sliding/dashing ought to have a nerf in the rate of fire department. It might be canon, but it gives the copyweps unnecessary mobility and doesn't let slow classes have a remotely fair chance at nailing them. It's good in combat for evasion, but not for mobility. That's just too much.

I forgot to mention but Oil Man's colors hurt my eyes and still resemble an MS Paint job. I feel he ought to match the core's Oil Man.
Title: Re: Justified Classes v1c
Post by: Fyone on February 06, 2014, 09:38:01 PM
Quote from: "Gumballtoid"
The missiles are Mega Man's version. Translating them to Mars' colors (198 = 220, 215 = 229) would alleviate that.

The mines are red, which used to be on Mars but was since replaced with a more apt orange, while the bullets are that same orange with an outline. The sprites I sent would alleviate those two.
I gave Terra's alt and his teleport effects a touch-up, as well as an icon overhaul because quite frankly I don't know what the current one is supposed to be.

I feel like the weapons would be overpowered if you could just pick them up, but you have to actually work for them. Typically if you emerge from a fight victorious, with a shiny new weapon, you get picked off by another player, since you're too low on health to put up a fight. You don't even get to use your new weapon. By getting to keep your weapon for the rest of the round you're better off when your armor and mobility are sub-par compared to the rest of the competition.

At the same time I think it would be wise to outright remove the giant ammo capsules found in place of weapons. It just feeds the player further and is contributing to any feeling of being overpowered. Also the sliding/dashing ought to have a nerf in the rate of fire department. It might be canon, but it gives the copyweps unnecessary mobility and doesn't let slow classes have a remotely fair chance at nailing them. It's good in combat for evasion, but not for mobility. That's just too much.

I forgot to mention but Oil Man's colors hurt my eyes and still resemble an MS Paint job. I feel he ought to match the core's Oil Man.
Alright I fixed all the MMV aesthetic issues in the next version now thanks for all the help. I understand what you mean with the thing about being picked off by another player but at the moment the weapons are very overpowered they are all well stronger than the bosses' weapons which if I made it so that you keep your weapon when you die you would eventually be unstoppable with the damage output gain and variety of weapons to choose from (i.e. weaknesses etc.) We can remove the giant ammo capsules if you like but I simply can't nerf the rate of fire on the dashing and sliding because then personally they don't feel legitimate anymore. Also Oil Man's colours are also fixed next version.
Title: Re: Justified Classes v1c
Post by: Tengu on February 07, 2014, 01:59:10 AM
Why does Darkman3's HUD look like a pregnancy test?}


ALSO FIREMAN IS SO BROKEN OH MY GOD FUCKFUCKFUCK NERF TO THE GROUND THANK YOU : D
Title: Re: Justified Classes v1c
Post by: Emmanuelf06 on February 07, 2014, 05:37:45 AM
Fireman doesnt do so much damage LOL (actually, ballade does more).

What must be nerfed in fireman for you ?

EDIT: Well...the firestorm flame is really fast...with the big hitbox, it's easy to hit...?
Title: Re: Justified Classes v1c
Post by: Shmeckie on February 07, 2014, 06:16:49 AM
The big hitbox is a detriment as much as it is an advantage. Yes, it's easy to hit with. it's also easy to hit the ground or nearby obstacle and have it fizzle out before hitting anything. Especially if you're trying to get it to graze the ground and leave fires. And it may be fast, but he does have that startup period where the flame acts as a shield in front of him before firing. He's fine as is.
Title: Re: Justified Classes v1c
Post by: JaxOf7 on February 07, 2014, 10:27:08 PM
Quote from: "Shmeckie"
The big hitbox is a detriment as much as it is an advantage. Yes, it's easy to hit with. it's also easy to hit the ground or nearby obstacle and have it fizzle out before hitting anything.
Code: [Select]
actor FireStormO
{
...
Height 4
Radius 4
...
States
{
Spawn:
FRMT ABC 2 A_Explode(18,48,0)
FRMT ABC 2 A_Explode(19,48,0)
...
Actually, it's smaller than a mega buster shot and does damage through explosions.
Title: Re: Justified Classes v1c
Post by: Watzup7856 on February 07, 2014, 10:47:52 PM
I've updated my Classes taunt pack to be compatible with MMV classes

heres the topic: http://cutstuff.net/forum/viewtopic.php?f=30&t=5550
Title: Re: Justified Classes v1c
Post by: FTX6004 on February 08, 2014, 05:48:19 PM
So i found out a other thing again.
(click to show/hide)
Title: Re: Justified Classes v1c
Post by: Fyone on February 08, 2014, 06:59:57 PM
Quote from: "FTX6004"
So i found out a other thing again.
(click to show/hide)

Alright this is fixed.
Title: Re: Justified Classes v1c
Post by: FTX6004 on February 09, 2014, 01:10:41 AM
And i forgot to say when you throw the junk shield you can see sniper joe's shield.
Title: Re: Justified Classes v1c
Post by: Gumballtoid on February 09, 2014, 01:23:37 AM
Break Man can do a lot of damage, with quite a fast rate of fire and, as a buster, no penalty. That needs fixed.

Saturn ought to be locked in the direction he's facing when he absorbs, so as to avoid being invincible 90% of the time. Either that, or a greater ammo consumption.
Title: Re: Justified Classes v1c
Post by: Fyone on February 09, 2014, 01:50:07 AM
Quote from: "Gumballtoid"
Break Man can do a lot of damage, with quite a fast rate of fire and, as a buster, no penalty. That needs fixed.
The penalty is that he can't heal, I'll see if this is an issue nonetheless.
Saturn ought to be locked in the direction he's facing when he absorbs, so as to avoid being invincible 90% of the time. Either that, or a greater ammo consumption.
I'll greater the ammo consumption.
Thanks for these suggestions.
Title: Re: Justified Classes v1c
Post by: OtakuAlex on February 09, 2014, 03:54:03 AM
I agree that the Break Buster is extremely OP. Heck, the not being bale to heal isn't a much of a penalty since you destroy your opponents before they get to land a hit (unless they have a fast fire-rate since that makes it easier to get a hit on, but those are weaker than normal attacks and thus don't do much damage per hit) which is its main issue. I suggest either lowering the fire rate.
Title: Re: Justified Classes v1c
Post by: Shmeckie on February 09, 2014, 04:45:48 AM
Doesn't Break Man have the same light armor class as Proto Man? Because as it stands he seems more like a glass cannon, and I haven't had too much trouble against him, myself.
Title: Re: Justified Classes v1c
Post by: !o! woohoo on February 09, 2014, 03:56:21 PM
Actually when Protoman upgrades he gets double armour and can't pickup health. I could make it so that he gets a cool down every two shots like in MM3 to nerf him.
Title: Re: Justified Classes v1c
Post by: ZeStopper on February 09, 2014, 10:08:37 PM
This might be unrelated,

but would you mind uploading all the MMV Classes' skins into a pack for single player use.

The're pretty sick.
Title: Re: Justified Classes v1c
Post by: Fyone on February 11, 2014, 07:15:57 PM
Personally I'd be all for it, but Chimeraman being the one who made the skins forbids it, sorry.
Title: Re: Justified Classes v1c
Post by: FTX6004 on February 11, 2014, 07:37:51 PM
Theres a Neptune skin Made by Chimeraman but edit by me on my skin thread.
Title: Re: Justified Classes v1c
Post by: Emmanuelf06 on February 16, 2014, 11:42:41 AM
Stardust helped me to find a way to use the Config file for the servers. Now, you have random map rotation (IDM01, MM2WOO, CSCM04 etc.....when a map is over.) and you CAN votemap (map of an other packmap by exemple).
Also, i did the same for terminator, but i removed the maps with holes/pits, i added just IX packmaps for some maps without pits/holes. It works!

Now you can enjoy with some packmaps and randommap rotation without the old problems....


Here are the servers:
:: [BE] New York :: Justified Classes v1c TDM:
108.61.83.66:15106

:: [BE] New York :: Justified Classes v1c Terminator:
108.61.83.66:15121

:: [BE] New York :: Justified Classes v1c TLMS
108.61.83.66:15049

If there is some problems (like maps with holes I didnt noticed in terminator), tell me... (:
Title: Re: Justified Classes v1c
Post by: Clayton on March 18, 2014, 01:06:23 AM
These are some screenshots of the mm8 classes. There will be some other newcomers but we'll keep them secret.

Tengu Man:

(click to show/hide)

Frost Man:

(click to show/hide)

Clown Man:

(click to show/hide)

Grenade Man:

(click to show/hide)

Astro Man:

(click to show/hide)

Sword Man:

(click to show/hide)

Search Man:

(click to show/hide)

Aqua Man:

(click to show/hide)

Duo:

(click to show/hide)
Title: Re: Justified Classes v1c
Post by: -FiniteZero- on March 18, 2014, 01:20:53 AM
Looking pretty sweet, if I say so myself.
Title: Re: Justified Classes v1c
Post by: OtakuAlex on March 18, 2014, 01:22:13 AM
I legit forgot this was a thing. Welp, can't wait to see what you guys do with Sword Man. (mostly due to him using my favorite melee)
Title: Re: Justified Classes v1c
Post by: Beed28 on March 18, 2014, 01:42:41 AM
For Magnet Man, it would help if I didn't have to keep clicking the mouse button each time I fire a volley of three Magnet Missiles. Would it be possible to do something like with Metal Man with his volley of three Metal Blades?

Also, some bot weapons don't match up with their player versions (notably Snake Man's primary and Hard Man's alt). Can this be fixed?
Title: Re: Justified Classes v1c
Post by: Fyone on March 18, 2014, 01:52:37 AM
We did this with only Magnetman because it was a way to nerf him so that you couldn't just spam them mindlessly. Also as the first post states, the bots aren't finished sadly.
Title: Re: Justified Classes v1c
Post by: Darkpaladin109 on March 18, 2014, 02:37:36 PM
Interesting. Can't wait to see what you guys do with Duo, at the very least.
Title: Re: Justified Classes v1c
Post by: Beed28 on March 18, 2014, 02:50:39 PM
Another gripe I have with the mod; does every class have to have the +WEAPON.NOAUTOAIM flag? It feels pretty arbitrary, especially since it's on Mega Man's, Proto Man's, and Bass' default busters but not on the copy weapons themselves.

I'd say remove the +WEAPON.NOAUTOAIM flag from most of the classes but leave it on others where it's best, such as classes that throw projectiles in an arc (such as Guts Man) and classes who shoot/throw projectiles in a "vertical spray" (such as Flash Man and Shadow Man).
Title: Re: Justified Classes v1c
Post by: Fyone on March 18, 2014, 03:27:34 PM
Sure, this mod was originally based off of KY's classes and since we don't use autoaim we never noticed that the base weapon that every class inherits has +WEAPON.NOAUTOAIM.
Title: Re: Justified Classes v2a
Post by: !o! woohoo on March 19, 2014, 10:40:43 PM
Looks like we are taking a journey to the west!

Download v2a here (http://download1348.mediafire.com/gsl3pnw3n6ng/ot42ky322e73juz/JustifiedClasses-v2a.pk3)

No changelog, but a lot of the classes that didn't have altfires now have altfires for example Snakeman. Most of the new altfires are very similar to the old KY ones. A lot of the classes had small touch-ups to balance as well.
Title: Re: Justified Classes v2a
Post by: Beed28 on March 19, 2014, 11:10:24 PM
So is there a reason why Centaur Man can suddenly now use Blizzard Attack?
Title: Re: Justified Classes v2a
Post by: Fyone on March 19, 2014, 11:12:26 PM
If you mean the bots, they are still not fixed.
Title: Re: Justified Classes v2a
Post by: Gumballtoid on March 19, 2014, 11:20:37 PM
I'll bust this out later and give it a go, but it's worth noting that people will be a lot more inclined to play a new version if they know what makes it different from the old one.

In other words, changelogs are much appreciated.
Title: Re: Justified Classes v2a
Post by: Shmeckie on March 20, 2014, 12:11:03 AM
We wanted to get this out shortly after it was ready, so the changelog is late, but here it is!

(click to show/hide)
Title: Re: Justified Classes v2a
Post by: -FiniteZero- on March 20, 2014, 12:24:01 AM
I'll get to an update on which bots do and do not work either tonight or tomorrow.
Title: Re: Justified Classes v2a
Post by: coolcat7022 on March 20, 2014, 12:52:42 AM
Quote from: "Beed28"
So is there a reason why Centaur Man can suddenly now use Blizzard Attack?
A GRAVE ERROR!
Title: Re: Justified Classes v2a
Post by: Tfp BreakDown on March 20, 2014, 03:24:18 AM
So Duo can break maps now apparently, any chance you guys are gonna fix that? Also maybe change his bar bar color from Napalm Bomb colors to Duo Fist colors?
Title: Re: Justified Classes v2a
Post by: OtakuAlex on March 20, 2014, 04:12:42 AM
I feel like this mod needs some balancing.(not a lot, though) Mind if I voice my opinion? If you do want to hear, open up ze spoiler. I'll just list like 2 examples since I can only think of two and am sleepy.

(click to show/hide)
Title: Re: Justified Classes v2a
Post by: Russel on March 20, 2014, 04:54:15 AM
Can I bring one complaint to the table here, even though I have several that'll simply get ignored anyway?

Can you people just give this mod some consistency?

There are flying classes throughout this mod that use a double jump for their flight activation...meanwhile Tenguman uses an item to do this. While it makes sense that it was changed to an item because of how it functions, it still might leave certain players confused as to how to use the class. I would recommend either changing flight on classes like Shademan or Jupiter to introduce more consistency and hopefully make these classes less ambiguous to use, or give Tenguman the same mechanic that Shademan and Jupiter recieved. Ideally, all these classes should operate similarly in how their mechanics function and it honestly pains me to see this level of inconsistency anywhere.

This critique is getting completely ignore like every other instance of criticism that has grazed this mod.
Title: Re: Justified Classes v2a
Post by: Shmeckie on March 20, 2014, 05:25:48 AM
Quote from: "OtakuAlex"
I feel like this mod needs some balancing.(not a lot, though) Mind if I voice my opinion? If you do want to hear, open up ze spoiler. I'll just list like 2 examples since I can only think of two and am sleepy.

(click to show/hide)

Oddly enough, people in a room earlier today were complaining that Sword Man felt OP and was going around wrecking everyone. As for Quick Man, concept aside his mainfire moves much slower than copywep Quick Boomerang and is relatively weak (and does more damage treating it like a shotgun and firing it in people's faces anyway).

Quote from: "Lego"
Can I bring one complaint to the table here, even though I have several that'll simply get ignored anyway?

Can you people just give this mod some consistency?

There are flying classes throughout this mod that use a double jump for their flight activation...meanwhile Tenguman uses an item to do this. While it makes sense that it was changed to an item because of how it functions, it still might leave certain players confused as to how to use the class. I would recommend either changing flight on classes like Shademan or Jupiter to introduce more consistency and hopefully make these classes less ambiguous to use, or give Tenguman the same mechanic that Shademan and Jupiter recieved. Ideally, all these classes should operate similarly in how their mechanics function and it honestly pains me to see this level of inconsistency anywhere.

This critique is getting completely ignore like every other instance of criticism that has grazed this mod.

Bitter tone aside, there's obvious reasons for these differences. Shade and Jupiter's flight act like extra floating jumps (you get 5 "jumps" each, and they only propel you upward before floating you down slowly). Tengu Man's flight is completely unique; he strongly bobs up and down, and his flight is part of a two-part attack; you can either press item again for the Tengu Dive, or let the ammo run out and drop.

You may be thinking "flight is flight", but that isn't the case. The flight modes of these classes are very different, and considering multiple classes use various different double jump mechanics, I'm not seeing an issue here. Total free flight is kept to item use (Tengu and Cloud, for example), while other characters fly using boosted multi-jumps, because the very physics of their flight is different (Shade's wings and Jupiter's rocket pack). While your last statement is sadly an abrasive trap (essentially we have to do things your way or we're proving your point), many points of criticism have been taken into account (various "boring" classes have been touched up, the issue of overall low damage outputs has been addressed, and many balance changes have been made due to user input. Fyone has responded to people's inputs with "sure, we'll do that" countless times).

Quote from: "Tfp BreakDown"
So Duo can break maps now apparently, any chance you guys are gonna fix that? Also maybe change his bar bar color from Napalm Bomb colors to Duo Fist colors?

Duo's being fixed. Alt will be totally overhauled.
Title: Re: Justified Classes v2a
Post by: Emmanuelf06 on March 20, 2014, 05:51:09 AM
Quote from: "coolcat7022"
Quote from: "Beed28"
So is there a reason why Centaur Man can suddenly now use Blizzard Attack?
A GRAVE ERROR!

Quote from: "Fyone"
If you mean the bots, they are still not fixed.

.......... -___-

@Lego: They listen all the comments and try to make this mode the coolest and more canon possible! But they keep the philosphy of this style of gameplay (no cheapness or running tactic). They changed a lot of things since the start  :cool:
Title: Re: Justified Classes v2a
Post by: Korby on March 20, 2014, 06:05:33 AM
Stonefunk, your logic is flawed simply because they added a gear attack to Metalman this version.
Title: Re: Justified Classes v2a
Post by: Emmanuelf06 on March 20, 2014, 06:09:14 AM
If you have a better idea for Metalman.....i can listen it!  :)
But it's not totaly canon as they said, it's like 85-90% at least!
Title: Re: Justified Classes v2a
Post by: Darkpaladin109 on March 20, 2014, 11:24:43 AM
Oh hey, there's an update.
Can't wait to try it out once I get home. :D
Title: Re: Justified Classes v2a
Post by: FTX6004 on March 20, 2014, 01:21:38 PM
Flameman's alt dosent make the oil burn.
When you use Swordman's alt then spect his legs will still be ingame.
Title: Re: Justified Classes v2a
Post by: Shmeckie on March 20, 2014, 03:17:58 PM
Quote from: "FTX6004"
Flameman's alt dosent make the oil burn.
When you use Swordman's alt then spect his legs will still be ingame.

Sword Man's alt is also getting an overhaul. I'll let the team know about Flame Man's alt.

Quote from: "Korby"
Stonefunk, your logic is flawed simply because they added a gear attack to Metalman this version.

Obviously the mod is going to have to step outside of canon for characters that only ever used one attack, but we're still trying to keep it within the realm of plausibility, and usually related to something that is canon (i.e. Metal Man's gear being a reference to an enemy in his stage).

After all, he did say more canon, not absolutely canon. :p

But we're always up for suggestions on alts for these characters if anyone has anything better that fits the criteria (something they did, something plausible for their weapon, or related to a stage enemy).
Title: Re: Justified Classes v2a
Post by: Isaac940 on March 20, 2014, 05:57:22 PM
Quote from: "Shmeckie"
Shade and Jupiter's flight act like extra floating jumps (you get 5 "jumps" each, and they only propel you upward before floating you down slowly).
Unless that's a change you have for a future version (which sounds horrible if it is) or something breaks/changes online Jupiter and Shade actually have free flight using the fly up and down keys when using the double jump flight.

Anyways, while checking these out offline I noticed a few things;
-Jupiter and Shade's flight mechanics will end early if they hit their head against a ceiling, which is kind of annoying.
-Needle can move if he gets hit during the screwdriver before it comes back to him (think what would happen to early YD/Jax toadman)
-Mega Water S's alt before using the item appears to do nothing to enemies, unless I'm missing something.
Title: Re: Justified Classes v2a
Post by: Fyone on March 20, 2014, 06:23:56 PM
Jupiter and Shademan are coded so that when they touch the ground they stop flying (via the jump canceller code) so it probably has to do with that which I will look into. Needleman uses SetPlayerProperty(0,1,4) so that he is unable to change his angle, pitch, or anything to do with player input. SetPlayerProperty(0,1,4) works so that if he gets hit during it, the player will be able to give player input again. YD/Jax toadman use SetPlayerProperty(0,1,0) which only stops movement but stops movement even when hit so it's not the same case. I don't think this is an issue but if it seems to break gameplay some how I'll find another method. Mega Water S's alt without using the item only pushes (akin to Wily Wars). Thanks for the feedback.
Title: Re: Justified Classes v2a
Post by: Shmeckie on March 20, 2014, 08:17:21 PM
Quote from: "Isaac940"
Quote from: "Shmeckie"
Shade and Jupiter's flight act like extra floating jumps (you get 5 "jumps" each, and they only propel you upward before floating you down slowly).
Unless that's a change you have for a future version (which sounds horrible if it is) or something breaks/changes online Jupiter and Shade actually have free flight using the fly up and down keys when using the double jump flight.

To a degree, but they'll still rise from the initial boost and slowly fall down afterward.

Jupiter might be getting a free flight item (since he's constantly flying in MMV), but we're not sure.
Title: Re: Justified Classes v2a
Post by: Russel on March 20, 2014, 08:20:56 PM
If you would pardon my bitterness, Shmeckie; with all due respect, some of the developers of this mod brushed off most of the criticisms given to them because of how they felt the mod should have been handled and outright refusing to accept any form of criticism as legitimate.

That aside...the reason I addressed the flying classes is because the inconsistency is a tad head-scratching and honestly left me confused as to why they weren't handled the same way. Not to criticize your explanation of the different flight mechanics, but the flying classes I mentioned do not use a set of mini jumps, but instead use their jet pack or flapping sound depending on the case to help time how long the flight lasts. Without that there, the class would be much harder to manipulate in terms of how the flight mechanic works. My suggestion was to help add consistency to these classes, regardless of how the final product handles, with understanding of how Tenguman's flight is meant to prime for a combo [which is...sort unweildly in combat, but Tenguman in the other Classes mod has a similar problem.] The difference in flight usage is more important than how they fly once airborne, which is why I said the item on Tenguman was fine, I merely wanted these classes to be consistent in how their flight was activated. [Please don't actually do this--on reflection, it was a horrible idea to suggest it because of the way the flight works on Shade and Jupiter...it's more of a means of transport rather than offense as with the case of Tengu.]

Now...may I place another can of worms? Why on earth do the Genesis Unit all have...with an honest lack of a better term...bad sprites? I'm well aware the sprites were available only in 16 bit, but it isn't hard to Google an NES palette and reduce the color count to four. I haven't even begun talking about how bad some of these rotations are.
I'll be honest - I hate using words like good or bad in criticisms because it immediately changes my argument from subjective and makes it sound objective and basically pointless to look at. In this case however, these sprites are just damn lazily done. There isn't any disputing that...especially on Mega Water S' stuff; we're talking about worse than my first weapons pack bad and they desperately need to be redone...at least redo Mega Water S' harpoon. The sprite may as well no even be there right now because it current indicates nothing.

Before you respond, please excuse the negative tone - once again, I guess I have some sort of grudge against woohoo [see: first few pages] or I like writing in this tone because it makes me feel like I know what I'm talking about...regardless of the reason, the tone is there and isn't specifically attacking anyone or anything in the mod.

Also about the jump canceler...it's horribly bugged and still hasn't been totally fixed for v4. The script checks to see if you are completely stopped in vertical space for a single tic, if so, it counts you as on the ground and stops all actions that should happen in the air and refreshes the ability to use double and multi jumps. In a mod I worked on in January [but postponed 'til v4] I found if the check time was increased to require two tics of constant 0 z-axis momentum, the check works perfectly with no bugs whatsoever.
Title: Re: Justified Classes v2a
Post by: Shmeckie on March 20, 2014, 09:29:29 PM
That's actually pretty cool of you, Lego!

I'll be the first to admit some of our team can be standoffish. The rest of us are doing our part to reign that in, however (now that I'm on the team I'll be doing my damnest to communicate everything to and from the team in a professional manner), and overall we're just shooting to make this mod the best we can, and the most faithful representation of these characters in a FPS setting we can.

As for the Genesis colors, personally I'm fine with Buster Rod and Hyper Storm, but I do agree with you on Mega Water. His features are hard to make out because he comes off as a bit of a mess. While I personally don't have a major gripe with his harpoons, I see how they can be too small for some and could use some enlargement. That's up to the rest of the team, of course, but I see your point.

Also, I ask folks to keep in mind this mod has something of a mission statement; keep it as canon as possible. We're going to avoid totally fictional attacks (and to be honest, there's a couple alts here even I'm not happy with, but we're always open to better ideas), and prominent attacks the bosses actually used aren't going anywhere. For instance, if someone is demanding Sword Man lose his statue drop attack, of course we're going to disregard that. But if they have a gripe with it and a way to make it better that won't render it useless in some way, of course we'll take it into consideration.

Some members of the dev team totally took the wrong approach upon launch, but the team has expanded and public faces have been shuffled. I know there's some internet drama goings on between members of this mod's team and other folks. Me? I joined the team to help out with what I felt was the best damn mod for 8BDM, my attitude is to focus on the mod and the mod alone, and I hope that folks can see it the same way. This ain't about forum drama or who's mad at who, it's about making a kickass mod for Mega Man fans on and off the cutstuff boards. Anyone who's with me on that, your suggestions are welcome.
Title: Re: Justified Classes v2a
Post by: Magnet Dood on March 20, 2014, 09:45:44 PM
I just want to say that Magnet Man having low armor is ridiculous. I don't know if it's some personal grudge against the guy, but he has been given the short end of the stick way too many times:
-Missiles that barely home in on targets and don't deal great damage
-An alt that requires you to be close to targets and also isn't very reliable
-Lower Armor than normal

I know you guys hate Magnet Missiles, but for Pete's sake, the man's pretty darn bad. Make him normal armor, give him the ceiling thing, just do something for him.
Title: Re: Justified Classes v2a
Post by: Fyone on March 20, 2014, 10:07:20 PM
Quote from: "Magnet Dood"
I just want to say that Magnet Man having low armor is ridiculous. I don't know if it's some personal grudge against the guy, but he has been given the short end of the stick way too many times:
-Missiles that barely home in on targets and don't deal great damage
-An alt that requires you to be close to targets and also isn't very reliable
-Lower Armor than normal

I know you guys hate Magnet Missiles, but for Pete's sake, the man's pretty darn bad. Make him normal armor, give him the ceiling thing, just do something for him.
Personally I thought he may be close to OP and a few others thought so too. If others agree I'll give him a buff though. Also the ceiling thing I really liked and we'll probably add it in once we have made some sprites.
Title: Re: Justified Classes v2a
Post by: Emmanuelf06 on March 21, 2014, 05:09:23 AM
Quote from: "Fyone"
Quote from: "Magnet Dood"
I just want to say that Magnet Man having low armor is ridiculous. I don't know if it's some personal grudge against the guy, but he has been given the short end of the stick way too many times:
-Missiles that barely home in on targets and don't deal great damage
-An alt that requires you to be close to targets and also isn't very reliable
-Lower Armor than normal

I know you guys hate Magnet Missiles, but for Pete's sake, the man's pretty darn bad. Make him normal armor, give him the ceiling thing, just do something for him.
Personally I thought he may be close to OP and a few others thought so too. If others agree I'll give him a buff though. Also the ceiling thing I really liked and we'll probably add it in once we have made some sprites.

OP, specially in TLMS.... :/
Title: Re: Justified Classes v2a
Post by: Darkpaladin109 on March 21, 2014, 07:29:16 AM
Quote from: "Emmanuelf06"
Quote from: "Fyone"
Quote from: "Magnet Dood"
I just want to say that Magnet Man having low armor is ridiculous. I don't know if it's some personal grudge against the guy, but he has been given the short end of the stick way too many times:
-Missiles that barely home in on targets and don't deal great damage
-An alt that requires you to be close to targets and also isn't very reliable
-Lower Armor than normal

I know you guys hate Magnet Missiles, but for Pete's sake, the man's pretty darn bad. Make him normal armor, give him the ceiling thing, just do something for him.
Personally I thought he may be close to OP and a few others thought so too. If others agree I'll give him a buff though. Also the ceiling thing I really liked and we'll probably add it in once we have made some sprites.

OP, specially in TLMS.... :/
Yeah, Magnet Man really shines in TLMS.
On the new classes: I really like the genesis trio, Buster Rod being my favorite of the three. I haven't tried out all of the new classes, but Duo's alt breaks maps since you can get stuck over the edge of the maps with it.
That's about all I have to say.
Title: Re: Justified Classes v2a
Post by: !o! woohoo on March 21, 2014, 06:12:32 PM
No more duo trolling with this hautefix!

Download v2ah here! (http://static.best-ever.org/wads/justifiedclasses-v2ah.pk3)

Rough Changelog:
(click to show/hide)
Title: Re: Justified Classes v2ah
Post by: Beed28 on March 21, 2014, 06:36:01 PM
So how on earth can Pharaoh Man use Skull Barrier?

The bots all used their correct weapons in v1c, so I'm not sure how that got all messed up. :(
Title: Re: Justified Classes v2ah
Post by: Fyone on March 21, 2014, 06:37:59 PM
Sorry but when we added the Genesis Unit and MM8 the bot order messed up so the weapons are messed up for the bots. Next release with terminator fixes and other bugs we'll have the bots fixed as well.
Title: Re: Justified Classes v2ah
Post by: fortegigasgospel on March 21, 2014, 07:27:55 PM
Quote from: "Fyone"
Sorry but when we added the Genesis Unit and MM8 the bot order messed up so the weapons are messed up for the bots. Next release with terminator fixes and other bugs we'll have the bots fixed as well.
I honestly don't see how that happens, it is as easy as putting in there name for the class they use, that will tell them to use their own class and therefore their own weapons.
Title: Re: Justified Classes v2ah
Post by: Fyone on March 21, 2014, 07:45:35 PM
We coded bots using an ACS script so that we can manipulate them easier. (We want the bots to fight like they did from the Megaman games to an extent.)
Title: Re: Justified Classes v2ah
Post by: Darkpaladin109 on March 21, 2014, 07:52:59 PM
The download link for the newer version's down, at least for me.
Title: Re: Justified Classes v2ah
Post by: Shmeckie on March 21, 2014, 07:55:48 PM
Quote from: "Darkpaladin109"
The download link for the newer version's down, at least for me.

We're hotfixing the hotfix (I know, I had a chuckle too). We missed a couple things, and folks found a (pretty funny) glitch.
Title: Re: Justified Classes v2ah
Post by: fortegigasgospel on March 21, 2014, 08:16:41 PM
In case you guys wanna use it I edited CBMCTM into JUSTCTM, exact same map just has the MMV section opened up and the name swapped for you guys.
https://www.mediafire.com/?gdupj1mebk3irnb (https://www.mediafire.com/?gdupj1mebk3irnb)
Title: Re: Justified Classes v2ah
Post by: FTX6004 on March 21, 2014, 08:30:25 PM
Duo's alt frag text in the chat shows up Blizzardman's alt frag text instead.
BusterRodG's hud Changes colors a bit when you use rod.
Title: Re: Justified Classes v2ah
Post by: Fyone on March 21, 2014, 09:01:59 PM
We are gonna revamp Duo's altfire again so don't worry about that. As for the Buster Rod G issue I'll look into it and fix it either next release (bugfix) or next version (more classes).
Title: Re: Justified Classes v2ah
Post by: Knux on March 21, 2014, 11:02:00 PM
I haven't played the latest version, but let me express my appreciation for the complete and utter sexiness that is Tomahawk Man's HUD. I thought it was pretty well done. In fact, here it is. Hot damn.

(http://i.imgur.com/RiO5NUE.png)
Title: Re: Justified Classes v2ah
Post by: Russel on March 22, 2014, 02:27:33 AM
Quote from: "Fyone"
(We want the bots to fight like they did from the Megaman games to an extent.)

I understand your reasoning behind this...but they are kind of disastrous to fight. [See: Megaman 3 bots] You see, when you give a bot with precoded AI and then force recoded AI on top of that, things go downhill quick and makes the bot nearly impossible to fight. You should probably think in terms of how the Robot Master would fight in a 3D environment before you make them jump around like frogs, regardless of how much I like the detail of them fighting like the NES games...it just doesn't work.

Also I wouldn't address each patch made as a "hotfix" but instead as a sub-version. If you're going to patch a large amount of changes without adding classes, I would recommend releasing it as a subversion [ie. v2b, v2c, etc.]
Title: Re: Justified Classes v2ah
Post by: Fyone on March 22, 2014, 02:41:56 AM
Quote from: "Lego"
Quote from: "Fyone"
(We want the bots to fight like they did from the Megaman games to an extent.)

I understand your reasoning behind this...but they are kind of disastrous to fight. [See: Megaman 3 bots] You see, when you give a bot with precoded AI and then force recoded AI on top of that, things go downhill quick and makes the bot nearly impossible to fight. You should probably think in terms of how the Robot Master would fight in a 3D environment before you make them jump around like frogs, regardless of how much I like the detail of them fighting like the NES games...it just doesn't work.

Also I wouldn't address each patch made as a "hotfix" but instead as a sub-version. If you're going to patch a large amount of changes without adding classes, I would recommend releasing it as a subversion [ie. v2b, v2c, etc.]
The AI of the bots are still not completely sound yet, I still have to polish them; which is why I stated that the bots are not finished. Also we called it a hotfix due to the fact that we released it two days after the original release due to game-breaking bugs.
Title: Re: Justified Classes v2ah
Post by: Magnet Dood on March 22, 2014, 03:03:18 AM
An odd thing happens sometimes when you kill players in that a ghost of their player classes' skin is left behind for a while. It happened a lot with me playing as Magnet Man, though I also saw it happen to Astro Man and Bass.

Here's a picture. Notice how there is no player name on the bottom or an ally tag above Magnet Man's head (I was on Wily's team):

(click to show/hide)

The Astro Man is also a ghost just so you know
EDIT: Also I think you guys messed up the back sprites for Magnet Man's pull attack- they seem to switch between his Magnet Missile fire frame and one of the Magnet Pull ones.
Title: Re: Justified Classes v2ah
Post by: ice on March 22, 2014, 07:59:13 PM
there needs to be something added to quint that makes him fall faster if he's in the air too long scince he flies under water
Title: Re: Justified Classes v2ah
Post by: Fyone on March 22, 2014, 10:16:30 PM
Quote from: "Magnet Dood"
An odd thing happens sometimes when you kill players in that a ghost of their player classes' skin is left behind for a while. It happened a lot with me playing as Magnet Man, though I also saw it happen to Astro Man and Bass.

Here's a picture. Notice how there is no player name on the bottom or an ally tag above Magnet Man's head (I was on Wily's team):

(click to show/hide)

The Astro Man is also a ghost just so you know
EDIT: Also I think you guys messed up the back sprites for Magnet Man's pull attack- they seem to switch between his Magnet Missile fire frame and one of the Magnet Pull ones.
I believe the 'ghost' player glitch is fixed in the next release hopefully. As for Magnet Man's pull attack, if you mean in chasecam it does this I'd say never trust chasecam otherwise I'll check to see if it occurs on the outside.
Quote from: "ice"
there needs to be something added to quint that makes him fall faster if he's in the air too long scince he flies under water
We'll make it so that it checks whether he's underwater and then make him drop faster.
Title: Re: Justified Classes v2ah
Post by: CutmanMike on March 22, 2014, 11:32:00 PM
Really liking this version of classes, the reworks to some of the old mechanics are nice. Still trying to wrap my head around what certain classes are actually doing though, is there documentation somewhere on what does what or is it just play and learn?
Title: Re: Justified Classes v2ah
Post by: coolcat7022 on March 22, 2014, 11:59:53 PM
Quote from: "CutmanMike"
Really liking this version of classes, the reworks to some of the old mechanics are nice. Still trying to wrap my head around what certain classes are actually doing though, is there documentation somewhere on what does what or is it just play and learn?
I think there's a huge spoiler thing in the first post that explains, though i may end up being wrong.
Title: Re: Justified Classes v2ah
Post by: Fyone on March 23, 2014, 12:15:44 AM
Yeah we made a 'how to play' document in the first post, though hasn't been updated since the first release. We'll update soon hopefully.
Title: Re: Justified Classes v2ah
Post by: Shmeckie on March 23, 2014, 02:46:34 AM
I'll be working on a more detailed rundown of the classes for the wiki in the coming days, so stay tuned!
Title: Re: Justified Classes v2ah
Post by: Beed28 on March 25, 2014, 01:24:41 AM
For Uranus, would it be possible to add a "slight bounce up and down" effect to players around him for a few seconds when he lands from a jump (but not a slight hop)? Preferably, it would use a method similar to Air Man's "blow players away" gimmick where it would affect even invulnerable players.

It would make him more faithful to Mega Man V, where his earthquakes actually made Mega Man bounce up and down somewhat.
Title: Re: Justified Classes v2ah
Post by: Fyone on March 25, 2014, 03:45:17 AM
I think it would be a lot of work for such a small thing and maybe become annoying so for now I'm gonna say we're not gonna add it.
Title: Re: Justified Classes v2ah
Post by: !o! woohoo on March 25, 2014, 07:32:41 PM
Well, we decided to swat some bugs away from Justified...

Download v2b here (http://static.best-ever.org/wads/justifiedclasses-v2b.pk3)

Rough Changelog:
(click to show/hide)
Title: Re: Justified Classes v2b
Post by: Beed28 on March 25, 2014, 07:44:25 PM
Bots following the MM3 classes are still not fixed... :mad:

If only I had the ability to fix it myself...
Title: Re: Justified Classes v2b
Post by: Fyone on March 25, 2014, 08:37:51 PM
They will be fixed in next release with Terminators.
Title: Re: Justified Classes v2b
Post by: -FiniteZero- on March 25, 2014, 09:00:13 PM
Oh sweet!

That's good to hear.
Title: Re: Justified Classes v2b
Post by: Shmeckie on March 26, 2014, 01:41:41 AM
Before anyone comes in to report them; we're aware of the glitches, and the crashing. We're working to fix it.
Title: Re: Justified Classes v2b
Post by: OtakuAlex on March 26, 2014, 02:54:47 AM
Justified Classes confirmed for bug prone.

On a more serious note, I hope these bugs get fixed if they're so serious that they crash the game, witch apparently they are.
Title: Re: Justified Classes v2b
Post by: Shmeckie on March 26, 2014, 03:00:17 AM
Fingers crossed it'll be fixed by tomorrow. And hopefully said fix will also fix the issue with weaknesses there are right now.

But yeah, considering all the experimenting with doing attacks that are outside the box this mod has, it inevitably ends up netting you a few bugs...
Title: Re: Justified Classes v2b
Post by: !o! woohoo on March 26, 2014, 06:27:52 PM
This time, we used chopsticks to kill teh bugs!

Download v2bh here! (http://static.best-ever.org/wads/justifiedclasses-v2bh.pk3)

Rough Changelog
(click to show/hide)
Title: Re: Justified Classes v2bh
Post by: fortegigasgospel on March 27, 2014, 03:44:42 AM
In CTF, when someone playing Grenade Man grabs the flag and changed to Alien, they can dash one more time, at any given time. But only once.
Title: Re: Justified Classes v2bh
Post by: Beed28 on March 27, 2014, 01:24:56 PM
I'm getting crashes in this version. It happens on Magnet Man's stage, with me being Search Man, and my opponents being Proto Man, Magnet Man, Hard Man, and Spark Man.
Title: Re: Justified Classes v2bh
Post by: !o! woohoo on March 27, 2014, 01:57:22 PM
Quote from: "fortegigasgospel"
In CTF, when someone playing Grenade Man grabs the flag and changed to Alien, they can dash one more time, at any given time. But only once.

This will be fixed next version

Quote from: "Beed28"
I'm getting crashes in this version. It happens on Magnet Man's stage, with me being Search Man, and my opponents being Proto Man, Magnet Man, Hard Man, and Spark Man.

I don't know the problem or how to fix it, it might just be the broken bots. I will try playing with the exact set up that you have and I will see if it crashes for me.
Title: Re: Justified Classes v2bh
Post by: Skysplitter on March 27, 2014, 05:11:22 PM
there still is quite a bit of unbalanced stuff in this
Title: Re: Justified Classes v2bh
Post by: !o! woohoo on March 27, 2014, 05:12:20 PM
Quote from: "Pikachu"
there still is quite a bit of unbalanced stuff in this

Could you give me a list of things that should get a nerf and a buff?
Title: Re: Justified Classes v2bh
Post by: Hallan Parva on March 27, 2014, 06:26:32 PM
hi this is my first post about Justy Classes on the forum I hope to make many good friends here :ugeek:


Sometimes when trying to fake out opponents, I do a little "dash-dance" by moving around with my strafe keys but not coming out of the same general position. This involves alternating between inputs of Move Forward, Move Backward, Strafe Left, and Strafe Right to dance around a single spot on the map. Grenade Man's dashing script (at least I think it's a script?) only checks for Move Forward being pressed twice in rapid succession, so sometimes when I dash-dance as Grenade Man I'll inadvertently dash forward even though I pushed several other movement keys between the two times I pressed Move Forward. Can something be done about this?
Title: Re: Justified Classes v2bh
Post by: Fyone on March 27, 2014, 06:55:16 PM
I don't think I can fix this because if I made it so that when you press a different key it cancels out dashing, holding strafe while dashing would be impossible.
Title: Re: Justified Classes v2bh
Post by: Beed28 on March 27, 2014, 07:01:28 PM
Why does it keep crashing?! :mad:

At one point, I hit Magnet Man with Spark Man's large spark ball, and he vanished into thin air. Seconds later, he crashes the game as if to spite me!
Title: Re: Justified Classes v2bh
Post by: Fyone on March 27, 2014, 07:10:18 PM
Yeah, I found the problem. Had to do with the bots weaknesses which is now fixed.
Title: Re: Justified Classes v2bh
Post by: Tfp BreakDown on March 29, 2014, 12:14:16 AM
So, just playing dm2 and I found out his main fire can glitch to where it won't fire the shield shots. Is there any reason why this happens?
Title: Re: Justified Classes v2bh
Post by: Fyone on March 29, 2014, 02:48:07 AM
It could be because you hit a skybox, it should give you the shields back after awhile though.
Title: Re: Justified Classes v2bh
Post by: Tfp BreakDown on March 29, 2014, 02:55:56 AM
I also noticed that sometimes metal's alt would not launch the gear. It's kind of hard to explain it but sometimes the gear will launch and other times it will.
Title: Re: Justified Classes v2bh
Post by: Emmanuelf06 on March 29, 2014, 03:56:28 AM
Yeah, i think its maybe because i shoot it too quickly or looked at the "ground", but idk...its weird.
Title: Re: Justified Classes v2bh
Post by: Fyone on March 29, 2014, 10:57:06 AM
It could be because it spawned under a 3D floor, but I'm not exactly sure; never happens to me at least.
Title: Re: Justified Classes v2bh
Post by: Isaac940 on March 30, 2014, 03:23:25 AM
One odd thing I've noticed playing as Aqua is that rarely, opponents apparently somehow take control of my water columns. I don't know how or why but in the middle of a firefight I've been damaged and killed by them and the obituary shows that a non-Aqua class killed me with a water column. The most recent example I can remember is a Bright somehow commandeering it and killing me with it.
Title: Re: Justified Classes v2bh
Post by: OtakuAlex on March 30, 2014, 04:10:19 AM
Quote from: "Isaac940"
One odd thing I've noticed playing as Aqua is that rarely, opponents apparently somehow take control of my water columns. I don't know how or why but in the middle of a firefight I've been damaged and killed by them and the obituary shows that a non-Aqua class killed me with a water column. The most recent example I can remember is a Bright somehow commandeering it and killing me with it.


I don't know what you guys did since I haven't used the current version, but fix it as fast as possible.

Actually, I don't mean to be rude, but maybe you should actually take time to test things before you release them. I'll admit, I've made quite a few bugs in my own work, but that's because it's hard to find bugs with only one person testing. Here, you have a whole dev team to test their stuff, or you could invite some extra people if the testing isn't efficient enough at finding bugs.

And this doesn't only go with bugs, you also need to test balance. (also something I, myself, have messed up on, but I don't want to see my mistakes repeated by others anyways)
Title: Re: Justified Classes v2bh
Post by: Emmanuelf06 on March 30, 2014, 08:50:59 AM
Quote from: "OtakuAlex"
Quote from: "Isaac940"
One odd thing I've noticed playing as Aqua is that rarely, opponents apparently somehow take control of my water columns. I don't know how or why but in the middle of a firefight I've been damaged and killed by them and the obituary shows that a non-Aqua class killed me with a water column. The most recent example I can remember is a Bright somehow commandeering it and killing me with it.


I don't know what you guys did since I haven't used the current version, but fix it as fast as possible.

Actually, I don't mean to be rude, but maybe you should actually take time to test things before you release them. I'll admit, I've made quite a few bugs in my own work, but that's because it's hard to find bugs with only one person testing. Here, you have a whole dev team to test their stuff, or you could invite some extra people if the testing isn't efficient enough at finding bugs.

And this doesn't only go with bugs, you also need to test balance. (also something I, myself, have messed up on, but I don't want to see my mistakes repeated by others anyways)

Yeah, i agree... we need to be sure there will be minimum of bugs or no bugs before working on others things.....

Im a tester and i make servers but i dont know really how work the mechanism of MM8BDM/zandronum things.... : /
(i test just the balance then =x )

The mode is complex yeah, so be less fast for the release could be cleaner.
Title: Re: Justified Classes v2bh
Post by: Oliver on March 30, 2014, 08:51:23 AM
There's some missing things from Bass. If he use the Oil Slider (Bass version) His buster hand disappears and re-appears.
Title: Re: Justified Classes v2bh
Post by: Shmeckie on March 30, 2014, 09:51:25 AM
Quote from: "OtakuAlex"
Actually, I don't mean to be rude, but maybe you should actually take time to test things before you release them. I'll admit, I've made quite a few bugs in my own work, but that's because it's hard to find bugs with only one person testing. Here, you have a whole dev team to test their stuff, or you could invite some extra people if the testing isn't efficient enough at finding bugs.

And this doesn't only go with bugs, you also need to test balance. (also something I, myself, have messed up on, but I don't want to see my mistakes repeated by others anyways)

We do test it. We test it quite a bit (with the exception of v2b, that should not have gone live when it did). But, as I said before, this mod tries a lot of new things when it comes to attacks, sometimes with complex execution on our end that leads to unforseen glitches that don't even show up until well after release (case in point, the aforementioned water column glitch. The guys will fix it, but that's definitely a new one to me). Then you have stuff like Sword Man's ground alt that required extensive testing and tweaking to finally fix.

In other news, I've add a Justified Classes page (http://mm8bdm.wikia.com/wiki/Justified_Classes) to the 8BDM wiki. It's not complete yet, but it should hopefully be finished within the coming week. I bring it up because the page contains detailed run-downs of each class; their attacks, weaknesses (which aren't completely set as of v2bh, but will be fully implemented along with all the major adjustments that are coming with the next release, so I'm putting them up now), what they do, how they play, etc. Anyone looking to jump into Justified Classes should give it a look.
Title: Re: Justified Classes v2bh
Post by: Davregis on March 30, 2014, 05:19:53 PM
Dark Man 2 could use a slight speed buff; he as a concept needs to struggle a bit more to get in range and start pounding away due to
his armor. With his current speed, he has great difficulty going up close before getting damaged heavily.

I do prefer this DM2 greatly to the YD incarnation; feels more useful in general.
Title: Re: Justified Classes v2bh
Post by: Fyone on March 30, 2014, 06:04:21 PM
Darkman 2 will get a buff in general, so I wouldn't worry about him for now.
Title: Re: Justified Classes v2bh
Post by: -FiniteZero- on March 31, 2014, 08:28:43 PM
There's something weird about the coding of this.

I looked in the KEYCONF file, and moved the three new classes (the Genesis unit) to the end of the batch of classes, and after I did that, the bots worked fine.

However, for some reason, the colors of the bots were then off.

Looking at the weapons for the classes, I found that they didn't seem to include anything about changing the colors of the classes, so I assumed that it was all in WColors. However, since that's soley in ACS and not in an editable file, I won't be able to possibly move things around to make it all work.

So, the order that the classes are added changes what weapons the bots have and the colors of the classes.
Title: 2500 posts! Woo!
Post by: Beed28 on March 31, 2014, 09:07:51 PM
When can we expect the terminator update? I really want to play with bots using their correct weapons.
Title: Re: Justified Classes v2bh
Post by: Fyone on March 31, 2014, 09:35:15 PM
Quote from: "-FiniteZero-"
There's something weird about the coding of this.

I looked in the KEYCONF file, and moved the three new classes (the Genesis unit) to the end of the batch of classes, and after I did that, the bots worked fine.

However, for some reason, the colors of the bots were then off.

Looking at the weapons for the classes, I found that they didn't seem to include anything about changing the colors of the classes, so I assumed that it was all in WColors. However, since that's soley in ACS and not in an editable file, I won't be able to possibly move things around to make it all work.

So, the order that the classes are added changes what weapons the bots have and the colors of the classes.
Yes, this is how we coded it; it's all in ACS so we're fixing it for the next update.
Quote from: "Beed28"
When can we expect the terminator update? I really want to play with bots using their correct weapons.
Not sure, but I hope in a week or less.
Title: Re: Justified Classes v2bh
Post by: Shyster on April 05, 2014, 05:52:58 PM
I was playing Bass yesterday on the deathmatch server and noticed I wasn't able to copy any weapon from Dust Man, Gyro Man, or Astro Man. Astro Man I understand not giving anything, but it must be a glitch with Dust and Gyro.
Title: Re: Justified Classes v2bh
Post by: Fyone on April 05, 2014, 07:04:55 PM
Alright I fixed it as of now, thanks for looking out.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: !o! woohoo on April 11, 2014, 07:27:25 PM
There is a poll up about weaknesses and how we should change them because right now, they are very confusing. Make sure you vote because every vote counts!
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Knux on April 11, 2014, 08:23:34 PM
I voted for the second option, but I'd like it more if it limited weaknesses because some RMs would be weak to like a whopping six weapons or something. See Toad Man and every explosive.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 11, 2014, 08:32:27 PM
I think you may have misunderstood the options. The first option is all weaknesses from every game they appeared in so for example Toadman would be weak to Drill Bomb (Mega Man 4), Ring Boomerang / Napalm Bomb (Mega Man IV), Water Wave (Game Gear). The second option is ONLY the main weakness from the game they originated in, so Drill Bomb (Mega Man 4). And the last option entails all weaknesses from the game they originated from so Drill Bomb (Mega Man 4) again. None of the options are akin to the YD Classes method of weaknesses where the class is weak to all explosive weapons in this case since Toadman is weak to Drill Bomb. Sorry if there was a lack of description in the poll.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: TheDoc on April 11, 2014, 08:38:29 PM
So does the third option concern RMs like Flashman who was weak to blades AND bombs? There's very few RMs like that, so that option seems to be very similar to the second. Just trying to make sure I'm understanding this right.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Knux on April 11, 2014, 08:52:25 PM
So options 2 and 3 are the same? If so, this poll is bad. Really bad.

Forcing people to use a specific class to make extra damage seems like an awful way to go about it, IMO.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Stardust on April 11, 2014, 09:40:47 PM
I thought using special weapons against other RMs's weakness was like one of the main pillars of Megaman? .-.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: LlamaHombre on April 11, 2014, 09:51:17 PM
Quote from: "Knux"
So options 2 and 3 are the same? If so, this poll is bad. Really bad.

Forcing people to use a specific class to make extra damage seems like an awful way to go about it, IMO.

I imagine it'd be something like Wood Man where option 2 would just make him weak to Atomic Fire while option 3 would also give him weaknesses to Metal Blade and Air Shooter.

I personally think weaknesses affects balancing in unhealthy ways, but as far as I know that's just me.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 11, 2014, 09:54:26 PM
Quote from: "TheDoc"
So does the third option concern RMs like Flashman who was weak to blades AND bombs? There's very few RMs like that, so that option seems to be very similar to the second. Just trying to make sure I'm understanding this right.
You are exactly right, we only have those two options because a lot of people were arguing about RMs with 1 weakness would have an advantage so we decided to have both.
Quote from: "Knux"
So options 2 and 3 are the same? If so, this poll is bad. Really bad.

Forcing people to use a specific class to make extra damage seems like an awful way to go about it, IMO.
They are not the same, as stated above.
Quote from: "Stardust"
I thought using special weapons against other RMs's weakness was like one of the main pillars of Megaman? .-.
Using special weapons against other RMs' weakness WAS one of the main pillars of Megaman yes, which is why we're having this poll to see what people prefer.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 12, 2014, 12:56:58 AM
I'd like to point out we have methods in place to deal with characters having multiple weaknesses while some will only have 1 no matter what (right now we're kicking around the idea of Robot Masters with more weaknesses taking less damage from their weaknesses than classes that only have one). We've got the issue of balance under control. This poll is purely in regards to convenience for the player; will you be bothered by weaknesses from the GB and Arcade games being used?

Quote from: "Knux"
So options 2 and 3 are the same? If so, this poll is bad. Really bad.

Forcing people to use a specific class to make extra damage seems like an awful way to go about it, IMO.

No, Llamahombre put it pretty well what the difference between option 2 and 3 would be. Option 1 would give Dive Man a weakness to not only Skull Man, but also to Dust Crusher (Mega Man III), and Thunder Beam (The Power Fighters).
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: ice on April 12, 2014, 04:11:56 AM
I'd say just stick to no weaknesses, make it only skill based (although it wont keep people from switching to homing classes in wide areas and explosive ones in small ones)
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 12, 2014, 08:30:24 AM
...But then it wouldn't be very Mega Man, would it?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: !o! woohoo on April 12, 2014, 01:09:37 PM
I'm not going to vote for the poll, but I liked the second option the most because it is the most balanced weakness solution compared to the rest; it is also the most simplistic. Yes, the first option can also be balanced, but then we are going to have to make up some weaknesses for robot masters that were only in one game (MM8). The last option is the most canon, but it gives disadvantages to a lot of robots with lots of weaknesses. For example, Air man, who is weak to Metal Blade, Atomic Fire, and Air shooter.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Davregis on April 12, 2014, 01:18:07 PM
Quote from: "!o! woohoo"
I'm not going to vote for the poll, but I liked the second option the most because it is the most balanced weakness solution compared to the rest; it is also the most simplistic. Yes, the first option can also be balanced, but then we are going to have to make up some weaknesses for robot masters that were only in one game (MM8). The last option is the most canon, but it gives disadvantages to a lot of robots with lots of weaknesses. For example, Air man, who is weak to Metal Blade, Atomic Fire, and Air shooter.

I recall hearing from someone you were the main coder on this thing.

Also, doesn't making a poll then choosing regardless of votes kinda defeat the point
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: !o! woohoo on April 12, 2014, 01:32:30 PM
Quote from: "Davregis"
Quote from: "!o! woohoo"
I'm not going to vote for the poll, but I liked the second option the most because it is the most balanced weakness solution compared to the rest; it is also the most simplistic. Yes, the first option can also be balanced, but then we are going to have to make up some weaknesses for robot masters that were only in one game (MM8). The last option is the most canon, but it gives disadvantages to a lot of robots with lots of weaknesses. For example, Air man, who is weak to Metal Blade, Atomic Fire, and Air shooter.

I recall hearing from someone you were the main coder on this thing.

Also, doesn't making a poll then choosing regardless of votes kinda defeat the point

We don't really have a leader for Justified, when we make suggestions, we make sure everyone hears it that are on the team. For this topic, we had a big trouble trying to choose a decision. I'm just saying what I would vote for if I was in your position.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 12, 2014, 06:19:13 PM
Why not go the MM10 Weapon archive route and give each boss weaknesses to similar weapons they were originally weak too for bosses who only had 1 throughout the games? But limit it to only 3 max.
Like Dive being weak to Skull Barrier (MM4 & III), Thunder Beam (PF), and Dust Crusher (sub in 4 & III)
Elec be weak to Rolling Cutter (1 & I), Oil Slider (PU), and Power Stone (PF)
while a boss like Flash who only had 2 be Crash Bomber (2), Atomic Fire (I), and Flash Bomb as a weapon that works similar to Crash Bomb, or Metal Blade.
Knight Man might be weak to Yamato Spear (6), Needle Cannon (both have a pointed tip) and Hornet Chaser (the bees sting, thus a pointed tip again).

If you look at how weapons might hurt you it is easier to figure out other potential weaknesses.
Now you mentioned bosses from 8 well how about.
(click to show/hide)

I'm on a role so I'll get the other games out of the way too.
M&B
(click to show/hide)

MM9
(click to show/hide)

MM10
(click to show/hide)

Justifying can also mean you are using clues to justify things we don't know from the games, such as similar weapons being effective against certain bosses.
Enker's original weakness was the Mega Buster, even in MMV it was, but since 10 it is now said to be Ballade Cracker, but MMI didn't have a bomb weapon to use on Enker. Punk's weaknesses are to Salt Water and Mirror Buster, neither had similar weapons in MMIII.  And Ballade is weak to Power Stone and Screw Crusher between 2 games.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Promestein on April 12, 2014, 07:15:13 PM
Quote from: "fortegigasgospel"
Sheep is weak to Rebound Striker able to bounce into him, lets give him Gemini Laser as well. If Dos was in this I'd say Sonic Wave too as it is the only other weapon like this, but you guys can try to figure out another weapon then.
Noise Crush fits with what you were thinking of, but regardless.

Sheep is weak to Rebound Striker because it's made of rubber, and rubber does not conduct electricity most of the time. Other non-conductors include, well, basically anything that isn't metal or covered in water, and water itself is a terrible conductor unless it has impurities.
So, I'd suggest making Sheep weak against non-conductors. Rebound Striker, Power Stone, Super Arm, and Deep Digger come to mind. Or just bouncing weapons. Or just Rebound Striker if option 2 wins, which would avoid all of this headache, but alas, I voted for option 3.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 12, 2014, 07:44:03 PM
What you guys are suggesting is basically the YD Classes "guessing game" approach to weaknesses we want to avoid. Besides, several weaknesses apply for very specific reason to that Robot Master and weapon (for instance, Knight Man was weak to Yamato Spear not because it had a pointed tip, but because the Yamato Spear itself was the only weapon capable of piercing his shield).

We're trying to keep this as simple and canon as possible.

Also Ballade had three weaknesses: Screw Crusher (10), Power Stone (IV), and Bubble Bomb (V)
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Magnet Dood on April 12, 2014, 07:55:03 PM
how about you use

NO WEAKNESSES

(http://i.imgur.com/iSTduhe.gif)

No seriously if you're only gonna give 1-3 weaknesses for each class then you've just established pure and simple counter classing at its best

"Using Toad? Better use Drill"
"Oh shit now he's Dive I'm gonna Skull"
"Dust pls I'll just use Ring"
etc. etc. etc.

if a class has so few weaknesses then it's a no-brainer to use counter classing since you automatically know at least one weapon they're weak to (if you've got a good grasp on weapon charts)

I'd just eliminate weaknesses all together since if they're implemented in any of these ways it would essentially scream counter classing and you really don't need it in the mod anyway
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 12, 2014, 08:11:47 PM
Quote from: "Magnet Dood"
how about you use

NO WEAKNESSES

(http://i.imgur.com/iSTduhe.gif)

No seriously if you're only gonna give 1-3 weaknesses for each class then you've just established pure and simple counter classing at its best

"Using Toad? Better use Drill"
"Oh shit now he's Dive I'm gonna Skull"
"Dust pls I'll just use Ring"
etc. etc. etc.

if a class has so few weaknesses then it's a no-brainer to use counter classing since you automatically know at least one weapon they're weak to (if you've got a good grasp on weapon charts)

I'd just eliminate weaknesses all together since if they're implemented in any of these ways it would essentially scream counter classing and you really don't need it in the mod anyway
We'll add no weaknesses as an option in the poll, but your statement doesn't really make much sense since you're saying it'll be easier to counter class if there are few weaknesses for a class but in reality it's the contrary. The more weaknesses a class has the more chances you'll be able to counter class and the more options you'll have. If I'm reading right, you're saying you will automatically know at least one weapon a class is weak to if there are a few number of weaknesses but why wouldn't that be true with say 10 weaknesses for one class?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Stardust on April 12, 2014, 08:58:17 PM
No he said removing them all
Quote from: "Magnet Dood"
I'd just eliminate weaknesses all together since if they're implemented in any of these ways it would essentially scream counter classing and you really don't need it in the mod anyway

The issue is simple. Have weaknesses for canon but less fairness ; or not have them for less canon and more fairness. Canon or balance in that case can't be mixed together, so it should be up to the players' decision. Then I'd propose to keep it democratic. Personally I'd say no weaknesses at all. So, preserving the balance.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Russel on April 12, 2014, 09:11:07 PM
He said introducing the weaknesses would basically force players to want to play certain classes just because they counter another class. Hard counters are not fun; they don't balance well, and don't have counter play.

In my opinion, keeping the weaknesses as-is the best path this mod can take in terms of balance.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 12, 2014, 10:28:36 PM
Quote from: "Stardust"
No he said removing them all
Quote from: "Magnet Dood"
I'd just eliminate weaknesses all together since if they're implemented in any of these ways it would essentially scream counter classing and you really don't need it in the mod anyway

The issue is simple. Have weaknesses for canon but less fairness ; or not have them for less canon and more fairness. Canon or balance in that case can't be mixed together, so it should be up to the players' decision. Then I'd propose to keep it democratic. Personally I'd say no weaknesses at all. So, preserving the balance.
Where did I say that he did not say that? I don't get it?
Quote from: "Fyone"
We'll add no weaknesses as an option in the poll, but your statement doesn't really make much sense since you're saying it'll be easier to counter class if there are few weaknesses for a class but in reality it's the contrary. The more weaknesses a class has the more chances you'll be able to counter class and the more options you'll have. If I'm reading right, you're saying you will automatically know at least one weapon a class is weak to if there are a few number of weaknesses but why wouldn't that be true with say 10 weaknesses for one class?
Quote from: "Lego"
He said introducing the weaknesses would basically force players to want to play certain classes just because they counter another class. Hard counters are not fun; they don't balance well, and don't have counter play.
Can you further explain this because I still don't completely understand it, wouldn't less weaknesses make counter-classing harder to do since you only have one option to counter the class?
Quote from: "Lego"
In my opinion, keeping the weaknesses as-is the best path this mod can take in terms of balance.
Wouldn't that still include hard counters?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Russel on April 12, 2014, 10:30:11 PM
Doesn't the mod lack weaknesses at this point?
It was my impression that this was the case.

Also, the point of lacking weaknesses is to remove counter classing because it would allow players to play what they want and not what they  have to in order to stay viable.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 12, 2014, 10:32:53 PM
I see, no it never lacked weaknesses. It's just the system right now isn't very good so we wanted to see people's opinions on the subject, Woohoo will add another option on the poll for completely removing weaknesses whenever he can.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: !o! woohoo on April 12, 2014, 10:35:43 PM
I reset the poll with the new option, please re-vote!
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Promestein on April 12, 2014, 11:15:07 PM
Quote from: "Shmeckie"
What you guys are suggesting is basically the YD Classes "guessing game" approach to weaknesses we want to avoid. Besides, several weaknesses apply for very specific reason to that Robot Master and weapon (for instance, Knight Man was weak to Yamato Spear not because it had a pointed tip, but because the Yamato Spear itself was the only weapon capable of piercing his shield).
Oh, not at all, I was just adding onto the ideas brought up for Sheep Man. As you said yourself:
Quote
We're trying to keep this as simple and canon as possible.
I still think the third option is the best. It seems the most intuitive. With option 1, you'd end up with Wood Man being weak to Atomic Fire, Flame Sword, and Triple Blade. With option 2, it'd just be Atomic Fire. With option 3, it'd be Atomic Fire, Metal Blade, and Air Shooter.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 13, 2014, 03:53:25 AM
No weaknesses is a terrible idea, I think. First of all, it loses the feel of this being a Mega Man FPS. The whole franchise was designed around the rock paper scissors mechanic. If you're worried about hard counters, people can still do that anyway. Weather or not weaknesses are included just determines if, for example, someone desperate to kill a Frost Man player is going to pick Jupiter or Grenade Man to counter him. Counter picking's not going away if we choose no weaknesses.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Emmanuelf06 on April 13, 2014, 09:56:59 AM
i voted  "no weakness" because I think, it kills the balance of the gameplay, specially in a "face to face" /duel..... :/
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Tfp BreakDown on April 13, 2014, 01:01:45 PM
Here's a crazy left field idea, why not have some kind of server option where weaknesses are turned on or off, you know to please both crowds.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 13, 2014, 04:48:22 PM
Correct me if I'm wrong but you can't change weaknesses on the spot so we wouldn't be able to make a server command for it.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: TheDoc on April 13, 2014, 05:28:16 PM
Quote from: "Shmeckie"
No weaknesses is a terrible idea, I think. First of all, it loses the feel of this being a Mega Man FPS.
This^. How can this be a Megaman classes mod trying its damndest to be canon without weaknesses? Why would you choose no weaknesses in a Megaman mod at all, let alone one who's motto is CANON?

Also, all this talk about counter-classes breaking the mod makes no sense to me. Wasting your time going after one person by counter-classing them the entire game is not fun. At all. On top of that, you have other players that are going after you, too, so what about them? For example, if I'm going after a Toadman as Drillman (let's assume I'm playing as Drillman for the sole purpose of counter-classes) and I start getting attacked by an Elecman. I can either 1.) Ignore the Elecman and chase down the Toadman, getting blasted by Elecman the whole way, or 2.) Fight the Elecman with Drillman, defeating the purpose of me trying to use counter-classes in the first place! If you're in a deathmatch of 6 people, counter-classes isn't going to matter because there's more people you have to worry about than just the one you're pursuing.

EDIT:
Quote from: "Tfp Breakdown"
Here's a crazy left field idea, why not have some kind of server option where weaknesses are turned on or off, you know to please both crowds.
I'm all for this.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 13, 2014, 05:31:17 PM
My sentiments exactly.

Frankly I think it was a bad idea to add the 4th option to the poll, but that's just me...
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Russel on April 13, 2014, 05:37:09 PM
Quote from: "Fyone"
Correct me if I'm wrong but you can't change weaknesses on the spot so we wouldn't be able to make a server command for it.

In one regard, you are wrong.
Simply put, you could give players a power protections based on a custom cvar for the server, but would it be worth creating 3 different power protections per class?

Also let's be real here, name one instance where server hosts actually used custom cvars.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: TheDoc on April 13, 2014, 08:08:47 PM
Quote from: "Lego"
Simply put, you could give players a power protections based on a custom cvar for the server, but would it be worth creating 3 different power protections per class?

Also let's be real here, name one instance where server hosts actually used custom cvars.
First off, the number of weaknesses hasn't been decided, with 3 being the utmost maximum (and looking at the polls I don't think there's gonna be 3 per class).
Secondly, if the server doesn't use the custom cvar, how is that the devteam's problem? If the cvars aren't being used and you want them to be used, then make your own server! No one's stopping you.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 13, 2014, 08:47:50 PM
Doc has the best point in regards to the weaknesses. If the goal is to be as cannon as possible not having them would be uncannon. And this "counter class" thing? Just wait to see your tanky classes just stroll along taking hits like no tomorrow without dieing cause they have no weaknesses, I've seen someone in YD classes with hard man take down me and someone else, who were both gunning for him, and not using Magnet.
If you remove weaknesses for balance, why not truely balance everyone and give them all the same weapon, that is true skill based cause everyone is completely balanced with eachother. Oh wait, that is core.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Russel on April 13, 2014, 09:24:59 PM
Quote from: "TheDoc"
Quote from: "Lego"
Simply put, you could give players a power protections based on a custom cvar for the server, but would it be worth creating 3 different power protections per class?

Also let's be real here, name one instance where server hosts actually used custom cvars.
First off, the number of weaknesses hasn't been decided, with 3 being the utmost maximum (and looking at the polls I don't think there's gonna be 3 per class).
Secondly, if the server doesn't use the custom cvar, how is that the devteam's problem? If the cvars aren't being used and you want them to be used, then make your own server! No one's stopping you.

You clearly misunderstood what I meant. The number of power protections correlates to the number of poll options, not the number of weaknesses.

Because the number of weaknesses differs per option, I said three unique protections per class.

Also the size change in this post was highly unnecessary.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 13, 2014, 10:23:45 PM
Well in that case I guess we could add a server option for weaknesses if everyone wants it. Though it would take a long time to implement >_>...
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Knux on April 13, 2014, 11:04:11 PM
Actually, I don't think we need to worry about it not being Megaman enough without weaknesses. Everything else is there, and having no weaknesses will invite people to actually use other classes rather than sticking to something that has very few to not be stressing.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 13, 2014, 11:12:33 PM
Quote from: "Knux"
Actually, I don't think we need to worry about it not being Megaman enough without weaknesses. Everything else is there, and having no weaknesses will invite people to actually use other classes rather than sticking to something that has very few to not be stressing.
Thats why I suggested tossing in extra weaknesses so everyone only has 3 total. That way no one gets the short end of the stick with a bucket load of weaknesses while Ring is running around with only Pharaoh Shot good against him.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 14, 2014, 12:14:43 AM
Quote from: "Knux"
Actually, I don't think we need to worry about it not being Megaman enough without weaknesses.

Except the franchise literally revolves around the weakness chain.

I do like the "turn weaknesses on or off" idea. I'd definitely leave them on in my server, though, but giving that option to players is a good idea.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Knux on April 14, 2014, 12:35:58 AM
Buster only runs are a thing.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 14, 2014, 02:18:41 AM
Quote from: "Knux"
Buster only runs are a thing.
But the main focus of the franchise. Sure you can play it without using special weapons but it was made with the idea of using them in mind.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: ice on April 14, 2014, 02:27:00 AM
I always main buster rod and I go after frostman and hardman all the same, and weaknesses dont really seem to even be apparent, plus alot of classes have borderline one hit kills meaning really weaknesses are a moot point in the current version
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Emmanuelf06 on April 14, 2014, 08:28:14 AM
I think, if you follow the thing wood>elec>water>fire>wood and others (cut, earth)....you can make a lot of weakness...... :/
And the weakness are for megaman's weapons. Too much Weakness can kill the balance (again) :/
But megaman, bass, protoman, need to kill a robotmaster to get the weapon, it's hard for them (it depends of the skill of the player yeah...) so,i think, it's good if the weakness are only there to help only the weapons of megaman (and bass/proto).
As i said, with the weakness, you can break the game of some modes like "DUEL" justified classes.

If you want use some weakness, you can use the basic ones (NES)...to be "canon" with the weakness style...but is there an official game where the robotmaster beat each other with weakness? No...

EDIT: Or an other idea: Make some weakness ONLY if the weakness is between 2 robotmasters where one has a "technic" advantage against an other. Like Cutman vs Quickman, not a good exemple, but imagine, cutman can be surounded easily by quickman speed and shot or idk, so rolling cutter can be the weakness of Quickman....(well, it's a very bad exemple), but i try to say,
Is it possible to make weakness an other way to balance the skill/tactic in 1vs1 , but you need to keep the logic of the elements weakness...can be pretty hard to do?..

A Cutman who is the weakness of Woodman can be good, it's hard to fight Woodman with Cutman, right? And Cut> wood?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 14, 2014, 12:21:17 PM
There are so many bad ideas there I don't know where to start... Let's just keep this simple, canon, and not Pokemon.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 14, 2014, 05:20:23 PM
Quote from: "Emmanuelf06"
but is there an official game where the robotmaster beat each other with weakness? No...
It was called Megaman Powered Up, where if you played as a robot master you were still good against the boss their weapon beat and weak to the one that beat them.
Like Fire did better against Oil but took more damage from Ice. So, yea, it is cannon.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Emmanuelf06 on April 14, 2014, 09:43:57 PM
Quote from: "fortegigasgospel"
Quote from: "Emmanuelf06"
but is there an official game where the robotmaster beat each other with weakness? No...
It was called Megaman Powered Up, where if you played as a robot master you were still good against the boss their weapon beat and weak to the one that beat them.
Like Fire did better against Oil but took more damage from Ice. So, yea, it is cannon.

Oh, it's true! I forgot this one! So yeah! XD
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: ice on April 14, 2014, 11:59:34 PM
if we're going excessively canon, can we have gutman's epic shoulder charge of manliness from power & (Battle/Fighters?)?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 15, 2014, 07:05:21 PM
Power Fighters/Battle isn't part of the Canon Megaman series, it's a spin-off game.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Russel on April 15, 2014, 07:06:53 PM
Unrelated, but...

Why is there an option for it on the poll, then?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 15, 2014, 07:08:10 PM
The option is there to get more weaknesses in if people wanted it, we don't go completely to the canon series. In Gutsman's case he already has a viable moveset.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 15, 2014, 09:36:02 PM
Quote from: "Fyone"
Power Fighters/Battle isn't part of the Canon Megaman series, it's a spin-off game.
Actually they are considered part of cannon. Just as much as M&B is.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 15, 2014, 09:43:44 PM
Megaman & Bass is supposed to be a sequel to Megaman 8 as far as I'm concerned, where do you think Power fighters/battle would go then?
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 15, 2014, 10:22:30 PM
Both confirmed to after 8. But both made before 8. Fighters ending for Duo mentions how you find out who he is in 8.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Ceridran on April 15, 2014, 11:06:05 PM
I was going to post this weeks ago, but I forgot to do it.

Freezeman had this strange appeal, so I decided to go and play as him. (Most of the appeal came from his HUD. Man, I love that HUD.)
However, I found him a little lacking, and then I remembered something he did at the start of the battle.

(click to show/hide)
He is frozen, and then breaks out. His lack of altfire just tells me that to fill that spot, he could encase himself in ice temporarily.

I also feel like the charge attack is very lacking.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 15, 2014, 11:39:47 PM
Freeze Man excels in indoor stages. Firing his charged Freeze Cracker at the ceiling can turn a room into a death trap for entire crowds. Also his basic Freeze Cracker is decently strong.

Though I do think he could use a better charge attack for the ground than what he has, but that's just me.

Quote from: "fortegigasgospel"
Both confirmed to after 8. But both made before 8. Fighters ending for Duo mentions how you find out who he is in 8.

Not to mention Bass' ending tying into the reveal that Wily made Zero.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Fyone on April 16, 2014, 12:52:50 AM
We want to keep Justified Classes closer to the main Megaman games (MM1-10) Powered Up and Bass are an exception since they're in the core. But we are willing to take moves from other games like Power Fighters/Battle if the Robot Master doesn't have enough viable moves. Though you could argue that Power Fighters/Battle can be a part of the canon I'd rather keep it out only when necessary since they weren't the focal point for the Megaman series, they're just arcade games made to promote the main series.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: fortegigasgospel on April 16, 2014, 02:59:59 AM
Then Duo Fist shouldn't be a thing in this mod, cause he never used it outside of Power Fighters. He should only have his Slam attack and his Meteor smash. Which he could make due with I'm sure. You guys are un-neededly limiting yourself. *glares at Plant Man* SERIOUSLY, what is his alt for? I call it skipping through the flowers.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: Shmeckie on April 16, 2014, 03:08:13 AM
Quote from: "fortegigasgospel"
Then Duo Fist shouldn't be a thing in this mod, cause he never used it outside of Power Fighters.
Quote from: "Fyone"
But we are willing to take moves from other games like Power Fighters/Battle if the Robot Master doesn't have enough viable moves.
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: ice on April 16, 2014, 03:41:01 AM
Quote from: "fortegigasgospel"
*glares at Plant Man* SERIOUSLY, what is his alt for? I call it skipping through the flowers.
Wall kicking
Title: Re: Justified Classes v2bh - Weakness Poll
Post by: !o! woohoo on April 29, 2014, 06:05:41 PM
I got a bit richer over the past weeks.

Download V2c here! (http://static.best-ever.org/wads/JustifiedClasses-v2c.pk3)

Rough Changelog:
(click to show/hide)

Major things:

- Weaknesses can now be turned on and off (default is on; sv_allowweaknesses, sv_disallowweaknesses)
- Bots fixed and Botrush mode added
- Auto added

Also, make sure you check out my taunts pack which now has Genesis taunts! (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=6317&p=275118#p275118)
Title: Re: Justified Classes v2c
Post by: Ceridran on April 29, 2014, 06:29:56 PM
Download link isn't working. File got taken down?
Title: Re: Justified Classes v2c
Post by: Emmanuelf06 on April 29, 2014, 06:50:53 PM
BE has some troubles, it will be fixed soon. (:

EDIT: New link: http://static.best-ever.org/wads/justif ... es-v2c.pk3 (http://static.best-ever.org/wads/justifiedclasses-v2c.pk3)
Title: Re: Justified Classes v2c
Post by: -FiniteZero- on April 29, 2014, 07:20:52 PM
Oh hell yeah! I've been looking forward to this release!
Title: Re: Justified Classes v2c
Post by: Superjustinbros on April 29, 2014, 08:01:22 PM
The only thing I could comment on is the skin used for Hyper Storm H. It looks really messy compared to the one I've seen in Saxton Hale ++, which has the better looking of the two Hyper Storms IMO.
Title: Re: Justified Classes v2c
Post by: Fyone on April 29, 2014, 08:05:06 PM
We didn't use that one because of the size, we know that the skin needs some work but until we have a better one we're gonna use this one. This one is closer to his actual size if he was in the 8-bit Classic style anyways.
Title: Re: Justified Classes v2ch
Post by: Fyone on April 29, 2014, 08:38:34 PM
Due to bugs hotfix released (http://static.best-ever.org/wads/justifiedclasses-v2ch.pk3) >_>
Title: Re: Justified Classes v2ch
Post by: Tfp BreakDown on April 29, 2014, 08:44:46 PM
wow that was quick, what was fixed. also fantastic job on Botrush, pretty much the most fun with bots for once.
Title: Re: Justified Classes v2c
Post by: OtakuAlex on April 29, 2014, 09:13:18 PM
Quote from: "Fyone"
We didn't use that one because of the size, we know that the skin needs some work but until we have a better one we're gonna use this one. This one is closer to his actual size if he was in the 8-bit Classic style anyways.

Use the scale function in the actor to change sprite size.
Title: Re: Justified Classes v2c
Post by: Ceridran on April 29, 2014, 09:30:16 PM
Quote from: "OtakuAlex"
Quote from: "Fyone"
We didn't use that one because of the size, we know that the skin needs some work but until we have a better one we're gonna use this one. This one is closer to his actual size if he was in the 8-bit Classic style anyways.

Use the scale function in the actor to change sprite size.

Inconsistent pixels. Heard of it?

You really should never modify scale.
Title: Re: Justified Classes v2ch
Post by: TheDoc on April 29, 2014, 09:31:08 PM
Which weakness option was chosen? I looked at the 2 most recent pages but couldn't find it
Title: Re: Justified Classes v2ch
Post by: -FiniteZero- on April 29, 2014, 09:31:42 PM
The Duo bot doesn't seem to be able to use his charge shot like Protoman can.
Title: Re: Justified Classes v2ch
Post by: Shmeckie on April 29, 2014, 10:22:45 PM
Quote from: "TheDoc"
Which weakness option was chosen? I looked at the 2 most recent pages but couldn't find it

All weaknesses from the game they debuted in.
Title: Re: Justified Classes v2ch
Post by: Fyone on April 29, 2014, 10:24:03 PM
Quote from: "Tfp BreakDown"
wow that was quick, what was fixed. also fantastic job on Botrush, pretty much the most fun with bots for once.
Some weakness issues crashed servers and there were also some 'Hold' state issues we forgot to fix. I'm glad you like botrush!
Quote from: "-FiniteZero-"
The Duo bot doesn't seem to be able to use his charge shot like Protoman can.
We will fix this next version
Title: Re: Justified Classes v2ch
Post by: Beed28 on April 29, 2014, 11:00:29 PM
Speaking of botrush, when I played it with Search Man (it was before the hotfix, not sure if it's fixed now), I got to Dr. Wily... only for "him" to turn out to be Quint. I also recall at one point Bright Man appearing after a "strong robot" message that usually heralds one of the Darkmen, one of the hero classes, or one of the Mega Man Killers.

Speaking of which, QUINT IS NOT A MEGA MAN KILLER!! >:
Title: Re: Justified Classes v2ch
Post by: -FiniteZero- on April 29, 2014, 11:09:46 PM
For the sake of classes, he is.

Anywho, the problem is that the bot-exclusive classes (Sniper Joe, Alien, Wily, etc.) is that there aren't any bots programmed for those classes. The Botrush script is pretty much taken right out of KY classes, where they had those extra bots.
Title: Re: Justified Classes v2ch
Post by: Beed28 on April 29, 2014, 11:22:03 PM
I thought the botrush script source was removed, though?

Well, it might explain why it's so glitchy. Doesn't explain how he managed to get the Stardroids to appear in it, though. :?
Title: Re: Justified Classes v2ch
Post by: -FiniteZero- on April 29, 2014, 11:23:40 PM
I figure he simply added in the Stardroids and some additional boss musics but forgot to take out the bots that didn't work.
Title: Re: Justified Classes v2ch
Post by: Fyone on April 30, 2014, 12:49:27 AM
Quote from: "Beed28"
I thought the botrush script source was removed, though?

Well, it might explain why it's so glitchy. Doesn't explain how he managed to get the Stardroids to appear in it, though. :?
King Yamato gave us the Botrush script source. Also I forgot to say you have to have sv_allowbotclasses on.
Title: Re: Justified Classes v2ch
Post by: Beed28 on April 30, 2014, 12:55:27 AM
Would it be better if sv_allowbotclasses was forced on as you enter the map?
Title: Re: Justified Classes v2ch
Post by: Fyone on April 30, 2014, 12:58:55 AM
Alright we'll make it default next version. BTW sv_disallowbotclasses 1 to remove them.
Title: Re: Justified Classes v2ch
Post by: Beed28 on April 30, 2014, 11:53:18 PM
Alright, I played through the botrush again last night on the hotfix, making sure to type in sv_allowbotclasses at the console upon starting, but Wily still appeared as Quint. Breakman appeared as normal, though.
Title: Re: Justified Classes v2ch
Post by: Fyone on May 01, 2014, 12:05:28 AM
OK, I'll check out the problem and fix it for the next version.
Title: Re: Justified Classes v2ch
Post by: Tfp BreakDown on May 01, 2014, 02:01:59 AM
Some more notes on BotRush:

1:Venus's bot is broken similar to duo
2: The 7 masters appear hidden bots for some reason
3: Auto's bot appears as brightman for some reason
4:bright and break are cheap donkeys

again good job on this. Can't wait to see what is to come from this mod.
Title: Re: Justified Classes v2ch
Post by: Emmanuelf06 on May 01, 2014, 09:34:58 AM
I host a Terminator server with our special terminators ;)

:: [BE] New York :: Justified Classes v2CH Terminator
108.61.83.66:15070

I removed all the maps with pits/spikes/holes and others things like that....
Title: Re: Justified Classes v2ch
Post by: Fyone on May 01, 2014, 04:24:44 PM
Quote from: "Tfp BreakDown"
Some more notes on BotRush:

1:Venus's bot is broken similar to duo
2: The 7 masters appear hidden bots for some reason
3: Auto's bot appears as brightman for some reason
4:bright and break are cheap donkeys

again good job on this. Can't wait to see what is to come from this mod.

We'll try to fix all of this next version, I'm glad you like Botrush so far
Title: Re: Justified Classes v2ch
Post by: Hallan Parva on May 01, 2014, 05:03:38 PM
I was a borderline fan of Justified before, but I think I shat 7-Chain Garbage Blocks when I saw Burst Man drop his marbles from a charge shot. That change alone has me eagerly waiting for whatever else you guys manage to think of backporting from Mega Man canon, without bogging down the classes' ability to fight in 3D.


One thing bothers me a great deal, though. "Bot Classes"? Really? Why can't you just let players pick those classes, too?

That was one of the main things bringing KY Classes down, and I'd hate for the same to happen to you guys.
Title: Re: Justified Classes v2ch
Post by: Fyone on May 01, 2014, 07:46:55 PM
Bot only Classes are there because they can't really work or be fun to play as if they were a regular class that players could choose. (For example Alien only has a buster and can fly infinitely.) The only real class that could possibly be fun to play as would be Sniper Joe but we're hesitant in adding him due to him being a simple enemy in-game and he's also the possession morph class at the moment IIRC.
Title: Re: I wonder how canon Mega Man Hyperball is
Post by: Hallan Parva on May 01, 2014, 10:12:01 PM
Well what if you... um, er... hm. That's certainly a good point.

I can probably scrounge up something for most of them (except Sniper Joe, had no idea he was already technically in the game!) but for now I'll just leave it alone, as fun is a bit bigger priority than having everything playable. Thanks for the explanation, if nothing else.
Title: Re: Justified Classes v2ch
Post by: AlmightyTenguMan on May 02, 2014, 11:16:08 AM
Hey Guys, I would like to report some bugs and stuff.
Okay first is Oil Man randomly flies. Sword Man gains new legs mid Fire Slash. Flash Man, Time Man, Gravity Man and Doc Robot won't stop spamming there special weapons, So could you please make the bots have a cool down with them. Also some bots won't do anything but dance around me like Venus or endlessly charge there attack like Duo, Also the Chapter 6 Robot Gauntlet has classes become Mega Man like Metal Man and Flash Man, also if i die i don't keep those weapons when i restart the next row of robot masters. Also the Mega Man Killer fights are weird, They all go invisible when using Mirror Buster, Punk Roller or Ballade Mine. So yeah that's everything i have to report.
Title: Re: Justified Classes v2ch
Post by: Fyone on May 02, 2014, 04:33:27 PM
Alright we'll fix all of those bugs next version hopefully, thanks for your report.
Title: Galactan does a thing
Post by: Galactan on May 04, 2014, 02:45:11 AM
I hope you don't mind that I went and whipped up a taunt pack for the stardroids.
Here it is. (http://www.mediafire.com/download/6vw0c661u6u02rf/Stardroid-Taunts.pk3)
It doesn't include Sunstar even though he's apparently a class.
Use it if you want, I guess.
Title: Re: Justified Classes v2ch
Post by: Beed28 on May 06, 2014, 12:34:37 AM
I think the Gemini Man clone would be better off with the +NOBLOCKMONST flag.

Speaking of block monsters, attacks that temporary remove the +NOBLOCKMONST flag to the target doesn't check to see if the target is a bot before readding the flag, hence why bots can actually fall off of cliff edges after being pushed around by say, Air Man's wind. I think YD Classes actually did that.
Title: Re: Justified Classes v2ch
Post by: Fyone on May 06, 2014, 12:39:16 AM
Alright, we'll fix these.
Title: Re: Justified Classes v2ch
Post by: Beed28 on May 07, 2014, 01:37:41 PM
I think Search Man's Homing Sniper needs a slight rework (other than that he's awesome). When both crosshairs die into a wall, he should just automatically fire some standard missiles as if you'd let go the mouse button (or was out of ammo).

Also, I managed to kill a bot a few times with just the crosshairs themselves.

EDIT: Also, tone down the drilling on Drill Man's bot. It's not fun for me if he spends half of the fight invincible.
Title: Re: Justified Classes v2ch
Post by: Fyone on May 07, 2014, 05:36:20 PM
Quote from: "Beed28"
I think Search Man's Homing Sniper needs a slight rework (other than that he's awesome). When both crosshairs die into a wall, he should just automatically fire some standard missiles as if you'd let go the mouse button (or was out of ammo).
I thought this was already implemented if not I'll add it in.
Also, I managed to kill a bot a few times with just the crosshairs themselves.
They do 1 damage each so I don't really have much to say.
EDIT: Also, tone down the drilling on Drill Man's bot. It's not fun for me if he spends half of the fight invincible.
Just like in the game ;)
Title: Re: Justified Classes v2ch
Post by: Beed28 on May 07, 2014, 05:48:36 PM
I mean, when Drill Man comes back up again, he sometimes immediately jumps and starts diving again when he's still in mid-air from coming back up from underground.

EDIT: Oddly enough, Hard Man rarely seems to use his quake stomp attack considering how often he used it in Mega Man 3.
Title: Re: Justified Classes v2ch
Post by: Fyone on May 07, 2014, 07:42:16 PM
Quote from: "Beed28"
I mean, when Drill Man comes back up again, he sometimes immediately jumps and starts diving again when he's still in mid-air from coming back up from underground.
He did that exactly in the game a couple times but I'll lower it anyways I guess
EDIT: Oddly enough, Hard Man rarely seems to use his quake stomp attack considering how often he used it in Mega Man 3.
Since it's not dodge-able to an extent we made it rare
Title: Re: Justified Classes v2ch
Post by: Stardust on May 19, 2014, 04:50:55 AM
The &Bass version being released, are there any plans for the weapons of Tengu and Astro? A reasonable option to me would be to give Tengu Blade/Tornado Hold with 50% of chance each, since both these classes are a mix of the MM&B and MM8 versions. Astro Crush could have a lower probability of obtaining due to its nature (10% ACrush, 90% CVision, for instance ; that way Astro Man hunting would be a thing). Just proposing this here
And what about Genesis Unit, will they use the core skins?
Title: Re: Justified Classes v2ch
Post by: ice on May 19, 2014, 05:22:46 AM
Also, will astro be able to use his flunky laser?
Title: Re: Justified Classes v2ch
Post by: Shmeckie on May 19, 2014, 06:43:44 AM
Quote from: "Stardust"
The &Bass version being released, are there any plans for the weapons of Tengu and Astro? A reasonable option to me would be to give Tengu Blade/Tornado Hold with 50% of chance each, since both these classes are a mix of the MM&B and MM8 versions. Astro Crush could have a lower probability of obtaining due to its nature (10% ACrush, 90% CVision, for instance ; that way Astro Man hunting would be a thing). Just proposing this here
And what about Genesis Unit, will they use the core skins?

Unless anything changes, Astro will only drop Copy Vision (though I like your idea, with a nerfed Astro Crush). Genesis Unit will probably switch to core skins unless the devs change their minds.

Dunno about Tengu, though. Fyone will have to get to you on that one. Also expect a compatibility patch soon!
Title: Re: Justified Classes v2ch
Post by: Fyone on May 19, 2014, 03:55:29 PM
Quote from: "Stardust"
The &Bass version being released, are there any plans for the weapons of Tengu and Astro? A reasonable option to me would be to give Tengu Blade/Tornado Hold with 50% of chance each, since both these classes are a mix of the MM&B and MM8 versions. Astro Crush could have a lower probability of obtaining due to its nature (10% ACrush, 90% CVision, for instance ; that way Astro Man hunting would be a thing). Just proposing this here
And what about Genesis Unit, will they use the core skins?
I don't like the idea of putting luck into getting A. Crush because of how strong it is no matter how small the probability of getting it is, but T. Blade and T. Hold will most likely be a 50% chance yes. As for the core skins we will be using Hyper Storm H and Mega Water S without a doubt but we will be making a few edits to the Buster Rod G skin most likely and if not we will just simply use the core skin. We will also be using the new sprites introduced into the core as well.
Quote from: "ice"
Also, will astro be able to use his flunky laser?
We tried to make Astroman resemble both the Megaman 8 and Megaman & Bass versions already, if you can think of a way to include the laser in his present moveset then by all means but I don't really think it would be that useful of a weapon by the end even if it is included.
Title: Re: Justified Classes v2d
Post by: !o! woohoo on May 20, 2014, 07:39:33 PM
Justice comes to v4!

Download Justified Classes v2d Here! (http://static.best-ever.org/wads/justifiedclasses-v2d.pk3)

Rough Changelog:
(click to show/hide)
NOW YOU'RE PLAYING WITH JUSTICE!!
Title: Re: Justified Classes v2d
Post by: ice on May 20, 2014, 09:19:38 PM
you can still pickup mmb weapons

Speaking of wich, same question I asked in the other thread, any chance that astroman's copy vision could act like the vanilla one? if not make it aim-able, at the moment it can only fire straight forward as apposed to being able to aim it up or down and in the games, astroman could aim them
Title: Re: Justified Classes v2d
Post by: Fyone on May 20, 2014, 09:44:31 PM
We are going to have to make another hotfix sadly for some bugs we found, as for Astroman we're not sure if it's completely necessary but for the time being it won't be in. I may add it next version though.
Title: Re: Justified Classes v2d
Post by: Dr. Crasger on May 21, 2014, 07:20:14 AM
I'd like to report some bug a player told me about.

In the Justified Classes DM server, when someone uses Item 2 it crashes everyone out.
Title: Re: Justified Classes v2d
Post by: Promestein on May 21, 2014, 07:48:58 AM
Yeah, I'm guessing you've already been made aware of the very interesting effect this mod has on Burner Man's stage right now (though it certainly makes it more accurate to the actual stage from MM&B). I noticed a few other oddities when I was messing around.

-Some of the ammo bars don't look right. Is Aqua Man's supposed to be green?
-None of the &Bass weapons have ammo bars. I only tested Lightning Bolt and Spread Drill, but that should be enough to soundly say all eight have the same issue.
-The conveyor belt in Dynamo Man's stage outpaces Quick Man, but just barely, and only if you don't use his boost. That's not a bug, I just think it's amusing.

I'm very eagerly anticipating the next iteration of this mod. It wouldn't be much of an exaggeration to say I was excited for v4 solely for the chance to use the robot masters in Justified Classes. Keep up the good work.
Title: Re: Justified Classes v2d
Post by: Fyone on May 21, 2014, 04:52:37 PM
Quote from: "Dr. Crasger"
I'd like to report some bug a player told me about.

In the Justified Classes DM server, when someone uses Item 2 it crashes everyone out.
Quote from: "Promestein"
Yeah, I'm guessing you've already been made aware of the very interesting effect this mod has on Burner Man's stage right now (though it certainly makes it more accurate to the actual stage from MM&B). I noticed a few other oddities when I was messing around.

-Some of the ammo bars don't look right. Is Aqua Man's supposed to be green?
-None of the &Bass weapons have ammo bars. I only tested Lightning Bolt and Spread Drill, but that should be enough to soundly say all eight have the same issue.
-The conveyor belt in Dynamo Man's stage outpaces Quick Man, but just barely, and only if you don't use his boost. That's not a bug, I just think it's amusing.

I'm very eagerly anticipating the next iteration of this mod. It wouldn't be much of an exaggeration to say I was excited for v4 solely for the chance to use the robot masters in Justified Classes. Keep up the good work.
These will all be fixed in the hotfix.
Title: Re: Justified Classes v2d
Post by: BlackEmperorJet on May 22, 2014, 04:31:40 PM
Hoping the next update will be to add the MM&B classes. and maybe sort of revamp or make the genesis unit classes a bit more accurate to how they work in the campaign. like Buster Rod G having to stop when shooting his staff forward but it has a good reach and does some fairly good damage. also. it would be cool to think of a way for them to work together in modes like TDM. where if all 3 of the genesis unit's members are on the same team they can pull off their attack formations from the boss fight in some way. now that would be awesome.
Title: Re: Justified Classes v2d
Post by: FTX6004 on May 22, 2014, 04:33:23 PM
Genesis unit's music that you guys have in this mod should be removed it replaces thier stage's music.

Also HyperStormH's item sprite should be replaced with the core's HyperStormH face.
Title: Re: Justified Classes v2d
Post by: Fyone on May 22, 2014, 04:43:14 PM
Quote from: "BlackEmperorJet"
Hoping the next update will be to add the MM&B classes. and maybe sort of revamp or make the genesis unit classes a bit more accurate to how they work in the campaign. like Buster Rod G having to stop when shooting his staff forward but it has a good reach and does some fairly good damage. also. it would be cool to think of a way for them to work together in modes like TDM. where if all 3 of the genesis unit's members are on the same team they can pull off their attack formations from the boss fight in some way. now that would be awesome.
The next update will be a hotfix to fix the compatibility issues that we missed, after that hotfix then the MM&B classes will be added.

Also, we made all the Genesis Unit as close to the Wily Wars as possible without ruining there playability, we're not going to make Buster Rod G have to stop when shooting since it would make him very hard to play as and ruin his mobility. We are not making formation attacks since they're not canon to the games they originated in and it would be too much work for little gain. In other words we are not going to be changing/revamping any of the Genesis Unit trio.

Quote from: "FTX6004"
Genesis unit's music that you guys have in this mod should be removed it replaces thier stage's music.

Also HyperStormH's item sprite should be replaced with the core's HyperStormH face.
Alright we will remove the songs, we aren't changing the item sprite though since there's no reason to in the slightest since the face looks more closer to the Wily Wars anyways.
Title: Re: Justified Classes v2d
Post by: BlackEmperorJet on May 22, 2014, 04:55:45 PM
Yeah that does need to be fixed. also FTX6004 who is that in your avatar?
Title: Re: Justified Classes v2d
Post by: Promestein on May 22, 2014, 09:04:47 PM
Quote from: "BlackEmperorJet"
FTX6004 who is that in your avatar?
Not him, but it's Agahnim from The Legend of Zelda: A Link to the Past. Pretty obscure game, not shocked you've never heard of it.

Also, a few things I forgot about or didn't notice, though I understand the last update was just to make it compatible with v4a.
-Proto Man's shield seems to be blue. At least, that's how it looks in the singleplayer mirror.
-Frost Man's Ice Wave doesn't climb up walls.
-Auto's bazooka exists under Dr. Light's lawn. I'm using Software rendering, though.
Title: Re: Justified Classes v2d
Post by: OtakuAlex on May 22, 2014, 09:32:00 PM
Quote from: "Promestein"
Not him, but it's Agahnim from The Legend of Zelda: A Link to the Past. Pretty obscure game, not shocked you've never heard of it.

Trust me, that game is not obscure, just overshadowed.

Also, how did Zelda sneak its way into the thread exactly?
Title: Re: Justified Classes v2d
Post by: Fyone on May 22, 2014, 09:56:11 PM
Quote from: "Promestein"
Quote from: "BlackEmperorJet"
FTX6004 who is that in your avatar?
Not him, but it's Agahnim from The Legend of Zelda: A Link to the Past. Pretty obscure game, not shocked you've never heard of it.

Also, a few things I forgot about or didn't notice, though I understand the last update was just to make it compatible with v4a.
-Proto Man's shield seems to be blue. At least, that's how it looks in the singleplayer mirror.
-Frost Man's Ice Wave doesn't climb up walls.
-Auto's bazooka exists under Dr. Light's lawn. I'm using Software rendering, though.
At this point I would refrain from posting anymore compatibility bugs since all of these bugs are most likely fixed next version (which is meant to be  released today). Frost Man's Ice Wave was never meant to climb walls since it didn't climb walls in MM8. I'm not really sure what you mean with the Auto thing though, perhaps elaborate?
Title: Re: Justified Classes v2d
Post by: Goomba98 on May 22, 2014, 10:23:33 PM
You need to put this in a Wadseeker friendly link.
Title: Re: Justified Classes v2d
Post by: Promestein on May 22, 2014, 10:31:22 PM
Quote from: "OtakuAlex"
Trust me, that game is not obscure, just overshadowed.
Merely sarcasm.

Quote from: "Fyone"
At this point I would refrain from posting anymore compatibility bugs since all of these bugs are most likely fixed next version (which is meant to be  released today). Frost Man's Ice Wave was never meant to climb walls since it didn't climb walls in MM8. I'm not really sure what you mean with the Auto thing though, perhaps elaborate?
Yeah, I figured they were either handled or meant to be that way, respectively. Thought I'd just make sure the crew was aware of them.
Auto's bazooka is visible in the grass surrounding the fountain. When you start up singleplayer, walk to the foot of the porch step, then turn left and take a few steps forward. It should be visible.
EDIT: Or just jump on top of Ice Man. You should definitely see it then.
Title: Re: Justified Classes v2d
Post by: Fyone on May 22, 2014, 11:12:29 PM
Quote from: "Promestein"
Quote from: "OtakuAlex"
Trust me, that game is not obscure, just overshadowed.
Merely sarcasm.

Quote from: "Fyone"
At this point I would refrain from posting anymore compatibility bugs since all of these bugs are most likely fixed next version (which is meant to be  released today). Frost Man's Ice Wave was never meant to climb walls since it didn't climb walls in MM8. I'm not really sure what you mean with the Auto thing though, perhaps elaborate?
Yeah, I figured they were either handled or meant to be that way, respectively. Thought I'd just make sure the crew was aware of them.
Auto's bazooka is visible in the grass surrounding the fountain. When you start up singleplayer, walk to the foot of the porch step, then turn left and take a few steps forward. It should be visible.
EDIT: Or just jump on top of Ice Man. You should definitely see it then.
Alright I see it now, I'll try to fix for next version in that case.
Title: Re: Justified Classes v2d
Post by: BlackEmperorJet on May 23, 2014, 12:20:50 AM
Will next version also have the MM&B classes? =3
Title: Re: Justified Classes v2d
Post by: -FiniteZero- on May 23, 2014, 12:21:52 AM
Technically, the next version is a fix. The one after that might contain those classes, if I recall correctly.
Title: Re: Justified Classes v2d
Post by: Shmeckie on May 23, 2014, 12:50:32 AM
Yeah, next update just fixes things (and nerfs a couple characters). After the next update comes the big MM&B update.
Title: Re: Justified Classes v2d
Post by: FTX6004 on May 23, 2014, 02:46:09 PM
And i did just know that the genesis unit's bots arent the same.

Plus those giant telly from burnerman's stage when you have this mod on, it spawns alot of fire waves.
Title: Re: Justified Classes v2d
Post by: Fyone on May 23, 2014, 03:40:08 PM
Quote from: "FTX6004"
And i did just know that the genesis unit's bots arent the same.

Plus those giant telly from burnerman's stage when you have this mod on, it spawns alot of fire waves.
Alright we'll fix this next version when we add MM&B.

EDIT: Hotfix released, check first post for link
Title: Re: Justified Classes v2dh
Post by: ice on May 23, 2014, 05:59:55 PM
I am in love with Buster Rod's new jump

Plus the new running animation just looks too adorable
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on May 23, 2014, 07:20:39 PM
Hm. You need to change the name or code or whatever for Auto's HUD. It replaces the truck graphics in the lab map.

Also, the game still crashes whenever I am taken to the "UNKNOWN" map.

Also, the "V-height", or whatever it is that determines the height of the viewpoint of the class your playing, is off for Hyper Storm H. It needs to be lowered to accommodate the new skin.
Title: Re: Justified Classes v2dh
Post by: Fyone on May 23, 2014, 08:09:58 PM
Quote from: "-FiniteZero-"
Hm. You need to change the name or code or whatever for Auto's HUD. It replaces the truck graphics in the lab map.

Also, the game still crashes whenever I am taken to the "UNKNOWN" map.

Also, the "V-height", or whatever it is that determines the height of the viewpoint of the class your playing, is off for Hyper Storm H. It needs to be lowered to accommodate the new skin.
Alright I'll fix this for next version.
Title: Re: Justified Classes v2dh
Post by: ice on May 23, 2014, 09:21:00 PM
Also offline, burnerman's stage lags like crazy (the current version not the old fireman alt version)

Also as a ton of people in the server said, Flameman's alt is just crazy powerful
Title: Re: Justified Classes v2dh
Post by: Fyone on May 23, 2014, 09:28:14 PM
Quote from: "ice"
Also offline, burnerman's stage lags like crazy (the current version not the old fireman alt version)

Also as a ton of people in the server said, Flameman's alt is just crazy powerful
Burnerman's stage thing wasn't fixed in this version that's out right now, it's fixed in the MM&B one (v3a); sorry for any confusion. Also, can you elaborate as to why Flameman's altfire is OP; is it because of the damage it does?

EDIT:
Quote from: "Fyone"
Quote from: "-FiniteZero-"
Hm. You need to change the name or code or whatever for Auto's HUD. It replaces the truck graphics in the lab map.

Also, the game still crashes whenever I am taken to the "UNKNOWN" map.

Also, the "V-height", or whatever it is that determines the height of the viewpoint of the class your playing, is off for Hyper Storm H. It needs to be lowered to accommodate the new skin.
Alright I'll fix this for next version.

I just checked the "UNKNOWN" map thing you said but I never crashed, which class did you choose when it happened or any other specifics?
Title: Re: Justified Classes v2dh
Post by: ice on May 23, 2014, 09:51:30 PM
the damage and plus it's essentially fireman's alt with a MUCH bigger width
Title: Re: Justified Classes v2dh
Post by: Fyone on May 23, 2014, 10:04:02 PM
I wouldn't really compare it to Fireman's altfire since Fireman's alt is much slower and is essentially an OHKO which runs on ammo. From what I could see it's around a 3HKO, and the user is pretty much immobile when using it. So I can't really see what could make it so powerful. Sure the width is big, but that's what makes it viable.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on May 23, 2014, 10:20:34 PM
Not to mention a person can actually fit between the waves of flame pillars (like in MM6), so unlike Fire Man's alt it can miss people in its path.
Title: Re: Justified Classes v2dh
Post by: ice on May 23, 2014, 10:37:00 PM
yes but the spamability, the fact it uses no ammo, and the fact it's a floor hugger with a huge radius seems a bit much, it takes me little to no effort to mow down a room full of bots in it, god forbid a 32 person deathmatch

edit: apparently enker drops ghosts on death
Title: Re: Justified Classes v2dh
Post by: Promestein on May 23, 2014, 11:31:58 PM
Here's a question I don't think has been asked yet: Will Bass's copyweps for the &Bass robot masters be visually distinct from Mega Man's?

I mean, since his version of each copywep is separate from Mega Man or Proto Man, it would seem possible.
Title: Re: Justified Classes v2dh
Post by: Beed28 on May 24, 2014, 12:25:41 AM
Speaking of Bass, when he dashes with certain weapons equipped, his arms end up getting cut off in widescreen resolutions whereas they don't with other weapons.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on May 24, 2014, 02:11:09 AM
Quote from: "ice"
yes but the spamability, the fact it uses no ammo, and the fact it's a floor hugger with a huge radius seems a bit much, it takes me little to no effort to mow down a room full of bots in it, god forbid a 32 person deathmatch

You can't really spam it since you have to hold it down to make it travel, which is why it doesn't use ammo. Even using it point blank leaves Flame Man open. If you want to cover any amount of distance, you make Flame Man a sitting duck. Another reason it doesn't use ammo. Of course it can clear out bots easily, since bots can easily be tricked into running around like goobers at a distance, not attacking you. A large deathmatch with actual human beings will leave you with plenty of people smart enough to hunt down a Flame Man going for Flame Pillar kills at a distance.
Title: Re: Justified Classes v2dh
Post by: ice on May 24, 2014, 02:28:57 AM
Stand in a high up area, lower area, or behind a wall that doesnt reach to ceiling and spam from there out of sight from the opponent, human players are pretty easy to sneak up on

As for spamming, you dont have to worry about the sitting duck thing if you just hold it down long enough for 1 or 2 waves
Title: Re: Justified Classes v2dh
Post by: Shmeckie on May 24, 2014, 04:48:59 AM
The scenarios you're describing are already situational, and, again, his wave of pillars have large gaps to avoid them in, and are a 3HKO as opposed to Fire Man's virtual OHKO. He'd need a wide open space, adequate distance, cover, and a crowd of people who don't notice him. And even then his alt might not even ill, and just end up softening enemies up so an opponent can killsteal him while he's far from the action.

And even if you just hold it down long enough for one or two waves, like I just said, that's still not fast enough at close range to be viable against the speed at which the vast majority of the cast can attack at that range. And since his pillar waves have those gaps, an opponent can just stand at the right distance.

These are just some of the many reasons Flame Man doesn't need to be messed with.
Title: Re: Justified Classes v2dh
Post by: ice on May 24, 2014, 04:59:20 AM
if somebody actually manages to get in your face, there's the buster. But the issue I'm talking about is the floor hugger aspect. basicly floor huggers can hit anybody from virtually anywhere, and then you have this huge one that you only have a 50/50 chance of dodging if you're standing still, but if you're running, you're GOING to get hit, as apposed to all the other floor huggers (Fire, snake, freeze, Frost) that have a narrow radius, barring Frost due to him needing to lead his shots.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on May 25, 2014, 07:28:32 AM
Fun Fact: If you hit an Auto as an Auto, he will get all the screws you were supposed to get.
Title: Re: Justified Classes v2dh
Post by: Beed28 on May 26, 2014, 01:48:37 AM
Some more bugs:

Title: Re: Justified Classes v2dh
Post by: Fyone on May 26, 2014, 02:50:31 PM
Alright I'll fix all of these next version along with Botrush and MM&B.
Title: Re: Justified Classes v2dh
Post by: Turbodude on May 26, 2014, 05:28:31 PM
I'm just gonna post what I've found here, pardon the crappy quality.
(click to show/hide)
Title: Re: Justified Classes v2dh
Post by: Shmeckie on May 26, 2014, 05:46:41 PM
Quote from: "Beed28"
Some more bugs:

    The ice block generators on Cold Man's stage are broken, they produce an ice block inside of themselves and probably keep on spawning them until there's too many and potentially cause severe slowdown or even crash the game.

Having played a lengthy match on that stage, I can at least verify that it doesn't cause any slowdowns or crashes. Or if it does, it takes a helluva long time.
Title: Re: Justified Classes v2dh
Post by: Stardust on May 26, 2014, 06:26:29 PM
That's why you guys should name your objects so they have a more unique code name ; things like "IceCube" or "FireWave" or "Stone" or "Mine" are bound to be broken in some ways, add a "JC-" prefix to make them different, for instance
You can check out the entire list of objects with the same name when starting up Zandronum with the wad
Title: Re: Justified Classes v2dh
Post by: Superjustinbros on May 29, 2014, 07:07:05 PM
Anything regarding nerfing Quint? I went into a server and before I knew it half the players were Quints.
Title: Re: Justified Classes v2dh
Post by: Fyone on May 29, 2014, 08:56:10 PM
If you have a suggestion on a way to nerf Quint without making him useless we can consider it.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on May 29, 2014, 09:01:27 PM
I figure you could give his Sakugarne a longer recharge time.

Though perhaps you could also change it to an item, and give Quint the laser sword thing from RM&F2 as a weapon (though, to differentiate it from Slash Claw, perhaps you could make it not a ripper and just have it do set damage, like Charge Kick)?
Title: Re: Justified Classes v2dh
Post by: Fyone on May 29, 2014, 09:06:41 PM
When you say recharge time do you mean the ammo regeneration? Also Rockman Shadow had the Laser Sword not Quint, they are different IIRC.
Title: Re: Justified Classes v2dh
Post by: Beed28 on May 29, 2014, 09:07:39 PM
Quote from: "-FiniteZero-"
Though perhaps you could also change it to an item, and give Quint the laser sword thing from RM&F2 as a weapon (though, to differentiate it from Slash Claw, perhaps you could make it not a ripper and just have it do set damage, like Charge Kick)?
But Rockman Shadow already has that though (he's one of the Terminator bosses in the mod, BTW).

EDIT: Shadow Man'd.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on May 30, 2014, 12:06:18 AM
I did mean rate of recharge, yes.

And I just wanted the sword thing because it would differentiate him from the main Classes mod.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on May 30, 2014, 12:09:47 AM
Apparently if i use Justified Classes,Mr. X Team will still be at King Team's place at the team select screen.
Title: Re: Justified Classes v2dh
Post by: fortegigasgospel on May 30, 2014, 12:13:53 AM
Quote from: "-FiniteZero-"
I did mean rate of recharge, yes.

And I just wanted the sword thing because it would differentiate him from the main Classes mod.
But isn't cannon. And a different character.
Title: Re: Justified Classes v2dh
Post by: Davregis on May 30, 2014, 01:48:16 AM
Quote from: "!o! woohoo"
NOTE: This mod isn't totally canon. We sometimes may twist the canon to make it more fun gameplay wise.

Would it be more fun gameplay-wise?
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on May 30, 2014, 02:20:09 AM
Yeah, after all, Snake Man can't climb in canon.

And the sword for Quint at least makes sense.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on May 30, 2014, 02:31:05 AM
So why don't we just give Quint a thinner area to attack and give him less armor and the ability to slide without Sakugarne?
Title: Re: Justified Classes v2dh
Post by: Fyone on May 30, 2014, 02:40:11 AM
If we were to give Quint the Laser Sword it wouldn't be twisting canon but instead completely disregarding it since they are different characters entirely. When we say twisting canon we mean along the lines of giving the class moves that would be probable with what the class did in its original series. Quint never even had a trace of a sword in his games he appeared in. Snakeman appears climbing in his official art and his weapon the Search Snake climbs up walls increasing the probability of him doing just that. On top of that Rockman Shadow is already a terminator morph class.

Quote from: "DrMario2"
So why don't we just give Quint a thinner area to attack and give him less armor and the ability to slide without Sakugarne?
I've already lowered the radius of his Sakugarne in the past, lowering it anymore may render him useless however lowering his armour for a slide is a good idea. I'll see what the rest of the devteam thinks about it.
Title: Re: Justified Classes v2dh
Post by: Promestein on May 30, 2014, 04:02:07 AM
Quint is kind of a tricky character. The only thing he has ever been shown doing ingame was using the Sakugarne to kick up rocks. If you're going for source game canon, there seem to be several options for nerfing.
-Lower his armor. In Mega Man II, I remember him being enough of a pushover that I was able to trounce him when I was 6.
-Cause him to linger upon landing with the Sakugarne, delaying the next hop. In II, he would stop and kick up rocks whenever he landed. That might be a bit much, but a bit of a landing lag might help?

But giving Quint any of R-Shadow's moves would just be silly. Though that reminds me. With R-Shadow technically already a class, is there any chance of The Dimensions getting their own classes as well?
Title: Re: Justified Classes v2dh
Post by: Magnet Dood on May 30, 2014, 07:10:31 PM
I'd imagine the expansion (or at least the skins) would have to be finished first, and even then it's unlikely considering how obscure RM&F2 is.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on May 30, 2014, 11:40:33 PM
(http://i.imgur.com/rfuKoWQ.png)
I was playing at BOT Rush mode with Rockman Shadow,then i used Sakugarne (Debris) and i got stuck to the ceiling
Title: Re: Justified Classes v2dh
Post by: DrMario2 on May 31, 2014, 06:38:30 AM
Magnetman needs a >>NERF<<.

He basically owns everything with FAST, HOMING, MEDIUM-STRONG MISSILES AND AN OP PULL.

((Sources: Wallus))
Title: Re: Justified Classes v2dh
Post by: Fyone on June 01, 2014, 07:51:08 PM
I haven't had any more trouble fighting a Magnetman than any other class from my experience. You have to remember that he has very low armour and that the homing only works in close proximity, and the magnet pull can be escaped rather easily unless Magnetman is right next to you. I'll keep a look out nonetheless and if I notice that he plays much stronger than the rest of classes I'll nerf him next version.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 01, 2014, 09:02:37 PM
Why does Bot Mercury shoots so many mercury drops on his alt fire?
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 01, 2014, 09:17:00 PM
How do I activate this mod?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 01, 2014, 09:36:08 PM
The same way you activated the other classes mod you asked about. You click Add File from the launcher. No downgrade necessary for this one.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 01, 2014, 09:52:49 PM
I'm trying to add a file,but I can't!
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 02, 2014, 06:59:16 AM
Open the launcher, add this file : http://best-ever.org/download?file=just ... s-v2dh.pk3 (http://best-ever.org/download?file=justifiedclasses-v2dh.pk3)

And start the game.  ;)
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 02, 2014, 10:14:23 PM
I did it and it's great!
Title: Re: Justified Classes v2dh
Post by: OtakuAlex on June 02, 2014, 11:41:22 PM
I think Slash Man was designed rather poorly in terms of attack power and defense.

He dies rather easily and OHKO's most classes. He either dies in the first few seconds or ends up screwing over the entire match with brute strenght.

Perhaps you could higher the defense and lower the power?

This post will probably be ignored, but I just had to try saying something.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 03, 2014, 05:05:27 AM
It can be a good idea, people complained a little about the 60 damage from close range of slashman. And a better defense to balance can be better (i think) :x

But
Quote from: "OtakuAlex"
This post will probably be ignored, but I just had to try saying something.

You dont need to drama' for it.
Title: Re: Justified Classes v2dh
Post by: Dr. Crasger on June 03, 2014, 05:17:28 AM
Quote from: "Emmanuelf06"
Quote from: "OtakuAlex"
This post will probably be ignored, but I just had to try saying something.
You dont need to drama' for it.

Well, saying that something needs tweaking then deprecating yourself doesn't really necessitate in drama.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 03, 2014, 05:49:23 AM
Yes, but people think the devroom doesnt listen the comments, it's not true.
Fyone modified a lot of things since the v1 but we can't do everything....Each comments is listened in the skype tchat!
Fyone asked us if it can be necessary to nerf Magnetman (with the comment in this topic)....but a guy who say "Magnetman" is op, it's ok but we need more reflexion about it!

Anyways, for Slashman im ok, but magnetman, is he really op? If we nerf him, could he be UP then ?.... He can be surrounded easily I think, i have no problem to kill him from a close range (the magnetpull is not so effective if you dont stick him). But i dont know, it's just my opinion.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 03, 2014, 06:11:58 AM
MagnetPan is a painful opponent with the 3 VERY FAST BURSTS OF HOMING FAST MEDIUM-DAMAGING MAGNETS THAT REGEN FAST. ")
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 03, 2014, 06:20:23 AM
I had like the feeling the regen was too fast.....it can be spammed in TLMS (specially)... :x
Title: Re: Justified Classes v2dh
Post by: Dr. Crasger on June 03, 2014, 09:59:45 AM
Quote from: "Emmanuelf06"
Yes, but people think the devteam doesnt listen the comments, it's not true.

People think that? They seem nice and responsive based on what I've seen.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 03, 2014, 02:17:28 PM
Isn't Duo' big fist supposed to be on his left hand?
Title: Re: Justified Classes v2dh
Post by: Fyone on June 03, 2014, 03:18:06 PM
Quote from: "Astro Seraphim"
Why does Bot Mercury shoots so many mercury drops on his alt fire?
I probably forgot to update the bot with the new code, I'll fix it next version.
Quote from: "Astro Seraphim"
Isn't Duo' big fist supposed to be on his left hand?
You could say the same for so many other robot masters, it's not done so that it's easier to aim and more natural.
Quote from: "OtakuAlex"
I think Slash Man was designed rather poorly in terms of attack power and defense.

He dies rather easily and OHKO's most classes. He either dies in the first few seconds or ends up screwing over the entire match with brute strenght.

Perhaps you could higher the defense and lower the power?

This post will probably be ignored, but I just had to try saying something.
We can't really buff Slashman's armour anymore, otherwise he would have base armour which I can't really see him having. The only thing we could do is maybe nerf the Slash Claw so he doesn't OHKO as much classes.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 03, 2014, 07:06:18 PM
Quote from: "Dr. Crasger"
Quote from: "Emmanuelf06"
Yes, but people think the devteam doesnt listen the comments, it's not true.

People think that? They seem nice and responsive based on what I've seen.
Some people are upset that we haven't made the balance changes they want.

Our general philosophy is to watch for characters (or even just specific attacks) dominating most games. We keep a watchful eye on the DM and TLMS servers for what characters struggle and what characters sweep the scoreboard no matter who uses them. That's why Quint, Toad Man, and Wood Man were nerfed, and why Enker, Time Man, and Napalm Man were buffed. We have to take into consideration the fact that individual complaints about a character may just be that player's issue, as opposed to a larger problem with game balance. Like Magnet Man, for instance; while his ammo regen may be a little faster than it should be, overall his homing projectiles, while fast, don't home in as well as others, and his Magnet Pull is strong, but still avoidable. He can be a pain in the ass in some stages, but so can classes like Gemini Man or Frost Man. Some classes excel in some arenas more than others, it's bound to happen.

Rest assured we're always hard at work making sure this is the most balanced classes mod you ever did see, so you can always have the luxury of picking your favorite classes, instead of needing to pick the "right" classes.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 03, 2014, 11:49:53 PM
How do I spawn the Evil Energy from Terminator Mode?
Title: Re: Justified Classes v2dh
Post by: Dr. Crasger on June 03, 2014, 11:53:28 PM
Quote from: "Shmeckie"
Some people are upset that we haven't made the balance changes they want.

Rest assured we're always hard at work making sure this is the most balanced classes mod you ever did see, so you can always have the luxury of picking your favorite classes, instead of needing to pick the "right" classes.

Makes sense. That's quite the assuring thought.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 04, 2014, 01:17:14 AM
Is Plantman still able to wall jump?

Oh,and someone needs to update justified classes's page on mm8bdm wiki here (http://mm8bdm.wikia.com/wiki/Justified_Classes)
Title: Re: Justified Classes v2dh
Post by: Dr. Crasger on June 04, 2014, 01:32:15 AM
Quote from: "Astro Seraphim"
Oh,and someone needs to update justified classes's page on mm8bdm wiki here (http://mm8bdm.wikia.com/wiki/Justified_Classes)

Woah, this mod has a wiki page?
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 04, 2014, 01:49:37 AM
Quote from: "Dr. Crasger"
Woah, this mod has a wiki page?

Yup,but several classes have outdated information,or don't even have any explanation at all (MM8 Rms and the Megaman Killers for example)
Title: Re: Justified Classes v2dh
Post by: Gummywormz on June 04, 2014, 01:52:04 AM
I've noticed that Jupiter does not get proper team colors. He tends to flicker between the standard blue / cyan and what the team color should be.

EDIT: Also Uranus' item tends to lag servers pretty badly...

EDITEDIT: Pluto's team colors are broken too. His blue never changes.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 04, 2014, 02:00:22 AM
Quote from: "Astro Seraphim"
Quote from: "Dr. Crasger"
Woah, this mod has a wiki page?

Yup,but several classes have outdated information,or don't even have any explanation at all (MM8 Rms and the Megaman Killers for example)

Yeah, I was the one who made and has been updating the wiki page. I need to finish it at some point.

Who's explanation is outdated, though? I thought I got all the ones that changed (except Jupiter, I think I forgot him)...
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 04, 2014, 02:13:28 AM
Quote from: "Shmeckie"
Yeah, I was the one who made and has been updating the wiki page. I need to finish it at some point.Who's explanation is outdated, though? I thought I got all the ones that changed (except Jupiter, I think I forgot him)...

Well,maybe just Plant Man with his wall jump thing and Jupiter's Item missing information.But don't worry,take your time

Quote from: "sa173533"
How do I spawn the Evil Energy from Terminator Mode?

Just go to the console and type:"summon terminator" (without the "")
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 04, 2014, 10:51:46 AM
Thanks!
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 04, 2014, 12:51:21 PM
Duo can copy abilities in the Power Fighters.Also,can you add Centaur Arrow and Pharaoh Wave for Centaur Man and Pharaoh Man as well as their special abilities(Centaur Man has his shield and his naginata and Pharaoh Man has his eye shield,teleport,and Pharaoh Wave)for the next update?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 04, 2014, 01:24:46 PM
Quote from: "sa173533"
Duo can copy abilities in the Power Fighters.Also,can you add Centaur Arrow and Pharaoh Wave for Centaur Man and Pharaoh Man as well as their special abilities(Centaur Man has his shield and his naginata and Pharaoh Man has his eye shield,teleport,and Pharaoh Wave)for the next update?
Duo is based off of MM8. Pharaoh Man and Centaur Man are based off of MM4 and MM6 respectively. Not that I speak for the team or anything, but I believe that's why they don't have those attacks.

I'm a little confused about how to use Tengu Man though. Is he meant to use Tornado Hold for combos, or use the Kamaitachi to throw enemies away then dive at them, or just hit the enemy with projectiles? All of the above?
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 04, 2014, 02:17:24 PM
Maybe you guys could make options for certain robot masters to have different abilities.For example,Mega Man,Proto Man,Bass,and Duo should have abilities from the Power Fighters.Same for certain robot masters from the Power Battles and the Power Fighters.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 04, 2014, 02:26:20 PM
I have a question, will MM&B and MM&B2 (DanganMan, KonroMan, AirconMan, KomusoMan, ClockMen, CompassMan) be included? If so, May I do something for Danganman?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 04, 2014, 03:10:20 PM
Quote from: "sa173533"
Maybe you guys could make options for certain robot masters to have different abilities.For example,Mega Man,Proto Man,Bass,and Duo should have abilities from the Power Fighters.Same for certain robot masters from the Power Battles and the Power Fighters.
You say they should. Why should they? More sprite work, and for what? So Mega Man gets an uppercut? So Bass can do a flash kick? So Duo is basically just the Duo Fist from the base game?

Quote from: "DrMario2"
I have a question, will MM&B and MM&B2 (DanganMan, KonroMan, AirconMan, KomusoMan, ClockMen, CompassMan) be included? If so, May I do something for Danganman?
I asked a while back, R&F2 is not likely, aside from R-Shadow, I think. Bass classes are coming up, apparently.


I remembered what I was really going to ask in my last post. I finally got around to playing Mega Man 7, for no apparent reason, and while I didn't like the Wily stage bosses, I did take note of how Bass's version of the Super Adapter worked. Basically the same as Mega Man's. I thought it was interesting that Bass gets the Treble Boost upon grabbing the Super Adapter with this mod, but it doesn't have an ammo bar and it can't be used again when it runs out. I was wondering if anything would be getting done with that?
(Sorry for asking so many questions.)
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 04, 2014, 04:10:20 PM
I think if R-Shadow is there, everybody else deserves a chance to be there actually.....

But it's just a theory. A GAME THEORY.
Title: Re: Justified Classes v2dh
Post by: coolcat7022 on June 04, 2014, 05:59:22 PM
DrMario, was that a reference you just made at the end there?
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 04, 2014, 06:36:26 PM
Yes. Let us now move on to other Justified things to talk about.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 04, 2014, 06:36:42 PM
Quote from: "Promestein"
Quote from: "sa173533"
Maybe you guys could make options for certain robot masters to have different abilities.For example,Mega Man,Proto Man,Bass,and Duo should have abilities from the Power Fighters.Same for certain robot masters from the Power Battles and the Power Fighters.
You say they should. Why should they? More sprite work, and for what? So Mega Man gets an uppercut? So Bass can do a flash kick? So Duo is basically just the Duo Fist from the base game?


No,I'm talking about different items for the Mega Man,Proto Man,Bass,and Duo classes for the special attacks.Plus some new attacks for the robot master classes too.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 04, 2014, 09:44:21 PM
Quote from: "sa173533"
Duo can copy abilities in the Power Fighters.Also,can you add Centaur Arrow and Pharaoh Wave for Centaur Man and Pharaoh Man as well as their special abilities(Centaur Man has his shield and his naginata and Pharaoh Man has his eye shield,teleport,and Pharaoh Wave)for the next update?


Pharaoh Man already uses Pharaoh Wave as his Main Fire
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 04, 2014, 09:45:44 PM
I was talking about the Pharaoh Wave in the Power Fighters.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 04, 2014, 10:15:05 PM
Why do the Terminator characters have gradually withering health?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 05, 2014, 12:28:11 AM
Quote from: "sa173533"
I was talking about the Pharaoh Wave in the Power Fighters.
Geez, Astro Seraphim, where's your head at? Can't you tell the difference between Pharaoh Wave and Pharaoh Wave?

Quote from: "sa173533"
Why do the Terminator characters have gradually withering health?
Arnold Schwarzenegger is simply too OP.


Regardless, it seems like the team is focusing on the next update rather than spending all of their collective time here, so there probably isn't a ton of merit to discussing such things until that one's out.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 05, 2014, 02:05:33 AM
Quote from: "Promestein"
Geez, Astro Seraphim, where's your head at? Can't you tell the difference between Pharaoh Wave and Pharaoh Wave?


Regardless, it seems like the team is focusing on the next update rather than spending all of their collective time here, so there probably isn't a ton of merit to discussing such things until that one's out.

My bad.I didn't know the huge difference between Pharaoh Wave and Pharaoh Wave.I'll pay more attention next time.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 05, 2014, 02:38:48 AM
Quote from: "Promestein"
Regardless, it seems like the team is focusing on the next update rather than spending all of their collective time here, so there probably isn't a ton of merit to discussing such things until that one's out.

Nah, we're still keeping an eye out on this thread. We're just hard at work getting the next big update ready with all those funderful MM&B classes for your classes playing enjoyment!

As for Power Fighters stuff, we've touched on that before (and debated it in the team chat), and the basic gist of it is we're sticking to their debut appearances and main, numbered titles unless the Power Fighters stuff can add to an initially shallow movepool. Plant Man, for instance, got his buster from the arcade games because the wall jump was worthless and all he did in MM6 was Plant Barrier. One other character will also be getting a Power Fighters attack in the next update. What character, you ask? You'll just have to wait and see!
Title: Re: Justified Classes v2dh
Post by: ZeStopper on June 05, 2014, 04:21:09 PM
I'm gonna guess that it's Centaur Man, seeing as how Pharaoh Man already has Pharaoh Wave.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 05, 2014, 04:35:44 PM
It could also be Stone Man.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 05, 2014, 05:01:56 PM
Maybe Duo could keep his abilities from this mod,but gain the ability to obtain robot master weapons and have his super move.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 05, 2014, 10:10:15 PM
Here's a problem I encountered:I fragged Astro Man in Ring Man's stage and I didn't get his weapon.What's wrong?
Title: Re: Justified Classes v2dh
Post by: Fyone on June 05, 2014, 10:18:42 PM
Quote from: "sa173533"
Here's a problem I encountered:I fragged Astro Man in Ring Man's stage and I didn't get his weapon.What's wrong?
We never updated Astroman's actor to give Copy Vision yet, but it's added in the next version.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 06, 2014, 01:14:44 AM
So,apparently you can't choose Dr. Cossack team in team games,choosing the team and the class then pressing start doesn't do anything.If you change to Dr Cossack Team on the multiplayer menu by pressing "Switch Teams" makes this screen to appear:

(click to show/hide)


That's All.
Title: Re: Justified Classes v2dh
Post by: ice on June 06, 2014, 01:24:12 AM
you joined on a CTF map, that's why
Title: Re: Justified Classes v2dh
Post by: Magnet Dood on June 06, 2014, 01:37:17 AM
Just wanted to let you guys know that Roll has no pain sounds, in case you didn't already.

Also, can I suggest Air Man getting a slight armor buff of some sort? While his attacks are strong, he can't really aim them- they only really shoot forward, and thus they're kind of hard to hit with. Also, his attacks aren't really suited for close to mid-ish range fighting, so he gets ripped up pretty quickly when fighting. I'd just give him normal armor.

I also still don't understand why Ice Man has stronger armor than most classes.
Title: Re: Justified Classes v2dh
Post by: Beed28 on June 06, 2014, 01:38:30 AM
Quote from: "ice"
you joined on a CTF map, that's why
To elaborate, none of the official CTF maps have support for Dr. Cossack's and King's teams. They were only built with Dr. Light's and Dr. Wily's teams in mind.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 06, 2014, 02:13:49 AM
Oh,apparently Bot Iceman can shoot ice slasher faster than the player can,and with his bot abillity to have infinite ammo makes him a pain in the ass to battle.
And Bot Oilman has the abillitie to fly (maybe because of the oil slider?I don't know).
Oy,one more thing.Mr. X team is in King team's place,so,if you choose Mr.X team your health bar will show you the letter "K" meaning that you're in King's team,but if you look at the left bottom of the screen where the team scores are,it will show you,that you're in Mr. X's team.So yeah..

Hey,wait...what's this?

(click to show/hide)
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 06, 2014, 09:50:24 PM
Quote from: "Beed28"
Quote from: "ice"
you joined on a CTF map, that's why
To elaborate, none of the official CTF maps have support for Dr. Cossack's and King's teams. They were only built with Dr. Light's and Dr. Wily's teams in mind.

Then what was the point of adding Dr.Cossack or King's teams in the first place if we can't choose them!?
Title: Re: Justified Classes v2dh
Post by: Knux on June 06, 2014, 10:06:11 PM
TDM/TLMS games, dude. Just go check the servers, there's some of those up on occasion.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 06, 2014, 10:10:13 PM
But what was the point of putting those teams in the Capture the Flag mode in the first place?
Title: Re: Justified Classes v2dh
Post by: Tfp BreakDown on June 06, 2014, 10:19:38 PM
They weren't put in nor designed for capture the flag in mind, they were made more towards the tdm/tlms game modes. How about listening for once eh?
Title: Re: Justified Classes v2dh
Post by: Fyone on June 07, 2014, 02:05:13 AM
Quote from: "Astro Seraphim"
Oh,apparently Bot Iceman can shoot ice slasher faster than the player can,and with his bot abillity to have infinite ammo makes him a pain in the ass to battle.
And Bot Oilman has the abillitie to fly (maybe because of the oil slider?I don't know).
Oy,one more thing.Mr. X team is in King team's place,so,if you choose Mr.X team your health bar will show you the letter "K" meaning that you're in King's team,but if you look at the left bottom of the screen where the team scores are,it will show you,that you're in Mr. X's team.So yeah..

Hey,wait...what's this?

(click to show/hide)
We'll try to fix these for the next version, not really sure of the cause for what happened in that screenshot though.
Title: Re: Justified Classes v2dh
Post by: Knux on June 07, 2014, 04:08:21 AM
From what I can gather, it's Metal Man textures replacing Ice Man textures. How the heck does this happen with a classes mod of all things, anyway?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 07, 2014, 04:31:12 AM
I don't think it has anything to do with Justified Classes specifically. I just went to MM1ICE and tried as many different situations as I could think of. I stood in that exact spot with Neptune, as the Mr. X Team even. I can't get it to happen, which is a shame, because I'd like to identify those textures firsthand.

I only added JC v2dh. No skins folder, nothing else. What exactly did you do to make such a thing happen?
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 07, 2014, 03:39:01 PM
Can I suggest a thing for Quint?
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 07, 2014, 05:55:37 PM
Quote from: "Promestein"
I don't think it has anything to do with Justified Classes specifically. I just went to MM1ICE and tried as many different situations as I could think of. I stood in that exact spot with Neptune, as the Mr. X Team even. I can't get it to happen, which is a shame, because I'd like to identify those textures firsthand.

I only added JC v2dh. No skins folder, nothing else. What exactly did you do to make such a thing happen?

Well,all bots were the stardroids (without Neptune) so i don't really know.But when i got close to that brown things,they turned to the normal pillars,and when i got far from them,they were brown again.So yeah,it must be only a temporary error or glitch.
Title: Re: Justified Classes v2dh
Post by: Galactan on June 09, 2014, 02:29:56 AM
So what's the deal with the Sunstar class sitting in the code?  Will that be implemented at some point?
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 09, 2014, 02:35:32 AM
I think it has to do with the Terminator mode.

I'm more curious about the Rock class.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 09, 2014, 06:49:12 AM
Quote from: "Waruigi"
So what's the deal with the Sunstar class sitting in the code?  Will that be implemented at some point?

Sunstar is one of the random Terminator classes you can get by picking up Dark Energy in terminator mode.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 09, 2014, 09:55:13 AM
Hey, can I make a DOS 1&3 Addon for this?
Title: Re: Justified Classes v2dh
Post by: Fyone on June 09, 2014, 03:40:51 PM
Quote from: "-FiniteZero-"
I'm more curious about the Rock class.
Rock's class was made a long time ago but we didn't add it since King Yamato was strongly against it and still is.
Quote from: "DrMario2"
Hey, can I make a DOS 1&3 Addon for this?
Sure!
Title: Re: Justified Classes v2dh
Post by: YGP1111 on June 12, 2014, 07:57:05 PM
So whens the MM&B classes coming?



Also buff Uranus and nerf Searchman pl0x c:
Title: Re: Justified Classes v2dh
Post by: Promestein on June 12, 2014, 09:35:04 PM
It's likely for the best that they don't rush things. I tremble at the memory of all the bugs that popped up when they last pushed out an update like that.

Quote from: "DrMario2"
Hey, can I make a DOS 1&3 Addon for this?
Don't forget to share.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 12, 2014, 10:26:01 PM
Quote from: "YGP1111"
Also buff Uranus and nerf Searchman pl0x c:
Searchman is already nerfed, though perhaps give some backbone as to why Uranus is UP? Because I find playing as him fine.
Title: Re: Justified Classes v2dh
Post by: Beed28 on June 12, 2014, 10:27:41 PM
Wait, Lord Helix Search Man has been nerfed? My favourite class?

What was nerfed about him, exactly?
Title: Re: Justified Classes v2dh
Post by: Fyone on June 12, 2014, 10:34:40 PM
We nerfed the speed of the homing sniper slightly so it's easier to dodge. Searchman should still be fine.
Title: Re: Justified Classes v2dh
Post by: Ceridran on June 12, 2014, 10:36:12 PM
omfzg candada u kil srchman gj delting wad nevr reinstl

The speed decrease is fine. I very much enjoy playing as Searchman and I'm glad to see he's not turning into a nerf[ed] gun.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 13, 2014, 02:22:16 AM
In no world is Uranus UP. He does solid damage with both his main and altfire and he's got that OHKO Pillar Break. He's one of the strongest classes overall (damage-wise), lord knows he doesn't need any buffing.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 13, 2014, 05:49:43 AM
Uranus is hard to use but if you shoot well the blocs and use well the alt, he can do good damages.
And he has a big armor ;)
But yeah, he is one of the robot who dont like "big areas" in a map, like mm7dw3. But he can be pretty effective in short areas.
Title: Re: Justified Classes v2dh
Post by: Accel on June 14, 2014, 01:32:40 AM
Quote from: "YGP1111"
So whens the MM&B classes coming?



Also buff Uranus and nerf Searchman pl0x c:

Quote from: "Shmeckie"
Nah, we're still keeping an eye out on this thread. We're just hard at work getting the next big update ready with all those funderful MM&B classes for your classes playing enjoyment!

It appears they're working on it currently.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 16, 2014, 05:10:20 PM
Some people complained about the lack of the speed and (power) damage problem on the vanilla server (about justified).
I must re-say: Fyone and Woohoo BUFFED every classe since v2a, the speed and/or the damage are buffed for a lot of robotmasters.
(If they buff more, it could be a OP mode.)
Exemple: Neptune had a delay before shooting, now, he can shoot directly the salt water (ball).
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 18, 2014, 12:11:52 AM
Are you going to add jumping sprites to any other class?
Nerf fucking faggot Slashman because he can ohko,thanks
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 18, 2014, 03:29:49 AM
Several classes can OHKO. Slash Man can't OHKO classes with average armor or above. And though it's low on the priorities list, we are planning to give everyone jumping sprites eventually.

Also, the Justified Classes wiki page has been updated to include rundowns for the Mega Man 8 classes!
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 18, 2014, 05:02:40 PM
Quote from: "Shmeckie"
Several classes can OHKO. Slash Man can't OHKO classes with average armor or above. And though it's low on the priorities list, we are planning to give everyone jumping sprites eventually.

Also, the Justified Classes wiki page has been updated to include rundowns for the Mega Man 8 classes!

Hey, if you need someone to do jumping sprites, I'm your guy! Just letting you know that.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 18, 2014, 08:04:58 PM
If you would like to help with sprites, there are much more things that are at a higher priority as far as sprites go that we would like help with. If you want to help, PM me with some of your previous work we'll see if we can add you into the devteam!
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 19, 2014, 02:59:51 PM
Quote from: "Fyone"
If you would like to help with sprites, there are much more things that are at a higher priority as far as sprites go that we would like help with. If you want to help, PM me with some of your previous work we'll see if we can add you into the devteam!

Previous work? Hmmm... I do have some other skins I did, but they're not related in any way to Justified. Why don't I just work on some jumping sprites for Metal Man and show you that?
Title: Re: Justified Classes v2dh
Post by: Ceridran on June 19, 2014, 03:08:56 PM
Any form of your spriting work should give a good idea of how well you can do, I'd say.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 19, 2014, 03:09:55 PM
Also, it may be just me, so call me crazy, but I think Neptune needs a bit of a buff and Turbo Man needs a bit of a nerf.
Title: Re: Justified Classes v2dh
Post by: ice on June 20, 2014, 12:40:33 AM
On the subject of turboman, alot of classes alts do MASSIVE damage to pretty much 1 hit kills, for me, it's sort of fine in LMS but in DM situations, unless the server sets you to spawn with temporary invincibility, you're going to die as soon as you spawn most of the time
Title: Re: Justified Classes v2dh
Post by: Fyone on June 20, 2014, 01:30:11 AM
At the moment Turboman's altfire can hit you twice for some reason (doing 70 damage when it's supposed to do 35) it should be fixed next version though.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on June 20, 2014, 08:32:26 AM
The wiki page has been updated. Now ALL the classes have the full rundowns. Gonna add bits on the Terminators and game modes in the future.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 23, 2014, 01:59:21 PM
Also, you notice how Jupiter's colors from the back frames are always blue? I know why is happens and how to fix it, and you probably do too, but make sure you fix it for v2e/v3.
Title: Re: Justified Classes v2dh
Post by: Promestein on June 23, 2014, 02:28:36 PM
It'd likely be v3a, if I follow the naming scheme correctly.

Is Mercury not invulnerable while melted? I noticed a Pluto bot was able to kill me while I was spewing out Mercury Drops (I only played online once, and nobody shot me when I was Mercury). It might be a bot-only thing, but I didn't like it.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 23, 2014, 07:12:17 PM
Mercury is no longer invincible but instead gets double armour when melted.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 24, 2014, 11:01:17 AM
Could you please nerf Darkman 1?When I was in Charge Man's stage,I found that Darkman 1 was getting alot of frags,and then I found out that he was using his rush move to gain so many frags.

Also,could you give Duo the ability to copy weapons,give Mega Man,Proto Man,Bass,and Duo their Power Fighter special moves,and put the Evil Energy Robot into the mod?

The special moves are:

Rock Upper(Mega Man)

Proto Strike(Proto Man)

Crescent Kick(Bass)

Giant Knuckle(Duo)

You don't have to change their original movesets,just give them an item under their healthbars,and if you use the attack,you have to wait for the item to come back(like Astro Man's Copy Vision).

And finally,can you give the bots of Duo and Frost Man bots the ability to attack,because when they show up,I don't see any challenge.
Title: Re: Justified Classes v2dh
Post by: Promestein on June 24, 2014, 12:09:23 PM
Those are just the way bots are. They generally suck at knowing when to release charged attacks, and they usually make up for it with infinite ammo.

I agree about Duo though. I think the team should completely scrap these dreadful "Megaman", "Protoman", "Bass", and "Duo" classes. Literally awful. I don't know why they went and just made up entirely new ideas when Power Fighters did it right. It seems so cheap and boring. This is how the movesets should look:

Mega Man - Able to copy weapons
Primary Fire: Shoots, can charge up for a charge shot
Secondary: Slides
Item: Can do an uppercut that hits for about the damage of a charge shot, but has less range than Top Spin

Proto Man - Able to copy weapons, but make sure he doesn't have his shield
Primary Fire: Shoots, can charge up for a charge shot
Secondary: Dashes
Item: Creates a small fireball in front of him, same properties as Mega Upper
 
Bass - Able to copy weapons
Primary Fire: Shoots, can charge up for a charge shot
Secondary: Jumps into enemy fire
Item: Does a flash kick, clone of Mega Upper

Duo - Able to copy weapons
Primary Fire: Throw his fist, can charge up for a charge shot that is slightly stronger than the others
Secondary: Tackles, can deal the damage of an uncharged Duo Fist
Item: Does a punch, same properties as Proto Man's special but it causes some knockback, so watch out!


*I'm poking fun at this "Power Fighters did it so this mod should definitely include it" mentality. I think Duo is interesting the way he is, and making him just another copywep class "because Power Fighters did it" would be a waste. Also, I think bringing the "special moves" to this mod would just be an even bigger waste, since they'd need their own HUD and they would serve no purpose whatsoever, what with each class being able to aim up.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 24, 2014, 09:11:41 PM
Very good!Very good indeed!Duo should be able to copy weapons.Also,could you guys create a Duo buster HUD sprite?
Title: Re: Justified Classes v2dh
Post by: fortegigasgospel on June 24, 2014, 11:12:08 PM
Quote from: "Promestein"
*I'm poking fun at this "Power Fighters did it so this mod should definitely include it" mentality. I think Duo is interesting the way he is, and making him just another copywep class "because Power Fighters did it" would be a waste. Also, I think bringing the "special moves" to this mod would just be an even bigger waste, since they'd need their own HUD and they would serve no purpose whatsoever, what with each class being able to aim up.
He was joking.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 25, 2014, 08:05:54 AM
Hey, if you truly want canon-ity, make Needleman float when shooting needles.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on June 25, 2014, 08:39:03 AM
Do you want play really with a Needleman who float?..... Iceman can do it (he has a jetpack thing, it seems). But for Needleman, no.
And it can be pretty boring..it could be the same for metalman....
Others ideas?
Title: Re: Justified Classes v2dh
Post by: Fyone on June 25, 2014, 05:22:44 PM
Quote from: "DrMario2"
Hey, if you truly want canon-ity, make Needleman float when shooting needles.
In addition to what Stonefunk said, our main reason for not having Needleman float when shooting needles is because it screws up his gameplay too much and makes it hard to play as him.
Title: Re: Justified Classes v2dh
Post by: cybersavior on June 25, 2014, 09:05:09 PM
I agree, Needleman is fine and is effective as he is, also he deviates very little from the canon material. Making him decelerate while shooting when firing, makes him spend too much time in the air, rendering his needle headbutt ineffective.

Skullman (though true to canon) needs change

He needs a really slow move while his shield is on(even though its not canon), otherwise the fact that his shield does damage is almost meaningless, when you cancel his shield early it shouldn't drain the rest of the bar empty.
Title: Re: Justified Classes v2dh
Post by: cybersavior on June 25, 2014, 11:13:01 PM
Never mind about skullman not being able to cancel out of his shield, it was only a glitch that happened a couple of times apparently, not sure why though, code looks fine. some limited movement would be great though.

Still would be nice though that when you cancel it early, it didn't drain the remainder of the bar.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 26, 2014, 05:16:29 AM
Skullman's shield is actually more effective than you would think, I think the problem is that you're just looking at it in the wrong perspective. Skullman's skull barrier's main use is to damage people up close not really for protection, the invincibility while the shield is up just allows you to counter melee and close range attacks. You can also use it as a quick shield option too where you would put it up for a few seconds and then cancel it to gain some momentum.

I think what you're thinking the purpose of the shield is more along the lines of Woodman's shield where primary use is for protection to either flee or try to stall for an opening in which you would throw the shield.

Also Skullman's shield drains all its ammo when cancelled so that you can't spam it, since during activation and deactivation of the shield it damages.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 26, 2014, 11:24:11 AM
Actually, I have a better idea, give O'l Needle the KY Jetpack item or something, but this is just a little suggestion.
Title: Re: Justified Classes v2dh
Post by: !o! woohoo on June 26, 2014, 01:04:22 PM
Quote from: "DrMario2"
Actually, I have a better idea, give O'l Needle the KY Jetpack item or something, but this is just a little suggestion.

There are no signs of him having a jet pack on his back, so it would kind of make no sense.
Title: Re: Justified Classes v2dh
Post by: DrMario2 on June 26, 2014, 01:26:36 PM
Well actually, what I mean is an item that turns on floating and turns off floating...
Title: Re: Justified Classes v2dh
Post by: Promestein on June 26, 2014, 03:10:30 PM
But why? What does it really add? I always found Needle Man's high jump alone to be useful, floating would just make him an easier target (oddly enough).
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 26, 2014, 03:23:49 PM
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.

The problem would be that it would be horribly unbalanced. But whatev.
Title: Re: Justified Classes v2dh
Post by: Davregis on June 26, 2014, 07:39:41 PM
Quote from: "-FiniteZero-"
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.


Would Bomb Man get a superjump?
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 26, 2014, 07:43:11 PM
Yes. Yes he would.
Title: Re: Justified Classes v2dh
Post by: Promestein on June 26, 2014, 08:11:38 PM
Quote from: "-FiniteZero-"
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.
Sounds like fun. A bunch of high-jumping characters who deal 4-6 damage through collision and 3-4 damage with their main weapons, usually. With each only being able to move on a two-dimensional plane. Maybe sa173533 can help with the design documents.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 26, 2014, 08:23:25 PM
Quote from: "Promestein"
Quote from: "-FiniteZero-"
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.
Sounds like fun. A bunch of high-jumping characters who deal 4-6 damage through collision and 3-4 damage with their main weapons, usually. With each only being able to move on a two-dimensional plane. Maybe sa173533 can help with the design documents.

Not quite. I wouldn't have the touch damage thing, to be honest. And definitely not the 2D thing, as that would make it pretty much unplayable.
Title: Re: Justified Classes v2dh
Post by: Promestein on June 26, 2014, 08:40:36 PM
Actually, collision damage might be sort of neat. But just as an experiment, not as a full-fledged mod. Everybody would basically be in a perpetual state of Quick Sprint or Dash or whatever it's called.

Speaking of which, when I fragged Quick Man while he was dashing into me, he left behind a blue Quick Man. I'm guessing the team is aware, but still.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 26, 2014, 10:51:40 PM
Well, there should be invulnerability periods from damage. Not too long, but enough so that rippers can do a set amount of damage.
Title: Re: Justified Classes v2dh
Post by: fortegigasgospel on June 26, 2014, 11:52:54 PM
Collision Damage would only work for VERY specific bosses. Like Gravity, who fought you by using himself as a weight.
Title: Re: Justified Classes v2dh
Post by: cybersavior on June 27, 2014, 12:44:49 AM
Quote from: "-FiniteZero-"
I keep thinking we should make NES-Perfect classes that are EXACTLY like the bossfights.

The problem would be that it would be horribly unbalanced. But whatev.


I would like to be involved with that, I enjoy the meticulous attention to detail that would involve.

I am constantly making minimods called "Deviations". A Deviation is a pk3 file that is added after a major mod, to make major or minor modifcations in ways to the mod so its plays how you want it. They are added as a second file in the add file bar and contain many changes to various classes from the various class mods in pk3's for my friends and family, making changes to the game which make it exactly how we want it to be. Different visions breed different Deviations.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 27, 2014, 02:11:38 AM
I think it would be a cool mod. I would go with the name "NES Perfect Classes" for it.
Title: Re: Justified Classes v2dh
Post by: Davregis on June 27, 2014, 02:08:56 PM
Quote from: "fortegigasgospel"
Collision Damage would only work for VERY specific bosses. Like Gravity, who fought you by using himself as a weight.

-Introduce invulnerability frames on hit
-Halve or third HP
-Have weapons do canonical damage, keeping halved HP
-Some weapons only cause invuln after hitting a specific damagepoint for balance
-Contact deals damage as adjusted by RM to both players
-Contact damage pushes back
-Mega Man, Bass, and Proto Man deal no contact damage, but can receive it
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 27, 2014, 02:38:51 PM
Hm... All that together...

Delicious!

I want to see this become reality.
Title: Re: Justified Classes v2dh
Post by: ProjectHazoid on June 27, 2014, 04:58:24 PM
Don't forget to take away a good chunk of the weapons' ability to aim in multiple directions! (leaving only Metal Blade, Shadow Blade, Freeze Cracker, Danger Wrap, Wild Coil, Remote Mine, Magic Card, Black Hole Bomb, and Rebound Striker)
Title: Re: Justified Classes v2dh
Post by: Korby on June 27, 2014, 05:05:16 PM
While we're at it, why don't we make it so you can't even look to the left or right, and can only walk forwards and backwards?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 27, 2014, 05:17:33 PM
Quote from: "ProjectHazoid"
Don't forget to take away a good chunk of the weapons' ability to aim in multiple directions! (leaving only Metal Blade, Shadow Blade, Freeze Cracker, Danger Wrap, Wild Coil, Remote Mine, Magic Card, Black Hole Bomb, and Rebound Striker)
Freeze Cracker can be aimed? What?
Oh well, you forgot Pharaoh Shot, so I guess we're even.

Quote from: "Korby"
While we're at it, why don't we make it so you can't even look to the left or right, and can only walk forwards and backwards?
Yes, this sounds perfect. Really get the most out of a 3D environment that way.
Or, make all stages extremely narrow, but with the background having a lot of interesting details and activity, sort of like FFXIII's hallways.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 27, 2014, 06:10:10 PM
I think that's a bit much. There should still be SOME control over the characters. We should still be able to move in 3D, otherwise what's the point of using MM8BDM at all?
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 27, 2014, 07:14:23 PM
I hope Bass will get the correct colors for him when he obtains weapons from the KGN bots. For example, Burner would give Bass a green Wave Burner and a green color scheme.

And if this is supposed to be canon, why does Mars not have his homing missiles? Make them regenerate at about the same rate as Cut's Giga Cutter and they do weak damage.

Also, you have to make Doc easier to use. I find that the double item was too hard to use, especially when you're rushing for one certain weapon. You know how Shadow, Frost, and Buster Rod have the ability to switch weapons by scrolling the mouse (or whatever control you guys use to switch weapons, in my case, shift/ctrl)? Can you give that to Doc?
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 27, 2014, 07:15:12 PM
Also, buff Oilman. His main is just not tough enough. It's hard to get a single kill with him in a DM environment.
Title: Re: Justified Classes v2dh
Post by: Promestein on June 27, 2014, 07:56:40 PM
Quote from: "-FiniteZero-"
I think that's a bit much. There should still be SOME control over the characters. We should still be able to move in 3D, otherwise what's the point of using MM8BDM at all?
I was sarcastically suggesting how to make it more NES perfect. I think Korby was serious though.

Quote from: "Fr3akGamer"
I hope Bass will get the correct colors for him when he obtains weapons from the KGN bots. For example, Burner would give Bass a green Wave Burner and a green color scheme.
I think this is a possibility. The Bass colors are in the core, and Burner Man's Wave Burner looks almost (if not entirely) the same as Bass's. For the other weapons, there would just be some minor tweaks. BUT, it would also make sense for it to not happen, since none of Bass's other weapons change their looks from Mega's or Proto's... Stay tuned.

Quote
Also, you have to make Doc easier to use. I find that the double item was too hard to use, especially when you're rushing for one certain weapon. You know how Shadow, Frost, and Buster Rod have the ability to switch weapons by scrolling the mouse (or whatever control you guys use to switch weapons, in my case, shift/ctrl)? Can you give that to Doc?
I thought the idea was to get your combination of weapons ready before hopping into the fray. At least, I think I saw that somewhere in this thread.

Quote
Also, buff Oilman. His main is just not tough enough. It's hard to get a single kill with him in a DM environment.
Oil Man's main weapon is the Oil Slider. His oil drops are just an annoyance. It's the same way in Powered Up, his main way of attacking is using the Oil Slider and jumping into you, after firing three drops of oil at you, which don't do as much damage and are really just there to make you slip. Though, fun fact, he falls slower and has a unique sprite while firing those in Justified. I thought that was a nice touch.
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 27, 2014, 08:03:55 PM
I really doubt Korby was being serious.
Title: Re: Justified Classes v2dh
Post by: sa173533 on June 27, 2014, 09:43:55 PM
Will the mod be updated automatically or will I have to download the new file manually?
Title: Re: Justified Classes v2dh
Post by: -FiniteZero- on June 27, 2014, 09:56:35 PM
Whenever the new version comes out, you have to download it manually.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 27, 2014, 10:32:09 PM
Quote from: "Fr3akGamer"
I hope Bass will get the correct colors for him when he obtains weapons from the KGN bots. For example, Burner would give Bass a green Wave Burner and a green color scheme.
We are planning on doing this, yes.
Quote from: "Fr3akGamer"
And if this is supposed to be canon, why does Mars not have his homing missiles? Make them regenerate at about the same rate as Cut's Giga Cutter and they do weak damage.
We figured it would make the class too cluttered since he already has a bunch of weapons at his disposal already.
Title: Re: Justified Classes v2dh
Post by: Promestein on June 27, 2014, 11:26:05 PM
I actually have a legit question this time.

I noticed just a few minutes ago (please do not bully) that Napalm Bomb got a rotation in V4A. Will Napalm Man's Napalm Bombs get a rotation down the line?
I actually prefer them the way they look now, but I thought I'd ask, because why not.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on June 28, 2014, 12:42:37 AM
Do you plan in making Astro get his ability to summon Shururun in a near future?
Title: Re: Justified Classes v2dh
Post by: Davregis on June 28, 2014, 02:13:36 AM
Quote from: "Korby"
While we're at it, why don't we make it so you can't even look to the left or right, and can only walk forwards and backwards?

We'd be working in the Zandronum engine.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 28, 2014, 02:29:31 AM
Quote from: "Promestein"
I actually have a legit question this time.

I noticed just a few minutes ago (please do not bully) that Napalm Bomb got a rotation in V4A. Will Napalm Man's Napalm Bombs get a rotation down the line?
I actually prefer them the way they look now, but I thought I'd ask, because why not.
We do plan on adding rotations to Napalm Man's Napalm Bombs, yes.
Quote from: "Astro Seraphim"
Do you plan in making Astro get his ability to summon Shururun in a near future?
Similar to Mars' case, we figured it would make Astroman too cluttered since he already has so many moves especially since being able to summon Shururun wouldn't be very useful anyways.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 30, 2014, 02:28:51 AM
So, this is supposed to come out in the winter? *sigh* Oh well, at I'll have something else to look forward to this winter that ISN'T Smash for Wii U.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on June 30, 2014, 02:31:57 AM
Fyone, there's one more little oversight I noticed. Pluto has no weakness whatsoever to Mercury's mainfire or the GrabBusterWep(M/P/B). His only weakness is Mercury's altfire. While we're on that subject, Saturn is only weak to Jupiter's mainfire instead of both the main and the alt (aerial Electric Shock). Are you planning on fixing that?

Also, this is not an oversight, but a question: When Tengu Man gets defeated by a copy character, will he get the Tornado Hold or the Tengu Blade?
Title: Re: Justified Classes v2dh
Post by: Promestein on June 30, 2014, 06:45:04 PM
Quote from: "Fr3akGamer"
FAlso, this is not an oversight, but a question: When Tengu Man gets defeated by a copy character, will he get the Tornado Hold or the Tengu Blade?
Randomly selected.

I noticed nothing weird. When my character blows up on Magic Man's stage, nothing out of the ordinary happens.
Title: Re: Justified Classes v2dh
Post by: Stardust on June 30, 2014, 06:46:47 PM
It's a gimmick that is part of the MMBMAG map ^^ when you die, something magical happens (card flying away, birds being released...)
Title: Re: Justified Classes v2dh
Post by: Promestein on June 30, 2014, 06:59:31 PM
For real? I loaded that map without any mods, and I never noticed anything else like that happening. I like it!

Oh, about the mod. Would it be possible to edit Knight Man's skin a tad, to remove the flail from his model when he's firing? I thought it looked a bit inconsistent with his HUD.
Title: Re: Justified Classes v2dh
Post by: Fyone on June 30, 2014, 07:38:23 PM
Quote from: "Fr3akGamer"
So, this is supposed to come out in the winter? *sigh* Oh well, at I'll have something else to look forward to this winter that ISN'T Smash for Wii U.
I never said this.
Quote from: "Fr3akGamer"
Fyone, there's one more little oversight I noticed. Pluto has no weakness whatsoever to Mercury's mainfire or the GrabBusterWep(M/P/B). His only weakness is Mercury's altfire. While we're on that subject, Saturn is only weak to Jupiter's mainfire instead of both the main and the alt (aerial Electric Shock). Are you planning on fixing that?
Again, this is already fixed.
Quote from: "Promestein"
For real? I loaded that map without any mods, and I never noticed anything else like that happening. I like it!

Oh, about the mod. Would it be possible to edit Knight Man's skin a tad, to remove the flail from his model when he's firing? I thought it looked a bit inconsistent with his HUD.
That is low priory at the moment, we'll most likely do it eventually though.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 02, 2014, 05:14:15 PM
Quote from: "Fyone"
Quote from: "Fr3akGamer"
So, this is supposed to come out in the winter? *sigh* Oh well, at I'll have something else to look forward to this winter that ISN'T Smash for Wii U.
I never said this.

Oh, sorry, that was WooHoo. My mistake.
Title: Re: Justified Classes v2dh
Post by: Fyone on July 03, 2014, 06:35:40 PM
Well we should be able to get v3a out much before then.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 03, 2014, 07:49:28 PM
Quote from: "Fyone"
Well we should be able to get v3a out much before then.

Great. I don't need you to respond to the following statement, but: I hope it comes before I start 11th grade because then I won't have time to play it otherwise. xD
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 03, 2014, 07:49:44 PM
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Title: Re: Justified Classes v2dh
Post by: Promestein on July 03, 2014, 07:50:57 PM
Here's hoping it's out early enough that I can stop procrastinating on my important matters.

Speaking of important matters, something has always confused me. What's with Yamato Man's HUD spear? I've seen it like this in so many mods, what's the justification for it lacking its spearhead?
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 03, 2014, 07:52:03 PM
Quote from: "Promestein"
Here's hoping it's out early enough that I can stop procrastinating on my important matters.

Speaking of important matters, something has always confused me. What's with Yamato Man's HUD spear? I've seen it like this in so many mods, what's the justification for it lacking its spearhead?

That's what I was thinking. It does have a missing spear head. I can even personally make a new HUD.

And is it me, or do I almost always get the first post on a new page?
Title: Re: Justified Classes v2dh
Post by: DrMario2 on July 04, 2014, 10:38:53 AM
Correct. On the topic though.... Will Ground Man be Drill Man no. 2?
Title: Re: Justified Classes v2dh
Post by: Promestein on July 04, 2014, 02:21:13 PM
I always imagined Ground Man would operate somewhat like a fusion of Turbo Man and Drill Man. He'd have his Spread Drill, an alt that would behave like a much slower version of Turbo's alt, and the ability to tunnel around in either the ground or ceiling (with the ability to expel some of the drill meter to do that weird triple drill attack).

But, I'm sure the Justified team will make him true to his original appearance.
Title: Re: Justified Classes v2dh
Post by: Fyone on July 04, 2014, 03:52:59 PM
Quote from: "Fr3akGamer"
Quote from: "Promestein"
Here's hoping it's out early enough that I can stop procrastinating on my important matters.

Speaking of important matters, something has always confused me. What's with Yamato Man's HUD spear? I've seen it like this in so many mods, what's the justification for it lacking its spearhead?

That's what I was thinking. It does have a missing spear head. I can even personally make a new HUD.
I've already made a new HUD for Yamatoman, so no need to worry.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 04, 2014, 04:47:15 PM
Quote from: "Fyone"
Quote from: "Fr3akGamer"
Quote from: "Promestein"
Here's hoping it's out early enough that I can stop procrastinating on my important matters.

Speaking of important matters, something has always confused me. What's with Yamato Man's HUD spear? I've seen it like this in so many mods, what's the justification for it lacking its spearhead?

That's what I was thinking. It does have a missing spear head. I can even personally make a new HUD.
I've already made a new HUD for Yamatoman, so no need to worry.

Excellent! You and your brothers really live true to our expectations!

But do you have an estimated release month?
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on July 04, 2014, 04:59:31 PM
Quote from: "Promestein"
I always imagined Ground Man would operate somewhat like a fusion of Turbo Man and Drill Man. He'd have his Spread Drill, an alt that would behave like a much slower version of Turbo's alt, and the ability to tunnel around in either the ground or ceiling (with the ability to expel some of the drill meter to do that weird triple drill attack).

But, I'm sure the Justified team will make him true to his original appearance.

Thank you for your words! ^^
They will try the best to make it fun! =)
Title: Re: Justified Classes v2dh
Post by: Fyone on July 04, 2014, 05:00:43 PM
Quote from: "Fr3akGamer"
But do you have an estimated release month?
We hope to release it later this month if all goes well.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 04, 2014, 05:58:02 PM
Quote from: "Fyone"
Quote from: "Fr3akGamer"
But do you have an estimated release month?
We hope to release it later this month if all goes well.

Awesome!! Maybe the first time I can play it when I go to France since I leave on the 16th. xD
Title: Re: Justified Classes v2dh
Post by: LarissaFlash on July 04, 2014, 07:11:00 PM
I feel like Turboman's scorch wheel is underpowered, and his alt is overpowered, everytime i have to kill someone i have to use crash drive.
Title: Re: Justified Classes v2dh
Post by: ice on July 04, 2014, 08:22:14 PM
try wheeling somebody that's running for a quick 1 hit kill
Title: Re: Justified Classes v2dh
Post by: Ceridran on July 04, 2014, 09:11:59 PM
Quote from: "ice"
try wheeling somebody that's running for a quick 1 hit kill

Running away, to be specific. If they are running in the same direction the scorch wheel is moving, I'm pretty sure they take more damage because they're inside the scorch wheel longer.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on July 05, 2014, 05:00:46 AM
Except that, since the nerf, Scorch Wheel won't OHKO anyone anymore. I do agree his mainfire was overnerfed, but at the moment we're hashing out some more direly needed buffs.
Title: Re: Justified Classes v2dh
Post by: !o! woohoo on July 05, 2014, 03:51:24 PM
Turbo Man feels good to me; his scorch wheels do a lot of damage if you manage to hit. To me, his wheels still feel a bit OP because you could just put a fully charged wheel in a pack of people and you would get zounds of frags.
Title: Re: Justified Classes v2dh
Post by: Fyone on July 05, 2014, 03:54:24 PM
I agree with Woohoo, and I also have seen them OHKO a bunch of times when moving with the target in the same direction. Especially the fully charged wheel. Which I think is fine since it's more of a situational thing.
Title: Re: Justified Classes v2dh
Post by: cybersavior on July 05, 2014, 05:43:02 PM
Why not just make each actor invulnerable for their pain state, that will stop ripper overload, or at least a big enough portion of frames to prevent this, without it adversely affecting damage from rapid fire weapons.
Title: Re: Justified Classes v2dh
Post by: Fyone on July 05, 2014, 10:14:34 PM
I'd rather not change the way pain states work and keep it in line with vanilla for simplicity's sake.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 06, 2014, 03:09:28 AM
Quote from: "Fyone"
I'd rather not change the way pain states work and keep it in line with vanilla for simplicity's sake.

Yeah, then what's the point in using classes that can do multihit damage, like Yamato or Needle?

Keep the pain states as is.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 10, 2014, 05:01:57 PM
Why is Gyro attack not ripping? In the Mega Man 5 fight, Gyro Man's Gyro Attack went through Mega Man and didn't disappear when it hit him. Just putting that out there.
Title: Re: Justified Classes v2dh
Post by: William0918 on July 10, 2014, 06:31:06 PM
Ok, can someone give me some differences between Justified Classes and Max's Class based modification?
Title: Re: Justified Classes v2dh
Post by: Ceridran on July 10, 2014, 06:38:02 PM
.. Class functionality and aesthetics, really.

One example: In Maxijax, Chargeman's mainfire will repeat it's process of charging until you run out of ammo or let go of the fire button. Chargeman's altfire is a AOE attack with really short range. It's essentially a melee attack.

In Justified, Chargeman's mainfire makes him charge forward a few spaces and stops, and you'l can't simply hold down mainfire. Chargeman's altfire is similar to the last, but with longer range and movement being halted.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on July 10, 2014, 09:31:24 PM
With "max' classes", the classes have faster attacks, more direct.
With justified classes, the classes must use more strategic way to kill the opponent.
Title: Re: Justified Classes v2dh
Post by: !o! woohoo on July 10, 2014, 11:56:33 PM
Quote from: "Fr3akGamer"
Why is Gyro attack not ripping? In Mega Man 5 fight, Gyro Man's Gyro Attack went through Mega Man and didn't disappear when it hit him. Just putting that out there.

Every robot master's attacks rip in the actual games, so that would mean that quick boomerang would have to rip, hyper bomb would have to rip, gravity buster would have to rip, EVEN DIVE MISSILE. Gosh, I couldn't imagine dive missile ripping. That's scary, man.
Title: Re: Justified Classes v2dh
Post by: Carprillo on July 11, 2014, 10:15:06 PM
I require assistance. Can I use botclasses? Because I REALLY want to try Alien Wily.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on July 11, 2014, 10:43:26 PM
Alien from mm2 final boss? We never had it, it was in an old version of "Max classes".... xD
Title: Re: Justified Classes v2dh
Post by: Promestein on July 12, 2014, 06:45:34 AM
I don't know about the classes, but "give alienshot" will let you use, well, the Alien's shot.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on July 13, 2014, 09:04:31 AM
Ah, it's for CTF.

PEOPLE, a lot complains about justified classes general gameplay, if you want give some advices,, we listen it.
I agree, some robotmasters like uranus are balanced but really slow to play with (not fun then)
I can understand, a Doom mode game must be fast.

For me, justified class is fun to play, but if you want say some complain/advices, we listen it, try to be polite and make ARGUMENTS, it's easier to understand why something doesnt work. Not just "Auto is bad, remove him'
We can try to make the game more fun, but we must keep our philosophy (moderated power with tactic style).

I will start and be franc, Uranus is balanced but the rocks/moves are slow, maybe nerf slighty the damage of everything and make him faster could be more fun?....but just a little.
Quickman need a nerf, what kind of nerf? Chimera told us "nerf the strafe of Quickman" he could be easier to hit. Like pluto'
What about make a litle move for bass when he shots? Like really slow? and nerf then the buster (some people wanted it).
Woodman leafrain seem useless in TDM, not so effective in TDM....it could be more effective, powerfull?

If you want say the problems of the mode, just tell us, people', we will try make the mode fun, but we will be reasonnable with the ideas....(without to lose the line of our gamestyle). (:
Title: Re: Justified Classes v2dh
Post by: Shmeckie on July 13, 2014, 10:06:38 AM
To be perfectly honest, I wouldn't touch Uranus. He's right where he needs to be.
Title: Re: Justified Classes v2dh
Post by: Promestein on July 13, 2014, 06:10:24 PM
Quote from: "Shmeckie"
To be perfectly honest, I wouldn't touch Uranus. He's right where he needs to be.
Yep, between both cheeks last time I checked.

Wood Man seems a little bit on the weak side, but I think you're supposed to hit them directly with the Leaf Shield, with the leaf rain just being a bonus. I'm terrible at aiming the shield, however, so I think he's fine.
Also, fast =/= fun. I think Hyper Storm H. is a hoot to play as, and I don't think anybody matches him for slowness.
Title: Re: Justified Classes v2dh
Post by: Carprillo on July 13, 2014, 11:31:37 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.
Title: Re: Justified Classes v2dh
Post by: LarissaFlash on July 14, 2014, 12:30:55 AM
Let me see, Carprillo, who do you think its attacks would be? just shooting yellow thingies?...
Title: Re: Justified Classes v2dh
Post by: Carprillo on July 14, 2014, 12:48:00 AM
Nope!
Here's what I have come up with.

He stands as tall as Centaur Man, in terms of viewpoint.

His attacks:

Main Fire: Laser Shot from his Eye.

Secondary Fire: His stretch-fist attack from Power Fighters.

Item 1: Split into pieces and fly to wherever the crosshairs is pointing.

Item 2: Turn into a very small puddle of goo that can fit through tiny spaces.

Item 3 (Usable when in puddle form): Turn back into Yellow Devil

While he would have defense on his side, his attack power is medium, and his speed is atrocious.

When in puddle form, his defense becomes low, his attack power vanishes completely, and his speed is much better.


So there ya have it.
Look! A character concept that isn't totally overpowered!
Well...Kind of. He would also be unable to fit through certain spaces, as is evidenced by his tallness AND bulk.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on July 14, 2014, 04:04:35 AM
I've actually been trying to convince the team to make a Yellow Devil Terminator, centered largely around his abilities from Power Battle/Fighters. Tossing cubes that bounce around; firing eye lasers; splitting into pieces and flying forward (playing as him, this would feel like Punk's Cannonball); all that good stuff. He's not a Robot Master, but he is a staple of the series (hell, he made it into Smash Bros.!).
Title: Re: Justified Classes v2dh
Post by: berserkx33 on July 14, 2014, 04:17:39 AM
Hey guys, what are ya gonna do when you finish all of the main series bots in this mod?

Are you going to go after the fangames? Like Unlimited, Rock Force, Rocks, Dongs, etc.

Are you going after the other spin off series? Like X, Zero, ZX?

Or are you going after the hacks? Like Minus Infinity, Forever, No Constancy, Deus Ex Machina, Grey Zone, Claw, etc?

If you need a spriter and a tester for the new classes, PM me, I will see if I can help with anything.

I really like Justified.

Also, I'm going to leave just a little feedback from what I'm seeing from the classes.

I've been playing Justified+Mission, and some of the classes do little to no damage to most normal enemies on that mode. While, classes with piercing attack simply destroy those things. Is there anyway to verify this problem? Try talking with the guys at the Mission mod to see if they can change things up fit better with yours, since they have been working with the MMX classes team to make them better. I've been playing Justified+Mission a lot and have been loving this combo, they blend very well, but with most classes either 1 hit killing everything or not even scratching everything, the options for player classes becomes very limited. Doc Bot and Terra pratically break the game.

Also:
Quote from: "Shmeckie"
I've actually been trying to convince the team to make a Yellow Devil Terminator, centered largely around his abilities from Power Battle/Fighters. Tossing cubes that bounce around; firing eye lasers; splitting into pieces and flying forward (playing as him, this would feel like Punk's Cannonball); all that good stuff. He's not a Robot Master, but he is a staple of the series (hell, he made it into Smash Bros.!).

100% agreed with this. YD should be a terminator class. Super fun idea.

To me it should be like this.
Normal Shot: Devil Pellet.
- Standard Devil Pellet, slow but strong, around the same strength as Skull Shot.
Alt Shot: Ground: Devil Split/Air: Devil Laser.
- While on the ground, he should do the Devil Split, and he would work like a super slow version of Punk's Alt Shot. While in the air, he should turn into the ball form looking down and shooting the laser. This should work like Jupter Lightning but with a larger range.
Item: Devil Cube.
- Charges with time, when used, releases a large cube that will start bouncing around hitting anything with piercing damage.
Passive: Sweet Spot.
- Naturally have a shield that is only vulnerable to piercing/exploding shots. Normal shots do half damage unless he is attacking (IE. With an open eye).

Also this gave me an idea for Green Devil.

Normal Shot: Green Glob.
- His MM&B incarnation main attack, shooting a glob of goo that travels like search snake but slower.
Alt Shot: Green Wave.
- Use his green wave from his MM8 incarnation, allowing him to travel pushing everyone with him.
Item: Green Pool.
- Mine like skill based on his MM8 incarnation. He will release a green pool that will automatically turn into a spike upon someone stepping over it. Lasts for 3 uses before vanishing and recharging.
- Passive: Natural Density.
- His alt bar actually works like a secondary lifebar. While he still have energy, it will absorve attacks up to a sixth of it's life. So you can only hurt him by continually attacking him. Let him go unhurt for a few seconds and it will recharge automatically.
Title: Re: Justified Classes v2dh
Post by: fortegigasgospel on July 14, 2014, 05:55:29 AM
Quote from: "berserkx33"
Hey guys, what are ya gonna do when you finish all of the main series bots in this mod?

Are you going to go after the fangames? Like Unlimited, Rock Force, Rocks, Dongs, etc.

Are you going after the other spin off series? Like X, Zero, ZX?

Or are you going after the hacks? Like Minus Infinity, Forever, No Constancy, Deus Ex Machina, Grey Zone, Claw, etc?
I can tell you right now, no, as this mod focuses on a more canon set up.
Title: Re: Justified Classes v2dh
Post by: CutmanMike on July 19, 2014, 12:40:32 AM
I have split this topic since the health debate kinda got heated and exploded. I hope you got the answers from the results already.

Btw food for thought, there's is and always has been a server option to turn off health items if you have access to it: sv_nohealth.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 20, 2014, 12:03:51 AM
Quote from: "CutmanMike"
I have split this topic since the health debate kinda got heated and exploded. I hope you got the answers from the results already.

Btw food for thought, there's is and always has been a server option to turn off health items if you have access to it: sv_nohealth.
What do you mean "split?"
Title: Re: Justified Classes v2dh
Post by: Knux on July 20, 2014, 01:05:10 AM
He deleted the argument, that's all.
Title: Re: Justified Classes v2dh
Post by: ice on July 20, 2014, 01:55:37 AM
any plans on buffing Auto any? (Slow ROF, long wind up, and slow moving rockets that you can see coming at point blank range isnt that fun)
Title: Re: Justified Classes v2dh
Post by: Fyone on July 20, 2014, 02:26:48 AM
We have no plans on buffing Auto, perhaps give some suggestions on how you would like to see him buffed?
Title: Re: Justified Classes v2dh
Post by: The Killer Nacho on July 20, 2014, 02:40:21 AM
I see Auto as more of a support class to tank hits than a typical straight attack class. The things you listed all pertain to his offensive characteristics, so a buff is not necessary in my opinion.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on July 20, 2014, 04:04:16 AM
I actually agree he needs to be buffed. As he stands now he's more of a novelty than a practical class, which is why everyone stopped using him after he was no longer new. Make him fire more rapidly once his bazooka is primed, increase the speed his rockets travel, and give him a few extra things he can build, and he should be able to stand level with the big boys.
Title: Re: Justified Classes v2dh
Post by: ice on July 20, 2014, 04:23:11 AM
Quote from: "The Killer Nacho"
I see Auto as more of a support class to tank hits than a typical straight attack class. The things you listed all pertain to his offensive characteristics, so a buff is not necessary in my opinion.
the main issue is, it is EXTREMELY difficult to even land hits with his rockets, which is a red flag as his special ability relies on landing hits to get the screws to begin with. On top of that, what the heck is even the point of giving a "support" class a weapon if it's so difficult to even hit with
Title: Re: Justified Classes v2dh
Post by: DrMario2 on July 20, 2014, 09:54:36 AM
Give him another weapon or make Eddie available in the start. By other weapon, I mean like.... a screw attack or something.
Title: Re: Justified Classes v2dh
Post by: berserkx33 on July 21, 2014, 12:56:31 AM
The problem with Auto being a support class is that there is no support metagame, and as such he's in no way effective as a class, because every single other class in the mod is battle oriented.

Like every other class in this mod, he should be able to stand on his own, not depend on others. If his offensive game is lacking, hes is lacking.

I remember from the start of this mod development that there wouldn't be roles, and as such, changing this at this point would not be useful. To be able to add a suppport role into the mod, it would need atleast 20 other support classes to generate a metagame good enough for it to work, only Auto will not work.

Now, about fixing Auto, I belive the ROF is not the problem, as even double the ROF would not help a slow shot like his. The problem lies in the fact that his shot don't do anything worth when they hit anything. To me you should change the explosion to an actual explosion, with continuous hits just like Crash Bomb and Flash Bomb or how his animarion makes it look like, and also a bigger AOE, so that the slow speed would not be such an obstacle on him hitting the enemy. Also, it would grant that on crouded areas he would not only be granted to hit something even if not hit directly, but with the multiple hits, it would make the gamble of jumping into the fray with such a slow shooting/moving class worth it, by giving him the power of extracting various screws at the same time and the longer staggering caused by the continuous hits would grant him more recovery time after the shot.

As with every other class in this mod, it's not the DPS that makes the character, it's the praticality, and Auto is too big of a gimmick to work. Gravityman is one of the lowest DPSs on the whole mod and he is a very good class.
Title: Re: Justified Classes v2dh
Post by: Fyone on July 21, 2014, 01:27:14 AM
Auto's explosion already works very similar to Crash Bomb where it multi-hits. I also agree that raising the RoF wouldn't do any good due to the nature of the weapon, so instead of raising the RoF or raising the explosion radius (since we don't want the sprites' size to deceive) we're going to raise the speed so that it's harder to dodge at point-blank distance.
Title: Re: Justified Classes v2dh
Post by: berserkx33 on July 21, 2014, 11:44:44 AM
Great, it would be good, my earlier suggestion was more based on the fact that a direct hit don't hold the enemy enough to secure another hit before the enemy is able retaliate/escape completely, but a increased speed would work too. As long as he is able to hit something, he will he able to work as a class.
Title: Re: Justified Classes v2dh
Post by: Fr3akGamer on July 22, 2014, 07:52:31 PM
Quote from: "Fyone"
Auto's explosion already works very similar to Crash Bomb where it multi-hits. I also agree that raising the RoF wouldn't do any good due to the nature of the weapon, so instead of raising the RoF or raising the explosion radius (since we don't want the sprites' size to deceive) we're going to raise the speed so that it's harder to dodge at point-blank distance.
Yeah. Currently, the way Photon Missile is used in the original MMV game is very similar to the Auto Rockets. And that's not exactly a good thing. Do your best to make Auto decent, Fyone and your brothers. I wish you all the best of luck.
Title: Re: Justified Classes v2dh
Post by: skully on July 23, 2014, 01:49:54 AM
So, hey, you still need to fix some of the stardroids colors? i can help with that.

I went on and fixed Jupiter's colors. and using him as a standalone skin. :3
Title: Re: Justified Classes v2dh
Post by: Carprillo on July 23, 2014, 02:10:53 AM
I personally think that Auto needs another weapon to compliment his Rocket Launcher. Maybe something like Oil Slider, or using his fan to blow powerful gusts of wind.
Title: Re: Justified Classes v2dh
Post by: ice on July 23, 2014, 03:12:06 AM
that wouldn't make any sense as one, his propeller is WAAAAY too tiny to produce enough wind, and 2, why would he need oil slider when he can fly? Basically the class nails him for the most part, rocket launcher with flight and the ability to make stuff, really, if he were to get something else, it's anther craftable item
Title: Re: Justified Classes v2dh
Post by: Fyone on July 23, 2014, 04:42:54 AM
Quote from: "skully"
So, hey, you still need to fix some of the stardroids colors? i can help with that.

I went on and fixed Jupiter's colors. and using him as a standalone skin. :3
If you could PM me the sprites it would be greatly appreciated since it would save us a lot of time. If you could also do Pluto that would be great help too.
Title: Re: Justified Classes v2dh
Post by: Carprillo on July 23, 2014, 12:46:25 PM
Quote from: "ice"
that wouldn't make any sense as one, his propeller is WAAAAY too tiny to produce enough wind, and 2, why would he need oil slider when he can fly? Basically the class nails him for the most part, rocket launcher with flight and the ability to make stuff, really, if he were to get something else, it's anther craftable item

I didn't mean his propeller.
At one point, didn't he have a fan? Like, a wave-around fan?

Even so, I agree. He should be able to use another item.
I'm thinking his truck. Think of it as a variation on the Wily Capsule.
Title: Re: Justified Classes v2dh
Post by: Astro Seraphim on July 24, 2014, 08:51:56 PM
So,maybe Windman's alt could be changed at some point,it's a little odd to get people with it,because he needs to stay still and the pulling power/range is short,unlike Dustman that can move while doing so.Making him pull people from a farther distance would be good,just like in the actual game,he can pull Megaman from the other side of the room.

By failing to pull people,you'll get damaged while you stand there and the enemies r free to move,the better way to use it is behind people,without them noticing.

Oh,and about Shademan,his Noise Crush is green in the original game,Clownman's Thunder Carnival is a dark red and Grenades Flash Bomb Explosions are Cyan/Blue.Do you plan on changing the colors or are you leaving them as it is now?
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on August 06, 2014, 01:56:18 AM
Speaking about noise crush...the real name is CRUSH NOISE, im not sure but in Rockman EXE anime, shademan exe say always "CRUSH NOISEEEEE!" ^^
Title: Re: Justified Classes v2dh
Post by: Promestein on August 06, 2014, 06:19:09 AM
No it isn't.

Is the Justified team still alive?
Title: Re: Justified Classes v2dh
Post by: Shmeckie on August 06, 2014, 06:39:41 AM
Yep, and working hard on the new release!

In terms of progress, the MM&B classes are pretty much all finished. Now we're just doing all the final bugfixes and balancing.
Title: Re: Justified Classes v2dh
Post by: Promestein on August 06, 2014, 04:04:46 PM
That sounds very exciting. I cannot wait to try out Konro Man.
Title: Re: Justified Classes v2dh
Post by: fortegigasgospel on August 07, 2014, 12:31:53 AM
Quote from: "Promestein"
That sounds very exciting. I cannot wait to try out Konro Man.
Wrong game, Konro is M&B2.
Title: Re: Justified Classes v2dh
Post by: coolcat7022 on August 07, 2014, 12:49:06 AM
I WAS going to be the one to point it out, but honestly, I kinda wish someone would make the MM&B 2 masters as classes.
Title: Re: Justified Classes v2dh
Post by: Promestein on August 07, 2014, 02:13:05 AM
Oh, sorry, I always think people are referring to Rockman & Forte: Mirai kara no Chousensha when they say MM&B. Just a habit of mind.

Looking forward to using Tengu Man, in that case.
Title: Re: Justified Classes v2dh
Post by: Beed28 on August 08, 2014, 04:45:32 PM
For some reason, I'm dying to see these new classes now.

Also, has the bug with "ghost characters" appearing been fixed (I think Flash Man's and Doc Robot's freezing weapons are involved somehow)?
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on August 08, 2014, 04:58:11 PM
Yeah everything is fixed (it seems), and Fyone/Woohoo will be back this weekend (or monday) to continue to finish the next version. (:
Title: Re: Justified Classes v2dh
Post by: ScrapHeap on August 10, 2014, 12:56:05 AM
People are complaining about Quint being overpowered, and I gotta say, they're kinda right. He has good midair control, a near-instakilling sakugarne with no penalty, and normal armor (as far as I'm aware). I know I'm probably beating a dead horse, but is he getting nerfed this update, and if not, PLEASE do it soon.
Title: Re: Justified Classes v2dh
Post by: Shmeckie on August 10, 2014, 03:09:33 AM
He was already nerfed a long time ago. He's also helpless without Sakugarne, loses it completely if he runs out of ammo for it, has a small, narrow hitbox with it, and is pretty easy to dodge (just run under him). Anything else and he'll be useless.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on August 10, 2014, 05:08:23 AM
In a map with close range, he can win easily because he has a lot of power....and there is a lot of maps like that...what about nerf the power of the sakugarne?... or something. He is hard to hit too when he jumps with the saku' (but it's a good thing for the speed!). (:
Title: Re: Justified Classes v2dh
Post by: Shmeckie on August 10, 2014, 06:11:41 AM
He's... not hard to hit at all.

Aim up.

If anything his movement is predictable and it's easy to calculate where he'll land and where to shoot.
Title: Re: Justified Classes v2dh
Post by: Emmanuelf06 on August 10, 2014, 06:39:52 AM
Well, it's true ^^ I think, People (specially low level) forget to hit him since the start and forget to take care their "back", so, if Quint attack by the back of a beginner....*killed*

Yeah. If you play with good players and if you use Quint, he wont be so useful...i think.
Title: Re: Justified Classes v2dh
Post by: ScrapHeap on August 11, 2014, 12:49:57 AM
It's not that he doesn't have his flaws, that much I acknowledge. He's pretty predictable and easy to maneuver around...when you can move reasonably well. Most classes have a movement nerf (Like HSH, Hardman, Knightman, Auto, the list goes on), and since most people want to play the classes they like over classes that deal with Quint, the game just stops being fun for everyone except him. I personally don't have too much trouble with him, but that's usually because the class I like to play, WindMan, doesn't have much of a movement nerf or a big enough hitbox to be hit by Quint. However, people who like playing the other classes like Knightman, Tomahawkman, or anyone with a really bad movement speed is GOING to be raped by Quint.

Plus, his Sakugarne has really good midair control and flies forward in midair. I know that this mod is supposed to be the "canon" mod for the classes, but there's a line between canon and fun, and Quint? Isn't fun.

Oh, also. It's kinda hard to hit a Quint that's going all over the place.
Title: Re: Justified Classes v2dh
Post by: Rozark on August 11, 2014, 01:14:09 AM
Quote from: "Perfectlylegit"
He's pretty predictable and easy to maneuver around...when you can move reasonably well.
Quote from: "Perfectlylegit"
Oh, also. It's kinda hard to hit a Quint that's going all over the place.

Oh the contradictions. If you're going to make a point, at least be consistent.
Title: Re: Justified Classes v2dh
Post by: ScrapHeap on August 11, 2014, 01:24:59 AM
I'm not contradicting myself, though. He's easy to dodge with appropriate movement speeds and dodging, but not so easy to hit when he's jumping around all over the place. And if you're slow, he'll charge at you and make himself predictable, but since he's hard to hit, you're pretty much dead anyway.

THE EXCEPTION TO THIS IS FROSTMAN. His ice wave has a rather high hitbox and freezes whatever it hits when it's fully charged. And because it charges rather quickly, you can spam it at him and essentially render Quint useless.
Title: Re: Justified Classes v2dh
Post by: Shyster on August 12, 2014, 02:13:32 AM
You may want to note that I am the worst offender when it comes to quint abuse and probably the one responsible for everyone jumping on the quint bandwagon. Quint is insanely fun to play, but I suppose I can see how he would shut down the game a bit for everyone else. Of course, that's their problem =p

From my experience, I can tell you Quint excels in team games where other team member can act as distractions. When alone up against aware opponents on a level playing field, he's helpless. And yes, slow classes usually get butchered quickly.
Title: Re: Justified Classes v2dh
Post by: TheDoc on August 12, 2014, 03:49:27 AM
Could you include the ACS source scripts in the new update? Since I like messing with them I thought I'd ask. :mrgreen:
Title: Re: Justified Classes v2dh
Post by: Stardust on August 12, 2014, 05:59:24 PM
This was done already TheDoc, name's Justiderp T_T
It was started out as a joke mod by Blews (he released the all first version of Justiderp on a server about... 6 months ago? because he was bored, and this version included the "derped" versions of MM1 and MM2 (and maybe MM3) robot masters, which are basically overpowered versions of their original counterpart (Bubble's main is a vulcan, Roll is absurdly fast both in moves and attacks, Hard Man and Guts Man create giant earthquakes when smashing the ground, Metal's main summons 4 metal gears when it hits the ground, Wood Man's rain is explosive, Bomb Man sends bombs that split into even more bombs, all of Oil Man's attack scatter lots of oil around, etc... this is just a few of them.)

Over the time and since this joke mod was really enjoyed and played often, he did updated to include MM4 and MM5, then I proposed to help him and we worked both on this mod, until MM7. We stopped working on it because the coding was so hardcore that the server would crash, usually because some classes like Wood or Fire would summon a giant amount of actors on the map. Justiderp is currently banned because of these bugs/lags :( There won't be any MM8 update except if we really feel like bugseeking :I

If you want to give Justiderp a spin, load this wad (https://www.mediafire.com/?n4vq25konyurw2t) followed by this one (https://www.mediafire.com/?0erhfa23mp9aahw)
Title: Re: Justified Classes v2dh
Post by: TheDoc on August 12, 2014, 10:42:06 PM
So that's what Justiderp was. I saw it on Doomseeker occasionally but never really tried it out for myself.

I....actually wasn't going to release whatever I'm doing to the public unless it got big enough (and it hasn't); it's solely for me to kill time and experiment with coding. I know it may seem a stupid reason to ask for the ACS sources, but I figured it wouldn't be a hassle to NOT delete the scripts.
Title: Re: Justified Classes v2dh
Post by: Fyone on August 13, 2014, 03:42:50 AM
King Yamato doesn't want the ACS open source since there have been times in the past where they were copied and used in the original Class Based Modification with no consent. When my brothers and I asked for permission to continue KY Classes, King Yamato wanted us to keep the source private for the above reason.

Therefore unless King Yamato gives us consent to include the ACS source in future releases we will not be including it.
Title: Re: Justified Classes v2dh
Post by: Korby on August 13, 2014, 06:31:40 AM
It sure is a shame when other class mods use things from other class mods with no consent.
Title: Re: Justified Classes v2dh
Post by: Promestein on August 24, 2014, 06:18:57 PM
RIP in piece, Justified Classes...



Nah, seriously, any word on v3?
Title: Re: Justified Classes v2dh
Post by: !o! woohoo on August 24, 2014, 06:43:30 PM
The mmb classes are done. Right now, we are rebalancing the classes and seeing how we can improve them. This could take a week or two weeks at most.
Title: Re: Justified Classes v2dh
Post by: Beed28 on August 24, 2014, 09:23:37 PM
Have Bass' arms for when he dashes been fixed for widescreen?
Title: Re: Justified Classes v2dh
Post by: cybersavior on August 24, 2014, 09:34:33 PM
Quote from: "!o! woohoo"
The mmb classes are done. Right now, we are rebalancing the classes and seeing how we can improve them. This could take a week or two weeks at most.


I like the sound of that

I enjoy all the major class mods in the community
Title: Re: Justified Classes v2dh
Post by: Fyone on August 24, 2014, 09:55:03 PM
Quote from: "Beed28"
Have Bass' arms for when he dashes been fixed for widescreen?
What do you mean fixed for widescreen? I didn't know there was a problem with his arms when he dashed.
Title: Re: Justified Classes v2dh
Post by: Beed28 on August 24, 2014, 10:59:16 PM
Quote from: "Fyone"
Quote from: "Beed28"
Have Bass' arms for when he dashes been fixed for widescreen?
What do you mean fixed for widescreen? I didn't know there was a problem with his arms when he dashed.
When dashing with certain weapons equipped like Yamato Spear or Crash Bomb, his arms become cut off:
(click to show/hide)

Yet oddly enough, they aren't cut off when equipped with other weapons like Leaf Shield:
(click to show/hide)
Title: Re: Justified Classes v2dh
Post by: Fyone on August 25, 2014, 01:14:48 AM
If you know the cause for Bass' HUD issues I'll happily fix them, but I honestly have no idea why that occurs on widescreen only.
Title: Re: Justified Classes v2dh
Post by: cybersavior on August 26, 2014, 05:54:47 AM
I can help here.

I fixed in this in some of my personal mods and the custom HUDS I made as a mini mod for Justified classes, because I have a wide screen monitor.

You will find that most weapons that aren't translations of the buster, they also have unique dash sprites(as the actual images for those dashes are located under Bass in sprites), and those will do be fine.

The attacks that use a color translation of the buster and the dash will not be as they have been cropped below their actual size, in the translation.

The "A0" sprite translations do not need changing as they are just the one arm part and are very narrow already in width, and therefore do not extend outside the frame.

The "B0" AND "C0" translations need changing, as the images are wider than the frame containing them (they may look fine on a 4:3 monitor, but everything wider than that is cut off.)

(click to show/hide)
Title: Re: Justified Classes v2dh
Post by: Fyone on August 26, 2014, 12:47:48 PM
Alright, thanks cybersavior. We'll get these HUD problems fixed for next version.
Title: Re: Justified Classes v2dh
Post by: ScrapHeap on August 27, 2014, 07:30:43 PM
So, not to rush you guys or anything, but when do you think the next release will happen?
Title: Re: Justified Classes v2dh
Post by: Shmeckie on August 27, 2014, 07:54:59 PM
We won't even be testing until maybe next week. If there's no major bugs or balance issues, it'll be shortly after that. If there are, who knows.
Title: Re: Justified Classes v2dh
Post by: !o! woohoo on August 30, 2014, 06:12:54 PM
King's Army attacks!

Download Justified Classes v3a Here! (http://www.best-ever.org/download?file=justifiedclasses-v3a.pk3)

Changelog:
(click to show/hide)
NOW YOU'RE PLAYING WITH JUSTICE!!

Also check out my taunts pack (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=6317&p=275118#p275118) with MMB taunts!
Title: Re: Justified Classes v3a
Post by: Promestein on August 30, 2014, 07:10:31 PM
Your username is how I feel right now.

Edit: And after toying around with the mod a bit. Ground Man, my favorite, is phenomenal. I especially like the context-sensitive altfire.

Edit 2: Gahaha, I found a bug. Whenever I hit Cold Man (the bot, at least) with Dynamo Man's Lightning Bolt, he disappears and the game crashes shortly after.
Title: Re: Justified Classes v3a
Post by: Beed28 on August 30, 2014, 08:04:14 PM
Burner Man's so psychotic that he managed to crash the game.
(Okay, I'm not sure it was really him, I was Bass and I had Jupiter, Astroman, Burnerman and Pirateman added as bots)

Also, dash arms seem to have been partially fixed (the right arm is now fully visible but left arm still gets cut off).

EDIT: No King class?
Title: Re: Justified Classes v3a
Post by: Emmanuelf06 on August 30, 2014, 08:07:22 PM
Quote from: "Promestein"
Your username is how I feel right now.

Edit: And after toying around with the mod a bit. Ground Man, my favorite, is phenomenal. I especially like the context-sensitive altfire.

Edit 2: Gahaha, I found a bug. Whenever I hit Cold Man (the bot, at least) with Dynamo Man's Lightning Bolt, he disappears and the game crashes shortly after.


Thank you very much! I hope They will find a way to fix that then. I wasnt on the server..
It will be for soon.
Title: Re: Justified Classes v3a
Post by: Shmeckie on August 30, 2014, 08:12:56 PM
Hotfix is in the works, and will be available shortly.
Title: Re: Justified Classes v3a
Post by: ScrapHeap on August 30, 2014, 08:22:43 PM
I love how pirateman and magicman work, my two favorite robot masters. They're so AWESOME. Pirateman because his mainfire can stop in midair and isn't useless, and magicman because he's actually MAGICAL.
Title: Re: Justified Classes v3a
Post by: Fyone on August 30, 2014, 08:24:40 PM
Hotfix is now out check first post for download, also King will be added in v3b if anyone's wondering.
Title: Re: Justified Classes v3ah
Post by: OrangeMikey on August 30, 2014, 08:27:25 PM
King? Oh my god I can't wait
Title: Re: Justified Classes v3ah
Post by: ScrapHeap on August 30, 2014, 10:42:25 PM
I found a bug, when bass hits me with my weakness (wave burner), it crashes the server
Title: Re: Justified Classes v3ah
Post by: Promestein on August 30, 2014, 10:59:19 PM
Yep, same deal as the Cold Man thing, it would seem.
Title: Re: Justified Classes v3ah
Post by: Fyone on August 30, 2014, 11:00:09 PM
Alright thanks for finding that bug!

EDIT: Check first post to download the hotfix-fix  :p
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on August 30, 2014, 11:40:11 PM
Another glitch, apparently Oilman becomes Oiljesus and flies when he bounces on a spring. Or any bouncing thing for that matter.


I'll post glitches and bugs here as I find them.
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on August 31, 2014, 01:09:42 AM
Was there anything you did before to cause Oilman to get flight when bouncing? Because I couldn't get it to happen to me.
Title: Re: Justified Classes v3ah-fix
Post by: -FiniteZero- on August 31, 2014, 01:47:16 AM
Also, Bass' Wind Storm HUD is broken.
Title: Re: Justified Classes v3ah-fix
Post by: LarissaFlash on August 31, 2014, 02:00:01 AM
V3? Hopefully people won't play YD anymore, that's horribly balanced.
Title: Re: Justified Classes v3ah-fix
Post by: Korby on August 31, 2014, 04:26:33 AM
It's a good thing the two mods both being horribly balanced is impossible!

On a more serious note, I enjoy that you buffed the only class that I play[pluto], so I can at least be happy about that.
Title: Re: Justified Classes v3ah-fix
Post by: Promestein on August 31, 2014, 04:33:29 AM
Can't we all just get along? Justified has Mega Water S, and YD has Magma Man, so I love them both.

But man, the bots in Justified show no mercy. I fought a Ground Man bot earlier that just stayed in the ceiling and kept popping out to try and hit me, and a Sword Man who spun around indefinitely, and kept changing direction in midair. Not that I'm complaining, mind you, since both could be overcome, but still, funny stuff.
Title: Re: Justified Classes v3ah-fix
Post by: xColdxFusionx on August 31, 2014, 04:34:36 AM
Quote from: "LarissaFlash"
V3? Hopefully people won't play YD anymore, that's horribly balanced.

I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe Justified is any better.

Go play TurboMan or Pluto for... any quantity of time, really.
Better yet, go play Skullman. Or maybe Toadman. Or Uranus.

I think you get my point.

(Note: This was made before I actually checked out v3a. If any of these got changed, ignore my ramblings.)

EDIT: Duo goes in category 1. Burnerman goes in category 2.
Title: Re: Justified Classes v3ah-fix
Post by: ice on August 31, 2014, 04:34:55 AM
*snip*
the download 3 pages back is misleading
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on August 31, 2014, 05:42:59 AM
Another bug involving Pirateman. His bubble crashes the game when it's used on a wall, and also crashes when colliding into a wall infinitely (Getting stuck on it)
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on August 31, 2014, 03:22:53 PM
Quote from: "xColdxFusionx"
Quote from: "LarissaFlash"
V3? Hopefully people won't play YD anymore, that's horribly balanced.

I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe Justified is any better.

Go play TurboMan or Pluto for... any quantity of time, really.
Better yet, go play Skullman. Or maybe Toadman. Or Uranus.

I think you get my point.

(Note: This was made before I actually checked out v3a. If any of these got changed, ignore my ramblings.)

EDIT: Duo goes in category 1. Burnerman goes in category 2.
I'm fine with people of your social group posting insensitive/ignorant posts on other topics saying that Justified is your least favourite mod and stuff due to bias or that you hate it for questionable reasons like: I just don't like how it plays! It feels intentionally bad! which equate to no reasoning and irrational opinions. But posting on our topic saying things with literally no evidence and proof is a new low. I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe YD is even possibly more balanced than Justified.

OK first of all I'm ignoring your ramblings since none of those classes have problems of being OP in v3; if you're gonna name evidence at least be sure about what you're saying. Also category 1 and category 2 refer to what?

How do you even expect people to get your point if you just post classes you think are unbalanced with no proof or reasoning? Why not also give constructive criticism on how to improve them too?

EDIT: @Perfectlylegit, I'm not sure how you crashed with Pirateman bouncing off walls. Can you explain further in detail or did you do something beforehand to cause it to crash? Because I couldn't get it to crash.
Title: Re: Justified Classes v3ah-fix
Post by: ice on August 31, 2014, 04:34:00 PM
Buster rod's alt still seems to randomly decide when it wants to block and when it doesn't, not sure if the blocker spawns too low and dies in the ground or what
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on August 31, 2014, 05:29:37 PM
Alright, I seem to have forgotten a tic on the Buster Shield. Should be fixed next version.
Title: Re: Justified Classes v3ah-fix
Post by: Emmanuelf06 on August 31, 2014, 05:30:08 PM
Well, it was maybe because i put YD classes in my less favorites modes and put justified differents modes in my favorites, so they wanted punish me I think'
It's hilarous because, a lot of those guys dont play a lot YD classes and do easy critics against Jclasses.

I must say, i hosted some YDclasses TOURNAMENTS and i played A LOT, A LOT, YD classes since the v4a so i have a better opinion than people who bash Justified for the fun or for their friends (like Lego who dont play classes). If i prefer justifiedclasse (since KYclasses), it's because it's more canon, i dont care if YD is older and if the yd devroom is full of friends or others, i want just play a mode who is canon and special in the same time (and balanced because it' simportant).
For me, YD is more TF2 like (see Slashman) So yeah, enjoy the jumpsprites too. It was a lot of work.
Title: Re: Justified Classes v3ah-fix
Post by: Tfp BreakDown on August 31, 2014, 05:40:19 PM
Personally I couldn't care for the jumpsprites, as if they were neccesary, but the new classes seem ok. Ground is pretty fun, Though the birds on Magic are not. Also Duo and Venus bots are still borked and now wily bot doesn't appear in botrush and instead I get a message saying "invalid bot wily" or something like that. But other than that, the update is ok.
Title: Re: Justified Classes v3ah-fix
Post by: William0918 on August 31, 2014, 06:27:09 PM
Why does Megaman and Protoman not have jumpsprites?
Title: Re: Justified Classes v3ah-fix
Post by: Emmanuelf06 on August 31, 2014, 06:50:16 PM
For the next version, i think.
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on August 31, 2014, 06:52:01 PM
Quote from: "Tfp BreakDown"
Also Duo and Venus bots are still borked and now wily bot doesn't appear in botrush and instead I get a message saying "invalid bot wily" or something like that. But other than that, the update is ok.
Alright I'll try to fix this, also I'll make the birds on magic shootable.
Title: Re: Justified Classes v3ah-fix
Post by: fortegigasgospel on August 31, 2014, 11:40:12 PM
Ok, I main Drill and Gravity in YD so I'm gonna say that I love Ground.
I also like Burner, BUT, I'm gonna go out and say he is broken as HELL.
Wave Burner BLOCKS SHOTS, yes it did so in M&B but in this environment, and with how much he can do, drop the shot blocking.
His diving attack can be aimed any direction, but in game he never went up. I suggest putting a distance limit on him so he won't go higher then needed to hit the ground at the elevation he jumped from.
Second complaint about his dive, make him unable to turn when he hits the ground, the waves come out in the direction you are facing when the spawn, so if you turn while doing it you cover every single direction.
Also I did this in one of my own maps with water, but when I dived into the water I broke Burner and could not gain any water effects, even after leaving the water and re-entering it, I do not know if it does so in any core maps though.
Title: Re: Justified Classes v3ah-fix
Post by: ice on September 01, 2014, 12:14:03 AM
one more thing I'd like to ask, please give megaman his slide back. as it is now it actually seems to slow him down
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 12:21:22 AM
Quote from: "fortegigasgospel"
I also like Burner, BUT, I'm gonna go out and say he is broken as HELL.
Wave Burner BLOCKS SHOTS, yes it did so in M&B but in this environment, and with how much he can do, drop the shot blocking.
His diving attack can be aimed any direction, but in game he never went up. I suggest putting a distance limit on him so he won't go higher then needed to hit the ground at the elevation he jumped from.
Second complaint about his dive, make him unable to turn when he hits the ground, the waves come out in the direction you are facing when the spawn, so if you turn while doing it you cover every single direction.
Also I did this in one of my own maps with water, but when I dived into the water I broke Burner and could not gain any water effects, even after leaving the water and re-entering it, I do not know if it does so in any core maps though.
Well I'm not sure if you were playing on a server or with bots, but Burnerman's mainfire isn't as good as you think since you slow down while using it, it needs to be able to block shots to compensate. As for his altfire, there is already a distance limit but I'll lower it even more. The waves that come out when you hit the ground already basically cover every direction so I don't think spinning will make it much more effective, for that reason I'm not gonna make it so that you can't turn. (Also if I made it so that you can't turn you would unfreeze when you get hit due to the way SetPlayerProperty(0,1,4) works anyways.) Lastly that glitch you pointed out never happened to me when I did it in core maps, so I think it's just your map's problem probably.

Quote from: "ice"
one more thing I'd like to ask, please give megaman his slide back. as it is now it actually seems to slow him down
Megaman's slide always boosted your speed by that much, and it doesn't slow you down when using it...
Title: Re: Justified Classes v3ah-fix
Post by: fortegigasgospel on September 01, 2014, 12:47:33 AM
It isn't his distance that is the problem, it is the fact he can go any direction you are aiming even those that are not down. Make him have to go down, not able to go straight or up.
Title: Re: Justified Classes v3ah-fix
Post by: Emmanuelf06 on September 01, 2014, 01:00:13 AM
Quote from: "fortegigasgospel"
It isn't his distance that is the problem, it is the fact he can go any direction you are aiming even those that are not down. Make him have to go down, not able to go straight or up.
Not a bad idea, since he can go everywhere with this attack....its hard to escape from it if you are a little too near from him... could be cool if you can escape from a high platform....i dont know exactly the power of this attack, but it looks strong...maybe nerf just the possibility to go UP ?
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 01:09:52 AM
To be perfectly honest, Burner doesn't really go that far, and unless you get hit directly, it doesn't do too much damage. It's okay as it is, I think.

Also, another bug. During the campaign, in the MM&B portion, if you load this into it and start, the other bots won't load, and you can't continue.
Title: Re: Justified Classes v3ah-fix
Post by: xColdxFusionx on September 01, 2014, 05:29:59 AM
OK, I need to break this down

Quote from: "Fyone"
I'm fine with people of your social group posting insensitive/ignorant posts on other topics saying that Justified is your least favourite mod and stuff due to bias or that you hate it for questionable reasons like: I just don't like how it plays! It feels intentionally bad! which equate to no reasoning and irrational opinions. But posting on our topic saying things with literally no evidence and proof is a new low. I'm not sure what amuses me more, the fact that you said this, or the fact that you actually believe YD is even possibly more balanced than Justified.

Starting right off with an ad hominem! This is going to be wonderful!
Also, I never said YD is more balanced than Justified. I'm just saying the reverse is not true either. Hell, I can't name a classes mod in this community that isn't without any sort of balance problem. Hell, CSCC is about as balanced as a Weebl standing on its head.

The reason I don't like Justified, since you indirectly asked, is that most classes don't feel satisfying. At all. I've started to nickname it "Wet Paper Towel Classes" because a lot of the classes don't feel like they really do anything. And, thus, any classes that are actually effective at their jobs feel overpowered by comparison.

Let's look at Coldman, for an example.
He has a very clear-cut combo; Stun someone, then throw a wall at them while they can't dodge.
I successfully landed this combo on someone.
Twice.
They were still alive; it took me a third hit to actually kill them.

That's not satisfying to use.

On the other hand, we have Sword Man, who can do up to 200 damage if you're skilled and/or lucky enough to hit with everything on his sword swing.

That is satisfying to use. (A little too much so, I may add.)

There, I've aired my grievance with the mod. You can't say I haven't given any reason now, can you?
YD classes has the opposite problem, but this isn't the YD classes thread, so I'll leave that for another time.

Quote from: "Fyone"
OK first of all I'm ignoring your ramblings since none of those classes have problems of being OP in v3; if you're gonna name evidence at least be sure about what you're saying. Also category 1 and category 2 refer to what?

How do you even expect people to get your point if you just post classes you think are unbalanced with no proof or reasoning? Why not also give constructive criticism on how to improve them too?

OK, first off, hypocrisy alert with the lack of evidence.

Second of all, I intended for people to play the classes to experience the disparity, but if I need to explain them up front...

Group 1 are classes that are excessively strong for various reasons.
Turbo Man's hitboxes and Crash Drive speed make him nigh-impossible to dodge. The battle becomes "can you kill him before he teabags you to death." Which, in this mod, is really difficult. (See above)
Pluto has invulnerability frames out the ass, a ripping dash that deals great damage, and free homing projectiles.
Duo has Charged Duo Punch, which deals massive damage to whatever it hits compared to the rest of the classes.

Group 2 are classes who were gimped into uselessness by Justified.
Toad Man can be easily knocked out of his Rain Flush which, while such a mechanic provides nice counterplay, Rain Flush isn't really strong enough to justify it balance-wise.
Skullman's Skull Barrier is a "Zhonya's Hourglass" on a kit where stunning yourself for invulnerability hurts you much more than it helps. What does Skull Man even gain from using it? He buys himself two seconds. Which is easily one of the most situational abilities in the game. Hell, even WOOD MAN does it better than him. But then again, Wood Man doesn't have an actually viable attack so... This is the one class where a long cooldown would be justified; fire some buster shots, use Skull Barrier while you reload, fire more shots, rinse and repeat.
Uranus has decently strong attacks... which take fifteen years to charge, making him incredibly useless in an actual combat scenario.
Burner Man's attacks are nigh-impossible to hit with in a fight, and don't do enough when they do hit to justify their use. Even in this mod, where doing over 50 damage is a feat in and of itself. Forest Diver, in particular, isn't worth the five seconds it takes to charge and the long stun periods it requires you to suffer through.

tl;dr: This mod has balance issues. Get over it.
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 05:44:31 AM
If I may shoot down all your points in part 2...

Toadman simply needs to leap high into the air and fire to get a successful rain flush. And even then, he has his TOAD COMBAT which does a crapton of damage in close corridors, where the above strat is useless.
Skullmans shield is an attack as well, so using that as an attack instead of shielding himself is another strategy that can be employed. Not only that, when he releases it, everyone near him gets shoved away, which is a lot more helpful than it seems.
Uranus kills in five shots. That's all there is to say on that matter.
Forest Diver kills if you land directly on someone, which isn't hard to do at all. Plus, have you even weaponswitched to his grenades? They do almost 25 per hit. AND he has traps, which were MEANT to be used with the Wave Burner.

tl;dr: These 'balance issues' simply take a bit of effort to overcome.

However, I won't defend coldman. He's broken as shit right now.














Just super saiyan.
Title: Re: Justified Classes v3ah-fix
Post by: xColdxFusionx on September 01, 2014, 06:09:29 AM
Quote from: "Perfectlylegit"
Toadman simply needs to leap high into the air and fire to get a successful rain flush. And even then, he has his TOAD COMBAT which does a crapton of damage in close corridors, where the above strat is useless.
Wait, you can trigger Rain Flush in the air? When the hell was this added? Also, Toad Combat? What on Earth happened when I stopped paying attention to this mod?

Quote from: "Perfectlylegit"
Skullmans shield is an attack as well, so using that as an attack instead of shielding himself is another strategy that can be employed. Not only that, when he releases it, everyone near him gets shoved away, which is a lot more helpful than it seems.
First one is nigh impossible to land because of how it works. Second one, I've never seen actually hit, mainly because the first one exists and pretty much does that anyway. Either way, you still leave yourself completely open to being set up on after the two seconds are up, a trait which completely mitigates almost any advantage the shield gives.

Quote from: "Perfectlylegit"
Uranus kills in five shots. That's all there is to say on that matter.
...And has a charge time of five years, a firing rate of "please kill me", and Super Arm is strictly better in terms of overall damage output.
On a failed shot.
...Please.

Quote from: "Perfectlylegit"
Forest Diver kills if you land directly on someone, which isn't hard to do at all. Plus, have you even weaponswitched to his grenades? They do almost 25 per hit. AND he has traps, which were MEANT to be used with the Wave Burner.
Wait, Forest Diver can kill people? I've never seen it actually hit for any sizable amount of damage.
Also, "almost 25 per hit" is not a very good damage value for something with an effective range of two meters. Hell, Silver Tomahawk is easier to hit with and still does better damage.
In addition, the traps are pretty much his only saving grace, but even then, I haven't seen him do more than 40 damage with a single attack, so I'm not sure that will save him.

Quote from: "Perfectlylegit"
However, I won't defend coldman. He's broken as shit right now.
Not sure broken's the word you're looking for, but I agree. Coldman needs to be looked at.
Title: Re: Justified Classes v3ah-fix
Post by: ice on September 01, 2014, 06:35:39 AM
on the subject of coldman, the freeze sniping makes him outright broken in LMS due to the fact it flat out negates ALL movement, plus it recharges ammo fast enough for you to lock them down, dashes and all, the whisps slows enemies dramatically also, then you have the ice wall itself, while horizontally it isnt much, try hitting someone angled vertically however it deals really good damage, or even worse if you managed to use it in a small area where it'll bounce alot
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 01, 2014, 07:05:10 AM
I wouldn't say Cold Man is broken at all. he has a "comfort zone" where he wrecks opponents, but there's a lot of ways around him and a lot of places he struggles. Uneven surfaces trip up his offense, and he has nothing to hit with at a distance. Heck, he's got one--and only one--method if direct offense, and it's a 3HKO in general situation.

As for Fusion's first part, that is purely his own personal problems. Why do I say this? First of all he states "this is how Cold Man is to be played". Except there's multiple ways you can play him. His mainfire RoF allows for a steady stream of ice walls, so you can release enough of them bouncing around to inhibit enemy movements and overwhelm opponents. If you're in a one-on-one scenario, your method is one way to do it. You can also trick-shot the ice walls around corners. Also you can angle a wall to make it hit an opponent twice. You're coming at J-Classes like it's YD Classes. YD Classes are built around playing them a certain way, in general. They have a mission statement for you to follow. Justified Classes simply hand you the arsenal they had from the games, a general idea (hey, don't get up close with Metal man, he's fragile and all his attacks are long range), and a general balance of what they're better at than other classes. Beyond that, you have more creative freedom as to how you approach combat. Sometimes a class just doesn't click with you. That's gonna happen. And really, what I'm getting from your complaints of satisfaction is that you just want big damage from something simple. If that's not the case, that's how you're making it sound.

As for your list of "Group 1" (because Perfectlylegit addressed Group 2 perfectly), Turbo man's Scorch Wheel is rather slow and not difficult to avoid at all in wide open areas (which are more commonplace than corridors). His Crash Drive doesn't steer on a dime so it requires proper aim and timing to make use of, and like Blizzard Man's bowl, it can be jumped over. Duo is strong, but also easy to dodge; stay close and strafe. Once he uses his charged punch, he has to commit to it. And good lord is he wide open if he misses. And Pluto?! Really?! Until this update he was grossly underpowered. Yes, he had a lot of tools, but none of them got him anywhere. His damage was lacking, his homing shots don't home in as well as most and his Break Dash wasn't worth the risk of throwing yourself at opponents with its poor damage output (a direct hit from a Break Dash dealt about an 1/8 of your maximum health in damage before this buff. It took a ridiculously situational setup to get him to deal big damage in testing, hence his buffs in this update) . No one was winning with Pluto unless they were playing TLMS and their strategy was to run from danger until the enemy team whittled away. I'm not sure what "invulnerability frames out the ass" you think he had, but much of Pluto's arsenal is risky and puts him in danger (dive into combat head first, or plant yourself on the wall and be a sitting duck). Fyone can correct me on this if I'm wrong, but I'm pretty sure he can be hit during Break Dash, as well.

And to be perfectly frank, you're not lending much credibility to your points when you're calling Uranus, of all classes, "gimped". It's not difficult to get Pillar Break at all (which is why you see it so often), he has a 5HKO projectile with a large hitbox and above average speed that boomerangs back smaller shots, a strong melee attack in the form of a fast lunge attack which closes the gap in the blink of an eye or can escape from danger, and Pillar Break is... well, Pillar Break. Uranus is one of the most solid heavyweight characters in the mod. He does big damage without completely wrecking your health, and he can build up to an immensely powerful attack that still requires some precision to be able to use.

Basically, if the class feels like it's not accomplishing anything, either you're approaching them the wrong way or they just don't click with your playstyle. Trust me, I've played--and won--with every class on this mod (folks are well aware of my affinity for choosing classes based on the stage). Even times I thought a class was grossly underpowered I found a different way to approach them, and my tune quickly changed. Take Neptune; awhile back, some of the YD devteam popped in to play, and Celebi was complaining up and down about how weak and useless Neptune was. Try convincing the average J-Classes player of that now. Yet we never buffed him between when Celebi complained and now. Even I thought he was overly weak. Then I figured out how to actually get the most out of his arsenal, and that tune radically changed. 5HKO fast projectile thrown at a good arc with shrapnel projectiles and a strong AoE alt? Ain't nothing useless about that. A smart, aggressive neptune can be the bane of a match.

These aren't classes with a basic goal in mind. Justified Classes gives players an arsenal with each class, and asks you, the player, to make the most of it. Every class has the tools to win--that's a major focus in this mod. We don't want classes stuck in support roles, or rendered useless in certain game modes--it's up to you to figure out how to use those tools, and if they're the kind of tools that work for you.

On another note, we will be implementing character changes between DM and LMS. Also...

(click to show/hide)
Title: Oops
Post by: Rozark on September 01, 2014, 07:30:24 AM
Quote from: "Shmeckie"
These aren't classes with a basic goal in mind.

I thought the basic goal was to stay canon.
Oops.
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 01, 2014, 07:31:38 AM
Obviously I'm referring to gameplay.
Title: Re: Justified Classes v3ah-fix
Post by: xColdxFusionx on September 01, 2014, 07:39:30 AM
Oh my god
The people putting words in my mouth is real

I never said "this is how you're supposed to Cold Man." He does have other things he can do. I said "he has a very clear combo." Which, while it can be interpreted similarly, is different. What I'm saying is, he can stun into Ice Wall. A very clear combo setup. It's hard to land both effectively, so it should feel good to use, right?

It isn't.

Burner Man has a very similar issue. Even with Trap into Wave Burner or, hell, Trap into Forest Diver, he deals about 70 damage on a solid hit. Which really doesn't justify the twenty seconds he has to spend being useless to do it. Especially not when Slash Man can get the same exact effect by just looking in your direction, no combo needed.

I realize this is a different mod from YD Classes. I'm just saying that when people notice "oh hey there's this cool thing that might work maybe I should try it" and they get really shitty results half the time, then they start to feel really useless.

Also, "it's not difficult to get Pillar Break" my ass. Five second charge time which pauses when attacking (read: being useful in any way shape or form)? I'm really not sure it's worth it. Which is an issue many of the attacks in the mod suffer from; It's really not worth trying to find a corner to camp in for ten seconds while your super move that may or may not do anything useful charges. Especially when, y'know, you have Slash Man or Shadow Man (who don't care) trying to shove spiky things into places where there shouldn't be spiky things. Penalizing someone for attempting to survive is bad game design in general.

While we're on the subject of bad attacks, how about that Pirate Man and his Wet Paper Mines and Bubble That Takes Five Years To Charge For 20 Damage at max.
Title: Double oops at 3am with a side of popcorn
Post by: Rozark on September 01, 2014, 07:46:14 AM
Quote from: "Shmeckie"
there's multiple ways you can play him.
Quote from: "Shmeckie"
Basically, if the class feels like it's not accomplishing anything, either you're approaching them the wrong way

multiple ways
wrong way

Sorry to interrupt you two again but isn't this contradicting itself?

I mean its just another YD vs Justified war and both sides are to take blame, and after what Stonefunk just sent me it seems as if the justified side is the saltiest neptune in all of bikini bottom while coldfusion tries to make points without fully understanding what each class can do. Again, both sides are to blame.
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 01, 2014, 08:12:07 AM
I really do hate to say this, because it feels ad hominem, and I know it's probably going to get you upset, but I feel like I have to due to some of your points here...

...I think you're just bad at this...

For instance, Pirate Man. Foregoing the fact that his mines do a hefty amount of damage (2 or 3 mines can kill a target, depending on how well you land them so they're within the explosion for longer), hit multiple targets within the continuous splash, can be set of manually, etc., 20 damage at max for his Bubble? Are you just throwing it out at random? Have you not used an uncharged Bubble in a confined area? Just yesterday I scored a double kill with a diagonal uncharged bubble in a hallway against two fresh opponents. Are you not aware you can steer the charged Bubble, and in a low ceiling area you can hug an enemy for most of their entire health bar? You're not supposed to recklessly go for the charged version all the time (and we're foregoing the fact he's armored during the charge), they're two different versions of the attack with two completely different applications. Did you not know Burner Man's Forest Diver can be used during a jump, and foregoes the initial leap if you do so, allowing you to spring it on unsuspecting targets? Unable to hit with Pillar Break? Are you unaware that Uranus himself has instant kill properties during the stomp as well? Or that Uranus can move during the initial leap? Of course an attack with a massive hitbox that deals instant death like Pillar Break is going to be tricky to use, but there's a million and one ways to trap someone, and flat out guarantee they will die with this attack. And if you're trying to camp a corner to charge it up, you're relying on it too much. His Deep Digger is his most solid and reliable method of scoring kills, and considering it's a 5HKO with a faster travel speed than most attacks, that's a pretty damn good method of killing people.

I really am sorry, but you're sitting here complaining about the usefulness of attacks that can cleave most of a--if not an entire--health bar in an instant when used properly. Forest Diving into a crowd rakes in frags as Burner, and in a one-on-one situation his grenades are a solid and punishing tool. And foregoing even Deep Digger AND Pillar Break, Uranus has a solid dash attack along with everything else that gives him tools at close, medium, and long range.

Many combos aren't going to work because if they did, that class would be grossly OP and that one strategy would dominate online play. If that Cold Man combo you described worked the way you wanted it to, that's all anyone would do with Cold Man, and a character that locks you down and forces you to eat his 2HKO projectile is not my idea of balanced. Especially when a well-aimed Ice Wall can rebound and hit an opponent twice. This isn't TF2, where if you're playing as the Heavy, you stick to the minigun, or if you're the soldier you focus on your rockets. It's not about finding the one strong thing and throwing it out as often as possible. It's about synergizing their arsenal and figuring out the right applications for each attack. And some forms of synergy won't work for balance purposes. But if you're Metal Man, sometimes you wanna spam those Metal Blades, but then other situations come along where the Metal Gear is better. If you're too focused on the blades, then a situation requiring the gear is going to come along and you're at a disadvantage of your own making. Uranus is not Pillar Break. Nor is he Deep Digger. He's not even his dash attack. He's a combination of all of these moves, and the various applications they present.

I know this feels like a personal attack, and I don't mean it to, but honestly, there's quite literally nothing else I can say. when you've got a character with a 5HKO projectile, 3HKO melee attack that doubles as a speed boost of sorts, instant death attack with a large hitbox that makes the user effectively invincible, and you're saying they're useless and weak, what else can I say to that?

I'm not saying the mod is perfectly balanced, because we're constantly finding ways to balance it, buff and nerf who need it, and close the gaps between classes, but this idea that some classes are generally useless is absurd, and the ones you're touting as dominant are far from it.

Quote from: "Rozark Kyouko"
Quote from: "Shmeckie"
there's multiple ways you can play him.
Quote from: "Shmeckie"
Basically, if the class feels like it's not accomplishing anything, either you're approaching them the wrong way

multiple ways
wrong way

Sorry to interrupt you two again but isn't this contradicting itself?

I mean its just another YD vs Justified war and both sides are to take blame, and after what Stonefunk just sent me it seems as if the justified side is the saltiest neptune in all of bikini bottom while coldfusion tries to make points without fully understanding what each class can do. Again, both sides are to blame.
Smarminess aside (and frankly I'm not terribly interested in your personal gripes with Stonefunk, though I will fully admit the guy is way too sensitive and melodramatic), there's no contradictions here at all. Just because there's multiple ways to play him doesn't mean there aren't wrong ways, as well. Not terribly hard to understand.
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 09:25:50 AM
If I may ask, what is the killing obit for the Mokumokumo a reference to?

'X was sent to the seventh heaven by Y's Mokumokumo'
Title: Re: Justified Classes v3ah-fix
Post by: Korby on September 01, 2014, 02:52:54 PM
I doubt it's based on the show. (http://en.wikipedia.org/wiki/Seven_Heavens)
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 03:50:48 PM
Quote from: "Perfectlylegit"
If I may ask, what is the killing obit for the Mokumokumo a reference to?

'X was sent to the seventh heaven by Y's Mokumokumo'

Stardust is the one who made the obituary, I have no clue what it refers to.

Quote from: "ice"
on the subject of coldman, the freeze sniping makes him outright broken in LMS due to the fact it flat out negates ALL movement, plus it recharges ammo fast enough for you to lock them down, dashes and all, the whisps slows enemies dramatically also, then you have the ice wall itself, while horizontally it isnt much, try hitting someone angled vertically however it deals really good damage, or even worse if you managed to use it in a small area where it'll bounce alot
Coldman's altfire will be nerfed next version in RoF, range, damage, and stun time. So he should be balanced next version.
Title: Re: Justified Classes v3ah-fix
Post by: xColdxFusionx on September 01, 2014, 04:02:21 PM
Wait, you can charge the bubble?
They really ought to make things like that clearer...

...That aside, the reason I was complaining about Pirate Man in particular was that I was playing immediately before making that post, and I caught a Napalm Man in EVERY SINGLE FRAME OF THE (uncharged) BUBBLE.

And he was still alive and fully capable of hitting me in the face with Napalm Bombs for three quarters of my health.
Because... reasons.
This attack takes five seconds of out of combat time to use. It should at least be consistent in its power, but that seems to be too much to ask from this mod at this point.

Other things I saw a lot of during that play session:
> Slash Man can block shots AND instagib in a mod where 25 damage Burner Grenades (which have roughly the same range) are considered fair and balanced.
> Plant Man was used pretty much exclusively because Plant Hug is easily one of the strongest melee attacks in the game, but Star Man is never played because he slows to a crawl while Crashing.
> Seriously, some of these super moves aren't worth how much time you have to wait. Without being able to, y'know, defend yourself. Is it really too much to ask for that cooldowns don't rely on you not attacking for the duration? You could double their cooldowns for all I care. But when I dread actually having to try to fight someone in Megaman 8-Bit Deathmatch, I feel like something's inherently wrong in the design.
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 04:41:27 PM
Quote from: "xColdxFusionx"
Wait, you can charge the bubble?
They really ought to make things like that clearer...
You could've just checked the wiki for the move overview ya' know.

Quote from: "xColdxFusionx"
...That aside, the reason I was complaining about Pirate Man in particular was that I was playing immediately before making that post, and I caught a Napalm Man in EVERY SINGLE FRAME OF THE (uncharged) BUBBLE.

And he was still alive and fully capable of hitting me in the face with Napalm Bombs for three quarters of my health.
Because... reasons.
This attack takes five seconds of out of combat time to use. It should at least be consistent in its power, but that seems to be too much to ask from this mod at this point.
If you were to catch Napalm Man in every single frame of the uncharged bubble you would most definitely kill him in seconds, so what you're saying makes no sense.
Quote from: "xColdxFusionx"
Other things I saw a lot of during that play session:
> Slash Man can block shots AND instagib in a mod where 25 damage Burner Grenades (which have roughly the same range) are considered fair and balanced.
> Plant Man was used pretty much exclusively because Plant Hug is easily one of the strongest melee attacks in the game, but Star Man is never played because he slows to a crawl while Crashing.
> Seriously, some of these super moves aren't worth how much time you have to wait. Without being able to, y'know, defend yourself. Is it really too much to ask for that cooldowns don't rely on you not attacking for the duration? You could double their cooldowns for all I care. But when I dread actually having to try to fight someone in Megaman 8-Bit Deathmatch, I feel like something's inherently wrong in the design.
Slashman wasn't meant to instagib this version, expect it fixed next version to 2-3HKO. Also blocking shots with Slash Man is really hard to do due to the RoF. BTW the Burner Grenades kill in 3 hits not 4. Plantman has really low armour, again not as strong as you think; I assume you're referring to the first released version where he was OP? Starman also gets an armour buff while using starcrash in addition has much more armour than Plantman. Which Super Moves are you talking about?
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 05:08:20 PM
Slashman's slash dash seems a bit too abusable. I was fighting him in a duel yesterday, and he was able to spam it simply using one wall. Also, if you know the ROF, it's not hard to block shots constantly. And yes, it does OHKO; it's happened to me numerous times.

A fix for the slash dash would be to make it so you can't leap onto walls until the bar fills completely.
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 05:17:16 PM
I disagree with Slashman's Slash dash being abusable, it's rather hard to hit with most of the times so I don't find it a problem. If more people agree that the Slash Dash is too good though I'll nerf it, but for the time being don't count on it. And even if you know the RoF on the mainfire, it isn't fast enough to block all shots especially with the delay in beginning.
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 05:20:32 PM
I'm not talking about its power, more the fact that you can jump onto a wall with a low bar and instantly slash dash into someone, and you can do this constantly. And if not on the offensive, you can launch yourself away, charge it again, then keep doing so until you get to nigh-unreachable ground (Or at least a really friggin' far distance away)

Also, backing up with slashman is easy BECAUSE of the slash block; he's moving with the projectiles, thus giving him more time and giving him openings to dodge attacks WHILST being able to block shots.

I'm not saying the block is a BAD thing, mind you; I like the concept. I just wish it was a little more timing-based so that classes like coldman don't have such a hard time hitting the guy. (OMITTING THE STUN)
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 05:27:57 PM
My opinion isn't going to change on Slashman's slash dash and block. I think both are fine especially since he has low armour and only melee attacks. I strongly disagree with Slashman's slash claw blocking shots not timing-based since it has a delay before slashing. Unless more people support your opinion, I'm not changing it.
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 05:39:07 PM
But I'm not asking you to change it. I'm just stating a viewpoint and suggesting a possible fix should it become an issue.

All of that aside, I like how the classes of MM&B play, like burner and ground. Magicman's romper summoning kinda seems counter-productive on his end, though. They're summoned when the magic shot is...well, shot, right? So classes like burner would be able to block his shots, create a wall of rompers, and then have a wall that he needs to back away from, even though he was most likely shielding himself to run from him anyway. It's not really bad, mind you, but it seems a bit unorthodox, unless that's the point.
Title: Re: Justified Classes v3ah-fix
Post by: xColdxFusionx on September 01, 2014, 05:50:55 PM
Quote from: "Fyone"
If you were to catch Napalm Man in every single frame of the uncharged bubble you would most definitely kill him in seconds, so what you're saying makes no sense.

...Well, it happened. I blame explosion damage being as consistent as quantum mechanics.
Title: Re: Justified Classes v3ah-fix
Post by: Jatea on September 01, 2014, 06:42:07 PM
Flying Groundman is life

(click to show/hide)
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 01, 2014, 06:49:12 PM
Oilman does that too.

I don't mean to make you feel rushed, and I'm sorry if it sounds like nagging, but how long until King happens?
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 07:56:49 PM
King will hopefully be added in less than a week, don't count on it though.
Title: Re: Justified Classes v3ah-fix
Post by: Promestein on September 01, 2014, 08:41:09 PM
So, what's the deal with Burner Man's stage's fire? I mean, I kinda like the blue tint to it, but that they're just parts of sprites creeps me out.
Title: Re: Justified Classes v2dh
Post by: BlackEmperorJet on September 01, 2014, 08:47:10 PM
Quote from: "!o! woohoo"
King's Army attacks!

Download Justified Classes v3a Here! (http://www.best-ever.org/download?file=justifiedclasses-v3a.pk3)

Changelog:
(click to show/hide)
NOW YOU'RE PLAYING WITH JUSTICE!!

Also check out my taunts pack (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=6317&p=275118#p275118) with MMB taunts!


Where's King? >=Y
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 01, 2014, 08:47:40 PM
Quote from: "Promestein"
So, what's the deal with Burner Man's stage's fire? I mean, I kinda like the blue tint to it, but that they're just parts of sprites creeps me out.
Yeah, I'm still trying to figure out the cause for that blue. I would assume it had to with one of the translations to Burnerman's weapons, but I didn't find a solution yet.
Title: Re: Justified Classes v3ah-fix
Post by: Ukiyama on September 01, 2014, 08:48:10 PM
Quote from: "Promestein"
So, what's the deal with Burner Man's stage's fire? I mean, I kinda like the blue tint to it, but that they're just parts of sprites creeps me out.

Looks like a sprite replaced the fire... again, looks like Burner Man.
Title: Re: Justified Classes v3ah-fix
Post by: Promestein on September 01, 2014, 09:18:40 PM
Huh, I thought I saw a few Frost Mans in there as well.

Also, YAMATO MAN HAS HIS SPEARHEAD FINALLY. Thank you guys so much. Truly you are the hero of our times.
Title: Re: Justified Classes v3ah-fix
Post by: -FiniteZero- on September 01, 2014, 11:51:57 PM
Quick question, was it this one or the other Classes mod that let you toggle Robot Master weaknesses?
Title: Re: Justified Classes v3ah-fix
Post by: coolcat7022 on September 02, 2014, 12:21:45 AM
I'm pretty sure it was this one, though correct me if I am incorrect.
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 02, 2014, 12:29:19 AM
Yes, it's this one, though I don't remember the code for it.
Title: Re: Justified Classes v3ah-fix
Post by: -FiniteZero- on September 02, 2014, 12:39:08 AM
Ah, found it. Yes, it's this one. Using sv_disallowweaknesses .
Title: Re: Justified Classes v3ah-fix
Post by: coolcat7022 on September 02, 2014, 12:43:34 AM
Oh...
I've been wanting to figure out the infinite ammo cheat, but I think it's in SV_infiniteammo.
Title: Re: Justified Classes v3ah-fix
Post by: Beed28 on September 02, 2014, 12:48:33 AM
Speaking of weaknesses, they seem to be broken... at the start of a match, say, I use Rain Flush on a Bright Man, I get the weakness sound effect. But after he dies and respawns, he's no longer weak to Rain Flush, and thus, no sound effect.

Also; Bass' dash arms (his left arm getting cut off) still needs to be fixed, and the ammo bars for the Mega Man V special weapons don't even show up on the horizontal hud layout.
Title: Re: Justified Classes v3ah-fix
Post by: ice on September 02, 2014, 04:25:07 PM
and in other news, toadman is hard to escape in a low ceiling stage with his borderline 1 hit kill melee

Edit: actually, stunlocking seems to be a huge overall issue with the mod
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 02, 2014, 05:36:19 PM
Quote from: "Beed28"
Speaking of weaknesses, they seem to be broken... at the start of a match, say, I use Rain Flush on a Bright Man, I get the weakness sound effect. But after he dies and respawns, he's no longer weak to Rain Flush, and thus, no sound effect.

Also; Bass' dash arms (his left arm getting cut off) still needs to be fixed, and the ammo bars for the Mega Man V special weapons don't even show up on the horizontal hud layout.
Apparently the weakness breaking only happens with bots, because I tested it with real people and I still heard the weakness sound. Bass' dash arms being cut off still; I guess I could try making the translation even bigger. And I fixed the Mega Man V horizontal bars next version.

Quote from: "ice"
and in other news, toadman is hard to secape in a low ceiling stage with his 1 borderline hit kill melee

Edit: actually, stunlocking seems to be a huge overall issue with the mod
I just gave Toadman no hitstun on his altfire next version, can you think of any other classes that need no hitstun in that case?
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 02, 2014, 07:49:46 PM
I want to say swordman, but his alt is hard enough to hit with.

Tomahawk could use an ever-so-slight nerf to his own, considering how powerful his tomahawk is.

Knightman should lose it since if you catch it inside someone it's pretty much instant death.

Crashman, with his double-firing arms, could use a stunlock nerf too, considering if you catch someone with both, you can fire a continuous stream of them and they can't do much to esxcape.
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 02, 2014, 10:09:18 PM
Swordman already has no hitstun. I'll remove it on Knightman. Though removing hitstun on Tomahawk would be useless since he doesn't have high RoF moves where it would matter and also I don't think Tomahawk is OP. Crashman is supposed to have extra hitstun on his crash bombs so that they stunlock, so I can't lower that either.
Title: Re: Justified Classes v3ah-fix
Post by: MusashiAA on September 03, 2014, 06:53:50 AM
Yeah, the Crashman class design implies a huge risk if you miss a shot, simply because it's Crash Bomber. So you want a Crash Bomber's direct hit to be as rewarding as possible without it being too powerful. Removing stunlock on that means you either have more control over your explosions, or it deals a lot more damage: otherwise, it's a straight up nerf.
Title: Re: Justified Classes v3ah-fix
Post by: Bokan on September 05, 2014, 09:39:08 PM
Enker is now just a running Target,
you cant follow up the enemy anymore, too slow.
Just can`t jump any edges at all cause his jump is so too low now.
Just because he jumps high, doesnt means, he needed to be nerfed there.( fact = his Jump "is" high )
What is the QQ point in Enker and always had been??? = The Damage
You accomplished that and nerfed him already, but why his whole "set".
Hes unplayable anymore.
Add 3 more Robot Masters getting to hell like that.
And i replace the Old with something new...
or maybe i just justify another version and open some servers...
And screw around with the settings of the Bosses...
Like take Cutmans walljump away or take Slashmans leap ( since his slash is so op? )

You just changed to your favor guys, cant see anything else but that...
Youve Crippled Enker, his dominating playstyle is gone.
He cant even dodge a bit with this set, since your bound to only one position, because hes slow and cant jump gaps.
He had high mobility and you just took it? Without a second thought?
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 05, 2014, 09:51:17 PM
I can't say I understood a word of that, but Enker got nothing but buffs so I fail to see why you think he sucks now.
Title: Re: Justified Classes v3ah-fix
Post by: Bokan on September 05, 2014, 09:57:47 PM
Quote from: "Shmeckie"
I can't say I understood a word of that, but Enker got nothing but buffs so I fail to see why you think he sucks now.

What exactly got buffed? His Stab?

Because everything he has now, is less then before. Speed, Jump height,  Surviveability (he has to load his shield now)
his Burst is gone.

What is even left, that could get Buffed? The Ammo he gets by Shielding?
Srsly i cant see any buff? SRSLY xDDDD

Even the notes are saying, that Enker is weak shit now
Title: Re: Justified Classes v3ah-fix
Post by: Fyone on September 05, 2014, 10:04:21 PM
I think you must be mixing YD Enker with Justified Enker, because all he got was buffs in this version. YD Enker is the one with high speed, high armour, whole bunch of damage, etc.
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 05, 2014, 10:05:05 PM
He got a damage buff and he can hold the guard stance out as long as he wants, so you can't predict when his stance ends and punish him.
Title: Re: Justified Classes v3ah-fix
Post by: Bokan on September 05, 2014, 10:08:54 PM
Quote from: "Fyone"
I think you must be mixing YD Enker with Justified Enker, because all he got was buffs in this version. YD Enker is the one with high speed, high armour, whole bunch of damage, etc.

Well i dont remeber him slow in the Original Title so its not Justified...
He Jumps twice as high as Megaman does & hes twice as fast.
Its not YD Enker, i mean they crippled him generally.
The YD Enker was representing the real Enker.
This is just the Enker you want him to be.

I wouldnt even make a Big difference between those classes mods
since everyone knows where the idea was coming from...
I wouldnt make such a Big Deal out of some changes like that,
If you would retain.
Title: Re: Justified Classes v3ah-fix
Post by: Promestein on September 05, 2014, 10:22:07 PM
Enker is only Quick Man-level in MM10, though. He moves much closer to Mega Man's speed in Dr. Wily's Revenge.
Title: Re: Justified Classes v3ah-fix
Post by: Bokan on September 05, 2014, 10:52:02 PM
Quote from: "Shmeckie"
He got a damage buff and he can hold the guard stance out as long as he wants, so you can't predict when his stance ends and punish him.

Every other Robotmaster with a Shield is Superior to Enker,
They just need to stand next to him and wait till his Shield runs out.
Since he freezes nor turn around while doing, cant do dmg while shielding and is too slow to run anyway.
He cant make a gap between enemys = certain death.
Normally hes fast enough to close any gap to attack, that made him dominating in some way.

You cant even switch actions without getting punished,
the moment you Attack you just get countered.
Enkers Shield Bar freezes the moment you Attack. ( no logic behind that )
So your always on the bad side no matter what you do,

(Like if you succeded to hit the enemy, you will get punished with extra cooldown time???)

And hes actually the non themed Megaman Killer Boss of Wily.
Kinda hilarious, that hes the weakest now.
Theres a Reason why Megaman doesnt like Sticks Pointed in his Direction.  :lol: (Joke aside, REALLY NOW)

Quote from: "Promestein"
Enker is only Quick Man-level in MM10, though. He moves much closer to Mega Man's speed in Dr. Wily's Revenge.

But still faster then the "Regular" Speed
Hes equally fast to Quickmans Speed, even in Dr. Wily's Revenge (it looks even faster then that)




Enker is Superb as a Killer and cant be used as a Refrigerator.
Much missleading Pro's & Con's.

Fireman is Hot,
Iceman is Cold,
Enker is Awesome,
Let it be told.       :lol:

I like Enker too much since Dr. Wily's Revenge , to ignore this.
My First Sub-Final Boss in my Life (without Transforming into something hideous)
4 Years old, to clear it the first time  :geek:

But i guess im talking too much, it will be ignored with 100%.
Since the changings are just rounding up the guesses.
The wad is made to the Favor of a small group of People. (with Favors)
Would be better to do the same and revamp the whole thing like everyone does... ( Justice )
Title: Re: Justified Classes v3ah-fix
Post by: Promestein on September 07, 2014, 02:35:39 AM
Enker and Quick Man can't move at the same speed, however. It wouldn't make sense or be very in-line with the canon. Not to mention it would invalidate Quick Man to an extent, and Enker is plenty good enough as it is.

Besides, MM2 Quick Man is faster, relatively speaking, than GB Quick Man/Enker, and the source games seem to take precedence in this mod.
Title: Re: Justified Classes v3ah-fix
Post by: fortegigasgospel on September 07, 2014, 03:33:54 AM
Can I just say, that, A) Everything in the first GB game was slower.
B)

Looks about Quick's speed to me in 10 also.
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 07, 2014, 03:48:23 AM
To be honest, in MM2 Quick Man isn't that fast. He was as fast as they could make him at the time. He made up for it by being more agile and jumping ten feet in the air and across the arena 2 or 3 times. But he's established in canon (and appearances in later games) as being the fastest Robot Master.
Title: Re: Justified Classes v3ah-fix
Post by: fortegigasgospel on September 07, 2014, 04:48:34 AM
Quote from: "Shmeckie"
To be honest, in MM2 Quick Man isn't that fast. He was as fast as they could make him at the time. He made up for it by being more agile and jumping ten feet in the air and across the arena 2 or 3 times. But he's established in canon (and appearances in later games) as being the fastest Robot Master.
Minus for his rivalry against Turbo Man over who is the fastest robot master. Established in Battle & Chase in which if I recall Quick's reasoning for joining the race was to beat the reining champ Turbo, but was forced to join the race in a car which was slower then himself.
Also Quick's data disk from Megaman and Bass reads.
"Designed after Elec Man, one of the fastest robots Dr. Wily ever created. "
Key words there are "one of."
Title: Re: Justified Classes v3ah-fix
Post by: Shmeckie on September 07, 2014, 04:58:51 AM
Point is, Quick Man is very fast, as are other speed-based Robot Masters.

Enker is not one of them.
Title: Re: Justified Classes v3ah-fix
Post by: ScrapHeap on September 07, 2014, 05:06:28 AM
Enker's AGILE, not FAST. There's a difference between acrobatic and being speedy.
Title: Re: Justified Classes v3ah-fix
Post by: LarissaFlash on September 07, 2014, 02:41:48 PM
Quote from: "Bokan"
Enker is now just a running Target,
Hes unplayable anymore.
B** Please, when V3 got released i got to enker and got two consecutive frags  at charged shots, protip:If you play JC, don't play YD, If you play YD, don't play JC.
Title: Re: Justified Classes v3ah-fix
Post by: !o! woohoo on September 07, 2014, 05:12:11 PM
King Attacks!

Download Justified Classes v3b Here! (http://www.best-ever.org/download?file=justifiedclasses-v3b.pk3)

Changelog:
(click to show/hide)
NOW YOU'RE PLAYING WITH JUSTICE!!
Title: Re: Justified Classes v3ah-fix
Post by: Ukiyama on September 07, 2014, 05:48:32 PM
Quote from: "Ukiyama"
Quote from: "Promestein"
So, what's the deal with Burner Man's stage's fire? I mean, I kinda like the blue tint to it, but that they're just parts of sprites creeps me out.

Looks like a sprite replaced the fire... again, looks like Burner Man.

(click to show/hide)
Look at Burners sprites... harder (BRNF/Burner slam sprites is apparently the culprit), easiest fix in the world.
Title: Re: Justified Classes v3b
Post by: Stardust on September 07, 2014, 06:00:22 PM
A few things.
> Some bots were broken in bot rush like Quick who would keep trying to use the boomerangs but since he has no ammo, he can't. I think I met some other classes which couldn't work properly, basically check all the classes who obtained a ammo bar in the last versions, they might be broken in bot rush by trying to fire
> The MMV boss fight music for bot rush is still terrible quality even though I sent a better one, which was loopable and all
> Enker shouldn't be able to use the altfire button when the bar is not full, it's annoying when you're waiting for the bar to get full again, and you press it right before it's completly full (usable), Enker won't do anything, you'll have to release the button, wait for the last unit of ammo to regenerate, and then you can use it
> King's laser beam sound (axe mode) is low quality
> Since justified uses low damage values like Jupiter buster and tends to have multihitting attacks like lightning bolt or remote mine, some armors are completly ignored and the damage calculation is very often not correct
it's about time to do something about this, just so the armors are correctly applied for every single attack of the game. If the damage the classes receive isn't the damage they're supposed to receive, it's a bug that must be fixed (and NOT a minor bug, mind you... it affects pretty much everyone, the classes with armor, AND the one without armor because they can fight armored-classes. Without forgetting all the multiplicators : basic armor, weaknesses, double-armor state...
> Proto Man's shield doesn't work... at all. Since the very first versions it seems he's supposed to have his shield to protect him when not firing the Proto Buster, but it doesn't protect. Knight might be having the same problem
> Saturn's altfire ammo regenerates at the speed of light when the ring is coming back.
Title: Re: Justified Classes v3b
Post by: Beed28 on September 07, 2014, 06:08:31 PM
Quote from: "Stardust"
> Some bots were broken in bot rush like Quick who would keep trying to use the boomerangs but since he has no ammo, he can't. I think I met some other classes which couldn't work properly, basically check all the classes who obtained a ammo bar in the last versions, they might be broken in bot rush by trying to fire

To answer that:
Quote from: "!o! woohoo"
-NO BOTFIXES FOR THIS RELEASE, WAIT FOR NEXT

Anyway, thank you for the warning. I only play on skirmish, so I will stick to the previous version for the time being.
Title: Re: Justified Classes v3b
Post by: coolcat7022 on September 07, 2014, 06:24:54 PM
I tried out King for myself, and I LOVE it, the bizarre style makes it one of the most versatile classes in the game, when trying to stay alive, you use shield mode and fire off your X attack sparingly, when the opponent starts to attack you in a frenzy, raise your axe and chop them to bits, at least, that's how I played King against bots in an LMS skirmish.
Title: Re: Justified Classes v3b
Post by: ScrapHeap on September 07, 2014, 08:10:12 PM
King has this invincibility bug where if he charges forward with the King Axe charge and uses the item, he becomes invulnerable forever.

Other than that, I like him.
Title: Re: Justified Classes v3b
Post by: Bokan on September 07, 2014, 09:54:58 PM
Of course you like King, since hes the best example for justified balance...
Shield + 20m long range leaping attack + BIG Sized Cannon with High Damage.
Climbing Walls, Flying & Digging underground is Missing.

Just give him some of that kewl high elo Anime Wings that are in every Game nowadays.
& dont forget Rune Circles that scale above the whole screen with every shoot he does
& Dragons to summon.

Taking anything away from his current set, just wouldnt be justified.
And isnt the invincibility intended? Since hes the King, he shouldnt die or am i wrong?

I started to shed tears by experiencing this mastepiece of art.
and i must show my gratitude for blessing us with this.

Justice truly arrived.
Title: Re: Justified Classes v3b
Post by: ScrapHeap on September 07, 2014, 10:19:06 PM
Couple things. One, I like him for how he works, not for how powerful he is. He needs a nerf, and soon.

Two, his armor is crap, so just keep hammering and he's dead.

Three, his shield doesn't even block that much, and cripples him when he tries to use it while moving.

Four, another king easily demolishes him.

Five, the only reliable attack is his downwards chop, which is easily dodged if seen coming.

Justified isn't perfect. I never said it was. But IMO, for the way I like to play games (free-form and without needing specific strats to win), Justified is a better option.
Title: Re: Justified Classes v3b
Post by: Promestein on September 07, 2014, 10:23:16 PM
Ah, so you were just trolling all along involving Enker. That's good. I do think King could benefit perhaps from some funnels, a la Gundam SEED, the best Gundam series, but he seems alright as it is. Even if I can't get the invincibility bug to work.

So, Green Devil when?
Title: Re: Justified Classes v3b
Post by: coolcat7022 on September 07, 2014, 11:03:36 PM
Green Devil never.
Title: Re: Justified Classes v3b
Post by: fortegigasgospel on September 07, 2014, 11:17:50 PM
Quote from: "Promestein"
some funnels, a la Gundam SEED
.....
.....
.....
.....
Funnels originated from Zeta Gundam thank you very much, and Seed doesn't even actually have funnels, they were called The Dragoon System.
On a serious note, no one would even fit having weapons like that.
Title: Re: Justified Classes v3b
Post by: -FiniteZero- on September 07, 2014, 11:30:02 PM
Quote from: "coolcat7022"
Green Devil never.

Green Devil confirmed for Justified Classes v20093.521z

Clearly the best version.

It's also the update that includes the classes of Walker Enemy That Shows Up In One Stage Of Yamato Man's Stage But Is Never Heard From Again, Dr. Wily's Soap, and E-Tank.
Title: Re: Justified Classes v3b
Post by: Shinryu on September 07, 2014, 11:51:32 PM
Quote from: "fortegigasgospel"
Quote from: "Promestein"
some funnels, a la Gundam SEED
.....
.....
.....
.....
Funnels originated from Zeta Gundam thank you very much, and Seed doesn't even actually have funnels, they were called The Dragoon System.
On a serious note, no one would even fit having weapons like that.

Astro Man is the only one I can think of that has anything remotely similar to that, but even then, I don't think he needs extra satellite orbs (lest complete bullet hell ensue).
Title: Re: Justified Classes v3b
Post by: ScrapHeap on September 08, 2014, 04:18:55 AM
Also, Buster Rod G's clones recharge extremely quickly for something that's a homing (slightly) ripper that can instakill if used up close. A slight nerf to the recharge rate would be nice.
Title: Re: Justified Classes v3b
Post by: ice on September 08, 2014, 05:37:38 AM
Same can be said about thunder carnival, only difference is you can still hit buster rod
Title: Re: Justified Classes v3b
Post by: fortegigasgospel on September 08, 2014, 05:56:51 AM
I think King's camra is to high. This is where his shots come out of.
(click to show/hide)
Title: Re: Justified Classes v3b
Post by: Promestein on September 08, 2014, 06:09:39 AM
Quote from: "fortegigasgospel"
Funnels originated from Zeta Gundam thank you very much, and Seed doesn't even actually have funnels, they were called The Dragoon System.
On a serious note, no one would even fit having weapons like that.
Trust me, I was only kidding. The Qubeley is among my top three favorite mobile suits and I've never watched SEED, I was just trying to be as absurd as possible.
I guess I'll have to settle for pretending Hornet Man has funnel missiles.
Title: Re: Justified Classes v3b
Post by: Fyone on September 08, 2014, 04:29:14 PM
Quote from: "Perfectlylegit"
Also, Buster Rod G's clones recharge extremely quickly for something that's a homing (slightly) ripper that can instakill if used up close. A slight nerf to the recharge rate would be nice.
I'll check on this just in case though I never found this to be an issue personally.

Quote from: "fortegigasgospel"
I think King's camra is to high. This is where his shots come out of.
(click to show/hide)
Actually, the shots are supposed to come out of his forehead like in Megaman & Bass. If I'm mistaken and you're referring to the shots not coming out of his forehead but instead higher I'll lower where they fire slightly.
Title: Re: Justified Classes v3bh
Post by: Fyone on September 08, 2014, 07:58:47 PM
The new hotfix is now out fixing the invincibility glitch for King, it also replaces Auto with Original Duo in CTF.

Download here (http://www.best-ever.org/download?file=justifiedclasses-v3bh.pk3)
Title: Re: Justified Classes v3bh
Post by: Beed28 on September 08, 2014, 08:39:06 PM
Is the bots fixed in this version?
Title: Re: Justified Classes v3bh
Post by: Fyone on September 08, 2014, 08:57:14 PM
No, expect them fixed for v3c.
Title: Re: Justified Classes v3bh
Post by: coolcat7022 on September 08, 2014, 09:11:40 PM
So... I wonder why you didn't add a Sniper Joe class, it could be really cool.
Title: Re: Justified Classes v3bh
Post by: ScrapHeap on September 08, 2014, 09:12:19 PM
Wasn't the justification (OH, THE PUNS) that Joe isn't actually a boss?
Title: Re: Justified Classes v3bh
Post by: coolcat7022 on September 08, 2014, 10:41:51 PM
Hmm... True, but we need some non-robot master/non-important character classes in this mod, like a Mettaur, for example, it could shoot with the main fire, and toggle ducking with the alt-fire, but you become blinded, stiff, yet untouchable during the helmet hiding.
Title: Re: Justified Classes v3bh
Post by: Ceridran on September 08, 2014, 10:47:12 PM
Quote from: "coolcat7022"
Hmm... True, but we need some non-robot master/non-important character classes in this mod, like a Mettaur, for example, it could shoot with the main fire, and toggle ducking with the alt-fire, but you become blinded, stiff, yet untouchable during the helmet hiding.

This happened once before, minus the blindness. Explosives proved it worthless.
Title: Re: Justified Classes v3b
Post by: fortegigasgospel on September 08, 2014, 10:53:00 PM
Quote from: "Fyone"
Quote from: "fortegigasgospel"
I think King's camra is to high. This is where his shots come out of.
(click to show/hide)
Actually, the shots are supposed to come out of his forehead like in Megaman & Bass. If I'm mistaken and you're referring to the shots not coming out of his forehead but instead higher I'll lower where they fire slightly.
I was also reverencing that is where his line of sight is as well, so you and his shots are actually coming from the spot between the two things on his head, which is actually above his forehead. So yea, above it. Just a tad is all feels weird looking straight into the mirror and having the crosshair above the eyes.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 09, 2014, 01:34:53 AM
Quote from: "coolcat7022"
So... I wonder why you didn't add a Sniper Joe class, it could be really cool.
We're in talks. It's a maybe/maybe not situation, but the idea being kicked around is a pretty unique one I think you guys will dig if we can do it.
Title: Invisible
Post by: Rozark on September 09, 2014, 02:57:16 AM
You wanted feedback Fyone, here I am.
Just please quit ignoring feedback just because a certain person submitted it.

[10:04:18 PM] Rozark Kyouko: Is Pluto balanced?
[10:08:08 PM] Fyone: atm I would think he's pretty balanced yes

[10:30:12 PM] Rozark Kyouko: You may intend for the dash to be a risk-reward melee attack, but it isnt used that way
[10:31:15 PM] Fyone: it is though
[10:31:28 PM] Fyone: I've been on servers, I've seen for myself
[10:32:17 PM] Rozark Kyouko: Then you don't even understand your own classes mod/that's bad and I'm going to sleep.
[10:32:19 PM] Rozark Kyouko: buh
[10:33:12 PM | Edited 10:33:21 PM] Fyone: you say that yet you thought that he went invincible when doing it

When he takes next to no damage/increased armor (Correction from invincible), moves extremely fast during the dash (Difficult to hit),

[10:03 PM] Fyone: And yes the dash is like a 2hko if the guy's against a wall.

does THAT much damage, wall or no wall (It doesn't matter if there's a wall, just go through the guy), and has homing shots, then yes, something IS wrong with Pluto.

Let's go back on this line for a moment:
[10:30:12 PM] Rozark Kyouko: You may intend for the dash to be a risk-reward melee attack, but it isnt used that way

One of your goals may be to create some sort of strategy in a classes mod. That is the developer's intended goal. However, the players use the most efficient way of killing things and use only that, making other things useless. So, what do the developer's do? Well, they usually either buff the weak points or nerf the strong points to create a fun and balanced gameplay system. This doesn't seem to be the case here as the developer's claim to enter the servers to gain information on their mod. However, as most of us on the servers know, while they do occasionally ask things, the main purpose of those visits is to further advertise their mod in an un-fun way. We're sick of that. It isn't helping anything; you're just annoying people. If they truly watched how players play, they'll notice the same trends I just brought up.


Pluto's Dash needs to be looked over while most classes need a shift in power so one aspect of the class isn't dominating over the other aspects.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 09, 2014, 03:10:30 AM
Nothing says "I am willing to have a legitimate debate with you" like

Quote
[10:31:15 PM] Fyone: it is though
[10:31:28 PM] Fyone: I've been on servers, I've seen for myself
[10:32:17 PM] Rozark Kyouko: Then you don't even understand your own classes mod/that's bad and I'm going to sleep.

Of course not every attack in a character's arsenal is going to be equally powerful. Some classes are going to have a main weapon, and secondary weapons. In a pro-level Street Fighter 4 match, what's a Ryu going to be using more often, the Hadoken or the Shoryuken? You don't seem to understand that classes are still going to specialize in, or lack in, certain qualities even if they're not as single-minded in their design as CBM. Are you proposing we kill Quick Man's speed and make both of his attacks have the exact same strength? What you're complaining about makes no sense.

And how, exactly, is the team "advertising in an un-fun way"? Are you expecting us to ask a bunch of questions in the chat? Why would we do that when we can just watch people play?

As for Pluto, where are these games where people are cheesing their ways to easy victories with him? I've been to TLMS games, DM games, no Pluto streaks, no Pluto dominations, no one getting frustrated by Pluto. These things are why we took nerf bats to Quint, Sword Man, Toad Man (when he first got the leap attack), etc. Hell, until we buffed him with v3 virtually no one bothered to use Pluto, save one guy who used him exclusively for a month. No one even won with the guy. That's why he got buffed; on the virtually daily basis that at least one of us was in a Justified Classes server, we had yet to see even skilled players make significant ground with Pluto beyond using his Break Dash to run away.
Title: Re: Invisible
Post by: Fyone on September 09, 2014, 03:28:32 AM
@Rozark

I appreciate you taking my advice and posting this on the thread instead of talking on Skype, it's much easier to respond formally this way.

Quote from: "Rozark Kyouko"
[10:03 PM] Fyone: And yes the dash is like a 2hko if the guy's against a wall.

does THAT much damage, wall or no wall (It doesn't matter if there's a wall, just go through the guy), and has homing shots, then yes, something IS wrong with Pluto.

OK first of all if there was no wall, regularly hitting the guy it would kill in 5 hits so it does matter if there's a wall. And homing shots were already nerfed, though seeing as most of your information regarding this mod refers to the first release (since in the first release Pluto did go invincible when using the Break Dash) I doubt you knew this.

Quote from: "Rozark Kyouko"
[10:30:12 PM] Rozark Kyouko: You may intend for the dash to be a risk-reward melee attack, but it isnt used that way

One of your goals may be to create some sort of strategy in a classes mod. That is the developer's intended goal. However, the players use the most efficient way of killing things and use only that, making other things useless. So, what do the developer's do? Well, they usually either buff the weak points or nerf the strong points to create a fun and balanced gameplay system. This doesn't seem to be the case here as the developer's claim to enter the servers to gain information on their mod. However, as most of us on the servers know, while they do occasionally ask things, the main purpose of those visits is to further advertise their mod in an un-fun way. We're sick of that. It isn't helping anything; you're just annoying people. If they truly watched how players play, they'll notice the same trends I just brought up.

Uh... why would I go to a Justified server and further advertise my mod? When was the last time you've been to a Justified server to have the right to say this? So far everything you brought up on Skype and here refer to the first release of Justified Classes where Pluto was OP. I also don't usually ask things on servers, I just play the game and see for myself.

Quote from: "Rozark Kyouko"
Pluto's Dash needs to be looked over while most classes need a shift in power so one aspect of the class isn't dominating over the other aspects.

Unless more people agree with this I don't think I'll be changing Pluto's Break Dash anytime soon because I don't see it being OP in the slightest, at least from my experience playing on servers.
Title: Why am I poking my head in here
Post by: Galactan on September 09, 2014, 05:13:27 AM
I'd just like to point out that you never addressed the "incredibly dodgey, high armor" aspect of the dash.  Which is imbalanced.
Also why do most classes' attacks hit like wet paper
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 09, 2014, 06:41:33 AM
Y'know, considering the weakest attacks in this mod are 6-7HKOs, many classes have 1-2HKO attacks, the average being 3-4HKO, I'm not seeing where this wet paper meme is coming from.
Title: Re: Why am I poking my head in here
Post by: Emmanuelf06 on September 09, 2014, 08:47:37 AM
Quote from: "Galactan"
I'd just like to point out that you never addressed the "incredibly dodgey, high armor" aspect of the dash.  Which is imbalanced.
Also why do most classes' attacks hit like wet paper

Just, play harder. It's not hard to kill in this mode, but you need to be patient ^^'
Title: Re: Invisible
Post by: Rozark on September 09, 2014, 09:53:29 AM
Quote from: "Fyone"
OK first of all if there was no wall, regularly hitting the guy it would kill in 5 hits so it does matter if there's a wall. And homing shots were already nerfed, though seeing as most of your information regarding this mod refers to the first release (since in the first release Pluto did go invincible when using the Break Dash) I doubt you knew this.

Homing shots weren't the problem, the dash was. You completely ignored the broken part of the class and nerfed something that was so-so.

Quote from: "Fyone"
Uh... why would I go to a Justified server and further advertise my mod? When was the last time you've been to a Justified server to have the right to say this? So far everything you brought up on Skype and here refer to the first release of Justified Classes where Pluto was OP. I also don't usually ask things on servers, I just play the game and see for myself.

If the advertising didn't apply to you, it didn't apply to you. I'm just telling you that your team needs to cut that out. Considering how the only thing people seem to populate enough these days is coincidentally your mod, when I want to play MM8BDM I want to play MM8BDM. 2 days ago was the last time I joined one of those servers.

Quote from: "Fyone"
Unless more people agree with this I don't think I'll be changing Pluto's Break Dash anytime soon because I don't see it being OP in the slightest, at least from my experience playing on servers.

Well no we've already said that most of your classes do either too much or too little damage, so your sense of balance would be off.
But allow me to propose this: Place a poll regarding Pluto's Dash and any other concern that I bring up. You'll get more accurate feedback (Which, is another thing you're always looking for, feedback) and another step will be taken towards this being a fun mod.
If you truly think Pluto's dash isn't a concern, then watch as you gain support with accurate statistics. Otherwise, this isn't going to go anywhere.
Title: Re: Invisible
Post by: Korby on September 09, 2014, 03:41:50 PM
Quote from: "Rozark Kyouko"
Homing shots weren't the problem, the dash was. You completely ignored the broken part of the class and nerfed something that was so-so.
...sort of.
The main problem on homing cat is everything that is not homing.

He's got a strong melee attack that makes it hard to hit him because it's a long distance fast gapcloser[read: dash] he can use twice before having to recharge.
He's got a strong, ripping projectile that costs no ammo whatsoever, so he can hold it forever[I did this once and got 13 frags in LMS]
Dude's fast, which is not inherently a bad thing.

The thing is, Pluto is a master of disengage due to his speed and ability to just dash away whenever things are getting hairy, so he's almost always in control of the pace of a fight. Pluto would very likely be banned from Justy Classes Duel tournaments, for example. Really, his main downfalls are open maps like MMBMAG and MM2DW1, but even then he's got his homing shot which is okay at best.

Personally, I think you could remove the homing and he'd still be a really good class. That's probably something along the lines of how he'll act in CBM, though.
Title: Re: Justified Classes v3bh
Post by: ScrapHeap on September 09, 2014, 09:36:15 PM
Is nobody going to pay attention to the fact that while buster rod has the instakill clones, he also has the rod that extends into eternity and does a solid 20 damage [give or take]?
Title: Re: Justified Classes v3bh
Post by: ice on September 10, 2014, 02:16:25 AM
as a person that mains buster rod, the rod is actually more difficult to use then it seems as it has a low rof, and punishing if you miss (unless you get in the opponent's face), not only that, the range is limited, I found myself using the buster way more then I use the rod due to the buster dealing good damage, it goes further, and it doesn't eat up ammo
Title: Re: Justified Classes v3bh
Post by: ScrapHeap on September 10, 2014, 02:44:46 AM
The actual tip of the rod has a bigger hitbox than it seems, making hitting with it extremely easy. Not only that, but the 'rof' problem is negated if you simply jump and shoot down. Plus, if you miss, all you really need to do is suddenly pay attention to enemy attacks; buster rod moves really quickly and can jump higher, not to mention he has a shield. Speaking of mentioning things, he can use his clones while hiding behind his shield.
Title: Re: Justified Classes v3bh
Post by: fortegigasgospel on September 10, 2014, 03:45:08 AM
Quote from: "Shmeckie"
Y'know, considering the weakest attacks in this mod are 6-7HKOs, many classes have 1-2HKO attacks, the average being 3-4HKO.
Honestly I feel this is a little, off. Not saying this isn't true but, just bare with me here.
In MM1-7, 9, 10 and &B bosses have 28 units of health.
In all 5 GB games they have 19 (due to screen size).
The bosses in 8 have a whopping 48.
The bosses in &B2 all have different HP ranging from 28 to 64 (yes there is 2 bosses that have 64 HP)
The bosses in DOS have 32 HP.
Now you guys are gonna complain about me adding those last two into the mix but they will help me bring my point.

Now in Megaman 1, the most damage any given bosses take from their weakness is 14 (being Cut) followed by 10 (being Guts, Elec, and Ice). Cut is ment to be 2 shotted by Super Arm due to having only that much ammo at your disposal. The other ones all take 3 hits to die to their primary weaknesses. Bomb and Fire both take 4 damage from their own weaknesses meaning it takes 7 hits to kill them.
Megaman 2, not counting easy mode and Metal Man being 1 or 2 shotted by his own weapon, Wood and Quick takes the most from a full AF and Time Stopper at 14 respectively, being 2 hits, followed by Crash at 10 which is 3. Everyone else takes 4 damage from the best weapon against them (Wood is surprisingly more weak to Air Shooter then Metal Blade) with the exception of Heat (at 6 being 5) and Air (at 8 being 4).

Now allow me to explain how &B2 worked weaknesses. It didn't. That is right no boss had a set weakness in &B2. Why? Because every single weapon in that game did the same damage to each boss. Aircon's weapon being the strongest at 5 across the board (tied with Rock's Doppel Crash).

Now I'll wrap this up with how BOTH Megaman 3s (NES and DOS) and Powered Up handled weaknesses. In Megaman 3 each boss took 7 damage from their primary weakness (and in Magnet's case a second weapon) except for Gemini who took 5, while all bosses also took 4 damage from their own weapon. DOS 3 did similar but everyone took 8 damage from their main weakness resulting in 4 hit kills, 6 damage from a second weapon for 5 hits, and 3 or 4 from at least one other weapon, resulting in 6 hits. In PU everyone took 6 damage from their primary weakness resulting in 5 hit kills.

I recommend trying to follow the last one, have classes not being able to 1 hit kill someone (especially not classes who aren't weak to their weapon), but actually have to take the effort to get a kill and have to at least get 3 hits in before killing the boss they are good against, 5 for anyone else, and if you have resistances in here 7.
It may seem like this is unfair to the classes with lower HP but they tend to have other things going for them such as being faster. Have it take a bit more skill to get a kill in. I wanna put emphasis on, "Nobody should be able to otk", cause unless everyone can pull it off the ones who can have the scale shifted in their favor. And don't give me the "oh slash man has less armor and can't take a hit" excuse either, he has speed on his side and should be able to use that to his advantage in avoiding damage instead of using it to score super fast kills (note I'm only using him as an example, I don't know if he can OTK or not), and Uranus should be able to take the hits long enough to get a kill before someone kills him (though I will admit, he is the only exception to the instant kill I would accept cause he actually had it, but it needs to be limited in his ability to do so).

Edit: Ok, I'm actually trying slash now in botrush, and with how many times Wave hit me, I should not have walked out of that with only 1/4 of my health missing. And Darkman1 kills me faster when I'm playing as Burner. Ok guys but Slash should be using that alt to close gaps and make gaps to let him score kills and live.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 10, 2014, 04:19:17 AM
We, er... We won't be doing that.

Whatever you think about the balance as it is now, having every single class do the same amount of damage would be awful. There'd be no point. Not even the vanilla game does anything like that. The point of some attacks hitting harder than others is some attacks are harder to land, or use up more ammo than others. Homogenizing every class would make things unbelievably boring, and wouldn't reward players at all. And how would a system like that handle attacks like Noise Crush, or a charged buster? Why pick Guts Man when you can go Skull Man and get the same result with a much faster mainfire?

Quote from: "fortegigasgospel"
Edit: Ok, I'm actually trying slash now in botrush, and with how many times Wave hit me, I should not have walked out of that with only 1/4 of my health missing.

Wave Man's attacks are rippers, the amount of damage depends on how often you're on top of the attack. If he keeps grazing you, of course it won't do much.

And Darkman1 kills me faster when I'm playing as Burner. Ok guys but Slash should be using that alt to close gaps and make gaps to let him score kills and live.

Slash's alt (and by that I mean the slash dash that comes after the wall cling alt) is primarily for ambushing, and for rushdown offense. It doesn't function very well as an escape tool at all, and there's no reason it should.
Title: Re: Justified Classes v3bh
Post by: fortegigasgospel on September 10, 2014, 04:41:45 AM
I didn't say everyone does the same damage, I'm saying have a some feel of the fact that no one in the main games does one shot kill. For the same DPS everyone should relatively have the same.
Having Dark Man 3 sitting there blasting away at Slash Man and deal 1/5th of his hp while slash is running around like an idiot trying to get 2 hits in gives Slash man a huge advantage over DM3 who is raking up hits barely missing (or being blocked by slash claw, seriously wtf).
Say Quick fires 5 shots per second, and Slash only swings 2 times per second, shouldn't both of them deal roughly the same amount of damage in 1 second?
I also should be able to survive a hit or two regardless who I'm playing or playing against, even Metal Man needs to be hit 2 times by Metal Blade to be killed and Wood the same with Atomic Fire (in Hard/JP for both), other then those two no boss dies in 2 hits to their weakness in any game except Sonic Man. Why play Guts when Skull hits faster? Cause both deal damage at the same rate, not the same damage per hit. Atm why would I play Skull when Slash can close gaps, 2 shot most classes, block, slow down enemies, AND take a few hits before dieing?

I think I know where the wet paper attacks comes from now too, the high firing rate classes doing such poor damage that they can't actually kill anything such as Needle and Yamato.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 10, 2014, 05:16:39 AM
You're gonna have a hard time maintaining credibility if you think Needle Man, of all classes, is doing poor damage. As for Yamato, are you not aware he also does melee damage at the same time, all while leaving caltrops in the form of spearheads?

Quote from: "fortegigasgospel"
I didn't say everyone does the same damage, I'm saying have a some feel of the fact that no one in the main games does one shot kill.
Uranus. ironically you gave him leeway, but not for that reason it seems.

Quote
Say Quick fires 5 shots per second, and Slash only swings 2 times per second, shouldn't both of them deal roughly the same amount of damage in 1 second?
No.

You're thinking too much in the way of click-click-click-click-damage-damage-damage-damage. We have to factor in things like how easy it is to hit with an attack, how much range does it have, how much of a risk is it, what's its rate of fire, what other non-offensive abilities the class has, etc. Quick man fires three boomerangs like a shotgun, has a good rate of fire, and in a firefight he can make himself difficult to hit. He can run circles around Slash Man, and it takes a Slash Man player of equal or greater skill to handle him. If they did the same DPS as each other, Slash Man would be at a major disadvantage. Quick Man has all the power Slash Man does, with superior mobility.

Like I said with Uranus before, a character is not their one attack. Slash Man is not just his Slash Claw. Quick Man is not just Quick Boomerang. Each character has to be balanced around their advantages, disadvantages, etc. Quick Man is fast and agile, so he's fragile and his main method of attack doesn't hit very hard at all. He has his Quick Boost, which is a risky move in many ways, so it pays off with big damage if used properly. We don't balance based on making sure everyone's mainfire is around the same strength. We have to evaluate each class as a sum of all their parts.

And I feel like I have to remind a lot of players of this; remember that these classes have more than one attack. Like the earlier Uranus discussion; if you're synergizing his two attacks together, the idea of Uranus not doing enough damage shouldn't even cross your mind. Ramming right into an opponent with his alt right after hitting them with Deep Digger nets you big damage in an instant. If you're focusing exclusively on Quick man's mainfire, you're overlooking a hefty amount of damage you could be getting from a well-placed Quick Boost. And the ability to do just that is something we have to consider.

In short, it's not just a matter of DPS, but the character's overall abilities, and how easy it is to land a hit with an attack. We need to consider all of this when balancing classes. Otherwise why play Slash Man when Quick Man can give you the same payoff with better mobility and range?
Title: Re: Justified Classes v3bh
Post by: fortegigasgospel on September 10, 2014, 06:00:55 AM
Ok, my work here is done. Apparently Quick simply moving faster and having a straight line dash attack make him more mobile then Slash Man and his room clearing just as fast wall jumping, ability to slow enemies, and 2 hit ko attack which I've been bringing up the entire time is me not remembering about other abilities classes have. And having all those is balanced to other classes who simply have range or damage going for them when they have other classes running by getting quick kills cause they have so many things at their disposal AND powerful attacks.
And I was basing Needle's and Yamato's damage on how slow it was taking them to kill me as Slash Man, but it seems Slash has normal armor on top of his alt being a super fast accurate mobility and not being the glass cannon I thought he was.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 10, 2014, 06:15:35 AM
Yes, Slash Man has more options and a powerful mainfire... that only works in direct melee range and has a startup lag on a character that lacks the speed of someone like Quick Man. Again, these are all things we have to consider. Quick Man can keep Slash Man at bay easily, so why would we give them equal power in their mainfires? One requires more effort than the other, so why should they be equal? Why work even harder for the same payoff? Slash man's ability to jump up walls doesn't exactly put him on the level of a class that can easily outrun him and fight at a distance where Slash man has no ranged attacks beyond his dive, which requires a wall setup.

And to be perfectly frank, if you've got a Needle Man that's struggling to kill you as Slash Man, did they even attempt an alt?!
Title: Re: Justified Classes v3bh
Post by: Promestein on September 10, 2014, 06:53:14 AM
The problem lies in that you're fighting bots, fortegigasgospel. I mean, look at Mega Man. That poor sap hasn't been able to land a single hit on me since this mod came out, and I use him for testing out new classes as a result.

However, when I played my first round of MM8BDM online in years, I was able to get two frags with Mega Man by firing a single shot, and was able to win the round for the Light team through chasing down and wrecking a Slash Man, through using Deep Digger.
Title: Re: Justified Classes v3bh
Post by: DrMario2 on September 10, 2014, 10:02:26 AM
If v3c ever gets out, please fix Venus, Duo, Proto and Jupiter Bot. Thankyoubye.
Title: Re: Invisible
Post by: Rozark on September 10, 2014, 11:32:47 AM
Quote from: "Promestein"
The problem lies in that you're fighting bots, fortegigasgospel. I mean, look at Mega Man. That poor sap hasn't been able to land a single hit on me since this mod came out, and I use him for testing out new classes as a result.

How is playing with bots irrelevant to damage factors when you sit there purposely taking damage so you know how much an attack does? It doesn't matter if its bots, the damage is what matters. What you're saying is basically Ring Boomerang isn't overpowered because a bot used it or a rocket launcher isn't powerful because a bot used it. What.

Quote from: "Shmeckie"
Like I said with Uranus before, a character is not their one attack. Slash Man is not just his Slash Claw. Quick Man is not just Quick Boomerang. Each character has to be balanced around their advantages, disadvantages, etc. Quick Man is fast and agile, so he's fragile and his main method of attack doesn't hit very hard at all. He has his Quick Boost, which is a risky move in many ways, so it pays off with big damage if used properly. We don't balance based on making sure everyone's mainfire is around the same strength. We have to evaluate each class as a sum of all their parts.

Quote from: "Rozark Kyouko"
Let's go back on this line for a moment:
[10:30:12 PM] Rozark Kyouko: You may intend for the dash to be a risk-reward melee attack, but it isnt used that way

One of your goals may be to create some sort of strategy in a classes mod. That is the developer's intended goal. However, the players use the most efficient way of killing things and use only that, making other things useless. So, what do the developer's do? Well, they usually either buff the weak points or nerf the strong points to create a fun and balanced gameplay system. This doesn't seem to be the case here as the developer's claim to enter the servers to gain information on their mod. However, as most of us on the servers know, while they do occasionally ask things, the main purpose of those visits is to further advertise their mod in an un-fun way. We're sick of that. It isn't helping anything; you're just annoying people. If they truly watched how players play, they'll notice the same trends I just brought up.

And like I said before, your intended goal isn't happening, the player goal is. That player goal being using the most efficient thing on each class and getting kills that way. The player goal is exactly what is happening and you can't stop it unless you fix the other things on a class's kit. It is the fastest and most efficient way of killing AND winning matches. No one is going to use the Quickman mainfire if the alt is better and no one is going to use the rest of slash's kit if his mainfire is a 2hko.

It was the same problem with my CSCC class before I made the dash useful and adjusted the damage values on the lv2 and lv3 charges- people only ever used the basic throw because it was the most efficient way of killing people. The developer goal was to dash combo with the mainfire, however, the player goal was to use nothing but the basic throw because it was the most efficient way of killing and winning. How did I fix it? I lowered the Rate of Fire on the mainfire, increased the damage amplify on the dash, and made the charge levels more powerful. The developer goal is now the player goal- Brilliance.

I also noticed no Pluto poll exists still- Just shows how much you truly desire feedback.
Title: Re: Justified Classes v3bh
Post by: Promestein on September 10, 2014, 04:11:32 PM
Bots don't play by the same rules, and they vary from completely ineffective to unstoppable. It's like saying "Lightning Bolt/Atomic Fire is overpowered" because a bot had one of them and spammed it nonstop, or "Skull Barrier/Noise Crush is useless" because they never achieve any sort of effectiveness with them.

Ammo count has to be considered as well, but bots disregard it, so using them to tell how effective something is doesn't work very well.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 10, 2014, 06:50:30 PM
Rozark... Did you just call yourself brilliant?! And us not making a poll you want means we don't care about feedback?!

Uh-huh. Sure...

And you don't have much traction with your "player goal" idea. Quick Man's alt is stronger, but it's also risky, which is why you see it used so sparingly. This classes mod isn't CBM, or CSCC. It has its own method of play. With Justified, you're discouraged from focusing on using one attack all the time if the class has a wider arsenal, and will get blown up if you do. You say a player isn't going to use the rest of Slash Man's arsenal, but then why do they? Why do so many players still make frequent use of his Slash Dash and Goo? Because you can't run around trying to smack everyone with your melee attack when the vast majority of opponents can shoot the crap out of you from a distance. If you stick to doing the same thing over and over, you're going to get blown up. If you're Quint and all you do is just try to pogo onto people and never use his alt, players can just run under you all day and never take a hit, ether shooting you every time you pass by, or waiting until your Saku ammo runs out and punishing you.

There is no "developer goal" in that we tell you "this is exactly what you are supposed to do with this class". There are attacks and strategies that are optimal, but there's no one, single-minded goal with each class. Each class has the tools they were given in their respective games, those tools are balanced so that each class can stand a chance in any game mode, and it's up to the player to make the most out of their overall arsenal. Take Search Man, for instance. No single attack of his is the one you should focus on.   You can chase opponents with Homing Sniper, barrage them with Deadly Storm, or toss out a Rebound Sniper to hinder their mobility (or throw it in their face for a nice chunk of damage). He's not centered around the Homing Sniper, nor is his Deadly Storm free damage. Hell, one attack is going to be more useful against certain classes than another, or in certain situations more than others (Deadly Storm can devastate a crowd, but good luck using it against Sword Man or Slash Man). Or take a class like Magnet Man; his missiles are going to be your primary method of offense, but if you skip out on his alt you're crippling yourself. He's got an attack for ranged battles and an attack for when the opponent is up close.

In short, Justified is based around rewarding skilled players who can use a class to their fullest. Running around simply hitting W+M1, or only ever using the highest damaging attack in a class' arsenal, will only get you so far. But if all you want to use is Slash Man's mainfire, by all means. I'm sure the skilled Needle Man player who'll pelt you with needles until you're in screwdriver range will thank you for the free frag.

Quote from: "DrMario2"
If v3c ever gets out, please fix Venus, Duo, Proto and Jupiter Bot. Thankyoubye.

Once we get all the kinks we find ironed out, we're gonna start focusing on single player, and fixing the bots.
Title: Yes I'm Brilliant.
Post by: Rozark on September 10, 2014, 10:24:42 PM
Quote from: "Shmeckie"
In short, Justified is based around rewarding skilled players who can use a class to their fullest. Running around simply hitting W+M1, or only ever using the highest damaging attack in a class' arsenal, will only get you so far. But if all you want to use is Slash Man's mainfire, by all means. I'm sure the skilled Needle Man player who'll pelt you with needles until you're in screwdriver range will thank you for the free frag.

+1 developer goal proof
It isn't an idea, it's fact.

See to even begin a project you can't just not have an objective or goal.
That's impossible, there's always a reason to make something.
Title: Re: Justified Classes v3bh
Post by: fortegigasgospel on September 10, 2014, 11:21:30 PM
I'm sorry, my arguement isn't just that Slash's melee is 2hk, my arguement is Slash's melee is 2hk and can block on top of having the wall jump to get him into range.
You basicly told me that I was wrong to excuse Uranus from having an OTK move because I said the fact he actually had one in game, but you said it was because he has the ramming attack.
You are saying that Slash having an 2hk (which can actually 1 shot many classes fyi, I one shotted a Junk Man) is perfectly fine because he also has the wall jump and the goo. That doesn't give him a reason to have a 2hk move, that gives him a reason to have his damage reduced, because he has alternative methods to go about doing damage or in his case augment his 2hk move to make getting kills easier then just running up to him.

You are thinking we aren't taking his other abilities into mind when we ARE. Stop thinking having more abilities means they warrent being stronger.
I'll go back to Burner as an example. I never use his grenades. Why bother? Why swap weapons for slow moving grenades when I'm as fast as everyone else when not attacking, my attack blocks shots, refills quickly, I have bear traps to stun with, and the dive attack which can 1 shot. And every one of his 4 things runs on a different bar.
Also, I forgot to mention, Slash's Slash Claw uses no ammo, his wall jump uses ammo and recovers at a fairly good rate, and his goo trap runs on a cooldown. Where both Quick's boomerangs and dash run on the same ammo bar.
Title: Re: Justified Classes v3bh
Post by: Fyone on September 11, 2014, 12:00:51 AM
Well, Shmeckie was referring to Rozark's argument where Rozark said that
Quote from: "Rozark Kyouko"
no one is going to use the rest of slash's kit if his mainfire is a 2hko
Also you need to stop fighting bots and play against people online. There's no way that you can just only use Burnerman's mainfire online because you won't be able to get close enough to hit people with it half the time. Burnerman's isn't a speed demon like Quickman AND he slows down when using his mainfire. You're gonna have to close up the gap by throwing grenades and then go in with the wave burner unless you're camping. BTW the grenades had a speed boost in this version, so they are even easier to use now too.

As for Slashman, his mainfire actually got kind of messed up this version since it was changed to spawn in a forward direction instead of diagonally because of new sprites. It's meant to be a 3hko and a possible 2hko with direct hits, right now it's 2hko and if you get lucky 1hko. Hopefully this clears things up a bit.

Also for all the talk about Pluto, I can definitely say that he's balanced in duel since Clay and I always test extensively in duel. Due to his low armour you can't easily escape with mainfire as you guys say, and it's not spammy since the ammo regens pretty slow especially if you're using the altfire to put pressure on the guy. Pluto also has low strafe speed so it makes it harder to dodge shots despite his fast forward speed. Though since you guys think he's such a big problem (spam-wise) we'll make the altfire use ammo so that you can't just keep using it consistently and still regain ammo for the mainfire.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 11, 2014, 12:19:39 AM
Quote from: "fortegigasgospel"
You basicly told me that I was wrong to excuse Uranus from having an OTK move because I said the fact he actually had one in game, but you said it was because he has the ramming attack.
I...what?!
Quote
You are saying that Slash having an 2hk (which can actually 1 shot many classes fyi, I one shotted a Junk Man) is perfectly fine because he also has the wall jump and the goo. That doesn't give him a reason to have a 2hk move, that gives him a reason to have his damage reduced, because he has alternative methods to go about doing damage or in his case augment his 2hk move to make getting kills easier then just running up to him.
You're not quite getting anything I'm saying, it seems.

I'm not saying Slash having a powerful mainfire is fine because he has other moves. The other moves are in relation to the idea that all you're apparently supposed to be doing with Slash is mashing mainfire, and that you and Rozark are talking about him like that's all he is. He had a powerful mainfire because it has very short range, startup lag, and the damage is dependent on how direct of a hit you can land (you're not going to get that 2HKO if you just graze an enemy with the edge of your hitbox).

Quote
You are thinking we aren't taking his other abilities into mind when we ARE. Stop thinking having more abilities means they warrent being stronger.
I'll go back to Burner as an example. I never use his grenades. Why bother? Why swap weapons for slow moving grenades when I'm as fast as everyone else when not attacking, my attack blocks shots, refills quickly, I have bear traps to stun with, and the dive attack which can 1 shot. And every one of his 4 things runs on a different bar.
Because the grenades do more damage, reach father, don't use up ammo as quickly, have splash damage, don't slow him down to near sitting duck status while using it, and actually allow him to tangle with long range classes. Need I go on?

If you want anecdotal evidence as proof, all I ever use with Burner is the grenades unless I catch someone in melee range. The grenades have much more use in a firefight, whereas once you use the Wave Burner you have to commit to it more due to the slowdown and the fact that you need to hit an opponent with more of it to match the kind of damage a single grenade can do. And since the attack osculates (unless you're underwater), you need to be even closer to get the full damage out of it, otherwise the enemy can easily get away from it.

Quote
Also, I forgot to mention, Slash's Slash Claw uses no ammo, his wall jump uses ammo and recovers at a fairly good rate, and his goo trap runs on a cooldown. Where both Quick's boomerangs and dash run on the same ammo bar.

Quick's attacks are also more likely to hit on a consistent basis than Slash's melee-range mainfire, and a dive attack that's easily dodged by an opponent paying attention to you. Again, these are things we have to consider. It's a lot easier for Quick to land a hit and get away than Slash.

Quote from: "Rozark Kyouko"
Quote from: "Shmeckie"
In short, Justified is based around rewarding skilled players who can use a class to their fullest. Running around simply hitting W+M1, or only ever using the highest damaging attack in a class' arsenal, will only get you so far. But if all you want to use is Slash Man's mainfire, by all means. I'm sure the skilled Needle Man player who'll pelt you with needles until you're in screwdriver range will thank you for the free frag.

+1 developer goal proof
It isn't an idea, it's fact.

See to even begin a project you can't just not have an objective or goal.
That's impossible, there's always a reason to make something.
What are you even talking about? I didn't say the mod was pointless or some such nonsense, I said the classes have no one specific way you're supposed to play them.
Title: I should probably give up trying to help you now
Post by: Rozark on September 11, 2014, 12:37:18 AM
What part of "Players play and use things differently than the devs think the class will do" is difficult to understand?
Quit being stubborn, this is why people hate this mod.
We're trying to help you by providing your desired feedback, but whenever someone criticizes something you immediately shoot it down and defend it to death. Stop doing that.
Title: Re: I should probably give up trying to help you now
Post by: Shmeckie on September 11, 2014, 02:34:01 AM
Quote from: "Rozark Kyouko"
What part of "Players play and use things differently than the devs think the class will do" is difficult to understand?
Quit being stubborn, this is why people hate this mod.
We're trying to help you by providing your desired feedback, but whenever someone criticizes something you immediately shoot it down and defend it to death. Stop doing that.
People hate this mod? Huh. That certainly doesn't explain the two highly active servers that host it...

Maybe you think every criticism you have should be emphatically agreed upon, but not agreeing with you isn't "being stubborn". Players can do whatever they want, but if they're focusing too much on one attack, playing single-mindedly, and forgetting the rest of the character's arsenal, they will lose against someone who isn't. We're not in the business of playing the mod for you. We're just providing the tools. If you're not using them to their fullest, you won't do as well. But that's not the fault of the mod, or the devteam. It seems like you'd prefer if we just made every change people complained about. if so we'dve buffed Uranus and nerfed Pluto, and all that would've done is unleashed a grossly overpowered Uranus on the population while poor Pluto ineffectually nipped at his heels.

We're all for feedback if there's a legitimate issue beyond hypothetical scenarios from people who don't even play the game, or primarily play against bots. If someone comes to us and says something to the effect of "hey, people are picking Quint for braindead win streaks, he's overpowered" we're all ears. Or if we're in a server, and everyone, during play, is making a consistent complaint about something, we take note. But if someone's complaining about a character being underpowered because they personally don't do well with them, or overpowered simply because they have a strong attack regardless of the situation that attack requires, not so much.
Title: Yep
Post by: Rozark on September 11, 2014, 03:17:28 AM
Quote from: "Shmeckie"
People hate this mod? Huh. That certainly doesn't explain the two highly active servers that host it...

1) Fyone and Stonefunk host the servers.
2) You forgot how MM8BDM works: People go to the server with the most people, regardless if they like the mod or not. Get at least 10 people in Screw Scramble of all things and you'll see that server fill up quick too.

Quote from: "Shmeckie"
We're not in the business of playing the mod for you. We're just providing the tools. If you're not using them to their fullest, you won't do as well. But that's not the fault of the mod, or the devteam.

1) You forget that I'm not the only one saying things, there's at least 4-5 other people who have expressed the same things as I have, many more who don't feel like posting in this topic.
2) You WILL do as well if you use the most efficient attack.
3) The Developer Goal not matching the Player Goal is the mod/devteam's fault.

Quote from: "Shmeckie"
We're all for feedback if there's a legitimate issue beyond hypothetical scenarios from people who don't even play the game, or primarily play against bots. If someone comes to us and says something to the effect of "hey, people are picking Quint for braindead win streaks, he's overpowered" we're all ears. Or if we're in a server, and everyone, during play, is making a consistent complaint about something, we take note. But if someone's complaining about a character being underpowered because they personally don't do well with them, or overpowered simply because they have a strong attack regardless of the situation that attack requires, not so much.

1) These are legitimate issues.
2) These scenarios are real.
3) I've stated multiple times that I play this game and sometimes alias when joining a justified server. Read please.
4) Bots can be used to determine damage values. You're literally saying ring boomerang isn't overpowered because bots use it.
5) If you were all ears then you would've read the Pluto complaints about "braindead win streaks". You're a hypocrite.
6) "Listening to people on servers is also not such a good idea, neither is someone dominating with a class so they can nerf it"
7) If people are picking Quint for braindead winstreaks, that falls under "someone complaining about a strong attack regardless of the situation that attack requires", which, if I recall, you take note. However, you just said you don't take note. Which is it?

Are you done being difficult Shmeckie? Because all I've read from you is:
A) Asking for, then refusing, feedback from not one, but at least 5+ different people.
B) Refusing to acknowledge that I play this game and that my feedback is useful.
C) Refusing to acknowledge that the developer goal isn't being played out and then fixing it.
D) Refusing to acknowledge that your tester's sense of balance might be a bit off, however, you're doing this so you don't have to rebalance the entire mod.
E) Still advertising your Justified classes when all I want to do is play some freaking Vanilla TLMS.
Title: Re: Justified Classes v3bh
Post by: ScrapHeap on September 11, 2014, 01:06:24 PM
Wait, waitwaitwaitwaitwait.

People are advertising Justified classes in vanilla servers?
Title: Re: Justified Classes v3bh
Post by: Emmanuelf06 on September 11, 2014, 01:29:54 PM
Im never on vanilla TLMS (or rarely) and i think it's not a big problem even if a guy do that.... And i have seen some people who did the same on ours servers (like Celebi) so yeah....
It's funny because, a lot of people are back suddendly in MM8BDM to play YDclasses since justified released one of the last version.... I had the feeling like they tried to help their "YDdevroom team" friends.
In justified, there is not a group of friends, except maybe the guys who play it a lot but it's not some groups like You can have in YD (the guy who are in mm8bdm since more than 2 years ago).
A lot of people who play justified are new guys, at least, they are innocent.
When i see people who do a come back just to help YDclasses popularity, it was pretty sad. (like for the Players Profiles topic when people bashed Justified without to play it, or without to play mm8bdm [just a little]).
For Pluto, i dont know if he is op....for me it's ok, we need more than 1 complain of a guy We dont see on the servers,

it's legitimate, we prefer have the criticism from people who like the mode and who play it a lot. Instead receive the boring comments from people who hate Justified since the start because it wasnt made by the team of YDdevroom. It's just a preference.

If people dont like us, they can try to ignore us and the mode, please. Instead try to looks like an intellectual judge who want have his "word" on a mode just because he is (a little) popular.... It's always like that in this forum.....sad.
Title: Re: Justified Classes v3bh
Post by: DrMario2 on September 11, 2014, 01:43:06 PM
If only someone could make a separate version of this mod and make it according to Rozark's will and make a server for it and count every player that joins the server, but noone has enough patience for that.
Title: This is a better backlash than I expected
Post by: Rozark on September 11, 2014, 01:57:28 PM
Quote from: "Emmanuelf06"
In justified, there is not a group of friends

You mean to tell me that the people on the devteam aren't friends?
That's.. bizarre-ish.

Quote from: "Emmanuelf06"
For Pluto, i dont know if he is op....for me it's ok, we need more than 1 complain of a guy We dont see on the servers,

Quote from: "Rozark Kyouko"
3) I've stated multiple times that I play this game and sometimes alias when joining a justified server. Read please.
B) Refusing to acknowledge that I play this game and that my feedback is useful.

This seems to be a trend. At the very least, Korby input his thoughts as well. That's at least two people.

Quote from: "Emmanuelf06"
it's legitimate, we prefer have the criticism from people who like the mode and who play it a lot. Instead receive the boring comments from people who hate Justified since the start because it wasnt made by the team of YDdevroom. It's just a preference.

If you only have criticism from people who enjoy the mode, then your criticism is "swayed or rigged" and would only further my point on that you only listen to a select test group of people. I've been assured that this isn't the case though, but that still leaves the rigged criticism. Grabbing criticism from people who don't like what you've created is one of the best ways to receive feedback because it's easy to turn the no's into yes's.

Quote from: "Emmanuelf06"
If people dont like us, they can try to ignore us and the mode, please. Instead try to looks like an intellectual judge who want have his "word" on a mode just because he is (a little) popular.... It's always like that in this forum.....sad.

If a concerned Rozark is giving you feedback, then that Rozark is concerned and wants to see your mod grow and better itself. Don't you want to see your mod grow and better yourself? I think the answer would be an obvious yes. Instead of taking this feedback harshly and trying to throw the Rozark away, why not, I don't know, put up some polls? You seem to enjoy saying that I'm the only one saying this stuff yet you refuse to put up a poll to see whether or not this is the case. That's kind of unfair/rigged yet again.
Title: Re: Justified Classes v3bh
Post by: ScrapHeap on September 11, 2014, 02:09:25 PM
Stone, his complaints are legitimate, backed up by evidence and such. I'm not going to go out and say that you guys don't know how to balance things, because that's simply not true. And I'm speaking from my own POV, not to agree with either side because choosing a side makes me feel bad. But there is something to be said for how some classes work and how easy they are to use if you know how to abuse certain aspects.

For example, Slashman. He has all those knicknacks and jumping abilities to use at his disposal, but consider this; a slashman that knows how to aim jumps. SUDDENLY, he's flying all over the place, impossible to hit, and he instantly murders you the moment he falls. And for the information of you guys here, that slash dash is a lot more useful than you guys say it is. 'Used mainly for ambushes' simply isn't true, even though that's your INTENTION. I've seen entire teams dominated by one guy who spams the slash dash and, not to sound rude, he wasn't on par with the guys fighting in terms of skill. He simply aimed, dashed, and got kills. This 'ambushing' aspect is completely thrown out the window by the fact that he has a)Normal armor, and b)Moves fast as hell while using it. Did I mention he can slash immediately after it's finished, leaving you pretty much fucked even as a tank class?

Another example, Shademan. Whoever coded his flight needs to look at it, since (Again, not to sound rude) any butthead who knows how to use the flight can decimate an enemy team. His dive saps HP, and can immediately be used again if he comes in contact with ground of any sort during it. Not to mention he can use his noise crush while in midair.

A final example, the most brainless of them all right now; King. I know I'm beating a dead horse with this guy, but something needs to be done. For starters, that jump slash is an instant kill on nearly anything, and even if he misses he can instantly slash normally once it's done. And he doesn't even need to take that high a leap; a simple hop will do. Coupled with his speed, that's all kinda of borken. Secondly, his shield is complete ass by itself. It's exceedingly hard to aim, barely blocks projectiles (Fought a Flashman, shoot THROUGH my shield with his buster most of the time, shield barely reflected some of his shots) and the damage doesn't warrant use of it. Third, that X attack. That thing hurts WAY too much for something that spammy. I don't care if it branches off at a certain distance; simply turn before you fire and limit gone. I was able to completely obliterate a hardman, a HARDMAN, in nearly an instant because of this X attack. She fought valiantly, but even though she hit with all she had, my X attack simply does too much damage to warrant my giving a shit for her puny attempts to kill a broken class. THEN, THERE'S THE DASH. It reflects things. Why? Why does it shoot things back at my enemies? I've essentially made classes like BRG useless with it, and in some instances, made it completely backfire on him (ice experienced these things firsthand; sorry buddy). The thing has wonky-as-hell hit detection, since I fully charged into a Groundman and only hit him once, while an Elecman couldn't move even when I accidentally dashed past him. Last, but certainly not least, we have the laser. This thing is spam taken to another level. Simply look in someone's general direction, spam the laser, and get kills. It's a fucking GEMINI LASER WITH A DAMAGE BUFF. AND IT DOESN'T EVEN USE AMMO.

And before you start spouting how you don't see people do that well with King, it's because he gets focused. The moment he's seen, he's targeted by everyone. People who play King are stealthy with him for a reason; not because it's how he COULD play, it's how he NEEDS to be played in order to survive. People who don't play him stealthy are dead within seconds, and that armor of his isn't helping. OH, DID I ALSO MENTION HE'S INVINCIBLE WHILE SWITCHING WEAPONS, COMPLETELY SHUTTING DOWN MY EARLIER FOCUSING POINT. He might have to stand still before it finishes, but the moment he can move, it's just a hop, skip, and a jump away from a completely ruined game.
"What's that? Atomic Fire? Fuck you, invincible. Jump, and now you're dead"
"Entire team wading around me? Switch weapons, dash with axe. All attacks reflected, getting kills, and team discombobulated. Easy win."
YOU CAN'T PREPARE FOR THAT SHIT, GUYS. ESPECIALLY WITH MOBILITY LIKE THAT.

You guys talk of putting everyone on even playing fields, and while I respect that, that's simply not happening here and you guys need to get cracking on it.

(click to show/hide)
Title: Re: Justified Classes v3bh
Post by: Emmanuelf06 on September 11, 2014, 02:31:27 PM
I didnt want post after Your post, but after the spoiler ok.... : p
I know You are a neutral guy Perfectlylegit (and a nice one, hey i dont try to influence or be influenced), i prefer it to some people who get mad against us because they have some "interests" to do it.
Neutrality is healthy nowadays... xD
Fyone try often to balance the mode but it's hard we try to not change everything so quickly.....Anyways, im not the coding guy, so yeah....I dont know how it can be.... :S
I think, by exemple, the actual birds ball of Magicman are too effective in TLMS (OP), but its just my PERSONAL opinion.... but im not the guy who will balance the mode, i just open some servers and say sometimes how i feel the "robotmasters gameplay"
Title: Re: Yep
Post by: Fyone on September 11, 2014, 04:11:58 PM
Quote from: "Rozark Kyouko"
Quote from: "Shmeckie"
People hate this mod? Huh. That certainly doesn't explain the two highly active servers that host it...

1) Fyone and Stonefunk host the servers.
2) You forgot how MM8BDM works: People go to the server with the most people, regardless if they like the mod or not. Get at least 10 people in Screw Scramble of all things and you'll see that server fill up quick too.

This statement literally makes no sense at all, what about the people that started the server? What about the first 10 people? How would a server even get 10 people on the server if people didn't like it? How would Justified have full servers everyday if this wasn't the case? I definitely don't see Screw Scramble full everyday...
Quote from: "Shmeckie"
We're not in the business of playing the mod for you. We're just providing the tools. If you're not using them to their fullest, you won't do as well. But that's not the fault of the mod, or the devteam.

1) You forget that I'm not the only one saying things, there's at least 4-5 other people who have expressed the same things as I have, many more who don't feel like posting in this topic.
2) You WILL do as well if you use the most efficient attack.
3) The Developer Goal not matching the Player Goal is the mod/devteam's fault.

"at least 4-5 other people", the only people that have expressed the same things you have are ForteGigas and Korby. ForteGigas gets literally all of his balance from bots which is an invalid source and Korby barely plays Justified Classes as far as I can tell.
Quote from: "Shmeckie"
We're all for feedback if there's a legitimate issue beyond hypothetical scenarios from people who don't even play the game, or primarily play against bots. If someone comes to us and says something to the effect of "hey, people are picking Quint for braindead win streaks, he's overpowered" we're all ears. Or if we're in a server, and everyone, during play, is making a consistent complaint about something, we take note. But if someone's complaining about a character being underpowered because they personally don't do well with them, or overpowered simply because they have a strong attack regardless of the situation that attack requires, not so much.

1) These are legitimate issues.
2) These scenarios are real.
3) I've stated multiple times that I play this game and sometimes alias when joining a justified server. Read please.
4) Bots can be used to determine damage values. You're literally saying ring boomerang isn't overpowered because bots use it.
5) If you were all ears then you would've read the Pluto complaints about "braindead win streaks". You're a hypocrite.
6) "Listening to people on servers is also not such a good idea, neither is someone dominating with a class so they can nerf it"
7) If people are picking Quint for braindead winstreaks, that falls under "someone complaining about a strong attack regardless of the situation that attack requires", which, if I recall, you take note. However, you just said you don't take note. Which is it?

Listen Rozark, if your scenarios were real and were legitimate Shmeckie and I would've seen them at least once or twice since we play the mod more than you do. We would've heard more complaints on servers that Pluto is OP, like Coldman and King. We also would've seen a lot of people spamming the life out of the class in servers and doing really well, but we haven't. "Listening to people on servers is not such a good idea, neither someone dominating with a class so they can nerf it", did you make up this quote because I don't remember Shmeckie saying this.

Are you done being difficult Shmeckie? Because all I've read from you is:
A) Asking for, then refusing, feedback from not one, but at least 5+ different people.
B) Refusing to acknowledge that I play this game and that my feedback is useful.
C) Refusing to acknowledge that the developer goal isn't being played out and then fixing it.
D) Refusing to acknowledge that your tester's sense of balance might be a bit off, however, you're doing this so you don't have to rebalance the entire mod.
E) Still advertising your Justified classes when all I want to do is play some freaking Vanilla TLMS.

Listen Rozark, your feedback hasn't been useful in the slightest and never has in the past. A proper criticism states what's wrong and then a suggestion on how to fix it, I haven't seen this from you instead all I've seen is complaints with little evidence. I would gladly rebalance the entire mod if it was necessary but it isn't, if you wanna name more classes you think are imbalanced go ahead, also say what you would like to see changed and not something vague like nerf or buff the guy. Try and explain how you would want to see him buffed or nerfed like: make his mainfire do more damage or lower his speed. Also I definitely don't advertise Justified in other servers and I don't even see Shmeckie join other servers so I'm not sure what you're talking about with us "advertising".

Quote from: "Perfectlylegit"
For example, Slashman. He has all those knicknacks and jumping abilities to use at his disposal, but consider this; a slashman that knows how to aim jumps. SUDDENLY, he's flying all over the place, impossible to hit, and he instantly murders you the moment he falls. And for the information of you guys here, that slash dash is a lot more useful than you guys say it is. 'Used mainly for ambushes' simply isn't true, even though that's your INTENTION. I've seen entire teams dominated by one guy who spams the slash dash and, not to sound rude, he wasn't on par with the guys fighting in terms of skill. He simply aimed, dashed, and got kills. This 'ambushing' aspect is completely thrown out the window by the fact that he has a)Normal armor, and b)Moves fast as hell while using it. Did I mention he can slash immediately after it's finished, leaving you pretty much fucked even as a tank class?

OK first of all, no one said the slash dash was made for ambushes; I use it all the time. I've also never seen any problems with Slash Dash myself in terms of abuse-ability and definitely never seen a guy kill whole team with him that "wasn't on par with the guys fighting in terms of skill". I also know from previous posts from you James that you're swayed a lot if a guy keeps killing you with a class i.e. Buster Rod G who I know is definitely balanced and based on your past post about the same thing where you complained about a guy in duel using the slash dash. Nonetheless I'll check for myself to see if the slash dash is all that bad with Clay later just to be sure.

Another example, Shademan. Whoever coded his flight needs to look at it, since (Again, not to sound rude) any butthead who knows how to use the flight can decimate an enemy team. His dive saps HP, and can immediately be used again if he comes in contact with ground of any sort during it. Not to mention he can use his noise crush while in midair.

As of v3 Jupiter and Shademan's flight was nerfed, so you can't immediately use it again when he comes in contact with the ground.

A final example, the most brainless of them all right now; King. I know I'm beating a dead horse with this guy, but something needs to be done. For starters, that jump slash is an instant kill on nearly anything, and even if he misses he can instantly slash normally once it's done. And he doesn't even need to take that high a leap; a simple hop will do. Coupled with his speed, that's all kinda of borken. Secondly, his shield is complete ass by itself. It's exceedingly hard to aim, barely blocks projectiles (Fought a Flashman, shoot THROUGH my shield with his buster most of the time, shield barely reflected some of his shots) and the damage doesn't warrant use of it. Third, that X attack. That thing hurts WAY too much for something that spammy. I don't care if it branches off at a certain distance; simply turn before you fire and limit gone. I was able to completely obliterate a hardman, a HARDMAN, in nearly an instant because of this X attack. She fought valiantly, but even though she hit with all she had, my X attack simply does too much damage to warrant my giving a shit for her puny attempts to kill a broken class. THEN, THERE'S THE DASH. It reflects things. Why? Why does it shoot things back at my enemies? I've essentially made classes like BRG useless with it, and in some instances, made it completely backfire on him (ice experienced these things firsthand; sorry buddy). The thing has wonky-as-hell hit detection, since I fully charged into a Groundman and only hit him once, while an Elecman couldn't move even when I accidentally dashed past him. Last, but certainly not least, we have the laser. This thing is spam taken to another level. Simply look in someone's general direction, spam the laser, and get kills. It's a fucking GEMINI LASER WITH A DAMAGE BUFF. AND IT DOESN'T EVEN USE AMMO.

OK first of all, we all know that King is OP, though some of things you're saying is wrong. Shield form's shield barely protects anything unless you're holding mainfire, we did this so that it's not abusable (similar to Knightman). I also disagree with X attack being OP since you can barely move while using it so it makes you completely vulnerable as such and also give a warning sound before using it as well as has delay before shooting. The dash isn't being nerfed either because it needs all your ammo to use and I have no idea what you mean with "wonky-as-hell hit detection". Also the laser does less damage than Geminiman's laser and it doesn't last as long, just sayin'. As for nerfs, we're gonna make you need to have a full jump to use the mainfire (if we can pull off the code dunno), ground slashing is gonna have a RoF nerf and you're gonna stop longer after hitting the ground when using the vertical chop. Vertical chop's gonna get a slight damage nerf so it can't OHKO. Altfire's gonna use ammo so that you can't use the fully charged mainfire as much and we're gonna try to change the invincibility when switching weapons to an armour buff instead.

You guys talk of putting everyone on even playing fields, and while I respect that, that's simply not happening here and you guys need to get cracking on it.

We've already known about King being OP for a while now and he will be nerfed next version since I've seen for myself numerous times and have seen a bunch of people complaining about the same thing; I disagree with the rest of your complaints though.
Title: Re: Justified Classes v3bh
Post by: Ukiyama on September 11, 2014, 04:19:23 PM
(click to show/hide)

Not that I have anything else to contribute to the discussion but um... *cough*
Title: Re: Justified Classes v3bh
Post by: Fyone on September 11, 2014, 04:21:20 PM
Quote from: "Ukiyama"
(click to show/hide)

Not that I have anything else to contribute to the discussion but um... *cough*
My bad lol
Title: Reading Rainbow
Post by: Rozark on September 11, 2014, 05:11:16 PM
Quote from: "Rozark Kyouko"
Homing shots weren't the problem, the dash was. You completely ignored the broken part of the class and nerfed something that was so-so.

Quote from: "Galactan"
I'd just like to point out that you never addressed the "incredibly dodgey, high armor" aspect of the dash.  Which is imbalanced.

Quote from: "Fyone in blue letters"
Listen Rozark, your feedback hasn't been useful in the slightest and never has in the past. A proper criticism states what's wrong and then a suggestion on how to fix it, I haven't seen this from you instead all I've seen is complaints with little evidence.

Quote from: "Fyone in blue letters"
Try and explain how you would want to see him buffed or nerfed like: make his mainfire do more damage or lower his speed.

Galactan wins again while you continue to ignore me. Korby comes along and provides an informative post on why the dash is broken. I sorta figured at that point you'd read korby's post and find out how to nerf the dash yourselves since this IS your mod. However, this doesn't seem to be the case and once again you've failed to read, a growing trend.

Quote from: "Fyone in blue letters"
"at least 4-5 other people", the only people that have expressed the same things you have are ForteGigas and Korby. ForteGigas gets literally all of his balance from bots which is an invalid source and Korby barely plays Justified Classes as far as I can tell.

So you ARE confirming that you only listen to a select source group of people, you know, something I brought up back in the whole "Remove health in DM" topic. Ok. This confirms it.

Quote from: "Rozark Kyouko"
4) Bots can be used to determine damage values. You're literally saying ring boomerang isn't overpowered because bots use it.

More reasoning that you shouldn't disregard FGG's feedback.

Quote from: "Fyone in blue letters"
Listen Rozark, if your scenarios were real and were legitimate Shmeckie and I would've seen them at least once or twice since we play the mod more than you do. We would've heard more complaints on servers that Pluto is OP, like Coldman and King. We also would've seen a lot of people spamming the life out of the class in servers and doing really well, but we haven't. "Listening to people on servers is not such a good idea, neither someone dominating with a class so they can nerf it", did you make up this quote because I don't remember Shmeckie saying this.

Here's a thought, maybe, just hear me out on this one: Others... besides Shmeckie and you.. can see balance issues! Shocking Realization, I know. Sure, you play the mod more than me, but by that logic only Schmeckie and you would have any balance input into the mod, and, considering you've listened to other people in the past about balances AND often ask for balance advice, this doesn't seem to be the case and you'd be contradicting yourself extremely hard. If you two's balance input was even the slightest bit reliable by yourselves (The keywords, by yourselves), then king wouldn't have come out of development being broken as fuck, which you've said he is, therefore discrediting your own input. That quote? That's a Knux quote, shocking considering my stance on him I know, but he brings a valid and relevant point that you do in fact use A Source Group.

Quote from: "Fyone in blue letters"
I'm not sure what you're talking about with us "advertising".

Don't you play dumb with me we all know it's happening.

Quote from: "Perfectlylegit"
You guys talk of putting everyone on even playing fields, and while I respect that, that's simply not happening here and you guys need to get cracking on it.

This guy also wins, you're still picking and choosing which feedback to listen to: The Source Group.
Title: Re: Reading Rainbow
Post by: MusashiAA on September 11, 2014, 05:41:30 PM
Quote from: "Rozark Kyouko"
Quote from: "Fyone in blue letters"
"at least 4-5 other people", the only people that have expressed the same things you have are ForteGigas and Korby. ForteGigas gets literally all of his balance from bots which is an invalid source and Korby barely plays Justified Classes as far as I can tell.

So you ARE confirming that you only listen to a select source group of people, you know, something I brought up back in the whole "Remove health in DM" topic. Ok. This confirms it.

Quote from: "Perfectlylegit"
You guys talk of putting everyone on even playing fields, and while I respect that, that's simply not happening here and you guys need to get cracking on it.

This guy also wins, you're still picking and choosing which feedback to listen to: The Source Group.

Yo, this is an incredibly bad thing, and should be gradually changed.

I know some people think about balance from a really biased perspective...but that's just some people, and there might still be some truth to said perspective. Not only that, but closing feedback to just a couple of "illuminated" people, even after public release, is really bad in general, for its elitistic tendencies. Learn to listen to more people, leave prejudices, and help others distinguish their personal bias from actual arguments. I know it'll be easy for you, I think.

Rozark is still as soft as the caress of a rusted Metal Blade, doe.


EDIT:

Quote from: "Rozark Kyouko"
Quote from: "Fyone in blue letters"
I'm not sure what you're talking about with us "advertising".

Don't you play dumb with me we all know it's happening.

I don't think Fyone's playing dumb here.

A small group of players and some of the devs of this mod usually come into populated servers, promoting this mod and hyping up next releases. This is what Mendez refered to as shlling. I think these people do it out of their own will, instead of being instructed to do so, so it's out of Fyone's control. I'm guessing it's not a devteam decission, but rather a thing some devs and some players have decided to do, for whatever reason.

EDIT2: I'm going to be blunt here: the spot that these PR people have been given could be given to more serious and devoted people, for not only the purpose of class design and balance, but also more effective testing, which is a thing I've noticed is extremely lacking.
Title: Re: Justified Classes v3bh
Post by: Rozark on September 11, 2014, 05:58:52 PM
I know the devs themselves aren't advertising, but I'm fairly certain he knows that "more intense than usual" advertising is taking place and is refusing to acknowledge it.
I should've clarified.
Title: Re: Justified Classes v3bh
Post by: Knux on September 11, 2014, 07:05:16 PM
(click to show/hide)
So you guys are telling us how we should play your classes now? I thought that was for players to figure out or something.

Bottom line is though, you guys are being too fucking stubborn. People are reporting things to you, and here you are, emphasizing on the name of your mod. If you're catering to the needs of players, the first thing you should do is get the cake out of your ears and fucking listen. The fact that you're even contradicting yourselves in that spoiler makes it seem like your sense of priority is all the more ridiculous.
Title: Re: Justified Classes v3bh
Post by: Shmeckie on September 11, 2014, 07:57:15 PM
Quote from: "Ukiyama"
(click to show/hide)

Not that I have anything else to contribute to the discussion but um... *cough*

So are we just gonna ignore the "and for rushdown offense" part? I'm confused, here.

Also, we don't pick and choose a "source group" to listen to. Actually, it's the inverse; there are some people and complaints we know to take with a grain of salt if we know that they're not playing online, or that they seem to have a bone to pick with the mod, or members of the devteam. Going around on the forums, skype, servers, whatever saying "Justified sucks", then jumping on this thread with a confrontational attitude is a surefire way to add a heaping helping of skepticism on our part. Now, if you're saying that Justified sucks, but you can come on here and make a decent point that speaks to a problem many people are having, we're all ears regardless. If all you have to contribute to the discussion is "you suck", we'll be scrolling right on by your post.

We also need to factor in that some people may have personal gripes with the class, and are demanding nerfs because of that. We're not going to nerf something that already has an easy workaround because a handful of people can't find that workaround. Like Deathstroke in Injustice; they didn't take away his ridiculous ranged game because he was wrecking inexperienced players (and still does), because the strategy to get through his hail of bullets is simple, and they're not going to take away his primary tool because some people haven't figured out how to avoid it yet.

Also, there's a numbers game involved here; if 5 people complain about something, but 50 people have no problem with it, well, sorry 5 people but we gotta go with the 50. We know King's OP because the vast majority of players have been saying so (including me). So he's getting nerfs. Many people complained about Burner Man's low damage output, so we buffed him. Now, Fyone's already stated that Slash is going to have his mainfire damage corrected soon. So then the issue becomes the rest of his arsenal. Slash Dash can do a lot of damage with a good, clean hit, but on average you're not going to get that perfect hit. So should we nerf something that has situational damage and requires a setup before you can even use it?

Writing a ginormous post doesn't entitle you to have us make all the changes you ask for, and it doesn't make us "stubborn" for disagreeing with your points. If we're so stubborn, and don't listen, then why did V3a have a ginormous changelog of buffs and nerfs? Why did the hotfix come with buffs and nerfs? And should I again point out Fyone's many "I'll change that"s in this very thread? Hell, even when disagreeing he (and other members of the team) have still gone and tested these issues just to make sure. Not listening to one angry guy in a pages-long discussion is far and away from being "stubborn".

All that said, I do agree with Perfectlylegit that the shield counter should do more damage, or be more useful in some way.
Title: Re: Justified Classes v3bh
Post by: Rozark on September 11, 2014, 08:19:30 PM
Quote from: "Shmeckie's long paragraph"
Favoritism

You're still doing it.
You're still doing it.
Title: Re: Justified Classes v3bh
Post by: Bokan on September 11, 2014, 09:52:44 PM
I think Kings Reflect on his shield is kinda the cherry ontop of the cake...
Who came up with that idea?
Isnt absorbing the Damage enough?
He already got the strong armor. >> Duo Armor
and i bet if i would take a closer look to the ammo,
he accidentally has the strongest ammo i suggest
Why giving him that much?
And dont come up with, that he freezes while doing.
Thats far from any handicap big enough for him.

Enker has to swallow any dick flying at him freezed to just get some ammo (base armor)
+ take nearly half of the dmg(shield doesnt work for me anyway no matter what,its defect for me).
and King just reflects throwing the damage back?
The shield isnt even in the real Boss Fight.
Its just a Sequence for Proto to get in again for the Story.
The actual Boss Fight >> Axe.

But i guess the best explanation is coming up again,
from a Comic Source, a Video Show or a word of mouth...
or that iam trolling.
Title: why are all of you still arguing
Post by: Korby on September 11, 2014, 11:30:13 PM
Quote from: "Fyone"
Korby barely plays Justified Classes as far as I can tell.

I play on servers, I just don't use the name "Korby" when I do.
I won't share the reason, but it's not because I'd be ashamed to be seen on a Justified server; again, I do like playing as a very select few of your classes[mostly pluto].

King is ok too but I pretty much just like his jump slash 'cause it feels satisfying to use.
Title: Re: Justified Classes v3bh
Post by: LeotheMage on September 11, 2014, 11:40:33 PM
Coldman is in need of a tiny buff, particularly speaking of his alt. Whenever I freeze someone with it, it's nearly impossible to follow up with an Ice Wall because the stun will fade in mere seconds, allowing my target to escape. The cooldown for his alt doesn't help either in time for me to get a good attack. I suggest that Coldman's alt should either have increased stun time or  a decreased cooldown.
Title: Re: Justified Classes v3bh
Post by: Magnet Dood on September 12, 2014, 01:33:25 AM
Skipping over whatever is going on in those last few pages with Rozark, can Dive Man's missiles get a buff? He has trouble dealing damage with either of his attacks, since one of them is slow and shoot-able and the other is kind of hard to control. I know how crazy Dive Man was in previous builds/KY classes, but now he doesn't really have anything going for him. There's no real draw to playing as Dive Man other than to sit in a corner and see if you can pester someone with Dive Missiles, and then dash away if any other class starts coming near you.

I'd probably just make them a tad faster since it's difficult for them to even get to their target without being shot down or running out of range. The damage is fine, it's just hard to get them to hit in general.
Title: Re: Justified Classes v3bh
Post by: LarissaFlash on September 12, 2014, 01:58:18 AM
in the ads thingy the barely times i saw the devs team being active ,they were in JC, and few times 1% of them playing in CBM innocently:P
Title: Re: Justified Classes v3bh
Post by: Fyone on September 12, 2014, 02:42:10 AM
Quote from: "LeotheMage"
Coldman is in need of a tiny buff, particularly speaking of his alt. Whenever I freeze someone with it, it's nearly impossible to follow up with an Ice Wall because the stun will fade in mere seconds, allowing my target to escape. The cooldown for his alt doesn't help either in time for me to get a good attack. I suggest that Coldman's alt should either have increased stun time or  a decreased cooldown.

Well instead of buffing Coldman's altfire RoF we're gonna make it so that you can follow up with Coldman's mainfire right away.

Quote from: "Magnet Dood"
Skipping over whatever is going on in those last few pages with Rozark, can Dive Man's missiles get a buff? He has trouble dealing damage with either of his attacks, since one of them is slow and shoot-able and the other is kind of hard to control. I know how crazy Dive Man was in previous builds/KY classes, but now he doesn't really have anything going for him. There's no real draw to playing as Dive Man other than to sit in a corner and see if you can pester someone with Dive Missiles, and then dash away if any other class starts coming near you.

I'd probably just make them a tad faster since it's difficult for them to even get to their target without being shot down or running out of range. The damage is fine, it's just hard to get them to hit in general.

I honestly disagree completely in regards to his altfire, it does good damage and can be used as a good means of escape so unless you can give further evidence there's no way I'm gonna buff it. However I do see where you're coming from with the mainfire, we'll try raising the speed a bit in that respect.
Title: Re: Justified Classes v3bh
Post by: Magnet Dood on September 12, 2014, 03:56:20 AM
That's fair enough about the altfire. That wasn't what I wanted changed in the first place. I've never really seen it used much offensively as opposed to an escape mechanism, so that's why I said it wasn't great for dealing damage.
Title: Re: Justified Classes v3bh
Post by: ice on September 12, 2014, 04:03:31 AM
you must not of had a diveman circle perfectly under you while playing as astroman trying to stay in the air long enough not to take damage (and failing)
Title: Re: Justified Classes v3bh
Post by: DrMario2 on September 12, 2014, 01:35:53 PM
Suggestion to DiveMang: You has 2 choices.

A. Make the missiles more powerful so that they are worth firing, or...

B. Make the alt be able to go up and down so it's still worth using.
Title: Re: Justified Classes v3bh
Post by: Korby on September 12, 2014, 07:06:03 PM
You don't seem to appreciate the amount of disengage that altfire brings to the table.
Dude is arguably uncatchable if played right unless you're either really good at leading shots or can catch up to him using your own mobility.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 12, 2014, 11:19:50 PM
New balance/bot patch released, add the file after JustifiedClasses-v3bh.pk3!

Download here (http://www.best-ever.org/download?file=justifiedclasses-v3bh-bpatch.pk3)

Changelog:
(click to show/hide)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Korby on September 13, 2014, 12:22:56 AM
I appreciate that you released a separate file this time.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Beed28 on September 13, 2014, 12:59:43 AM
King doesn't even have a bot. Can this be fixed, please?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 13, 2014, 02:04:21 AM
Ah, I must have forgotten to make one. I'll add a bot for King next version then.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on September 14, 2014, 07:41:28 AM
Can I ask you guys to tone down the asshole level with Darkman1? He spams that dash and that shot that saps a 5th of your hp isn't too good either, especially when your class can't dish out damage on something that hugs for days (Like gemini). And i know that could be argued a challenge, but there's a difference between 'challenging' and 'unfair'.

Also, speaking of Geminiman, his laser could use a slight damage buff. Right now it's kinda weak to the point of where the buster is almost always the preferred option, not that gemini gets many kills anyway. The guys that are skilled with him use the buster over the laser, and even then they normally rely on their teammates rather than themselves, being screwed over if they're isolated. Most other classes can get around isolation, someties benefitting from it, but Gemini almost always has to rely on the rooms being small to do well.

Oh, and can you make crashman not brainless? I mean this in the sense of nerf his ripper damage. It hurts so much that a continuous stream, which is easy to hit with, can take out almost anyone. Not to mention hitting someone with it at their feet will immediately make the bomb go off, resulting in stun, thus easier targetting.
Title: Re: Justified Classes v3bh + B-Patch
Post by: cybersavior on September 16, 2014, 05:03:09 AM
My beef is with Grenade man:

He is too easy to dominate with, and a pain to play against.

He is already as fast as Megaman (he may not seem that fast when you play him, but its because his view height is pretty high, being a taller character, so it's deceiving)
I feel he should be a touch slower.

His dash can be used unlimited times in a row, and you can cancel it right into an attack.(He shouldn't be able to close any gap as easily as he does, especially while simultaneously flashbombing)

Here are some suggestions on what I would do to fix it

-the first three, I feel need a change for sure-
1. I feel his movement speed should be .1 to .2 slower than it is now. (definitely needs a change)
2. Prevent him from firing when dashing (definite change)
3. Have a bit more time in between dashes, or link the dash to using his main ammo. (definite change)

-optional changes below-
4. Either make him stop moving while firing Flashbombs , slow down the Flashbombs, or reduce their damage by 5-10 percent in damage(one of these 3 would be nice)
5. Either make his Flashbombs cost a little tiny bit more, or slow down his ammo regen.(if you make his dash cost his main ammo, ignore all of #6)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 16, 2014, 03:34:39 PM
Quote from: "Perfectlylegit"
Can I ask you guys to tone down the asshole level with Darkman1? He spams that dash and that shot that saps a 5th of your hp isn't too good either, especially when your class can't dish out damage on something that hugs for days (Like gemini). And i know that could be argued a challenge, but there's a difference between 'challenging' and 'unfair'.

Also, speaking of Geminiman, his laser could use a slight damage buff. Right now it's kinda weak to the point of where the buster is almost always the preferred option, not that gemini gets many kills anyway. The guys that are skilled with him use the buster over the laser, and even then they normally rely on their teammates rather than themselves, being screwed over if they're isolated. Most other classes can get around isolation, someties benefitting from it, but Gemini almost always has to rely on the rooms being small to do well.

Oh, and can you make crashman not brainless? I mean this in the sense of nerf his ripper damage. It hurts so much that a continuous stream, which is easy to hit with, can take out almost anyone. Not to mention hitting someone with it at their feet will immediately make the bomb go off, resulting in stun, thus easier targetting.
I honestly don't think there's any problems with Darkman 1, he's a fairly hard class to use well from my experience. On Geminiman's part, we'll probably buff the laser next version and Crashman will probably have a RoF nerf.

Quote from: "cybersavior"
My beef is with Grenade man:

He is too easy to dominate with, and a pain to play against.

He is already as fast as Megaman (he may not seem that fast when you play him, but its because his view height is pretty high, being a taller character, so it's deceiving)
I feel he should be a touch slower.

His dash can be used unlimited times in a row, and you can cancel it right into an attack.(He shouldn't be able to close any gap as easily as he does, especially while simultaneously flashbombing)

Here are some suggestions on what I would do to fix it

-the first three, I feel need a change for sure-
1. I feel his movement speed should be .1 to .2 slower than it is now. (definitely needs a change)
2. Prevent him from firing when dashing (definite change)
3. Have a bit more time in between dashes, or link the dash to using his main ammo. (definite change)

-optional changes below-
4. Either make him stop moving while firing Flashbombs , slow down the Flashbombs, or reduce their damage by 5-10 percent in damage(one of these 3 would be nice)
5. Either make his Flashbombs cost a little tiny bit more, or slow down his ammo regen.(if you make his dash cost his main ammo, ignore all of #6)
I'll check Grenademan over, personally I haven't had any troubles fighting him and I never felt particularly OP when using him however if need be we'll probably nerf his speed slightly and possibly the ammo regen as well.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on September 16, 2014, 03:37:13 PM
I'm talking more with his bot in terms of DM1. The bot's alt attack, something that shouldn't be completely aimable [Unless I'm missing something], can rape anything before it has a chance to react. The only real hope you have when fighting him, if you've seen him before he's gotten to you, is out-damaging him before he kills you. Also, Neptune 2-shots after 50 kills.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Shmeckie on September 17, 2014, 09:26:32 PM
The J-Classes wiki page has now been updated to include full rundowns on all the MM&B classes!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Beed28 on September 24, 2014, 01:00:13 AM
Can these please be fixed? Please? It's stuff like these that discourage me from playing this anymore. :(

Horizontal HUD displays:
(click to show/hide)
And Bass' dashing arms are STILL broken:
(click to show/hide)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 24, 2014, 08:48:04 PM
I'm not sure what the problem is anymore, I tried raising the size for Bass' translation HUDs but it doesn't seem to do anything. As for the health and ammo not showing up, I'm not sure why that happens since it shows up fine on my screen...
Title: Re: Justified Classes v3bh + B-Patch
Post by: ice on September 25, 2014, 06:51:14 AM
for the huds, sometimes when I use Slumped, when I change the offset of a hud, it refuses to change in game (have that issue with Joe's hud in B&C atm), might be the issue with bass
as for the bars, it's an issue on your end, works fine for me
Title: Re: Justified Classes v3ah-fix
Post by: Celebi on September 25, 2014, 09:16:39 AM
Quote from: "Shmeckie"
Take Neptune; awhile back, some of the YD devteam popped in to play, and Celebi was complaining up and down about how weak and useless Neptune was. Try convincing the average J-Classes player of that now. Yet we never buffed him between when Celebi complained and now. Even I thought he was overly weak. Then I figured out how to actually get the most out of his arsenal, and that tune radically changed. 5HKO fast projectile thrown at a good arc with shrapnel projectiles and a strong AoE alt?
 Someone randomly informed me of this and wanted me to respond.  I complained during v1 about Neptune.  In v2 he received an area attack of 45 damage(currently 40 damage in v3bh) and 396 range.  His main shot was also increased from 20>22 damage.  That is all.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on September 25, 2014, 02:47:34 PM
Can there be an indicator for where the lightning strike on dynamo is going to be going? I swear the aiming system for it is broken; I'll aim for someone's feet a ways in front of me and I'll hit two inches from myself
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 25, 2014, 03:29:35 PM
Well the max range on how far it goes was nerfed last version, not sure if that's what you're referring to?
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on September 25, 2014, 05:50:41 PM
What I mean is, sometimes I SWEAR I've put a lightning bolt directly on somebody; cursor pointing to their feet, I'm on a platform above, everything looks good, and then the lightning bolt will completely miss him, going in front of, behind, or off to the side. One instance I was aiming directly at someone, and it went through the wall into the background. It happened on shadowmans stage, and I was in the middle aerial platform.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rozark on September 25, 2014, 07:49:04 PM
Quote from: "Perfectlylegit"
Can there be an indicator for where the lightning strike on dynamo is going to be going? I swear the aiming system for it is broken; I'll aim for someone's feet a ways in front of me and I'll hit two inches from myself

I haven't played Dynamo, is the lightning similar to pinpoint icicle crash (Iceman)?
If so, you either need a new way of working those weapons or you NEED an indicator. Whether that be holding down the weapon then a "hologram" of the icicle/lightning appears then release to fire or something else; pinpoint stuff like that isn't good for accuracy.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on September 25, 2014, 07:51:40 PM
It works like iceman's alt except it needs to be charged, and you're slowed when charging it.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 25, 2014, 11:12:36 PM
Quote from: "Perfectlylegit"
What I mean is, sometimes I SWEAR I've put a lightning bolt directly on somebody; cursor pointing to their feet, I'm on a platform above, everything looks good, and then the lightning bolt will completely miss him, going in front of, behind, or off to the side. One instance I was aiming directly at someone, and it went through the wall into the background. It happened on shadowmans stage, and I was in the middle aerial platform.
Well the first set of Lightning Bolts automatically spawn to the right/left a bit, the next to the left/right a bit, and the last set in the place where you shot it. This might be what you're referring to?
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on September 25, 2014, 11:31:27 PM
No. I mean the bolts completely miss all three times. I know how toe bolts work when they fire, it's actually hitting someone with them that's a pain in the ass. The times I've hit somebody is becatse they either walked into it without knowing, or my shot was lucky and it decided to work for me.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 26, 2014, 01:10:35 AM
There's nothing we can really do to fix this, adding an indicator would be out of question though since we would have to do that for all pinpoint moves. I personally don't find this a problem, but if it becomes an ongoing issue with more people we'll try add something. What type of indicator are you referring to anyways? If you're thinking a faded out version of the projectile I can't see that looking good tbh, doesn't make much sense why you'd be able to see it before shooting anyways too.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Shmeckie on September 26, 2014, 01:16:01 AM
Maybe some kind of arrow slightly above the ground that points at the exact spot you're aiming at? Only if it were possible to make it visibly only to the user, though. I agree  that I'd like some kind of indicator as to where I'm ACTUALLY aiming instead of guessing. The pinpoint aiming system is kinda finicky.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on September 26, 2014, 02:25:38 AM
Ok, that's not a bad idea; I could try making a small cursor type thing where you're aiming.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on September 27, 2014, 01:39:46 AM
I don't really see the need for precision, but I didn't know it was supposed to be used for sniping; I thought it was for doing an AoE attack at range.
Title: Re: Justified Classes v3bh + B-Patch
Post by: cybersavior on September 30, 2014, 03:50:57 PM
I am having some difficulty with making a personalized add-on for this mod, as changing the megmanc, protoman or baseclass' jumpz value is having no effect, is there some kind of override in "special behavior" ACS file that keeps resetting the value to 10? If so is there anyway I could I get a modified version where it defaults to 12 and not 10(as I realize this file is not open source, and cannot change it myself), as even with the resizing I have done to the characters, 10 is not high enough to effectively jump over chargeman, as could be done in Megaman 5.

My aim is to resize the actors and scale them slightly different to reflect their nes heights and make them scale 2 instead of 2.5, some of the really large ones are being resized to 1.75.
I am wanting to change the jump heights as well. Also working on adjusting firing height of all the weapons to match the new class heights, and overhauling the clipping of all the classes, objects and weapons to best fit their new correct sprite size.

Also by doing so, all characters will have accurate hit boxes to prevent insanely inaccurate clipping with weapons and environment, this will mean slight buffs to those with larger hit boxes or very slight nerfs to those with smaller ones, to achieve further balancing. All character speeds are also being reduced by 25 percent, as well as all dashing abilities.

Once again This is for an independent add-on for JC, and it is not official
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on September 30, 2014, 11:44:53 PM
Burner Man's stage still has that weird blue thing going on, but aside from that, I noticed something peculiar today.
Plant Man's ammo recharge is ridiculously slow on the ground, but extremely fast in the air. Is that intentional?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on October 01, 2014, 03:03:50 AM
@Promestein: Will be fixed next version.

@cybersavior: I'll PM you what you need later.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on October 06, 2014, 12:40:59 AM
Someone, for the love of god, PUT A RANGE LIMIT ON DYNAMOMAN. NOW.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on October 07, 2014, 06:06:05 AM
Ok it's done !!! Dont worry!! lel

Im ok with that....maybe a limit for the max range of the charged attack...in TLMS, it's really effective...
Title: Re: Justified Classes v3bh + B-Patch
Post by: Knux on October 10, 2014, 08:15:45 PM
There is a bug with King that makes him invisible after getting hit while spinning his axe in place. This is highly abused, and I have no idea what causes it.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on October 10, 2014, 08:21:39 PM
Alright I think I might know the cause, we'll get the king bug fixed for next version.
Title: Re: Justified Classes v3bh + B-Patch
Post by: LarissaFlash on October 10, 2014, 08:32:37 PM
Why does Proto has like 65+ damage on the charged buster? He shoots deadly balls within a sec, and in a tight space like Gutsman's map you just die in two hits, and if there's two you are surely screwed, it'd be good if the damage was reduced to 45+ or some thing.
Title: Re: Justified Classes v3bh + B-Patch
Post by: !o! woohoo on October 10, 2014, 09:32:10 PM
You must be using a weak armor class or something because Protobuster does 35.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on October 20, 2014, 02:31:56 PM
What's protoman's armor? He feels like he takes less damage than he should.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on October 20, 2014, 03:15:03 PM
Protoman's armour is in between Semiweak and Weak armour values (1.25).
Title: Re: Justified Classes v3bh + B-Patch
Post by: DrMario2 on November 19, 2014, 10:25:00 AM
Sorry to bump, but I'm just asking if any work is being done?

I actually wanted to see if there are early-worked on classes being done, but it's just me.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on November 19, 2014, 01:35:28 PM
The next version will be released sometime after the next version of MM8BDM is released, little has been done on new classes so far.
Title: Re: Justified Classes v3bh + B-Patch
Post by: skully on December 10, 2014, 11:43:00 PM
The fact that Burnerman's Wave Burner can block projectiles can lead to pretty funny situations.

Destroying the tires in Turboman's
Ghosting the cars in Turboman's
BLOCKING THE BEAMS AT QUICKMAN'S
Killing off the Battons at Shademan's
-
Blocking Tenguman's Tornado Hold
Blocking Sparkman's Big Spark
Blocking Gutsman's Super Arm
Title: Re: Justified Classes v3bh + B-Patch
Post by: Dimpsy on December 11, 2014, 02:58:11 AM
Quote from: "skully"
Shockman
wut
Title: Re: Justified Classes v3bh + B-Patch
Post by: skully on December 11, 2014, 03:10:29 AM
Quote from: "VirtualSonic43"
Quote from: "skully"
Shockman
wut
Disconnected to this world.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on January 04, 2015, 05:00:47 AM
Alright, so I went through and tested everything with V4B. Looking good! All I noticed were:

Plant Man's ammo weirdness (barely regenerates on ground, regenerates quickly in the air)
Burner Man's stage's fire is now entirely blue sprite fragments.
Some strange "unknown script" or whatever message popped up when I fragged Bass as Dynamo Man on Dynamo Man's stage.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on January 04, 2015, 10:36:26 PM
Thanks for finding these bugs, we intend on making a new bugfix patch in response to MM8BDM V4B soon if any other bugs show up let us know!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Beed28 on January 06, 2015, 01:30:29 AM
Will King's bot be added in the new patch?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on January 06, 2015, 04:49:55 PM
Quote from: "Beed28"
Will King's bot be added in the new patch?
Hopefully
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rubyyoshi on January 07, 2015, 05:21:33 AM
Not sure if it's significant, but the boss rush is mostly fixed. There are a few bugs still.
Wave 50 (Wily) isn't wily. (It uses Quint because Quint's name is the closest to Wily I assume)
If Auto is chosen, it doesn't use the auto class.
Alien from Megaman 2 can show up, but there is no Alien class.

Not completely sure if this is correct, it's been a while since I've done boss rush.
Also, are the bots supposed to have lower hp then you? (Ex, killing bots with 2 hits with Buster Rod G's rod, killing bots with 1/2 harpoons, etc.)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on January 07, 2015, 01:38:46 PM
Quote from: "Rubyyoshi"
Not sure if it's significant, but the boss rush is mostly fixed. There are a few bugs still.
Wave 50 (Wily) isn't wily. (It uses Quint because Quint's name is the closest to Wily I assume)
If Auto is chosen, it doesn't use the auto class.
Alien from Megaman 2 can show up, but there is no Alien class.

Not completely sure if this is correct, it's been a while since I've done boss rush.
Also, are the bots supposed to have lower hp then you? (Ex, killing bots with 2 hits with Buster Rod G's rod, killing bots with 1/2 harpoons, etc.)
I will look into this, also bots hp scale the longer you survive.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Hunter Frags on January 07, 2015, 06:36:36 PM
I've been wondering about something, although minor and probably unnecessary: Could Iceman get his KY jetpack back by any chance? I know he's got another alt already, but perhaps could it be reimplemented as an item?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on January 07, 2015, 07:29:23 PM
Well we originally removed it since we already combined it with the mainfire where you get lower gravity when you fire ice slashers so I think adding it back would be pretty pointless personally.
Title: Re: Justified Classes v3bh + B-Patch
Post by: galaxyman on January 08, 2015, 09:58:50 PM
I have a problem with this mod when I installed it. When I loaded the game it said replace firepillar not found in firepillarc can someone please help me
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on January 09, 2015, 05:23:03 PM
Did you try downloading it again? Are you adding JustifiedClasses-v3bh.pk3 and then JustifiedClasses-v3bh-bpatch.pk3 when loading it to the MM8BDM-v4b launcher? Are you just adding Justified Classes and no other files?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Benny on January 20, 2015, 09:38:39 PM
For the next version of JC, here are some suggestions that might improve the mod (in a way)     :P
////////////////////////////////////////My suggestions/////////////////////////////////////////////////////////
-Buff armor to all classes. (or at least the ones with armor below normal)

-the shields are broken and useless so far, make them work well.

-slightly buff searchman's damage.

-give searchman his bushes.

-very slightly buff every classses' speed, but make slow moving classes have silghtly better speed buff

-make every class jump higher.

-bass should be like the one from mm7 and have some power fighter moves (give him his cresent kick), or just make him like power fighters, or just some combo of both. (maybe have main as mm7[or power fighters] bass buster and jc bass buster as alt and his dash can be done with a double tap foward; anyways...not moving while shooting isn't really playable in a 1st person shooter, especially if pellets aren't fast enough for that penalty[auto-aim hardly makes him playable, but auto-aim is a silly thing])

-enker should shoot lvl2 mirror shots instead of lvl1 shots(for the uncharged shots).

-duo should ground pound as soon as he hits a player by ramming into the person.(i know it kinda does that but needs fix)

-duo needs slight buff on comet strike/"comet attack", also make it last longer(it takes up most of the time bouncing rather than getting to hit the person [in most occasions], so it's used to escape things so far...)

-have duo do his combo from power fighters. (example: have main charged and press alt to get him to do the combo)

-have duo shots go faster (they're too slow)

-make duo use tackle by double tapping foward.(tackle used in power fighters)

-make frostman's punch last slightly longer and make it go smooth (feels off when using it right now, thus not very useful)

-give topman more legit/canon main and alt.

-give tenguman his tengu kick.

-tenguman's tengublade should go farther before acending to skybox.

-tenguman's tornado hold should deploy quicker.

-shadowman needs to shoot vertical blades at a faster rate (because they aren't very useful so far), a center blade is needed for the horizontal blade shot.

-make shadowman's slide last longer.

-slightly buff snakeman's close combat speed

-increase enker, punk, and ballade's main fire rate.

-give protoman his blues strike from power fighters, give megaman his mega upper too.

-add a treble assist from power fighters for bass(he can get this by picking up game's items or something).

-have super adaptor bass work as mm7 or mm8 (either one or a nice combo of both); he might have an ammo bar for adaptor or infinite use (depending on which one maybe)

-give burnerman very slightly faster fire rate for burner grenades

-have bunrerman's wave burner slightly longer and slightly incease the moving speed when shooting it.

-have swordman's sword range longer at a better level ( when moving foward, the slash is "consumed" by swordman)

-give swordman his "fire tornado" thing from mm8.

-slightly increase swordman's sword slash fire rate.

- give swordman his fireball slash shots from the fc version of mm8 as main's "chargeshot" attack (i know this attack is not canon technically because it's from a fan-game, but it looks useful, so i'm just putting this out there just in case)

-slightly buff grenademan's mini-grenades

-slightly spread grenademan's crazy destroyer a little more

-make grenademan's flashbomb explosion blue

- have grenademan's flashbombs move slightly faster and make them explode in the front part of the bomb, so flash bombs can hit players when shooting directly at them (they explode oddly right now, giving no damage in certain directions)

- give crashman his rumblingbang from no constancy (he needs better alt than just spam crashbombs)

-make pluto's shots not take any ammo and make pluto's fire rate faster(in both normal shots and homing)

-slightly buff pluto's break dash damage.

-slightly increase pluto's speed

-give bass and protoman unique vesrions of weps.(i guess by at least giving them a perk for using the normal weps like: bass's goes into a longer distance [or goes faster depending on wep] and deals more damage, protoman's goes shoots at faster rate and has more ammo... or something...)

-make roll more useful(give her better swings and maybe for an alt give her a broom sweep dash attack or something...[beat can be item attack instead of alt for that case])

-roll's beat should give 25hp back in most hits ( maybe any amount of hits :P ) he gets from attacking players. (gives little capsule only)

-make auto shoot his rockets like soldier from tf2 (fire rate and such [with infinite ammo and no reloading]).

- slighly increase astroman's fire rate, also make meteors from astro rush deploy a little quicker.

-slashman should throw 2-3 red goo instead of just 1.

-give slashman his rolling slash attack from power fighters

-bass should run faster than the copyweps, give him a faster dash.

-protoman should do a shield dash like from power fighters.

-protoman should jump with moving foward speed (give him his "blues jump")

-megaman should get better slide.

-slightly increase jupiter's fire rate (main wep)

-make king's "x" shots go foward and slightly increase fire rate

-have pharaohman's alt shots shoot as uncharged shots for the main, replace the alt with pharaoh hover flight or something

-give at least some power fighter moves/attacks to the robot masters that appeared in that game

-make classes more canon in some way (that's the point of this  :P  )

-try to put mm9 & mm10 classes  :P

////////////////////////////////////////Duster's suggestions/////////////////////////////////////////////////////
-junkman's shield needs more damage(more useful)

-shademan's flight resharge needs to fill up even when his ammo is half empty;needs to recharge

-gyroman's ammo bar doesn't need to share gyro attack with flight

-stoneman's stonehand needs slight damage buff

-make coldman's cloud robot move faster

-make diveman's charge last longer

-buff skullman's buster pellet to a 15

-slight buff to megawater s harpoon damage while having shield on

-cloudman flight recharge needs small boost

-turboman needs to be able to jump during crash drive, also give him his amazing speed back
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rubyyoshi on January 21, 2015, 02:01:47 PM
I know some classes are in the works of getting nerfs, so that should help balance this mod out, but what about classes that are underrated/never used? (Megaman Killers, most of Staroids)

Some suggestions I have are:
-buff timeman's arrow damage slightly (both main and alt)

-increase rate of fire on Megaman Killers (With exception of maybe ballade, who could maybe use a slight damage buff to compensate)

-Increase neptune's main damage slightly

-Not sure if Ringman was affected, but double check him to see if Ring Boomerang still rips in both directions
 
I know it's been mentioned before, but which classes are on high priority to get nerfed? (I know BRG and Tomahawk are high on that list)
Title: Re: Justified Classes v3bh + B-Patch
Post by: LarissaFlash on January 21, 2015, 03:48:03 PM
Benny, why did you make suggestions only for your main classes?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Korby on January 21, 2015, 10:04:56 PM
he mains a lot of classes then
Title: Re: Justified Classes v3bh + B-Patch
Post by: Benny on January 22, 2015, 02:58:00 AM
Topman, Megaman Killers, Turboman, Pharaohman, and Crashman aren't my main but i just suggested what i had in mind at the moment.  :P
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on January 22, 2015, 08:08:30 AM
He wanted just say some ideas, what can be good for the fun then ? Idk, the devroom will post i think.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on January 22, 2015, 05:01:31 PM
Reminds me a lot of that one guy who kept posting about how every class was stupid and needed to adhere to Power Fighters exactly. The guy whose name was mostly numbers?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on January 24, 2015, 06:03:31 PM
Quote from: "Benny"
For the next version of JC, here are some suggestions that might improve the mod (in a way)     :P
////////////////////////////////////////My suggestions/////////////////////////////////////////////////////////
Alright out of the suggestions you provided we will be making Bass' treble boost last longer and buffing Junkman's Junk Shield in some way, thanks for the suggestions!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on January 31, 2015, 08:29:21 PM
not sure if this was already posted,but there is a bug that when you choose auto as a bot,it becomes bright man
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on February 05, 2015, 08:27:13 AM
Yeah, i told them yet, 2 weeks ago.
If you found some others problems, tell us ^^

Could be fine to find a way when the terminator item go on a pit/spikes.....i can always filter the maps....but we lose a lot of maps.... :/
Like when the item go on it, it can be teleported? Idk... !
Title: Re: Justified Classes v3bh + B-Patch
Post by: Ghoulitine on February 16, 2015, 09:13:02 PM
Personally, im mostly fine with the mod, and i like the concept, and i learned to like this mod more over time.

BUT!

One thing that bugs me (and ruins most of the mod for me) is the number of ripping projectiles. I. HATE. THEM.
I'm sure it would be fine with just taking the damage, but being hitstunned and unable to get away by so many classes is just plain absurd.
I know that the mod is meant to be faithful to the original games (btw, was'nt Coldman only weak to Dynamo Mans wep?),
and yes, some attacks from bosses penetrated the player. But they dealt damage ONCE, not 8-9 times.

So yeah, thats allready it... i do like the effort put into the player sprites themself (jump animation etc.) but some hud's look a bit weird.
(Did i mention ripping projectiles allready? :L)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on February 16, 2015, 11:35:04 PM
Quote from: "Ghoulitine"
but being hitstunned and unable to get away by so many classes is just plain absurd.
Which classes do you think have this problem the most? (Clownman is already one class that is going to have his hitstun lowered in the next patch.)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Trillster on February 17, 2015, 12:06:48 AM
Quote from: "Fyone"
Quote from: "Ghoulitine"
but being hitstunned and unable to get away by so many classes is just plain absurd.
Which classes do you think have this problem the most? (Clownman is already one class that is going to have his hitstun lowered in the next patch.)

Aw, but I liked hitstun Clown. Anyway, while on the subject, despite me using Frostman as a main, I have noticed that he can have some pretty powerful hitstun on his punch and that's just no good (insert Sonic Sez clip here). I think this also happens with Crashman's Crash Bomber as well.
Title: Re: Justified Classes v3bh + B-Patch
Post by: fortegigasgospel on February 17, 2015, 12:38:37 AM
Quote from: "Ghoulitine"
(btw, was'nt Coldman only weak to Dynamo Mans wep?)
Actually Wave Burner deals 3 damage to Cold in M&B, the same amount that Ice Wall itself deals to Burner (not counting the spike damage which dealt 4 more damage on top of that)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on February 17, 2015, 04:17:04 PM
Quote from: "Sonicfam1102"
Quote from: "Fyone"
Quote from: "Ghoulitine"
but being hitstunned and unable to get away by so many classes is just plain absurd.
Which classes do you think have this problem the most? (Clownman is already one class that is going to have his hitstun lowered in the next patch.)

Aw, but I liked hitstun Clown. Anyway, while on the subject, despite me using Frostman as a main, I have noticed that he can have some pretty powerful hitstun on his punch and that's just no good (insert Sonic Sez clip here). I think this also happens with Crashman's Crash Bomber as well.
Alright I'll probably lower Frostman's hitstun on the punch as well, but Crashman's Crash Bomber was meant to have high hitstun so I don't think that will be changing.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on February 18, 2015, 05:48:16 PM
another bug (still not sure if somebody mentioned that)
if a bot is using oil man,he can float in the air (LOL)
Title: Re: Justified Classes v3bh + B-Patch
Post by: fortegigasgospel on February 19, 2015, 12:26:56 AM
May not be a bug, was the stage a water stage? Oil Slider floats on water, even for underwater sections.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Astro Seraphim on February 19, 2015, 02:38:24 AM
Well,Oilman does that in EVERY stage,it may be the programming or the weapon itself.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on February 19, 2015, 08:41:04 PM
Quote from: "fortegigasgospel"
May not be a bug, was the stage a water stage? Oil Slider floats on water, even for underwater sections.

it was on flame man's stage
Title: Re: Justified Classes v3bh + B-Patch
Post by: Luize on February 22, 2015, 10:07:14 PM
Yeah, Oil Man tends to fly away when he's Oil Sliding. Though,  it's not just Oil,  but some other classes can be a bit floaty too if you're offline; Turbo and Pluto respectively.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on February 23, 2015, 12:23:45 AM
Alright we'll try to fix these fly issues for next patch thanks for reporting them.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on February 23, 2015, 01:00:10 AM
also,its just me,or when the bot uses darkman1,it is stronger than the usual? (its probably just me)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Stardust on February 23, 2015, 07:42:33 AM
Nope it's not you, he's definitely stronger than the casual DM1 class. Mainly because the DM1 class has a firerate of 0,57 shoots per second, whereas the bot version has a firerate of 0.4 shoots per second, so the bot shoots faster.
In addition to that, since bots use botaim, and since the DM1 buster projectile deals a big 19 damage and is almost as fast as a charged proto shot, you probably went too close to the bot (or the bot went too close) and you ate all of his attacks and died in seconds
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on February 23, 2015, 05:53:08 PM
The only things about the bots in that mode I wish was toned down was the power of the dark tank charge and the stun time on darkman 3's rings. The charge rapes way too hard if you accidentally get caught by it and the stun lasts for too long. I know you could tell me to git gud, but these two things have ended games abruptly for me. I practically have to pray to not get these two, or else I know for sure I'm going to have to reset.

Unless I'm missing something here.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on February 28, 2015, 11:16:09 PM
So I was messing around with Plant Man again. Boy, this guy is more messed up than I thought.

-Ammo recharges faster in the air than on the ground, meaning he has to constantly jump or find some way to stay airborne. I've mentioned this.
-Insane delay when it comes to actually firing. Applies to both the shield and buster. One time, I held down mainfire when I had a full shield bar, and it took about 3 seconds to trigger Plant Barrier.
-Something weird happens when you double-tap and hold jump. He gets a third bar, which seems to let him walljump in some situations.

I'm not sure how much of this is intended, but man, it doesn't seem like much of it is.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Trillster on March 01, 2015, 01:22:08 AM
Quote from: "Promestein"
So I was messing around with Plant Man again. Boy, this guy is more messed up than I thought.

-Ammo recharges faster in the air than on the ground, meaning he has to constantly jump or find some way to stay airborne. I've mentioned this.
-Insane delay when it comes to actually firing. Applies to both the shield and buster. One time, I held down mainfire when I had a full shield bar, and it took about 3 seconds to trigger Plant Barrier.
-Something weird happens when you double-tap and hold jump. He gets a third bar, which seems to let him walljump in some situations.

I'm not sure how much of this is intended, but man, it doesn't seem like much of it is.

Sad thing is, Plantman used to be a great class. I can try to explain the third bar though. In MM6, most of the bosses could bounce off of walls so that their AI didn't get stuck, so JC adapted this through a wall-jump. Except their wall-jump is extremely buggy when compared to the likes of YD's. It also lets the classes wall-jump off of linedefs that aren't actually walls so it's extremely awkward trying to jump in those areas.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on March 01, 2015, 04:54:40 AM
Son of a gun, you're right. Knight, Flame, and Tomahawk have it too. Though I have to wonder, if it's so buggy, why even have it in in the first place? Especially since it seems to be virtually unknown, and it seems kind of silly from a canon standpoint. Yamato, designed for agility, can't wall jump, but Knight, who sacrifices agility for power and defense, can?

Oh well. Hopefully Plant Man will be refertilized in the next update. For the time being, though, he's just plain fertilizer.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 03, 2015, 04:08:22 PM
Quote from: "Promestein"
So I was messing around with Plant Man again. Boy, this guy is more messed up than I thought.

-Ammo recharges faster in the air than on the ground, meaning he has to constantly jump or find some way to stay airborne. I've mentioned this.
-Insane delay when it comes to actually firing. Applies to both the shield and buster. One time, I held down mainfire when I had a full shield bar, and it took about 3 seconds to trigger Plant Barrier.
-Something weird happens when you double-tap and hold jump. He gets a third bar, which seems to let him walljump in some situations.

I'm not sure how much of this is intended, but man, it doesn't seem like much of it is.
As I stated before to your previous post, Plantman will be fixed in the next patch so not to worry!
Title: Re: Justified Classes v3bh + B-Patch
Post by: LeotheMage on March 03, 2015, 09:20:04 PM
I'm not sure if anyone has mentioned this, but will Doc Robot's HUD be fixed? The aiming for him is a little bit off below the crosshair.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on March 04, 2015, 12:14:10 AM
Ah right, I was just making sure you dudes knew about the other issues.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 04, 2015, 01:18:07 AM
a bug i found when playing bot rush:
if the bot is using venus,it is unable to shoot its homing bubbles and bubble mines (same with quick man and its abilities).
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 04, 2015, 01:03:54 PM
Quote from: "LeotheMage"
I'm not sure if anyone has mentioned this, but will Doc Robot's HUD be fixed? The aiming for him is a little bit off below the crosshair.
Quote from: "Meme Man"
a bug i found when playing bot rush:
if the bot is using venus,it is unable to shoot its homing bubbles and bubble mines (same with quick man and its abilities).
Alright thanks for finding these, I'll get them fixed for the next patch.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Luize on March 08, 2015, 02:00:02 AM
I'm not sure if this was reported or not but, I was trying Protoman today and when I killed Hardman, I didn't get his wep. I was offline,  so I'm assuming this is just a bug with the bot and not something that occurs online?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 08, 2015, 02:08:15 AM
i have a question: why sniper joe becomes break man in single mode?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 08, 2015, 02:51:42 AM
Superb mod, I really like this over the other two class based modifications (even I'm totally new to this class based thing). I just can't get bored with King, it really catches my favorite style of play. :)

I have a question or a request... May Sunstar will be playable sometime? I like that character since my first time on GameBoy. Of course as a rebalanced class, not the overpower boss.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Trillster on March 08, 2015, 03:32:53 AM
Sunstar shows up as a Terminator boss already though I too have always felt he never got the representation he deserves.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 08, 2015, 01:42:15 PM
Quote from: "Sonicfam1102"
Sunstar shows up as a Terminator boss already though I too have always felt he never got the representation he deserves.

Me too. Sunstar is something like Zero in the X1 and X2 (especial in X2). I hope we can play as he sometime.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 08, 2015, 03:18:05 PM
Quote from: "Luize"
I'm not sure if this was reported or not but, I was trying Protoman today and when I killed Hardman, I didn't get his wep. I was offline,  so I'm assuming this is just a bug with the bot and not something that occurs online?
I'll check over the code for the pickup to make sure, thanks for reporting the bug!
Quote from: "Meme Man"
i have a question: why sniper joe becomes break man in single mode?
Can you elaborate? I'm not really sure what you mean.
Quote from: "Endymion"
Superb mod, I really like this over the other two class based modifications (even I'm totally new to this class based thing). I just can't get bored with King, it really catches my favorite style of play. :)

I have a question or a request... May Sunstar will be playable sometime? I like that character since my first time on GameBoy. Of course as a rebalanced class, not the overpower boss.
The primary reason why we didn't make Sunstar a playable class is because he was the final boss for MMV; it would essentially be like making Evil Robot a playable class to an extent.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 08, 2015, 03:43:43 PM
Quote from: "Fyone"
The primary reason why we didn't make Sunstar a playable class is because he was the final boss for MMV; it would essentially be like making Evil Robot a playable class to an extent.

Oh I see. But I'm still happy with King. So far, so good. XD
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 08, 2015, 07:37:43 PM
Quote from: "Meme Man"
i have a question: why sniper Joe becomes break man in single mode?
Can you elaborate? I'm not really sure what you mean.

whenever a bot with the name "sniper Joe" appears,he appears as break man instead
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 08, 2015, 07:42:19 PM
That's because there is no Sniper Joe class so the bot is replaced with Breakman.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 08, 2015, 10:51:30 PM
ok,thanks for explaining!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 10, 2015, 11:03:29 PM
I found two bugs/glitches in the mod.

-Oilman: When Oilmen slides on the oil, sometimes he will "fly up" from the ground, and stay there. He can land on any surface until respawn.

-King: Using the primary fire during shield-mode, he has a double motion in the animation when he lift the shield. I checked it in the front of the mirror in single player.

I used the latest version of the mod with the patch.

===EDIT===

Here is a screenshot from the flying Oilman:

(http://s17.postimg.org/el8xwlupb/Screenshot_Doom_20150311_015023.png)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 11, 2015, 03:59:42 PM
Yes, we are aware of the flying Oilman bot glitch; it'll be fixed next patch. As for King's double motion, I'll tweak his animation so it doesn't happen anymore. Thanks for reporting these bugs!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 11, 2015, 05:15:24 PM
i just found out that if the bot is using hyperstorm h, he is unable to hit me (he keeps shooting just above my head (at lease in the bot rush mode)) and he won't use his alts (inhale,stomp 'n summon mets)
also,just for curiosity,is there any speculated time for the possible mega man 9 classes? (if there's any plan on a update)

EDIT: speculated =/= stimulated  :?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on March 11, 2015, 05:23:28 PM
Yeah him and quickman stop to attack after a moment, i dont know why....same with an other i think, i cant remember;... ><
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 11, 2015, 07:49:46 PM
Quote from: "Fyone"
Yes, we are aware of the flying Oilman bot glitch; it'll be fixed next patch. As for King's double motion, I'll tweak his animation so it doesn't happen anymore. Thanks for reporting these bugs!

Good to hear, you're welcome. :)

That Hyper Storm H thing is appear to me too. If I stand still on the same level as the bot, it shoot exactly above the hitbox.

===EDIT===

In CTF mode, every character with "item" ability can not use it after he/she drop the flag. The character change back, but it will not have the item icon. Not even able to activate it till the next respawn.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 12, 2015, 12:46:59 AM
Quote from: "Meme Man"
i just found out that if the bot is using hyperstorm h, he is unable to hit me (he keeps shooting just above my head (at lease in the bot rush mode)) and he won't use his alts (inhale,stomp 'n summon mets)
also,just for curiosity,is there any speculated time for the possible mega man 9 classes? (if there's any plan on a update)

EDIT: speculated =/= stimulated  :?
I'll check over the HyperStorm H bot and fix it, and the Megaman 9 Classes will most likely be released after the core expansion for it is released.
Quote from: "Endymion"
In CTF mode, every character with "item" ability can not use it after he/she drop the flag. The character change back, but it will not have the item icon. Not even able to activate it till the next respawn.
Alright I'll fix this CTF item bug for the next patch.

Thanks for reporting these bugs guys!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Beed28 on March 12, 2015, 01:16:21 AM
Speaking of Hyper Storm H, when playing as him and autoaim is on, my shots tend to fly over the opponents I try to target, so basically the same problem as the bot version has.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 12, 2015, 01:32:25 AM
No problem, I look forward to the new version. I really like what you did with the King class, but Frostman is very handy too. What can I say, I like to be the tank of the team.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 15, 2015, 01:49:38 AM
I found an another animation glitch. The same goes for Hyper Storm H like King:

The primary fire's animation will be triggered two times before Hyper Storm H keep open his mouth to fire his buster.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 15, 2015, 09:19:43 PM
Thanks for reporting the animation inconsistency on Hyper Storm H, I will fix it for the next patch.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Ghoulitine on March 15, 2015, 09:40:50 PM
Quite frankly, i'm okay with Crashman, tho i came across some other issues other then the ripping/hiitstun (the worst one i encountered is Clownman, BRG's ripping item is also quite annoying)

First off, still on ripping: Why is the MegaBuster a ripping projectile?
You actually have hit pretty much in the center of an enemy for it to deal decent dmg, but thats another thing.

So, here are some complaints/suggestion/things i don't think are good for the mod :

Woodman: Well, i guess we all know that problem.  Godmode seems a bit too much just for having leafshield out, how about a simple armor buff or make the shield destroyable?

Mercury: I do like this class, however, the alt should receive a change in my opinion.
Make mercury in blob-state a small damaging ripper kinda like pluto for example, and make the cooldown last a bit longer in exchange.
Another thing would be the drops themselves: launching them straight instead of a spread alone would make his alt more useful.
Then again, Mercury isnt really about damage, so yeah.

Quint: I heard alot of complaints and controversies about this one.
And i can understand it. To a certain bit that is.
The sakugarne maybe should'nt thrust forward in the air as much as it does now, and that could be balanced by some kind of "quick-landing" move when alt is pressed.

Overall aiming issue on some classes: This isnt neccesarely bad, it's just an odd design choice: Some projectiles dont go exactly where the crosshair is (f.e. Mars' Photon Missile). Like i said, this doesnt have to be a bad thing.

Broken shields: Pretty much every shield feels like it works when it wants to.
Tho i think this has been discussed already (and is going to be fixed)

I think i can tolerate a bit more of the hitstun by now.
But that doesn't change the fact that i have to address the big hitboxes on some of the attack.
The biggest thread being Pharaoh Wave.
Is the hitbox actually bigger than the actual projectile?
I could be wrong, but oh well :L

So yeah, those are some few things that simply bugged me recently while playing.
Though i like the mod, it's just some things that annoy me and i'm sure most of the people, which maybe not listed here.


Oh yeah: What's so terrible about Venus?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 15, 2015, 10:11:24 PM
Quote from: "Ghoulitine"
Broken shields: Pretty much every shield feels like it works when it wants to.
Tho i think this has been discussed already (and is going to be fixed)

Yeah, I can confirm this. Since I like to play as King, I often use his shield. About 25-50% of the projectiles (from the same opponent) goes through the shield. Even more when I use the "counter shield" or whatever it called.

After some play against bots in offline skirmish: sometimes the bots seemingly has infinite ammount of energy. Buster Rod G can use his illusions continuously, or Wind Man can fly for infinite time. This makes some fight very unfair.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 15, 2015, 10:53:07 PM
Quote from: "Ghoulitine"
First off, still on ripping: Why is the MegaBuster a ripping projectile?
You actually have hit pretty much in the center of an enemy for it to deal decent dmg, but thats another thing.
Charged Mega Buster is a ripping projectile since it ripped to an extent in Megaman 5, I don't see any problem with this personally.

So, here are some complaints/suggestion/things i don't think are good for the mod :

Woodman: Well, i guess we all know that problem.  Godmode seems a bit too much just for having leafshield out, how about a simple armor buff or make the shield destroyable?
If we were to make Woodman not invincible when Leaf Shield is up we would have to buff another area on him because he would be too weak without it.

Mercury: I do like this class, however, the alt should receive a change in my opinion.
Make mercury in blob-state a small damaging ripper kinda like pluto for example, and make the cooldown last a bit longer in exchange.
Another thing would be the drops themselves: launching them straight instead of a spread alone would make his alt more useful.
Then again, Mercury isnt really about damage, so yeah.
Personally I've always felt his altfire was fine but if others want it changed I'll reconsider.

Quint: I heard alot of complaints and controversies about this one.
And i can understand it. To a certain bit that is.
The sakugarne maybe should'nt thrust forward in the air as much as it does now, and that could be balanced by some kind of "quick-landing" move when alt is pressed.
Elaborate what you mean by "quick-landing", are you just asking for YD Quint?

Overall aiming issue on some classes: This isnt neccesarely bad, it's just an odd design choice: Some projectiles dont go exactly where the crosshair is (f.e. Mars' Photon Missile). Like i said, this doesnt have to be a bad thing.
Well Mars' Photon Missile doesn't go exactly from the crosshair since it comes from his forehead missile.

Broken shields: Pretty much every shield feels like it works when it wants to.
Tho i think this has been discussed already (and is going to be fixed)
I'll go over all the shields in the mod to make sure everything works properly I guess.

I think i can tolerate a bit more of the hitstun by now.
But that doesn't change the fact that i have to address the big hitboxes on some of the attack.
The biggest thread being Pharaoh Wave.
Is the hitbox actually bigger than the actual projectile?
I could be wrong, but oh well :L
Perhaps name some more that you feel are bigger than the sprite? I've never felt Pharaohman's Pharaoh Wave's hitbox was too big but that could just be me I guess.

So yeah, those are some few things that simply bugged me recently while playing.
Though i like the mod, it's just some things that annoy me and i'm sure most of the people, which maybe not listed here.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Ghoulitine on March 15, 2015, 11:50:50 PM
1.The thing with the mega buster is that it feels a bit random how much dmg it does (because walking direction of target, speed, angle etc.)
That's why i think a simple direct hit would suit it better.
"To an extend" in the sense of final boss hit?

2. Does he have a hug effect? I'm not sure, but if he doesn't, that could be an idea.
He may be another heavy class if armor is buffed in combination with the leaf shield.

3. I do like the way the altfire works, but it really feels awkward to use it.
His armor may be buffed a bit while using it, but he stays still, making him a pretty easy target.
But im fine with that, if the mercury-blob itself dealt even a little bit of dmg, that actually would also make him more faithful to his MMV-Battle, and increase his survivabilty as well.
This of course should have a much longer cooldown, everything else a about Mercury is fine to me.

4. By "quick-landing" i mean a stop in midair, not a quick rush downward like YD-Quint.
To be honest, i kinda wrote it stupidly, so, i mean an "air break" for quint to stop the motion forward.
It's just an idea tho, and it really doesnt sounds that good, but i think Quint should have good control over a medium-small ground area,
and not be able to chase someone until they want to kick you and call you names D:
But yeah, basically: less range, but better sakugarne control.

5. Yup, i know that, like i said, doesn't need to be a bad thing.
Its just feels weird to aim with that extra angle.

6. The only shield that kinda worked for me is the alt-attack from knightman.
Getting all shields fixed really is neccesary.

7. Fire Man, Turbo Man and Spark man, all three from primary fire. (Spark's charge shot)

Oh, and one last thig: Coldmans HUD. It really blocks the view.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 16, 2015, 12:02:39 AM
i have a question : why bright man's bright pound is a ripping damage? heck,why it's in the game?
IMO,bright's alt should be the copywep version of flash stopper
Title: Re: Justified Classes v3bh + B-Patch
Post by: Trillster on March 16, 2015, 12:29:45 AM
Eh, I never personally found a problem with the Bright Pound. I think it completes Brightman's moveset. For example, what's the point of having a stun for offense if there's nothing to follow it up with? Sure, it's still good in defense situations but nothing else really. That being said, the Bright Pound could use a nerf because killing someone by pounding on top of their head is just a bit OP. Also, I think Mercury's alt is due for a change. I've been able to get it to work sometimes, but it's too difficult for what it's worth.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on March 16, 2015, 01:47:46 AM
Mercury needs something done for his altfire. It's too weak considering what you do while using it.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 17, 2015, 12:11:23 AM
Can I suggest something? I don't even know if this is possible in the game.

It is extremly hard to fight against airborne opponent with Hyper Storm H. Could it be possible to make his "breath" more effective against airborn targets? Maybe a little too much, but this can goes for the jumping opponents too.

The damage output is right, I ask only the pull-push effects against the "non standing" enemies.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 17, 2015, 03:48:11 PM
just found out why a bot with the clown man class gets stuck in some areas(probably) . i used the thunder carnival on a barrel in mm2dw1,and i wouldn't bounce off it. i think the reason a bot gets stuck in it is because of the infinite ammo they have(which IMO should get removed :P)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Jdude330 on March 17, 2015, 07:28:14 PM
Quote from: "Meme Man"
the infinite ammo they have (which IMO should get removed :P)
A little quick thing: bots are hard to program to actively seek out ammo, making most fights go down to "wait for bots to have no ammo" if they didn't. also this is part of the core game, not of the mod.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 17, 2015, 08:08:24 PM
Quote from: "Meme Man"
i think the reason a bot gets stuck in it is because of the infinite ammo they have(which IMO should get removed :P)

They stuck with limited ammo too, I saw it many times in the core game. The bots stuck, when the arena too large, or there are too many possible paths.

About the infinite ammo... it must be stay like this. A way better than collection weapons and ammos. The characters feel more "boss-like". The copy-wep classes still requires ammo, but they weapons are more effective against a single target than the actual boss version of the same weapon.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on March 17, 2015, 10:35:01 PM
But it would be nice if they had an interval before using their rape button COUGHCLOWNMANCOUGH
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 17, 2015, 11:54:36 PM
Actually I see the point of the ammo limit. Currently the bots sometimes has infinite ammo without the requirement of recharge (Buster Rod G for example, I can't get him from close range because he always use the illusions). Some class can overuse the infinite ammo, but this is only balance issue, can be fixed. Personally I prefer this unlimited ammo + ammo recharge system over the pick-up based. :)

For a normal player it isn't this easy. We has unlimited ammo but it must be recharge to use again. The stronger characters ammo will not recharge if they attack with an another kind of weapon (which depletes an another ammo-meter). I take out Buster Rod G again: the normal weapons and the illusion has two ammo-meter. The illusion's meter will not recharge until you stop using the other weapon too.

This kind of gameplay is resembles to the japanese arena shooters like Virtual-On, or Ultimate Knight Windom XP.  :p
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 18, 2015, 03:27:04 AM
honestly,the only thing that i hate about bots having infinite ammo is aqua man spamming his junk. so frustrating...
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 18, 2015, 12:05:09 PM
Quote from: "Endymion"
Can I suggest something? I don't even know if this is possible in the game.

It is extremly hard to fight against airborne opponent with Hyper Storm H. Could it be possible to make his "breath" more effective against airborn targets? Maybe a little too much, but this can goes for the jumping opponents too.

The damage output is right, I ask only the pull-push effects against the "non standing" enemies.
I don't think this is possible to do, but I could be wrong.
Quote from: "Endymion"
Actually I see the point of the ammo limit. Currently the bots sometimes has infinite ammo without the requirement of recharge (Buster Rod G for example, I can't get him from close range because he always use the illusions). Some class can overuse the infinite ammo, but this is only balance issue, can be fixed. Personally I prefer this unlimited ammo + ammo recharge system over the pick-up based. :)
There are actually intervals between when bots can use special moves like Buster Rod G's illusions, so I'll raise the interval for Buster Rod G. If there are any other bots that spam special moves please post them in the topic so I can fix them too.
Quote from: "Sonicfam1102"
I think Mercury's alt is due for a change. I've been able to get it to work sometimes, but it's too difficult for what it's worth.
We will most likely buff Mercury's blobs that he shoots while entering the altfire and make him have a weak hugger since he doesn't go invincible anymore when in blob form.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Beed28 on March 18, 2015, 12:36:37 PM
The bots of Drill Man and Ground Man spam their specials way too much, and makes them just plain obnoxious to fight since they can't be attacked while they do it (arrrrghh!!).
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 18, 2015, 02:39:31 PM
Quote from: "Fyone"
There are actually intervals between when bots can use special moves like Buster Rod G's illusions, so I'll raise the interval for Buster Rod G. If there are any other bots that spam special moves please post them in the topic so I can fix them too.

Oh, I see. I think in the case of Buster Rod G is not the intervals the problem (or not as like this). Buster Rod G regenerates his special during the use, and that special has a long usage time. I think that time is count as interval too. When the attack animation is finished, the waiting time already over. However I don't think this must be changed. As player, this class has good balance.

And no problem. Hyper Storm H has extremely strong armor, he can survive till the flying enemy uses up all of his energy. XD
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 18, 2015, 03:32:18 PM
Quote from: "Endymion"
Oh, I see. I think in the case of Buster Rod G is not the intervals the problem (or not as like this). Buster Rod G regenerates his special during the use, and that special has a long usage time. I think that time is count as interval too. When the attack animation is finished, the waiting time already over.
Well actually the way the intervals are coded for bots is by random chance, so I'll simply make it less likely for Buster Rod G to use his illusions.
Quote from: "Beed28"
The bots of Drill Man and Ground Man spam their specials way too much, and makes them just plain obnoxious to fight since they can't be attacked while they do it (arrrrghh!!).
Alright I'll tone down Drillman and Groundman's specials too; thanks for reporting them!
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on March 18, 2015, 03:58:01 PM
So, how stupid am I for only just now noticing that Stone Man DOES still have his stomp?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rubyyoshi on March 18, 2015, 05:12:54 PM
Since we sort of covered the Genesis Unit, I'd like to report some bugs/issues regarding them.
Buster Rod G.
*As several people have complained, his illusions do have a rather short cool down time while at the same time, do insane damage. If we went the route with the regenerating ammo after it's done, I believe that would fix the illusion issue for now.
*Sometimes when spawning, the first attack done with the rod doesn't show up. (EX: You spawn as him, and then try a rod attack. Sometimes, it doesn't show up)
*Going back to the shield thought, Buster Rod G's rod deflect doesn't block most shots. From what I noticed, if the shot generally pierces, it won't be blocked. However, there are some instances where a non-ripping shot just won't be blocked. I don't know if its because of the weapon, or the hit-scan on the blocking isn't working.
*Regarding the shield and illusions, if you deflect while using illusions, you get the blocking sound of the illusions hitting the rod deflect.

Mega Water S.
*The only thing I could suggest, is possibly make his altfire more push worthy? Against a moving target, it doesn't really hinder them. In fact, I find his altfire without the shield useless except when someone is afk and you want to fool around with them.
*Possible damage nerf to his harpoons? It's currently at 20, which is rather high for a fast moving, high rate of fire shot. If the damage was lowered to 18, would it compromise his kit? (It would go from a 5 hits to 6 hits)

Hyper Storm H.
*As mentioned, the bot version shoots above the player's hitbox. However, he never stops using his breath, and therefore never does his hyper stomp move. Would it be possible to variate his attack pattern? (Ex: At far range, use primary to try and snipe them. Close Range would switch to his sucking that lasts a certain amount of time equivalent to approximately how long an actual player can suck. And then add a chance for him to use the meteor jump.)
*I assume it's the ceiling in most cases, but sometimes the metools spawned from his hyper stomp instantly die/disappear. (You can see that the animation where they are destroyed) Is it possible to fix this?

As for some other classes, I'd like to point out Time Man. Is it just me, or do his attacks do very little damage when compared to some other robot masters? I know the time arrows rip, and having a slowed enemy makes it easier to land, but in most cases, the damage output is still low for him.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 18, 2015, 07:59:38 PM
Quote from: "Fyone"
There are actually intervals between when bots can use special moves like Buster Rod G's illusions, so I'll raise the interval for Buster Rod G. If there are any other bots that spam special moves please post them in the topic so I can fix them too.
aqua man spam his special moves a lot,making very frustrating to either duel or have a deathmatch. tone down flash man's,doc's and bright's time stopper/flash stopper ability.as beed28 said,drill and ground spam their digging moves too quickly,making unbeareble to fight against.tone down centaur man invisible technique and centaur flash.tone down a bit heat man's heat tackle.tone down Pluto's dash and ledge grab abilities.tone down wind man and tengu man flying ability.feel free to disagree with me on something.

also,another thing:sword man's "flying sword ability" is different with the bots. instead of going forward and backward,it keeps going forward until it stops. and when it stops,it always teleports the bot to the area it stopped.

EDIT:something needs to be done with wood man. i don't like the god mode idea
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 21, 2015, 04:27:30 PM
Quote from: "Rubyyoshi"
Since we sort of covered the Genesis Unit, I'd like to report some bugs/issues regarding them.
Buster Rod G.
*As several people have complained, his illusions do have a rather short cool down time while at the same time, do insane damage. If we went the route with the regenerating ammo after it's done, I believe that would fix the illusion issue for now.
Ok I can do that.
*Sometimes when spawning, the first attack done with the rod doesn't show up. (EX: You spawn as him, and then try a rod attack. Sometimes, it doesn't show up)
This could just be an engine problem, but I'll look through the code to see if I can fix it.
*Going back to the shield thought, Buster Rod G's rod deflect doesn't block most shots. From what I noticed, if the shot generally pierces, it won't be blocked. However, there are some instances where a non-ripping shot just won't be blocked. I don't know if its because of the weapon, or the hit-scan on the blocking isn't working.
Seeing as the shield spawns repeatedly every tic now I don't know why it wouldn't block most shots. Do you know which projectiles specifically weren't blocked?
*Regarding the shield and illusions, if you deflect while using illusions, you get the blocking sound of the illusions hitting the rod deflect.
I'll fix this.

Mega Water S.
*The only thing I could suggest, is possibly make his altfire more push worthy? Against a moving target, it doesn't really hinder them. In fact, I find his altfire without the shield useless except when someone is afk and you want to fool around with them.
Do you just want us to make the push stronger?
*Possible damage nerf to his harpoons? It's currently at 20, which is rather high for a fast moving, high rate of fire shot. If the damage was lowered to 18, would it compromise his kit? (It would go from a 5 hits to 6 hits)
It already does 18 damage and kills in 6 hits...

Hyper Storm H.
*As mentioned, the bot version shoots above the player's hitbox. However, he never stops using his breath, and therefore never does his hyper stomp move. Would it be possible to variate his attack pattern? (Ex: At far range, use primary to try and snipe them. Close Range would switch to his sucking that lasts a certain amount of time equivalent to approximately how long an actual player can suck. And then add a chance for him to use the meteor jump.)
Yeah I can do this.
*I assume it's the ceiling in most cases, but sometimes the metools spawned from his hyper stomp instantly die/disappear. (You can see that the animation where they are destroyed) Is it possible to fix this?
The metools are coded to spawn from the ceiling so if they die it means they are most likely too close to a wall nearby.

As for some other classes, I'd like to point out Time Man. Is it just me, or do his attacks do very little damage when compared to some other robot masters? I know the time arrows rip, and having a slowed enemy makes it easier to land, but in most cases, the damage output is still low for him.
Personally I don't see Time Man as underpowered but if other people agree I can probably buff him in some way.
Quote from: "Meme Man"
aqua man spam his special moves a lot,making very frustrating to either duel or have a deathmatch. tone down flash man's,doc's and bright's time stopper/flash stopper ability.as beed28 said,drill and ground spam their digging moves too quickly,making unbeareble to fight against.tone down centaur man invisible technique and centaur flash.tone down a bit heat man's heat tackle.tone down Pluto's dash and ledge grab abilities.tone down wind man and tengu man flying ability.feel free to disagree with me on something.

also,another thing:sword man's "flying sword ability" is different with the bots. instead of going forward and backward,it keeps going forward until it stops. and when it stops,it always teleports the bot to the area it stopped.

EDIT:something needs to be done with wood man. i don't like the god mode idea
I only agree with the bot fixes, I don't feel any of the classes you named are overpowered with their abilities personally.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 21, 2015, 06:36:05 PM
Quote from: "Fyone"
Quote from: "Meme Man"
aqua man spam his special moves a lot,making very frustrating to either duel or have a deathmatch. tone down flash man's,doc's and bright's time stopper/flash stopper ability.as beed28 said,drill and ground spam their digging moves too quickly,making unbeareble to fight against.tone down centaur man invisible technique and centaur flash.tone down a bit heat man's heat tackle.tone down Pluto's dash and ledge grab abilities.tone down wind man and tengu man flying ability.feel free to disagree with me on something.

also,another thing:sword man's "flying sword ability" is different with the bots. instead of going forward and backward,it keeps going forward until it stops. and when it stops,it always teleports the bot to the area it stopped.

EDIT:something needs to be done with wood man. i don't like the god mode idea
I only agree with the bot fixes, I don't feel any of the classes you named are overpowered with their abilities personally.

i was meaning only by bot fix,not the classes theirselfs (except with the part of wood man)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 23, 2015, 08:57:52 PM
Somehow I figured out the things. Most of the shields are not works against projectiles which can hit multiple times (sometime it is reflect the first hit, but sometime not). For example King unable to use the reflect shield against Gyro Man, its attack will always hit King. The standard shield sometimes able to guard the very first hit. The same goes against Cut Man or Metal Man.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rubyyoshi on March 24, 2015, 03:38:58 AM
Quote from: "Endymion"
Somehow I figured out the things. Most of the shields are not works against projectiles which can hit multiple times (sometime it is reflect the first hit, but sometime not). For example King unable to use the reflect shield against Gyro Man, its attack will always hit King. The standard shield sometimes able to guard the very first hit. The same goes against Cut Man or Metal Man.

What I seemed to notice is the exact same thing. Projectiles that seem to hit multiple times (aka ripping) are the ones that seem to go through shields. (BRG's rod deflect as well). I believe projectiles like Tomahawk feathers, Thunder beam shots and Gemini Lasers go through shields. I also know for a fact that BRG's illusions can also go through shields. (A defending Saturn or King for example).

As for MWS, most of the time his shots do 20 damage. It could be armor values being the reason why. Also, increasing the push's strength for his alt should fix this.

Should the shields be able to block (Or have a chance to block) melee damage? (EX: Slash man, Roll, etc?)

Back to Timeman, I actually realized that he does decent damage, however, I think one point that could use improvement is his alt-fire (The two angled shots). They move really slow, (which is fine) however the rate of fire is noticeably lower than his primary while also doing lower damage. Could that get a slight rate of fire buff?

I know I'm fighting a useless battle regarding woodman, but what about lowering the rate of reloading ammo? (After you fire the shield, lower the regen rate of the ammo slightly.) In turn, could you possibly lower the amount required to have the raining leaves fall? (It currently requires approx 75% of the bar. What if it was lowered to 60% because it generates at a slightly lower rate?)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 24, 2015, 07:56:51 PM
Quote from: "Rubyyoshi"
What I seemed to notice is the exact same thing. Projectiles that seem to hit multiple times (aka ripping) are the ones that seem to go through shields. (BRG's rod deflect as well). I believe projectiles like Tomahawk feathers, Thunder beam shots and Gemini Lasers go through shields. I also know for a fact that BRG's illusions can also go through shields. (A defending Saturn or King for example).

Exactly. However I must note, some projectile may be unblockable. For example BRG's illusion, or the stomps of the heavy classes.

I don't know if this is possible, but the explosions' damage could be define by the explosion's "location". If it is hit the surface of the map, the explosion affects the character. But if the projectile explodes on the shield, it does no damage. Sounds kinda cool and looks balanced.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 25, 2015, 02:49:42 AM
so when i was playing bot apoc with JC,i find somebody who abused this glitch:
he was frost man. he kept spamming the ice wave,but with one detail:the ice wave went so slow it looked like it wouldn't move (i have some pics but i don't know how to post them.help me  :?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 25, 2015, 03:41:52 PM
Quote from: "Meme Man"
so when i was playing bot apoc with JC,i find somebody who abused this glitch:
he was frost man. he kept spamming the ice wave,but with one detail:the ice wave went so slow it looked like it wouldn't move (i have some pics but i don't know how to post them.help me  :?

Just upload it somewhere (http://postimage.org/ for example), then link it here. :)

I was encountered that slow-motion ice wave too.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 25, 2015, 05:00:42 PM
thanks Endymion!
here's the links:
http://postimg.org/image/v12k9q5hf/

http://postimg.org/image/vztmidp2l/
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rubyyoshi on March 26, 2015, 03:46:30 AM
Since we're talking about Bot Apocalypse and Justified, the Windman bot seems to float infinitely at times. It is especially noticeable when wave bikes are present. They'll crash, and shoot up into the air, but then kinda hover there. I know combining mods usually leads to bugs, but could you double check Windman's coding just in case?
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on March 26, 2015, 10:01:40 PM
Anyone gonna bring attention to the frostman glitch?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 27, 2015, 12:14:43 AM
also,why people are not playing JC that much nowadays? i only see people playing bot apocalypse with JC and even then not that much people join (and sometimes it can get pretty annoying and boring fighting the bots)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 27, 2015, 01:35:33 PM
Quote from: "Meme Man"
also,why people are not playing JC that much nowadays? i only see people playing bot apocalypse with JC and even then not that much people join (and sometimes it can get pretty annoying and boring fighting the bots)

The answer is simple. I think most of the players play on their own servers. The MM8BDM (with or without the JC mod) is a superb party game, even if you have just a half hour. But more importantly you can play with your friends only on private networks.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on March 27, 2015, 04:17:16 PM
Thank you for your support/help for Justified Classes, guys! So, people asked me a "regular Deathmatch server of Jclasses,
i hosted it!:
:: [BE] Montreal :: Justified Classesv3bh+bpatch - Deathmatch
192.99.6.150:15086

I hosted all those mappacks (for a lot of them): kndm-v1b.pk3, ix-packv1g.pk3, legopack-v1b.pk3, Lilypack_v1b.pk3, sharpv3b.pk3, rozpackv3.5c.pk3, amp-mp-v1.6.pk3
If you want to play! ^^ Enjoy it :)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 27, 2015, 07:04:47 PM
Wow, awesome. I have most of those map pack, but some are missing. It would be nice if you link them. :)

I will definitely check this. :D
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 27, 2015, 08:49:52 PM
cool! i don't play DM that much,but it does not hurt to check it out
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 28, 2015, 02:14:40 AM
I don't know if this is a bug, but Buster Rod G's illusion has some strange possibilities.

When Buster Rod G stands on a "non stable" surface (like the sand or the water on some maps" he can't use his illusions properly. If you press the button nothings happen, then he suddenly jumps forward. So the attack actually launched, but the projectiles will not travel anywhere (maybe as he sink, the projectiles hit the sand and disappears). I hope this will be fixed or changed, I just started to enjoy that class. XD

===EDIT===

Just checked the server. It works great, but I has a huge response time (I think I'm too far from the server), and a little slow from here. Otherwise it is superb, and I already got my ass kicked with King. I don't know if he is my best, but my favorite. :D
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on March 29, 2015, 03:30:00 AM
Enjoy it ^^

I re-did the server because i havent upload the good config files (for map rotation), now you can votemap for all the maps of the mappacks.
And yeah, King is strong and very enjoyable (a lot of weapons/attacks for him).
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 29, 2015, 11:37:38 AM
Quote from: "Emmanuelf06"
Enjoy it ^^

I re-did the server because i havent upload the good config files (for map rotation), now you can votemap for all the maps of the mappacks.
And yeah, King is strong and very enjoyable (a lot of weapons/attacks for him).

Finally we will able to change map. Yesterday I played about a hour on the same map (Guts Man G pounched my soul out so many times XD ) till someone showed up. Sadly there was already midnight that time. I would like to say sorry for the player connected, I did not set up a button for the chat, and was not able to say I have to go. :)

Cool server, thanks! :D

King really cool, and moderate strong, but there are several weak points in his arsenal. Next time I will try to play with Hyper Storm H, since he is my second most favorite Robot Master.  :mrgreen:
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on March 29, 2015, 04:36:11 PM
Sorry for the late response guys!
Quote from: "Rubyyoshi"
Quote from: "Endymion"
Somehow I figured out the things. Most of the shields are not works against projectiles which can hit multiple times (sometime it is reflect the first hit, but sometime not). For example King unable to use the reflect shield against Gyro Man, its attack will always hit King. The standard shield sometimes able to guard the very first hit. The same goes against Cut Man or Metal Man.

What I seemed to notice is the exact same thing. Projectiles that seem to hit multiple times (aka ripping) are the ones that seem to go through shields. (BRG's rod deflect as well). I believe projectiles like Tomahawk feathers, Thunder beam shots and Gemini Lasers go through shields. I also know for a fact that BRG's illusions can also go through shields. (A defending Saturn or King for example).
After testing for quite a bit ripping weapons do not seem to go through shields but instead it is due to the definitions in specific projectiles from what I can see so I'll have to try to go through all the classes to try and fix this (Gyroman's attack isn't even a ripper for example). If projectiles like MetalBlade go through a shield it's simply because the projectile didn't hit the shield since we purposely made base shields (i.e. Knightman not holding altfire) smaller.

As for MWS, most of the time his shots do 20 damage. It could be armor values being the reason why. Also, increasing the push's strength for his alt should fix this.
ok

Should the shields be able to block (Or have a chance to block) melee damage? (EX: Slash man, Roll, etc?)
I remember us making Slashman able to go through shields purposely, I don't think other melee damage is supposed to however so this again has to do with the above I mentioned.

Back to Timeman, I actually realized that he does decent damage, however, I think one point that could use improvement is his alt-fire (The two angled shots). They move really slow, (which is fine) however the rate of fire is noticeably lower than his primary while also doing lower damage. Could that get a slight rate of fire buff?
ok

I know I'm fighting a useless battle regarding woodman, but what about lowering the rate of reloading ammo? (After you fire the shield, lower the regen rate of the ammo slightly.) In turn, could you possibly lower the amount required to have the raining leaves fall? (It currently requires approx 75% of the bar. What if it was lowered to 60% because it generates at a slightly lower rate?)
ok
In response to all of the bot (apocalypse) problems, I'll look into them to see if I can fix them.
Quote from: "Endymion"
I don't know if this is a bug, but Buster Rod G's illusion has some strange possibilities.

When Buster Rod G stands on a "non stable" surface (like the sand or the water on some maps" he can't use his illusions properly. If you press the button nothings happen, then he suddenly jumps forward. So the attack actually launched, but the projectiles will not travel anywhere (maybe as he sink, the projectiles hit the sand and disappears). I hope this will be fixed or changed, I just started to enjoy that class. XD
I'll fix this, some other classes had this problem as well in the past so shouldn't be too hard to fix.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on March 29, 2015, 05:34:36 PM
a suggestion: change junk man's junk cube ammo usage.
i feel its second meter should be exclusive for its junk shield,while the first meter should have 2 abilities that use it,since it recharges so quickly.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 29, 2015, 06:55:28 PM
Pharao Man's charged shot, Enker's mirror buster, and Proto Man's charged shot can goes through shields too. Fire Man's shoot does this too, but as far as I know it leave a little fire where the projectile hit the ground, maybe that one does the damage, not the actual projectile. If this is the situation, then it is not problem, just a weakness against shield-wielding players (like me).

As for an anti-example... yesterday on the server I played against a Cut Man player. That is definitely a ripping weapon, and that one can be reflected by King's shield without any damage.

===EDIT===

I don't know if this is even possible, or just caused by my high ping to the server... but the player controlled Proto Man's charged shot can be blocked by shields. It's not pierce through like when I tested it against a bot.  :shock:
Title: Re: Justified Classes v3bh + B-Patch
Post by: Carprillo on March 30, 2015, 02:05:24 AM
I feel that a few classes need a buff.

Gemini Man, for example. If possible, the clone should act more like a bot. A bot with 1 hp, but a bot nonetheless.
Dynamo Man's attacks just feel WEAK. I don't know why.
You could probably do a liiiitle more with Quint, such as giving him some kind of backup weapon. (This is really an iffy suggestion, though.)
And finally, this mod really kind of messes up duel. I keep getting the same classes, even on random, and the bots spawn in the same order every time.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on March 30, 2015, 03:02:03 PM
King's reflection shield need to be buffed too. When he faces an oppenent with high fire-rate (like Bass) the shield just can reflect less than the half of the projectiles. The other projectiles may be still stopped by the shield, but still hit King through the shield. As far as I tested, all of the shields can be penetrated with high fire-rate weapons. Maybe this is why Gyro Man's shot can do it too. It may not fire too fast but the projectile can split into two. If it is timed right, it hit two times very fast with two separate projectiles.

Looks like King's reflect shield has a fire rate too. Could it be changed to something like the boss version? I mean he will still fire a single shot on reflect, but after every projectiles he received. This would be some balance against fast moving and fast firing opponents.
Title: Re: Justified Classes v3bh + B-Patch
Post by: ScrapHeap on March 30, 2015, 03:44:15 PM
Quickbot needs a nerf too. He can control his quickdash and instakill people.

Centaurman needs a slight nerf on his invisibility time. It lasts way too long and can do way too much.

Magicman needs a fire rate nerf for his cards. They fire too fast for what they can do.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 03, 2015, 02:45:06 PM
May I have a simple request about Duo?

At first, I don't want any buff or changes. Just want to change the controlls in this way:

Primary fire: fires the blue projectile rapidly (with the maximum possible fire-rate: exactly like when you rapidly press the button now)
Secondary fire: Duo Fist (must be fully charged, otherwise do nothing)
Use Item: Comet Attack (no changes)

I think this make the class more fun to play. :)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on April 03, 2015, 04:34:16 PM
I don't really get why Duo should be changed in such a way. Kind of odd.

Speaking of which, shouldn't Duo's fist be on his left?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 03, 2015, 06:23:40 PM
Quote from: "Promestein"
I don't really get why Duo should be changed in such a way. Kind of odd.

Speaking of which, shouldn't Duo's fist be on his left?

Then it could be reversed. The primary will be the Fist, the secondary is the shot.

The reason I suggested this is the shot. Now Duo has a fire rate of 1 shot / second (it is quite fast fire rate to other tank classes) and has lower damage output with the projectile. However now you must to click rapidly to perform this. With this high fire-rate, this method would be a little mouse-friendly.

Since Duo's Comet Attack isn't recharge while he attack, this changes nothing in his gameplay or balance. Only let the mouse live longer, and a little more comfortable to play with him. :)

But this is just a suggestion. King's reflect shield is the primary thing I want to see fixed. When he lift the shield to "reflect" position, he will become very vulnerable to everything. The effect is the exact opposite of what that shield used for.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on April 03, 2015, 09:47:50 PM
can somebody launch a TLMS server of justified,please :)
Title: Re: Justified Classes v3bh + B-Patch
Post by: tshyguy on April 03, 2015, 11:40:21 PM
Is it just me, or is this not compatible with the latest version...I keep getting errors when I try to use it.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 04, 2015, 12:10:20 AM
Quote from: "tshyguy"
Is it just me, or is this not compatible with the latest version...I keep getting errors when I try to use it.

It is compatible with the latest version, I use this mod with v4b even now. Be sure to not put the file inside the 'Skin' folder. Launch the game, then use the 'add file' button to load the file (and the patch).
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on April 04, 2015, 10:17:32 PM
v4b isn't the latest version.

No, it doesn't seem compatible with v4c. Any news on a patch or new version?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 04, 2015, 10:30:02 PM
Oh, there are a new version? I check it here and now and we will see it.

But yes, there will be a new version, this is fact. :)

===EDIT===

It is incompatible, not work for me. We must wait for the new version. I hope it will fix King's reflect shield too. XD
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on April 05, 2015, 04:11:19 PM
The next patch will be hopefully released very soon which will be compatible with v4c, however it will most likely not include all of the bot fixes since we want to try and get it out as soon as possible.
Title: Re: Justified Classes v3bh + B-Patch
Post by: DoomManFTW on April 07, 2015, 01:45:19 PM
Good news,not only there is a server with justified that works in v4c,but i recorded one hour of it
Title: Re: Justified Classes v3bh + B-Patch
Post by: Ghoulitine on April 07, 2015, 08:06:30 PM
They use a patch by Watakid.

The weapons tend to desync quite alot recently (mostly classes like Bomb Man and Uranus, Quint as well), is this something that can be fixed or is it just engine-related?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Rubyyoshi on April 07, 2015, 08:38:42 PM
I know a semi-okay solution for weapons that you need to switch to use. (Like BRG's Rod to his buster)
Bind mwheelup weapnext
Bind mwheeldown weapprev
Doublebind mwheelup weapprev
Doublebind mwheeldown weapnext
This essentially is redundant, but the reason why is because if you're on one weapon, it doesn't let you switch to the other going the same direction. If you doublebind it though, going the same direction will make it go backwards to the weapon that you want.
Otherwise, I think it's a mod problem at the moment, as weapon scrolling works fine in both directions for vanilla.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 07, 2015, 09:28:14 PM
Quote from: "Rubyyoshi"
I know a semi-okay solution for weapons that you need to switch to use. (Like BRG's Rod to his buster)
Bind mwheelup weapnext
Bind mwheeldown weapprev
Doublebind mwheelup weapprev
Doublebind mwheeldown weapnext
This essentially is redundant, but the reason why is because if you're on one weapon, it doesn't let you switch to the other going the same direction. If you doublebind it though, going the same direction will make it go backwards to the weapon that you want.
Otherwise, I think it's a mod problem at the moment, as weapon scrolling works fine in both directions for vanilla.

It is work for me with the mod too. The only bug or glitch I know is when you drop the flag and you can't use the "use item" ability anymore (CTF). However switching with the mousewheel is just work fine for me.
Title: Re: Justified Classes v3bh + B-Patch
Post by: tshyguy on April 08, 2015, 04:53:55 AM
(http://s4.postimg.org/r0dz039fx/image.png)
Well if it's supposed to be compatible, then what am I doing wrong?

Edit: Never mind I'm stupid and should have paid more attention.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Ghoulitine on April 08, 2015, 06:57:46 PM
As a suggestion for Doc Robot:
I am sure many people are annoyed by his hud, since the primary weapon type is displayed next to the right of the secondary.

I think its better to put it to the left of the secondary, mainly because to avoid confusion (1-2 instead of 2-1)
Title: Re: Justified Classes v3bh + B-Patch
Post by: TremorFire on April 09, 2015, 12:52:32 AM
I got some issues with Bass that I want to address. He seems incomplete on the justified class wad, and it bothers me. My problem is his weapon scheme changes his whole body like megaman, and I was thinking that his color swap could mirror off the Megaman & Bass game.

Example

(http://vignette4.wikia.nocookie.net/megaman/images/6/6c/MMB-WaveBurner-Bass-Art.png/revision/latest?cb=20100825211522)(http://vignette2.wikia.nocookie.net/megaman/images/b/b4/MMB-SpreadDrill-Bass-Art.png/revision/latest?cb=20100826175107)(http://vignette1.wikia.nocookie.net/megaman/images/c/c9/MMB-TenguBlade-Bass-Art.png/revision/latest?cb=20100826024207)

Furthermore, Bass doesn't have his own arms, when it comes throwing projectiles. Are there any plans to update him in the next version?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on April 09, 2015, 02:42:06 AM
I personally think Bass is more interesting with his current color swap scheme. If they went with MM&B's style, he'd just be swapping out one color for another whenever he changes weapons.

Although, wouldn't it be possible to implement Bass's other skins as alternate skins for the Bass class? The 7FC one has MM&B style color swaps.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Korby on April 09, 2015, 04:32:15 AM
That's not entirely true; Bass's crystals and [much more subtly] his gray body change colors in MM&B.

That being said, part of the reason this is a bad idea is because the crystals on Bass don't appear on the back or back/r frames, making it hard to tell what weapon a player is using if they're not facing you, thus giving them an unfair advantage.
Pharaoh Man used to have this problem before he was changed in the MM8 Expansion, for example.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Promestein on April 12, 2015, 07:32:32 AM
Son of a gun, you're right. Sorry, I generally use Mega Man whenever I play MM&B, so it's no wonder I would have forgotten that.

But yeah, I say just stick with the MM10 method.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Meme Man on April 12, 2015, 06:22:11 PM
did you guys ever though on creating a tier list? it would be interesting to see and compare each character.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 12, 2015, 06:51:20 PM
I think there are no enough active players for every character in the game. I would be an incorrect tier list at its best. But of course, every player tried more than one characters. I used King, Hyper Storm H, Duo and Astro Man many times, Duo could be a top tier in good hands, but my hands isn't good. XD
Title: Re: Justified Classes v3bh + B-Patch
Post by: Emmanuelf06 on April 12, 2015, 07:10:41 PM
You can make a topic for that? i suppose?.... I could compare with you guys :)
Title: Re: Justified Classes v3bh + B-Patch
Post by: Zero1000 on April 12, 2015, 07:25:07 PM
I think i will make a tier list now.
1: Air Man
Last: Metal Man

But i don't know about the tier list. It would make everyone use only the top tier and it would be very hard to manage, like on SSB. But i have no problem with a tier list. Anyways, how is the ZD 2.0 version going?
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 12, 2015, 08:37:15 PM
There are also a weakness-system. That would change the tiers. For example, Metal Man easily kill Wood Man, Wood Man easily kill Air Man.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Ghoulitine on April 12, 2015, 11:36:54 PM
Just until recently i came across a very annoying issue related to Jupiter:
Sometimes, the flight just stops for no reason. I have no idea why it happens.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Davregis on April 14, 2015, 01:19:18 AM
Quote from: "Endymion"
There are also a weakness-system. That would change the tiers. For example, Metal Man easily kill Wood Man, Wood Man easily kill Air Man.

tiers are based on matchups-- someone with consistently better matchups will be higher placed regardless
Title: Re: Justified Classes v3bh + B-Patch
Post by: Endymion on April 14, 2015, 02:36:11 PM
Of course. In my opinion, Astro Man is the top tier. He can stay out from direct fights and still can fight effective. The clones can be used as deception while you can bomb down everyone with the meteors. Also he can jump very high, you can play near the high platforms where other characters can not follow you.
Title: Re: Justified Classes v3bh + B-Patch
Post by: Fyone on April 14, 2015, 10:20:11 PM
Compatibility/balance patch released, add the file after JustifiedClasses-v3bh.pk3!

Download here (http://www.best-ever.org/download?file=justifiedclasses-v3bh-bpatch2.pk3)

Changelog:
(click to show/hide)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 14, 2015, 10:35:51 PM
Superb, I try it immediately! :D

===EDIT===

It works and really have the charm. As far as the bot was able to hit me, the shields are working. The random bots now has some diversity, not always the same bots will be spawned. The bots use all of his attacks and not just spam one of them.

But when I start the mod, some red colored text are showed up. These are about something failed registration, and sprite sizes.

Awesome, nice work. :)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Ghoulitine on April 14, 2015, 10:53:54 PM
Wow, i really didnt expect an about-half-dmg-nerf on Quint.
The armor thingy seems odd, but it'll encourage players to use the alt ore often, its actually pretty powerful.
What was exactly "broken" on Plant Man bay the way?
Oh, and thank you for nerfing Clown Man's hitstun :L
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Meme Man on April 14, 2015, 10:56:59 PM
rip clown shenanigans

still no wood nerf tho
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 14, 2015, 11:00:17 PM
Dive Man's dive missile still able to damage through shields.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on April 14, 2015, 11:02:11 PM
Ah yes, I still haven't gotten to fixing all the homing weapons shield properties. At the moment any homing weapon is able to go through shields but I will fix this for next version.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 14, 2015, 11:12:58 PM
Oh I see. However still a great fix on the shields. :)

Here is a part from the red colored lines:
(click to show/hide)

There are an another bunch about Roll's different costumes as it too wide and resizing.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on April 15, 2015, 12:35:49 AM
Quote from: "Ghoulitine"
What was exactly "broken" on Plant Man bay the way?
Plant Man was really messed up. Plant Barrier barely recharged at all if you were grounded, requiring you to jump constantly for the short bursts of faster ammo regeneration. Sometimes his attacks would have mysterious delays on them. His wall jump could be used to attain some short-range flight. He's apparently been watered since then, and now it's all good.

Burner Man's stage's fire is still pieces of blue Burner Man, but aside from that minor issue, I officially have no complaints about the mod at all.

EDIT: Actually, there is something I've been wondering about. Rockman Shadow's color schemes. His buster uses Hyper Bomb/Leaf Shield/Centaur Flash colors, his slash uses Slash Claw colors, and his sprite itself is black and slightly-less-black. What's going on there?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Ghoulitine on April 15, 2015, 01:53:19 AM
I still don't think it's a good idea to give Bomb Man his "canon"-bombthrowing, it really feels awkward when you have to look down to hit someone in your front.
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Shmeckie on April 15, 2015, 03:10:28 AM
Quote from: "Promestein"
EDIT: Actually, there is something I've been wondering about. Rockman Shadow's color schemes. His buster uses Hyper Bomb/Leaf Shield/Centaur Flash colors, his slash uses Slash Claw colors, and his sprite itself is black and slightly-less-black. What's going on there?
The Terminators still need work. A focus on refining Terminator is on the to-do list.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Hunter Frags on April 15, 2015, 04:38:34 AM
Quote from: "Endymion"
But when I start the mod, some red colored text are showed up. These are about something failed registration, and sprite sizes.
Quote from: "Endymion"
There are an another bunch about Roll's different costumes as it too wide and resizing.
*Cough* Player.MaxSkinSizeFactor *Cough* (Seriously, though. This is a thing now.)
(click to show/hide)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 15, 2015, 02:11:51 PM
Quote from: "Ghoulitine"
I still don't think it's a good idea to give Bomb Man his "canon"-bombthrowing, it really feels awkward when you have to look down to hit someone in your front.
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)

Somehow I think you are right. The invincibility itself is canon, but you can outmatch these in the official games (Ground Man can't dig if you use the remote mine for example). The invincibility basically not problem but it can be overused. Maybe if some weapons could damage (or remove temporary the invincibility) during that time, it would be a less frustrating sometimes. For example Metal Man could hurt Wood Man, but with shield do half damage, or something like this.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: fortegigasgospel on April 15, 2015, 05:09:03 PM
Quote from: "Endymion"
Quote from: "Ghoulitine"
I still don't think it's a good idea to give Bomb Man his "canon"-bombthrowing, it really feels awkward when you have to look down to hit someone in your front.
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)

Somehow I think you are right. The invincibility itself is canon, but you can outmatch these in the official games (Ground Man can't dig if you use the remote mine for example). The invincibility basically not problem but it can be overused. Maybe if some weapons could damage (or remove temporary the invincibility) during that time, it would be a less frustrating sometimes. For example Metal Man could hurt Wood Man, but with shield do half damage, or something like this.
Why not Heat? Cause you know, Heat beats Wood, Metal is just effective. Bubble follows Metal in the natural flow.
The diggers should be able to be harmed by Uranus' (or anyone who does) ground pound shaking the ground if this happens.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on April 15, 2015, 05:59:03 PM
I don't know, man. I like the way they are now. It's not like they're completely unstoppable, after all, and how would you interrupt classes that never had any way to interrupt them, like Centaur Man?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Ghoulitine on April 15, 2015, 06:12:10 PM
Ok, since the patch Jupiter acts really strange:

His flying stops on contact with the ceiling, as well sometimes is not working at all.

Also, Doc Robot's time stopper doesn't seem to have an effect on Duo.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 15, 2015, 06:24:07 PM
The only invincibility I really dislike is Ground Man's. It is just too much time, and very boring to just sit adn wait till he finish. And be clear, it can only hit you, if you fight against others while not pay attention to Ground Man.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: LlamaHombre on April 15, 2015, 06:32:26 PM
Ground Man with two ways of escaping tricky scenarios for him on top of a relatively quick ammo recharge rate and what appears to be higher armor (I must admit I don't know much about Justified values, pardon) makes him one of the most frustrating things I've encountered while playing this game. Add that onto his decently damaging room clearer projectile and an early execute in enclosed areas, and you get a class who will consistently survive to the late game and pick off remaining opponents.
I don't play deathmatch period so I have no idea how he plays there, but in elimination-based game modes he's a complete burden on the enemy team. Lowering his ammo regen and/or reducing his potential time spent in the ground would allow him to still remain an offensive power, but would give better counterplay to his opponents to help circumvent a perfect scenario for elimination Ground Man.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on April 15, 2015, 07:37:46 PM
Quote from: "Promestein"
Burner Man's stage's fire is still pieces of blue Burner Man, but aside from that minor issue, I officially have no complaints about the mod at all.
I'll fix this, I simply forgot to overwrite the mistake in the patch that was made in the original file.
Quote from: "ChaosUnlimited"
Quote from: "Endymion"
But when I start the mod, some red colored text are showed up. These are about something failed registration, and sprite sizes.
Quote from: "Endymion"
There are an another bunch about Roll's different costumes as it too wide and resizing.
*Cough* Player.MaxSkinSizeFactor *Cough* (Seriously, though. This is a thing now.)
(click to show/hide)
I never knew about "Player.MaxSkinSizeFactor" so thanks for reporting this, I'll add it in the next release.
Quote from: "Ghoulitine"
Something else that bugs me are some "out-of-jail-cards", by that i mean moves that render you invincible and immune to damage while maintaning a decent movement.
(f.e. Duo, Centaur Man, Ground Man, Drill Man, Clown Man, Wood Man especially etc.)
In response to all of the complaints about classes receiving invincibility, I personally do not see any of these classes as overpowered in their own right but I can see why they would be annoying in matches (especially LMS gamemodes). After going through all of these classes Woodman specifically would most likely be the most annoying due to him having the most amount of use of his invincible ability which is due to it being his primary attack; however I think without this Woodman would be a pretty terrible class and be very underpowered. The best solution that I can think of for Woodman would be to decrease his base movement speed slightly or decrease his movement speed when having the shield up similar to how he worked before. I think making specific attacks able to go through his shield would just make him very hard to use against those classes making him almost impossible to come as the victor in those scenarios which is something I want to try and avoid for every class in this mod. The rest of the classes (i.e. Duo, Centaurman, Groundman, Drillman, and Clownman) all have a relatively low use of their invincible abilities because it requires them to have full ammo to use their ability, their ammo regeneration is pretty low, and it only fills when they are not using any of their other attacks.
Quote from: "LlamaHombre"
Ground Man with two ways of escaping tricky scenarios for him on top of a relatively quick ammo recharge rate and what appears to be higher armor (I must admit I don't know much about Justified values, pardon) makes him one of the most frustrating things I've encountered while playing this game. Add that onto his decently damaging room clearer projectile and an early execute in enclosed areas, and you get a class who will consistently survive to the late game and pick off remaining opponents.
I don't play deathmatch period so I have no idea how he plays there, but in elimination-based game modes he's a complete burden on the enemy team. Lowering his ammo regen and/or reducing his potential time spent in the ground would allow him to still remain an offensive power, but would give better counterplay to his opponents to help circumvent a perfect scenario for elimination Ground Man.
Groundman specifically out of all the classes with invincible abilities has two of such abilities so I can see why he also would be one of the bigger annoyances in matches (especially LMS gamemodes) however I disagree with him having a relatively fast ammo regeneration rate and instead would consider his ammo regeneration rate to be relatively low especially with him having to not attack for it to recharge. However with this in mind I do think reducing his potential time spent underground would be a good nerf to his abilities.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Meme Man on April 15, 2015, 09:59:32 PM
i want you guys to have a discussion about magic man.
IMO,he's too stronk. a magic ball which can spawn semi-homing birds. a magic orb which can deny projectile and turn then into various decoys. a magic card with can give him health.
yeah,he has weak armor,but with the constant healing with the magic cards,it can be really challenging to beat him.
what do you think?

and about the "god mode stuff":
ground man is really annoying. being a tank with various ways of escaping can be very infuriating to fight. suggesting a ammo regen nerf.
i like the idea of making wood man slower when he has the leaf shield on.
centaur man i also another one which can be boring to fight against. suggesting his invisible time be shorter
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Ghoulitine on April 15, 2015, 10:03:29 PM
Quote from: "Meme Man"
IMO,he's too stronk. a magic ball which can spawn semi-homing birds. a magic orb which can deny projectile and turn then into various decoys. a magic card with can give him health.

One of the worst things about him is the "bird attack when it hits directly", I'm not entirely sure, but can the birds be shot down?
But yeah, that attack is quite spammable and deals pretty hefty damage, even the birds themself.
A projectile that boomerangs and goews through walls should maybe give him a bit less hp back, i rarely ever see someone use it
anyways, since the primary is used most of the time.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 15, 2015, 10:04:48 PM
Quote from: "Fyone"
In response to all of the complaints about classes receiving invincibility, I personally do not see any of these classes as overpowered in their own right but I can see why they would be annoying in matches (especially LMS gamemodes). After going through all of these classes Woodman specifically would most likely be the most annoying due to him having the most amount of use of his invincible ability which is due to it being his primary attack; however I think without this Woodman would be a pretty terrible class and be very underpowered. The best solution that I can think of for Woodman would be to decrease his base movement speed slightly or decrease his movement speed when having the shield up similar to how he worked before. I think making specific attacks able to go through his shield would just make him very hard to use against those classes making him almost impossible to come as the victor in those scenarios which is something I want to try and avoid for every class in this mod. The rest of the classes (i.e. Duo, Centaurman, Groundman, Drillman, and Clownman) all have a relatively low use of their invincible abilities because it requires them to have full ammo to use their ability, their ammo regeneration is pretty low, and it only fills when they are not using any of their other attacks.

That slow down effect sounds great. Basically the same as King works. Personally I has no problem with the invincibility (with the exception of Ground Man). But I really see a point in some nerf. For example: during invincibility you can not pick up anything (basically not able to restore healt from pick-ups), or can not activate items such as the teleporters. This could make sense.

===EDIT===

After some random matches I faced against Enker. His shot (even the weak) is always goes through shields, impossible to guard it (even it is not a homing projectile).
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Emmanuelf06 on April 16, 2015, 04:15:34 AM
For me, groundman need this possibility to escape when he is on the ceiling, he is slow (specially with strafe), it can help him, but yeah, in TLMS, in some maps, he can be pretty boring but it's not a big deal anyways, just try to be not far from him when he "escapes".
For Woodman, i dont see any way, maybe slower when he uses the shield ?
For Magicman, the magicball hurts yeah + combo with birds.... maybe if it needs a little more time to charge the ball?
Enker need the ripping because he is hard to use, specially in TLMS..... :X

EDIT: With muzaru, we have tested the damage of Doc Robot,i like a lot this classe, but the crashbomb seems to be the problem, again....the crashbomb, even with 2 crashbomb with 1 ammo bar,  have a high speed for the regen, you can use it quickly....but the worst is the damage i think....we tested Doc on Geminiman, it does 70 damage ( Crashbomb+explosion), and the damage of the crashbomb without the explosion (just the ripper effect), finished him (so, more than 30 damage), i dont know exactly the armor of geminiman, but i think it's a normal armor.... There is the stun of the crashbomb too but it needs it to keep canon. The best could be a simple nerf of it. If you see crashman, his crashbomb are strong yet....and even if Doc use 2 crashbomb and need to wait for the ammo bar, he can always use the second weapon to help himself......
(i think personnaly, the heat pillars need a little buff...it seems weak to kill but can be used for a defense anyways).
What do you think about it guys? ^^
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Shmeckie on April 16, 2015, 08:51:37 AM
I don't feel Magic Man needs to be altered in any way. Yes, he has a lot of tools and does nice damage, but he can't take a hit worth a damn. His Magic Cards have a limited range, can't damage when returning, and only an average RoF. Not to mention they don't heal a great deal of health. The birds' homing isn't 100% reliable, and if I'm not mistaken they can be shot down. Even if the ball hits you're not guaranteed to get all the birds to follow-up on the target.

Basically what I'm saying is his arsenal has a lot of uses (which is what makes him a blast to play), but he has enough weaknesses to mitigate this.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 16, 2015, 12:55:02 PM
Quote from: "Emmanuelf06"
For me, groundman need this possibility to escape when he is on the ceiling, he is slow (specially with strafe), it can help him, but yeah, in TLMS, in some maps, he can be pretty boring but it's not a big deal anyways, just try to be not far from him when he "escapes".
For Woodman, i dont see any way, maybe slower when he uses the shield ?
For Magicman, the magicball hurts yeah + combo with birds.... maybe if it needs a little more time to charge the ball?
Enker need the ripping because he is hard to use, specially in TLMS..... :X

EDIT: With muzaru, we have tested the damage of Doc Robot,i like a lot this classe, but the crashbomb seems to be the problem, again....the crashbomb, even with 2 crashbomb with 1 ammo bar,  have a high speed for the regen, you can use it quickly....but the worst is the damage i think....we tested Doc on Geminiman, it does 70 damage ( Crashbomb+explosion), and the damage of the crashbomb without the explosion (just the ripper effect), finished him (so, more than 30 damage), i dont know exactly the armor of geminiman, but i think it's a normal armor.... There is the stun of the crashbomb too but it needs it to keep canon. The best could be a simple nerf of it. If you see crashman, his crashbomb are strong yet....and even if Doc use 2 crashbomb and need to wait for the ammo bar, he can always use the second weapon to help himself......
(i think personnaly, the heat pillars need a little buff...it seems weak to kill but can be used for a defense anyways).
What do you think about it guys? ^^

The crash bomb only effective on the ground, it is really inaccurate to fight against airborn opponent. If you jump more, it will be less effective (especially against high-jumping or flying opponent). If you ask me, the crash bomb is right, but maybe Doc's regen could be a little slower, because as you say he has more tool to use than Crash Man himself. XD
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Meme Man on April 17, 2015, 06:16:30 PM
i notice a weakness error
cold is weak to burner. it should be the opposite
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 17, 2015, 07:06:20 PM
Quote from: "Meme Man"
i notice a weakness error
cold is weak to burner. it should be the opposite

In the MM&B game, Cold Man's weakness is the Lightning Bolt, but also very vulnerable against the Wave Burner too.

Burner Man is actually not weak against the Ice Wall, it not do extreme high damage against him. However the Ice wall is able to toss Burner Man into the spikes which do very high damage. I don't think this is possible in the MM8BDM, since not every stage containst spikes, and the spikes are instakills. XD
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Shmeckie on April 17, 2015, 07:50:30 PM
Ice Wall is still his weakness, even if it functions in a unique way in the boss fight. I'm pretty sure Ice Wall is Burner Man's weakness in the mod.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 17, 2015, 08:21:41 PM
Yes, it is his weakness. It do high damage against him in the mod, but can't toss him into the spikes. This is why I said, it is impossible to represent the spike-combo from the MM&B. For me, the higher damage is more than enough.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: fortegigasgospel on April 18, 2015, 06:49:00 AM
It's still the most effective weapon against him, dealing 3 damage then an additional 8 (while everything else does 1 or none), but unluck other bosses if your timing is off you will miss completely unless he is attacking. Cold takes 2 from Wave Burner, which is still 1 less from LS' 3.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 18, 2015, 12:57:21 PM
Quote from: "fortegigasgospel"
It's still the most effective weapon against him, dealing 3 damage then an additional 8 (while everything else does 1 or none), but unluck other bosses if your timing is off you will miss completely unless he is attacking. Cold takes 2 from Wave Burner, which is still 1 less from LS' 3.

Exactly like this. But don't forget that Burner Man is able to destroy the Ice Wall before you can even toss it towards him. But I think this is not possible in MM8BDM. Even the shields can destroy it, only bounce back from it like from a wall. But yes, I just checked in the SNES game. The Ice Wall really do more damage on Burner Man, even it is not toss him into the spike.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: ScrapHeap on April 18, 2015, 03:14:43 PM
Actually, to bring something up, if you dropped the ice wall on burnerman, it would actually do damage.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on April 18, 2015, 06:55:07 PM
What in the everloving heck are we even discussing? Whether Burner Man is weak to Ice Wall or not? How is that even in question? Just touching the thing in &Bass deals the same amount of damage to him as Lightning Bolt deals to Cold Man.

On that note, what's the deal with MM1 RM weaknesses? Ice and Bomb only use their MM1 weaknesses, not their Powered Up ones as well, as is done with Guts Man and Elec Man (or so it seems, just looking at the code). Ice should be weak to Thunder Beam and Hyper Bomb, and Bomb should be weak to Fire Storm and Rolling Cutter, if you want to make them uniform.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Knux on April 18, 2015, 07:37:17 PM
Just dropping by to mention that while playing CTF yesterday, some classes such as Mars did not turn into Alien upon picking up the enemy flag. Might wanna look into it, thought I don't remember which others had this issue.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 18, 2015, 09:15:36 PM
I just played some matches with Flash Man. His fire animation is just a single arm swing instead of pointing his gun continuously. The Time Stoper's animation however continuous till you hold the fire button. If think this could be reversed. :)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on April 18, 2015, 11:03:47 PM
Quote from: "Promestein"
On that note, what's the deal with MM1 RM weaknesses? Ice and Bomb only use their MM1 weaknesses, not their Powered Up ones as well, as is done with Guts Man and Elec Man (or so it seems, just looking at the code). Ice should be weak to Thunder Beam and Hyper Bomb, and Bomb should be weak to Fire Storm and Rolling Cutter, if you want to make them uniform.
Every MM1 class only uses their MM1 weaknesses unless they were weak to Oilman or Timeman in PoweredUp in which case they would be weak to them as well.
Quote from: "Knux"
Just dropping by to mention that while playing CTF yesterday, some classes such as Mars did not turn into Alien upon picking up the enemy flag. Might wanna look into it, thought I don't remember which others had this issue.
CTF, Possession, and Terminator are still being fixed; they will be fixed for the next release!
Quote from: "Endymion"
I just played some matches with Flash Man. His fire animation is just a single arm swing instead of pointing his gun continuously. The Time Stoper's animation however continuous till you hold the fire button. If think this could be reversed. :)
Alright, I can make this adjustment to Flashman's fire animation; thanks for the suggestion!
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 18, 2015, 11:34:33 PM
You're welcome. We are the ones who need to say thank you for all of your efforts.

===EDIT===

Just a suggestion: Shouldn't Mercury be invincible while he is in slime form?

===An another edit===

I just noticed that, Skull Man's every second shot is able to penetrate the shields. After two hour playing I realized that, the shields can not be penetrated (except of the homing weapons which will be fixed). However King's reflect stance is weak. It let some projectiles to pass through, mostly right after a reflected shot.

The same goes for Aqua Man's Water Balloon. It can hit through the reflect stance of King. There are several weapons which does damage through King's raised shields. Some of the can be blocked with normal shields, but some other pass through every shield.

As I mentioned, Aqua Man is one of them. But Blizzard man can shoot through King's shield with Blizzard Attack too.

They can shoot through the shield especially when they can shoot fast against King's raised shield. It is really unprotected during the reflect motion.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Ghoulitine on April 22, 2015, 09:23:46 PM
Ehm, i dont know if someone already posted this, but there is an Proto Man related issue:
This bug seems to occur only on chargeable weapons, those being Homing Sniper and Noise Crush.
When Proto Man gets the kill and the weapon, the weapon will be already charged for multiple shots.
Noise Crush is prett interesting in that sense: You can basically shoot the small waves in a straight line, and every wave you catch back,
will be stored in your wep until you change weapons.
Noise Crush also already starts with some charged shots saved in it.

So, you can guess that a rapid fire charge shot - Noise Crush weapon can be pretty gamebreaking.

Or is this intentional for some reason?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on April 22, 2015, 10:56:51 PM
Quote from: "Endymion"
You're welcome. We are the ones who need to say thank you for all of your efforts.

===EDIT===

Just a suggestion: Shouldn't Mercury be invincible while he is in slime form?

===An another edit===

I just noticed that, Skull Man's every second shot is able to penetrate the shields. After two hour playing I realized that, the shields can not be penetrated (except of the homing weapons which will be fixed). However King's reflect stance is weak. It let some projectiles to pass through, mostly right after a reflected shot.

The same goes for Aqua Man's Water Balloon. It can hit through the reflect stance of King. There are several weapons which does damage through King's raised shields. Some of the can be blocked with normal shields, but some other pass through every shield.

As I mentioned, Aqua Man is one of them. But Blizzard man can shoot through King's shield with Blizzard Attack too.

They can shoot through the shield especially when they can shoot fast against King's raised shield. It is really unprotected during the reflect motion.
Mercury used to be invincible in slime form but it was removed due to the many complaints on the subject so now he only gets double armour. I'll look into the shield problems you mentioned and will fix them for next release.
Quote from: "Ghoulitine"
Ehm, i dont know if someone already posted this, but there is an Proto Man related issue:
This bug seems to occur only on chargeable weapons, those being Homing Sniper and Noise Crush.
When Proto Man gets the kill and the weapon, the weapon will be already charged for multiple shots.
Noise Crush is prett interesting in that sense: You can basically shoot the small waves in a straight line, and every wave you catch back,
will be stored in your wep until you change weapons.
Noise Crush also already starts with some charged shots saved in it.

So, you can guess that a rapid fire charge shot - Noise Crush weapon can be pretty gamebreaking.

Or is this intentional for some reason?
No this was not intentional, and I'll get right on to fixing this Protoman bug.

Thanks for reporting these bugs guys!
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 23, 2015, 01:27:56 PM
Quote from: "Fyone"
Mercury used to be invincible in slime form but it was removed due to the many complaints on the subject so now he only gets double armour. I'll look into the shield problems you mentioned and will fix them for next release.

Oh I see, I just played some more matches, and Mercury really has a superb armour during that time. Cool! :D

The shields mostly works (with the exception of the homing weapons as you mentioned). King's raised shield is more weaker than an actual shield, resembles to shields from the mod's previous version.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: DrMario2 on April 25, 2015, 05:13:12 AM
Hello, Justified dev team! Please nerf Woodman by changing his total invincibility to taking 1/3 total damage while on shield. It would make him MUCH more balanced. Thanks!
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on April 25, 2015, 07:38:02 AM
Wood Man isn't that good. He'd be pretty useless without that temporary invincibility.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: DrMario2 on April 25, 2015, 08:23:46 AM
At least make it so he can't do damage while shield is on. (Leaf Rain appears AFTER shield thrown) or take a BIT of damage while shield is on. (1/5 damage taken with shield.)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: MusashiAA on April 25, 2015, 08:35:30 AM
Woodman having a Skull Barrier up every 3 seconds is broken, the vulnerability window is too low to be fought against, and his Leaf Rain projectile rain, even if it doesn't deal consistent damage, covers a pretty wide area that, given enough time and with some luck, will chip away the enemy's health. The only other thing Woodman's got as a worthwhile attack is his ripper Leaf Shield, which in turn means he's trading the Skull Barrier invulnerability for a single ripper. So you got a crutchy class with an attempted and senseful gameplay design, that is trivialized because of the fast ammo regen.

The very quick ammo regen nullifies any risk for choosing the shield projectile (and therefore losing your Skull Barrier invuln...for like 3 seconds), yet I see people often pick the chip-away strategy as the true optimal Woodman strategy. After all, having invuln is always better than having no invuln, especially if the former involves an inconsistent but spammable pseudo-AOE attack.

Quote from: "Promestein"
Wood Man isn't that good. He'd be pretty useless without that temporary invincibility.

You don't justify broken abilities with design flaws that can be easily fixed. Imagine a Mario that is only able to kill enemies by jumping on them 20 times, and having a triggerable Starman that only protects him from dying, but doesn't kill enemies: essentially, you're saying this Mario would be pretty useless without the Starman, overlooking the big ass elephant inside the room.


Woodman being partially vulnerable while his shield is up is a good way to start on improving him (plus, he also was partially vulnerable in MM2 while his shield was up). This would also call on buffing his shield projectile in some way, while also tuning down the spawning rate of Leaf Rain projectiles and making their travel trajectory more consistent (falling straight down).
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 25, 2015, 02:16:51 PM
There are other option to balance while keep the invincibility. You can add vulnerable zones to the shield. Or add delay to the regeneration: for example, after Wood Man shoot the Leaf Shield he will not regenerate in the first 1-2 seconds. With this, he can't regenerate the weapon during continuously use. Of course, just when Wood Man can't regenerate while the shield is up.

Or just reduce his armor, this makes him more vulnerable while he has no shield, but this is a stupid idea.

And here is an another stupid idea: make a completely new Leaf Shield. Every leaf will have a hitbox, and only those hitbox can stop the projectiles. This gives some chance to shoot through.

Since I play mostly with King, I can say he is extremely good against Wood Man. With his raised shield, he can counter the shoot before Wood Man able to raise his own shield... and during this time King is fully protected from the front. Of course from closer range King is vulnerable against the Leaf Rain but still able to shoot back without the chance of being hit by the Leaf Shield.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on April 25, 2015, 05:15:29 PM
Quote from: "MusashiAA"
You don't justify broken abilities with design flaws that can be easily fixed. Imagine a Mario that is only able to kill enemies by jumping on them 20 times, and having a triggerable Starman that only protects him from dying, but doesn't kill enemies: essentially, you're saying this Mario would be pretty useless without the Starman, overlooking the big ass elephant inside the room.
That's a damn good point, actually.

Quote
Woodman being partially vulnerable while his shield is up is a good way to start on improving him (plus, he also was partially vulnerable in MM2 while his shield was up). This would also call on buffing his shield projectile in some way, while also tuning down the spawning rate of Leaf Rain projectiles and making their travel trajectory more consistent (falling straight down).
Yeah, that's the main problem with removing Leaf Shield's invulnerability - at the moment, he doesn't really have any other huge strengths. Leaf Shield is pretty slow and easy to dodge, Leaf Rain requires that the enemy be close, and he just gets torn apart from a distance. Buffing Leaf Shield and implementing some partial vulnerability might just work.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on April 25, 2015, 06:01:45 PM
To all the Woodman complaints I suggest waiting until next release before thinking of more nerfs to Woodman, in addition to the movement speed nerf while the shield is up we decided to also nerf his ammo regen a bit and I personally think this should be enough. (@MusashiAA: Woodman was also not partially vulnerable in Megaman 2 when the shield was up just to clarify, he was completely invincible from all of Megaman's weapons.

EDIT: I could be wrong but Crash Bomb's explosion might've been able to hit Woodman through the shield in Megaman 2 so this may be something to consider with all explosion weapons.)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on April 25, 2015, 07:48:12 PM
Quote from: "Fyone"
To all the Woodman complaints I suggest waiting until next release before thinking of more nerfs to Woodman, in addition to the movement speed nerf while the shield is up we decided to also nerf his ammo regen a bit and I personally think this should be enough. (@MusashiAA: Woodman was also not partially vulnerable in Megaman 2 when the shield was up just to clarify, he was completely invincible from all of Megaman's weapons.

EDIT: I could be wrong but Crash Bomb's explosion might've been able to hit Woodman through the shield in Megaman 2 so this may be something to consider with all explosion weapons.)

Yes, it is able, at least in the version I played. The explosives weapons is the only way to crack through a shield, and it is alright.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: MusashiAA on April 25, 2015, 11:11:00 PM
Quote from: "Fyone"
To all the Woodman complaints I suggest waiting until next release before thinking of more nerfs to Woodman, in addition to the movement speed nerf while the shield is up we decided to also nerf his ammo regen a bit and I personally think this should be enough.

Having less invuln time than vuln time is a good start.

He's still gonna have the Skull Barrier invulnerability, which is essentially broken. Nerfing the ammo regen without buffing the shield projectile is more on the side of hampering Woodman than balancing him, because he has no reliably good alternatives to trade off for the Skull Barrier.

Quote from: "Fyone"
Woodman was also not partially vulnerable in Megaman 2 when the shield was up just to clarify, he was completely invincible from all of Megaman's weapons.

Up close, he is vulnerable. Leaf Shield doesn't straight up turn Woodman invincible: it just summons 4 blocking projectiles that circle around his hitbox. There are instances where projectiles can slide through the Leaf Shield OR have long duration hitboxes that can bypass it, hitting Woodman. (https://www.youtube.com/watch?v=8AnlgVK3oQQ?t=28m3s)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Meme Man on April 26, 2015, 03:49:08 AM
i don't know if this was intentional or not, but Saturn can charge up his stopper attack using its teammates attack
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Emmanuelf06 on April 27, 2015, 05:26:23 AM
I suppose it was not a big deal, but yeah, in Team game, it can be a problem if he charges no-stop the "absorbed attack".....specially TLMS :q
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Shmeckie on April 27, 2015, 06:17:42 AM
Musashi, I think you might be overstating how "broken" invulnerability periods are. Several characters have them, and they don't seem to be the problem here. Yes, you could hit Wood Man inside the Leaf Shield, but how sensibly do you think that could be replicated here considering how you had to do it in Mega Man 2? The general problem with character invulnerabilities in the past have been the duration of time a character remains invincible, how long before they can be invincible again, how well this can be used to stall, and how difficult it is to even get a hit off on the character.

After the nerfs he'll be getting next release, the main issues surrounding him should be resolved. His ability to turtle, stall, and avoid danger will be severely hampered, and the window to actually damage him (assuming the Wood Man player is playing as defensively as possible) will be sufficient to avoid tedious waiting games and exploitation.

That said, I do think it'd be a good idea if he lost a chunk of ammo whenever he fired the Leaf Shield, to avoid people minimizing their period of vulnerability by not letting the ammo run too low.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: TremorFire on April 30, 2015, 08:01:44 PM
Are there any discussions of Bass getting his own arm, and leg animations for certain weapons?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on May 01, 2015, 03:44:02 AM
We may give Bass his own arm and leg animations in the future, but there are no plans to have them done for any upcoming releases at the moment.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: ScrapHeap on May 01, 2015, 03:49:21 AM
What arm and/or leg animations were different?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 01, 2015, 10:30:43 AM
It is just a suggestion, but Terra's teleport could be targeted anywhere. Now he teleport only straight forward, but it would be cool if he can teleport towards the crosshair. Of course only the same distance as he teleport now.

Also a question. Does the Stun Chaser damage the oppenent, or it is only stun him/she?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on May 01, 2015, 07:33:34 PM
Quote from: "Perfectlylegit"
What arm and/or leg animations were different?
I think he's referring to Bass having kind of like cuffs, this can be seen in MMSP for when Bass uses for example his version of Rolling Cutter.
Quote from: "Endymion"
It is just a suggestion, but Terra's teleport could be targeted anywhere. Now he teleport only straight forward, but it would be cool if he can teleport towards the crosshair. Of course only the same distance as he teleport now.

Also a question. Does the Stun Chaser damage the oppenent, or it is only stun him/she?
We were going to do this at one point but we felt that it would probably be too good if Terra was able to teleport at any angle. Terra's stun does do damage but very little if I remember correctly.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 01, 2015, 09:10:37 PM
Quote from: "Fyone"
We were going to do this at one point but we felt that it would probably be too good if Terra was able to teleport at any angle. Terra's stun does do damage but very little if I remember correctly.

I think you are right. The Chaser can be spammed, and it would be too easy if Terra can escape an upward platform where no one can follow him. As I play more with Terra, I really started to feel his style. The teleport easily "overtrick" any human opponent if it is used in the right moment. Fun to play with Terra, even if I can't teleport successively as fast as the bot. XD

I will wait for the next release, I'm curious about the shield update. It will be cool to play as King with a working reflecting shield.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Emmanuelf06 on May 02, 2015, 03:35:18 PM
Quote from: "Fyone"
Quote from: "Perfectlylegit"
What arm and/or leg animations were different?
I think he's referring to Bass having kind of like cuffs, this can be seen in MMSP for when Bass uses for example his version of Rolling Cutter.
Quote from: "Endymion"
It is just a suggestion, but Terra's teleport could be targeted anywhere. Now he teleport only straight forward, but it would be cool if he can teleport towards the crosshair. Of course only the same distance as he teleport now.

Also a question. Does the Stun Chaser damage the oppenent, or it is only stun him/she?
We were going to do this at one point but we felt that it would probably be too good if Terra was able to teleport at any angle. Terra's stun does do damage but very little if I remember correctly.

If Terra can teleport at any angle, he could escape too easily....... like some spot over some places, not a good idea I think. :/
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 02, 2015, 06:26:25 PM
Quote from: "Emmanuelf06"
If Terra can teleport at any angle, he could escape too easily....... like some spot over some places, not a good idea I think. :/

Yes, I realized that. It is good as now. As I play more with Terra, I start to feel his potentials. More or less the best zoning character alongside with Astro Man, however it is not my favorit play style. XD

I have the most fun with King, he really suits my enjoyment. But his shield must be fixed. Without the MM&B style backshooting shield he is really weak against any rapid firing opponents (especial against the Dark Mans).
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 15, 2015, 01:51:55 PM
Something isn't right with Hyper Storm H's breath. For example it can't hit Yamato Man when he is just standing before Hyper Storm H. You must to jump for being able to utilize the beath's melee damage.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on May 15, 2015, 10:44:21 PM
Quote from: "Endymion"
Something isn't right with Hyper Storm H's breath. For example it can't hit Yamato Man when he is just standing before Hyper Storm H. You must to jump for being able to utilize the beath's melee damage.
I found the issue I think, thanks for reporting this bug!
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 15, 2015, 11:12:24 PM
No problem. Also tried Yamato Man too. He has no any issue, but fun to play with him. XD
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Trillster on May 16, 2015, 08:18:41 PM
Normally I'm not one to report bugs yet what I found just kills me to no extent. You guys coded the Power Adaptor just fine, it's just the ammo has a max of 28 whenever the final charge state of the weapon calls for 32, meaning you'll never be able to fully charge it.

Code: [Select]
Hold:
POWA A 0 A_JumpIfInventory("PowerAdaptorMeter",32,"Charge2")
POWA A 0 A_JumpIfInventory("PowerAdaptorMeter",18,"Charge")
POWA B 1 A_GiveInventory("PowerAdaptorMeter",1)
POWA A 0 A_Refire
Goto Ready+1

Code: [Select]
actor PowerAdaptorMeter : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on May 16, 2015, 09:16:42 PM
Thanks for reporting this bug, not sure how we missed this on Power Adaptor. :/
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: XIII on May 26, 2015, 06:33:37 PM
Not sure if this was already reported, but the obituaries that appear when a player is killed by a homing weapon like Terra's Spark Chaser and Magnet Man's Magnet Missiles, are that of Hexen's Bloodscourge. This has been happening on Zan 2.0 onwards.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on May 26, 2015, 06:56:48 PM
Quote from: "XIII"
Not sure if this was already reported, but the obituaries that appear when a player is killed by a homing weapon like Terra's Spark Chaser and Magnet Man's Magnet Missiles, are that of Hexen's Bloodscourge. This has been happening on Zan 2.0 onwards.
Yeah this has been fixed for next release thanks for reporting nonetheless!
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Trillster on May 26, 2015, 08:50:08 PM
This report isn't quite as exact as I'd like and most of these could probably be shrugged off depending on how much you care about sprites though I think that quite a few of the sprites in JC could really be benefitted from being changed to make more sense or to just look better. That sounds rather vague so I'll probably go more in depth, with examples such as Breakman's custom air frames. Whenever he's jumping normally, his buster is on his right arm, though whenever he actually fires it, it's suddenly on his left arm. Another example is the Mega Arm's shading which contrasts to that of Megaman's actual skinsprite. While it's not exactly the most noticable, it is jarring once you do notice it. The main issue being is it's not the same shade of blue on the returning shot, and not even the black outline is the same shade. One more example that I immediately notice is with Bass's Treble Boost skin sprites. He looks just fine whenever standing though once he actually fires, it creates a wonky effect that Doom is plagued with where the sprites jerk back and forth. Some of the offsets could also be looked at such as Megaman's Power Adaptor skin which seems to jerk back and forth as well. There's probably a lot more issues to name, though I wouldn't want to create a wall of text here. Anyway, I mostly just suggest looking at the sprites in-game and out of game as they aren't the best they could be.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Carprillo on May 26, 2015, 11:52:47 PM
Just a few suggestions for "Break Mode":

Different Item: This is iffy. It's just a bit of a pain to try and find Super Adaptor, especially on maps without it. But it doesn't bug me THAT much. (What's the Super Adaptor's ITEM ID?)

Toggle: I was thinking that maybe once you have the Break Man powerup, you could switch between the two? A matter of convenience, really.

Speed: Okay. This one is probably going to sound pretty bad. Maybe have Break Man be a bit slower when running, since he has that shield weighing down on his back. (Is he supposed to have his shield on when he jumps? If not, how do I fix this?)


These are just a few things I thought would be nice to see.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 27, 2015, 12:22:21 PM
I totally agree with Carprillo. Not all maps have the Super Adaptor, and most of the maps which has can not be reached with Proto Man or Ballade. Basically you can't use even if the stage has one. It would be better if they can use any other item like the Power Adaptor, and such.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on May 27, 2015, 07:04:24 PM
Quote from: "Sonicfam1102"
This report isn't quite as exact as I'd like and most of these could probably be shrugged off depending on how much you care about sprites though I think that quite a few of the sprites in JC could really be benefitted from being changed to make more sense or to just look better. That sounds rather vague so I'll probably go more in depth, with examples such as Breakman's custom air frames. Whenever he's jumping normally, his buster is on his right arm, though whenever he actually fires it, it's suddenly on his left arm. Another example is the Mega Arm's shading which contrasts to that of Megaman's actual skinsprite. While it's not exactly the most noticable, it is jarring once you do notice it. The main issue being is it's not the same shade of blue on the returning shot, and not even the black outline is the same shade. One more example that I immediately notice is with Bass's Treble Boost skin sprites. He looks just fine whenever standing though once he actually fires, it creates a wonky effect that Doom is plagued with where the sprites jerk back and forth. Some of the offsets could also be looked at such as Megaman's Power Adaptor skin which seems to jerk back and forth as well. There's probably a lot more issues to name, though I wouldn't want to create a wall of text here. Anyway, I mostly just suggest looking at the sprites in-game and out of game as they aren't the best they could be.
We'll try our best to fix the sprites where we can but it's hard to do all that you want since a lot of the spriters that did these no longer work on the mod (Chimeraman, Blaze McP, etc.)
Quote from: "Carprillo"
Just a few suggestions for "Break Mode":

Different Item: This is iffy. It's just a bit of a pain to try and find Super Adaptor, especially on maps without it. But it doesn't bug me THAT much. (What's the Super Adaptor's ITEM ID?)

Toggle: I was thinking that maybe once you have the Break Man powerup, you could switch between the two? A matter of convenience, really.

Speed: Okay. This one is probably going to sound pretty bad. Maybe have Break Man be a bit slower when running, since he has that shield weighing down on his back. (Is he supposed to have his shield on when he jumps? If not, how do I fix this?)


These are just a few things I thought would be nice to see.
Quote from: "Endymion"
I totally agree with Carprillo. Not all maps have the Super Adaptor, and most of the maps which has can not be reached with Proto Man or Ballade. Basically you can't use even if the stage has one. It would be better if they can use any other item like the Power Adaptor, and such.
I'll see what the rest of the devteam thinks about your suggestions to changing Breakman Caprillo however I'll definitely see about making Protoman and Ballade able to pick up other items like Power Adaptor to get their upgraded modes; it really just depends on how easy it would be to obtain the weapons in certain maps.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 27, 2015, 07:36:52 PM
Quote from: "Fyone"
I'll see what the rest of the devteam thinks about your suggestions to changing Breakman Caprillo however I'll definitely see about making Protoman and Ballade able to pick up other items like Power Adaptor to get their upgraded modes; it really just depends on how easy it would be to obtain the weapons in certain maps.

Yeah, that would be bad and boring if everyone can pick up those items everytime. Even if they can't pick up anymore anything till they fragged by other players. Just boring seeing them go for that item immediately after respawn without a shot toward us.  :?

Maybe if the use of that item would be forced somehow. Requires a specific amount of HP, or requires time to activate after pick up...
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Emmanuelf06 on May 27, 2015, 11:28:04 PM
Quote from: "Endymion"
Quote from: "Fyone"
I'll see what the rest of the devteam thinks about your suggestions to changing Breakman Caprillo however I'll definitely see about making Protoman and Ballade able to pick up other items like Power Adaptor to get their upgraded modes; it really just depends on how easy it would be to obtain the weapons in certain maps.

Yeah, that would be bad and boring if everyone can pick up those items everytime. Even if they can't pick up anymore anything till they fragged by other players. Just boring seeing them go for that item immediately after respawn without a shot toward us.  :?

Maybe if the use of that item would be forced somehow. Requires a specific amount of HP, or requires time to activate after pick up...

I thought the same... Exemple, if Ballade get like 20% Hp, he can use the Item but he wont be able to get hp from life recharge, for DM, it can work...but for TLMS...it can be a op thing?...
Maybe if it's like the item of grenademan (need to take a lot of damage+ life regen to have the item who is activated) (:

Maybe we could add something on Super Ballade, he looks just a general buff of speed, i dont know....but if we need to keep it canon for the most....  :)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on May 28, 2015, 12:58:24 AM
Quote from: "Emmanuelf06"
I thought the same... Exemple, if Ballade get like 20% Hp, he can use the Item but he wont be able to get hp from life recharge, for DM, it can work...but for TLMS...it can be a op thing?...
Maybe if it's like the item of grenademan (need to take a lot of damage+ life regen to have the item who is activated) (:

Maybe we could add something on Super Ballade, he looks just a general buff of speed, i dont know....but if we need to keep it canon for the most....  :)

How about adding more requirements for the transformation? For example the player must pick up more than one item. And those items would spawn as the Terminator item: randomly. Sometime it can't be get because it spawned too high, but after some time it will respawn somewhere elsewhere.  :)

This make not just harder to get the item... but makes the player confused. Watching for the item, or watching for the incoming fire.  :mrgreen:
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on June 07, 2015, 11:22:26 PM
I played a bunch with weapon copy classes, and it was really fun.Requires a little more strategy, but can do higher damage than the original itself. But I felt that something is just missed.

There are no Mega Ball at all. Since Proto Man and Bass has they own special abilities, Mega Man could have the Mega Ball as selectable starting weapon. Not the best weapon ever, but fun. Justified Classes must have the Mega Ball somehow. :)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Rubyyoshi on June 08, 2015, 02:31:59 AM
Going along with copywep classes, I believe sometimes the weapon isn't given. (I noticed this particularly with Protoman) I wish I could give a list of what weapons aren't given, but I'm not feeling dedicated enough to test all the weapons.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: ScrapHeap on June 08, 2015, 04:06:44 PM
I can confirm, sometimes the weapon sound plays and you don't get the weapon, and in my case you're unable to pick it up at all. I can't remember off the top of my head every single weapon that does it, but, like ruby, I noticed it the most with protoman.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Emmanuelf06 on June 12, 2015, 07:02:12 AM
Hey guys, do you think Oilman is op, actually 2 people said that in the deathmatch server...
How is oilman in general ? TLMS, DM and others, really OP ?.... Maybe they can nerf a little the primary? :)
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Meme Man on June 12, 2015, 10:30:46 AM
Lol who said that?
He is not op at all.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on June 12, 2015, 12:30:05 PM
Oilman is just right as now. He is a slow killing class with high mobility. Strong in good hands, and hard to counter, but not OP. :O
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 25, 2015, 03:24:25 AM
I've been a lurker on these boards for a long time.
I think while MM8BDM is great, this mod gives it the charm it needs to be really fun and varied and I greatly admire the time and effort the coders are putting on it. I have a few nagging questions that I was hoping one of the devs would be kind enough to answer, some being straight up questions and others being mere suggestions.

Question 1: Will MM9 and 10 classes be added in the future? I surely hope so.

Question 2: Are there plans to improve class HUDs? I know the idea is to give them an 8bit feel and there is nothing wrong with that, but it would be nice if they were a little sharper looking, less pixelated. The sprites are fine, though.

Question 3: A lot of the times when I'm playing a script error pops along the messages. I think it was P_startscript 252. I'm using the latest version (the one at the start of the thread) along with the hotfix patch, all in the correct load order.

Question 4: I realize the campaign isn't the development focus right now (and maybe it is a problem with vanilla and not the mod?) but I have to point it out anyway.

a) None of the bots load during the MM&B section of the story if they are associated with King's team. I went into SLADE and changed them to Wily team and then they function normally (even with Cossack's).

b) None of the duels with the genesis unit work - taunts happen, energy bar fills, but the bot never spawns; the only way to proceed is use saveprogress # and skip it completely.

c) The ending doesn't happen. Killing the genesis unit and then shooting Wily in his power armor just makes him disappear and the game bascally leaves the player trapped.

I don't really play online so I can't comment on balance, but if I see anything that feels off, I'll at least throw it in here for consideration. Thank you.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Meme Man on June 25, 2015, 09:24:51 PM
Quote from: "RageBurner"
I've been a lurker on these boards for a long time.
I think while MM8BDM is great, this mod gives it the charm it needs to be really fun and varied and I greatly admire the time and effort the coders are putting on it. I have a few nagging questions that I was hoping one of the devs would be kind enough to answer, some being straight up questions and others being mere suggestions.

Question 1: Will MM9 and 10 classes be added in the future? I surely hope so.

Question 2: Are there plans to improve class HUDs? I know the idea is to give them an 8bit feel and there is nothing wrong with that, but it would be nice if they were a little sharper looking, less pixelated. The sprites are fine, though.

Question 3: A lot of the times when I'm playing a script error pops along the messages. I think it was P_startscript 252. I'm using the latest version (the one at the start of the thread) along with the hotfix patch, all in the correct load order.

Question 4: I realize the campaign isn't the development focus right now (and maybe it is a problem with vanilla and not the mod?) but I have to point it out anyway.

a) None of the bots load during the MM&B section of the story if they are associated with King's team. I went into SLADE and changed them to Wily team and then they function normally (even with Cossack's).

b) None of the duels with the genesis unit work - taunts happen, energy bar fills, but the bot never spawns; the only way to proceed is use saveprogress # and skip it completely.

c) The ending doesn't happen. Killing the genesis unit and then shooting Wily in his power armor just makes him disappear and the game bascally leaves the player trapped.

I don't really play online so I can't comment on balance, but if I see anything that feels off, I'll at least throw it in here for consideration. Thank you.

welcome to cutstuff :)
the only thing that i know is that MM9 classes will come in v5 of MM8BDM and MM10 classes will come in the future MM10 update of the game
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 25, 2015, 09:30:15 PM
Ah thank you for the warm welcome.
Yes, I recall that the core game will eventually add MM9 and 10 expansions and that
is the reason I was hoping JC will also add them, in turn.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on June 26, 2015, 12:29:11 AM
Quote from: "RageBurner"
Ah thank you for the warm welcome.
Yes, I recall that the core game will eventually add MM9 and 10 expansions and that
is the reason I was hoping JC will also add them, in turn.

I hope that too. It would be really cool if we can play as Splash Woman class. Alongside with Roll, she would be the only girl in the game. XD
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 26, 2015, 12:41:37 AM
I agree. I imagine Laser Trident would be a straight flying ripper, like Ice Slasher, perhaps with with a wider hitbox.

edit: I meant a wider vertical hitbox, mostly. Also it should probably fire more slowly but be more powerful than Ice Slasher, at least that's how I visualize it.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Fyone on June 26, 2015, 05:02:08 AM
Quote from: "RageBurner"
I've been a lurker on these boards for a long time.
I think while MM8BDM is great, this mod gives it the charm it needs to be really fun and varied and I greatly admire the time and effort the coders are putting on it. I have a few nagging questions that I was hoping one of the devs would be kind enough to answer, some being straight up questions and others being mere suggestions.

Question 1: Will MM9 and 10 classes be added in the future? I surely hope so.

Question 2: Are there plans to improve class HUDs? I know the idea is to give them an 8bit feel and there is nothing wrong with that, but it would be nice if they were a little sharper looking, less pixelated. The sprites are fine, though.

Question 3: A lot of the times when I'm playing a script error pops along the messages. I think it was P_startscript 252. I'm using the latest version (the one at the start of the thread) along with the hotfix patch, all in the correct load order.

Question 4: I realize the campaign isn't the development focus right now (and maybe it is a problem with vanilla and not the mod?) but I have to point it out anyway.

a) None of the bots load during the MM&B section of the story if they are associated with King's team. I went into SLADE and changed them to Wily team and then they function normally (even with Cossack's).

b) None of the duels with the genesis unit work - taunts happen, energy bar fills, but the bot never spawns; the only way to proceed is use saveprogress # and skip it completely.

c) The ending doesn't happen. Killing the genesis unit and then shooting Wily in his power armor just makes him disappear and the game bascally leaves the player trapped.

I don't really play online so I can't comment on balance, but if I see anything that feels off, I'll at least throw it in here for consideration. Thank you.
Question 1: As Meme Man said, we do intend to add the MM9 and 10 classes once it is released in the core.

Question 2: I don't think we will be making the HUDs less pixelated since we would like to try and stay consistent with core look; however I personally really like the pixelated look idunno.

Question 3: Yes, this bug is fixed next version; thanks for reporting nonetheless!

Question 4: I'll look into these campaign bugs, but I do not think I'll have them fixed by next release; thanks for reporting!
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 26, 2015, 05:23:04 AM
Thanks for the through and clear answers, Fyone!
I understand what you say about consistency when it comes to looks, and there is a charm to the pixels
but I wanted to hazard asking anyway, you know, haha.

When it comes to balancing weapons and classes, I assume you guys (the dev team) prioritizes multiplayer
balance over bot play, right? still, allow me to throw something here, if I may.

It's about Crystal Man, mostly. I realize bots cheat by having infinite ammo, so maybe my lack of success with him could have to do with that (incidentally, is there a way to enforce normal ammo rules for bots?), but
still I always felt his mainfire would be better if it was a smaller crystal eye instead of that small energy beam thingy.

What do you guys think?
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on June 26, 2015, 12:52:56 PM
It is not problem for me, I not like MM9 and MM10 at all just the Willy pirate ship battle, but Roll is lonely as the only female robot. XD

Actually I thinking about the same on the ammo, but I don't think it is possible. The AI script in Doom 2 isn't that good, I think the bots not able to manage the ammo and keep eye on the amount. But I never used this engine, I don't know if the AI could be programmed like this.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 26, 2015, 06:34:11 PM
Hm I think MM9 and 10 are good games on the whole, but I'm especially fond of 10 because of the robot
master designs and playable Bass (Pump Man, Strike Man and Sheep Man are still horrible though).

You're probbably right about ammo management, would be nice if possible though.

What irks me more about MM9 is that Capcom eschewed the cool designs for robot masters and went with the
lame ones instead.

In any case, having them in JC will make the mod even more perfect, so that goes beyond personal preferences, in my opinion.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on June 27, 2015, 12:43:15 AM
Ups, I misreaded the post. I saw "don't intend" instead of "do". XD

Of course it would be good to have them in JC. As you said it made the mod more perfect, even if I not use any of them. It is awesome to have everything we need to have. Mega Man was always a game about the diversity, and Justified Classes make it ever more diverse. I really want to see every single Robot Master from the games in this mod.

For me the most important thing in the patch is King's shield. I hope it can be used in the way as he used in MM&B. Currently during the raised stance the shield not protect King, though it reflect the hit. At least most of the shots goes through the raised shield. In normal holding position it works very well.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on June 27, 2015, 01:00:03 AM
Quote from: "Fyone"
Question 1: As Meme Man said, we do intend to add the MM9 and 10 classes once it is released in the core.

Here's my question. Are you guys intending on sticking around until the DOS and Challenger from the Future expansions come out? And would you make classes for them? I'd imagine those won't be out for a very long time, but I long for the chance to play as Dangan Man.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 27, 2015, 01:22:02 AM
Out of curiosity, Promestein, how playable is R&F Mirai Kara no Chousenka if you have played it?
I'm rather reluctant to try, myself, but if it is considered canon, it would be fair to give it a go.

Quote from: "Endymion"
Ups, I misreaded the post. I saw "don't intend" instead of "do". XD

Haha, good thing it was a misread, eh? it would indeed be a little unsettling to leave MM9 and 10 out, especially because I can't wait to try Magma Man, Solar Man and Blade Man (yeah I'm a sucker for fire RMs).
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Promestein on June 27, 2015, 04:08:08 AM
Quote from: "RageBurner"
Out of curiosity, Promestein, how playable is R&F Mirai Kara no Chousenka if you have played it?
I'm rather reluctant to try, myself, but if it is considered canon, it would be fair to give it a go.
It's playable. Not as bad as I thought it'd be - I like it more than 7, at the very least. It's got some big flaws, but it's still alright. If you're going to emulate it, I'd recommend using Oswan.
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: RageBurner on June 27, 2015, 07:42:46 AM
Quote from: "Promestein"
It's playable. Not as bad as I thought it'd be - I like it more than 7, at the very least. It's got some big flaws, but it's still alright. If you're going to emulate it, I'd recommend using Oswan.

Thanks for your tips. I admit a big part of me even considering playing this is because I'm a big fan of Bass, as I'm not really a fan of the RM designs in that game (although it does bridge some interesting details, if what Rockman Shadow says is to be considered canon).
Title: Re: Justified Classes v3bh + B-Patch 2
Post by: Endymion on June 27, 2015, 07:13:01 PM
As I said, I'm not interested in MM9 and MM10, but still want a complette mod. For pure epicness, the mod must have every single official Robot Master. :D

As for the other question, even it is not canon (I don't know if it is canon or not), the MM8BDM and of course the JC will reach the point when every single released canon MM thing will be in this game. When the mod reach this point, there will be still place for fan expansions. It could be a mod which need to load after the JC. This sounds right for me.
Title: Re: Justified Classes v3c
Post by: Fyone on July 01, 2015, 03:40:07 PM
Version 3c released, no need to add the file after JustifiedClasses-v3bh.pk3 anymore!

Download here (http://www.best-ever.org/download?file=justifiedclasses-v3c.pk3)

Changelog:
(click to show/hide)
Title: Re: Justified Classes v3c
Post by: RageBurner on July 01, 2015, 07:04:21 PM
Nice! thanks for the hard work, JC team.
Just to make sure I got this correctly, the patch after the main mod isn't needed in the load order anymore, is that it?
Title: Re: Justified Classes v3c
Post by: Endymion on July 01, 2015, 07:45:48 PM
Works super! Wood Man and Dynamo Man isn't the unstoppable deathbringers of war. :D

May I ask when King's shield will be fixed? As a normal shield it works great even now, but if you use the mainfire (Shield Raise) basically every single projectile damage you (but at least the blue laser will be always counterfire).
Title: Re: Justified Classes v3c
Post by: Fyone on July 01, 2015, 10:02:16 PM
Quote from: "RageBurner"
Nice! thanks for the hard work, JC team.
Just to make sure I got this correctly, the patch after the main mod isn't needed in the load order anymore, is that it?
Yeah, no need to load the patch anymore.
Quote from: "Endymion"
Works super! Wood Man and Dynamo Man isn't the unstoppable deathbringers of war. :D

May I ask when King's shield will be fixed? As a normal shield it works great even now, but if you use the mainfire (Shield Raise) basically every single projectile damage you (but at least the blue laser will be always counterfire).
I'll check King's shield and fix it accordingly next version, sorry I forgot to fix the shield this version!
Title: Re: Justified Classes v3c
Post by: Endymion on July 02, 2015, 12:06:37 AM
Quote from: "Fyone"
I'll check King's shield and fix it accordingly next version, sorry I forgot to fix the shield this version!

No problem, and thank you for your hard work. :)

I tested Oil Man for some matches. Finally I was able to achive a frag with him. I start to like the Oil Man class.
Title: Re: Justified Classes v3c
Post by: Trillster on July 02, 2015, 12:20:25 AM
Heh, Oilman is practically my worst nightmare as a Frostman, though there is one bug that actually wasn't fixed, and you probably already know about it... Though yeah, Protoman's Oil Slider is pretty broken, as Fr3ak dubbed it, the Oil Kick, it automatically deactivates making the range awful and just wasting ammo.
Title: Re: Justified Classes v3c
Post by: Carprillo on July 03, 2015, 01:08:59 AM
Time Man.
Great class, but there's something that's nagging me about him. The Time Slow.

Personally, and keep in mind that I have no idea how this would work, it should actually slow stuff down.
I was thinking tweaking the code of the core Flash Stopper weapon.

Thoughts?
Title: Re: Justified Classes v3c
Post by: RageBurner on July 03, 2015, 01:15:08 AM
Quote from: "Carprillo"
Personally, and keep in mind that I have no idea how this would work, it should actually slow stuff down.
I was thinking tweaking the code of the core Flash Stopper weapon.
Thoughts?

Been a while since I actually played PU, but if memory serves you are correct, Carprillo.
Also, given that Flash Man is basically Time Man 2.0, your idea makes sense on a code level too.

I'm no dev of course, but there's my opinion, for what it's worth.
Title: Re: Justified Classes v3c
Post by: Endymion on July 03, 2015, 12:16:38 PM
Actually Time Man and Flash Man is not the same in their original game:

Time Man slow down the time and you must fight against him like that.
Flash Man completely stop the time, and shot at your direction.

I never said this, but It would be good if Flash Man could use his mainfire during the Time Stopper. Of course then something must be nerfed. Flash Man could not move when he stop the time, but will everyone stop within range, or if enter the range when the effect still active. Outside the range, Flash Man would be easy target during the time stop.
Title: Re: Justified Classes v3c
Post by: Korby on July 03, 2015, 03:37:08 PM
for the record, you cannot slow time as easily as you can freeze it.

making timeman slow down projectiles and stuff would be ridiculously cool, but super impractical and incredibly hacky coding-wise
if there were a good way of doing it without requiring modifications to literally everything else in the game i think core would have done it for time slow
Title: Re: Justified Classes v3c
Post by: FTX6004 on July 03, 2015, 04:10:37 PM
I see that Burnerman's wave burner still don't push the mines in MMBPIR  ( And i thought it was fixed. ) also when i use it above the water the mines will just disappear.
Title: Re: Justified Classes v3c
Post by: Endymion on July 03, 2015, 07:09:39 PM
I talk about an area of effect weapon, much like the Flash Stopper. It could half the movement speed, maybe the refire rate. And while this active, Time Man could not regenerate ammo. If he shout out every of ammo, or after 5-10 sec, the ability will be deactivated.

I think if this affects only the player close enough during activation, and not the time will be slowed but the player only, it would be good enough. Maybe even balanced than an actual time slow ability.
Title: Re: Justified Classes v3c
Post by: RageBurner on July 04, 2015, 03:36:45 AM
Quote from: "Endymion"
Actually Time Man and Flash Man is not the same in their original game:

Time Man slow down the time and you must fight against him like that.
Flash Man completely stop the time, and shot at your direction.

I guess I expressed myself poorly. I meant to say Flash Man and Time Man have similar frameworks on a lore level: in Mega Man 2 Wily created robots that are arguably enhanced designs over Light's originals.

I think Flash Man is pretty broken as is, at least when playing against him as a bot, but that's likely because he can spam FS a lot as a bot
Title: Re: Justified Classes v3c
Post by: Endymion on July 04, 2015, 09:18:37 AM
Quote from: "RageBurner"
I guess I expressed myself poorly. I meant to say Flash Man and Time Man have similar frameworks on a lore level: in Mega Man 2 Wily created robots that are arguably enhanced designs over Light's originals.

I think Flash Man is pretty broken as is, at least when playing against him as a bot, but that's likely because he can spam FS a lot as a bot

Oh I see what you want to say about the character lore.

The problem with bot Flash Man is the infinite ammo. The Flash Stopper use up every single bit of ammo and can't regenerate till the effect still active. This mean you can not shot during Flash Stopper. But the bot has no ammo at all. If it stop the time, Flash Man still able to shot because the unlimited ammo. This is really overpower as an AI.

Maybe if we limit the shot itself. For example Flash Man can shot only once during the Flash Stopper, or shot out less in his burst during that time. Oh and of course it must be accurate to the NES boss: so if a stopped enemy receive a hit, the stopper effect will immediately disabled.

But this is just my opinion. For some reason I like to see some Flash Stopper + Shot combo in a balanced way.
Title: Re: Justified Classes v3c
Post by: Fyone on July 04, 2015, 04:14:16 PM
Quote from: "FTX6004"
I see that Burnerman's wave burner still don't push the mines in MMBPIR  ( And i thought it was fixed. ) also when i use it above the water the mines will just disappear.
Sorry I either forgot or never was aware of this bug, I'll fix it for next version; thanks for reporting!
Quote from: "Endymion"
The problem with bot Flash Man is the infinite ammo. The Flash Stopper use up every single bit of ammo and can't regenerate till the effect still active. This mean you can not shot during Flash Stopper. But the bot has no ammo at all. If it stop the time, Flash Man still able to shot because the unlimited ammo. This is really overpower as an AI.

Maybe if we limit the shot itself. For example Flash Man can shot only once during the Flash Stopper, or shot out less in his burst during that time. Oh and of course it must be accurate to the NES boss: so if a stopped enemy receive a hit, the stopper effect will immediately disabled.

But this is just my opinion. For some reason I like to see some Flash Stopper + Shot combo in a balanced way.
Well I can just alter/fix how the bot works, are you saying that the bot uses Time Stopper too much or are you saying that he's using mainfire while the Time Stopper is active? I'm kind of confused by the way you worded it.
Title: Re: Justified Classes v3c
Post by: Rubyyoshi on July 04, 2015, 04:53:14 PM
Something that bothers me regarding buster rod is his weapon cycling. Prior to Zandro 2.0, you could either weapnext or weapprev on either weapon to switch to the other weapon. Since Zandro 2.0 though, you can only cycle one way. From rod, you have to weapnext to get to the buster. In the past, you used to be able to either weapnext or weapprev to get to the buster.
Title: Re: Justified Classes v3c
Post by: Endymion on July 04, 2015, 06:00:35 PM
I'm ok with Flash Man as it is now. I just stated my opinion in the Flash Stopper topic. As bot he is strong, but that is no problem with him. But I think the others say that Flash Man uses his ability too much.

However it is somehow out-of-gameplay when Flash Man can fire during Flash Stopper, but the players can't do the same with the character.
Title: Re: Justified Classes v3c
Post by: Meme Man on July 04, 2015, 06:41:29 PM
YES. WOODY GOT THE NERF.
Right now i can't go test the new version cause i don't have my PC with me since i'm in vacation. But as soon as i'm back home,i am gonna try out it.
Title: Re: Justified Classes v3c
Post by: RageBurner on July 04, 2015, 08:09:07 PM
Quote from: "Fyone"
Well I can just alter/fix how the bot works, are you saying that the bot uses Time Stopper too much or are you saying that he's using mainfire while the Time Stopper is active? I'm kind of confused by the way you worded it.

So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?
Title: Re: Justified Classes v3c
Post by: RageBurner on July 04, 2015, 08:10:41 PM
Quote from: "Rubyyoshi"
In the past, you used to be able to either weapnext or weapprev to get to the buster.

I think if you double bind the weapon switching, you should be able to get the effect you want? don't quote me on it though.
Title: Re: Justified Classes v3c
Post by: Promestein on July 04, 2015, 09:46:06 PM
Quote from: "RageBurner"
I think if you double bind the weapon switching, you should be able to get the effect you want? don't quote me on it though.

Something like that. It's a thing with Zandronum. When I updated it, it was back to working like that, and I haven't bothered to fix it again.
Title: Re: Justified Classes v3c
Post by: RageBurner on July 04, 2015, 09:55:46 PM
Apparently there is a 2.1 version of Zandronum. I can't say if it would work with MM8BDM, but it might fix this?
Title: Re: Justified Classes v3c
Post by: Promestein on July 04, 2015, 10:17:34 PM
No. I was referring to updating to Zandronum 2.1. That's what caused it for me in the first place.

It's really not that big of a deal, and it's not really related to JC.
Title: Re: Justified Classes v3c
Post by: Endymion on July 04, 2015, 10:58:09 PM
Quote from: "RageBurner"
So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

Yes. The bots have no ammo, energy, or whatever it is called. They still have the base refire rate corresponding to the weapon they use, but they can shoot continuously. I think in Doom the bots can't manage ammo. So they must have infinite ammo for smooth gameplay.
Title: Re: Justified Classes v3c
Post by: RageBurner on July 04, 2015, 11:05:19 PM
Quote from: "Endymion"
Quote from: "RageBurner"
So one can only reprogram bots in how they use weapons and not the actual refire rates/energy requirements?

Yes. The bots have no ammo, energy, or whatever it is called. They still have the base refire rate corresponding to the weapon they use, but they can shoot continuously. I think in Doom the bots can't manage ammo. So they must have infinite ammo for smooth gameplay.

Hm. If that's the case, then it would be nice if some bots fired a little more slowly, like Ice Man for example.
I thought fire rates were tied to bot difficulty, but is that really the case?
Title: Re: Justified Classes v3c
Post by: Endymion on July 05, 2015, 01:10:14 AM
Quote from: "RageBurner"
Hm. If that's the case, then it would be nice if some bots fired a little more slowly, like Ice Man for example.
I thought fire rates were tied to bot difficulty, but is that really the case?

Huh I don't know this. Somehow I not really get rapid-fire bots if I add random ones. Sometimes I get Ice Man and Metal Man against me. As far as I see, they fire at full refire speed without stop till I die. But the strategic retreat always help, the bots not really can catch if you turn much.  :D
Title: Re: Justified Classes v3c
Post by: RageBurner on July 05, 2015, 01:19:20 AM
Quote from: "Endymion"
Huh I don't know this. Somehow I not really get rapid-fire bots if I add random ones. Sometimes I get Ice Man and Metal Man against me. As far as I see, they fire at full refire speed without stop till I die. But the strategic retreat always help, the bots not really can catch if you turn much.  :D

Bots with fast firing weapons are the most dangerous, no doubt (Ice Man, Metal Man, Needle Man and so on) and I agree, Endymion, proper movement, use of cover and even jumping helps a lot.
Title: Re: Justified Classes v3c
Post by: Endymion on July 05, 2015, 10:55:06 AM
Quote from: "RageBurner"
Bots with fast firing weapons are the most dangerous, no doubt (Ice Man, Metal Man, Needle Man and so on) and I agree, Endymion, proper movement, use of cover and even jumping helps a lot.

Yes. Sometimes the bots can surprise me, but mostly they attack straight forward. As for online play, I mostly encountered with Wood Mans. It was extremely hard to fight them down. They always had the Leaf Shields up and try to corner me. I never was able to frag them. However... even with the not working laser-backshoting-Kingshield King is super effective against the Wood Man players. Just stay ready, when they shot and hit your normal shield, just shot a X laser back. They not even can counter it. I think this works with Proto Man or Knight Man too.

But since there are balance changes, I not really know how much can be abused Wood Man.
Title: Re: Justified Classes v3c
Post by: RageBurner on July 05, 2015, 11:38:01 PM
Quote from: "Endymion"
But since there are balance changes, I not really know how much can be abused Wood Man.

Speaking of balance, it just occurred me that Frostman might need a little nerf. At least in his bot form he's pretty cheap with his ice punch dash (maybe because of auto aim, but I thought I'd note it here).
Title: Re: Justified Classes v3c
Post by: Endymion on July 06, 2015, 02:14:08 PM
Quote from: "RageBurner"
Speaking of balance, it just occurred me that Frostman might need a little nerf. At least in his bot form he's pretty cheap with his ice punch dash (maybe because of auto aim, but I thought I'd note it here).

When I encountered a Frost Man bot I played with Terra, a dedicated long range fighter. From long range I not feel it overpower. When I played with Frost Men, it was hard to attack fast and agile characters while there jump too much. But this opinion based on just some play.
Title: Re: Justified Classes v3c + hotfix
Post by: Fyone on July 06, 2015, 03:34:31 PM
Due to shenanigans hotfix released, add the file after JustifiedClasses-v3c.pk3!

Download here (http://www.best-ever.org/download?file=justifiedclasses-v3c-hotfix.pk3)

Changelog:
(click to show/hide)
Title: Re: Justified Classes v3c + hotfix
Post by: FTX6004 on July 06, 2015, 05:07:23 PM
Quote from: "Fyone"
-Fixed Burnerman's mainfire not being able to push Pirate mines

They still disappear when using it not on water.
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 06, 2015, 06:11:01 PM
Confirmed! Shields works as the shields need to work, even King's raised shield. :D

However now Wood Man's and Star Man's weapon do damage through shields if they shot it out. Plant Man with the same looking weapon's do no damage.
Title: Re: Justified Classes v3c + hotfix
Post by: RageBurner on July 06, 2015, 09:49:58 PM
Quote from: "Fyone"
Due to shenanigans hotfix released, add the file after JustifiedClasses-v3c.pk3!

Good work, JC team!

Quote from: "Fyone"
Changelog:
-Fixed BusterRodG's infinite illusions
-Fixed MegaWaterS's altfire ability to push allies
-Fixed Burnerman's mainfire not being able to push Pirate mines
-Fixed Shields
-Fixed Protoman's OilSlider
-Buffed Springman's altfire speed again and buffed the damage slightly

I get why those were changed, makes sense.

Quote from: "Fyone"
-Nerfed Burstman's DangerWraps that fall off him when being hit by a strong attack

This one I don't really get. From what I understand only chargeable weapons can cause this, and it's not like Burstman doesn't pay for the bomb drops by taking damage anyway. I think it's an integral part of his mechanics, and there are other RMs that drop bombs that are much stronger without paying HP for them (like Mars and Grenade Man) ... just my two cents.
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 06, 2015, 11:45:16 PM
Also there are still one problem with King's shield. The projectiles which not destroy on contact will damage him in the raised stance. Terra's Spark Chaser, Gyro Man's attack, or Guts Man's rock for example isn't disappear when connect on the King Shield. King will shot a laser back but will receive the whole damage. These will not occur on normal shields only with the raised stance.

===EDIT===

Sorry about Terra, the Spark Chaser can be refleced normally. Also so strange, the shield work on Gyro Man too if you just stand. If you move to any direction, it will hit you while you shot back the laser. I think everything is fine. The hard-to-aim weapons are hard-to-reflect with King. For some reason it looks fine. XD

But Wood Man's shot still goes through shields, and that is the only one as far as I tried. All of the characters with shields receive damage from Wood Man's projectile.
Title: Re: Justified Classes v3c + Hotfix
Post by: Shmeckie on July 07, 2015, 09:33:59 AM
Y'all were talking about bots earlier, and for those who don't know I should remind you that the bots are programmed to imitate their behaviors from the boss fight in their original game. So when you fight the Flash Man bot, he's imitating the AI pattern of Flash Man in Mega Man 2.
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 07, 2015, 12:19:10 PM
That make sense. Now as you say the Uranus bot easily can be tricked the same way as in the GB game. XD
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on July 07, 2015, 07:02:48 PM
Quote from: "Shmeckie"
Y'all were talking about bots earlier, and for those who don't know I should remind you that the bots are programmed to imitate their behaviors from the boss fight in their original game. So when you fight the Flash Man bot, he's imitating the AI pattern of Flash Man in Mega Man 2.

Yes, that is understandable, and at least on my part, is not what I'm questioning.
The issue isn't with the patterns themselves but the fact that bots don't need to manage ammo. I realize
this may be a limitation with Zandronum/Doom but still.

Also, something about Freeze Man. When shooting freeze cracker repeatedly, the energy halo that forms around his hand obstructs the player view, making it difficult to land subsequent shots correctly. Can I suggest making the halo a little smaller?

addendum: The halo seems to take the player's Y coordinate into account. The higher you look, the less it will obstruct your view. Low shots are important for Freeze Man though, because of Freeze Cracker's nature.
Title: Re: Justified Classes v3c + hotfix
Post by: Fyone on July 08, 2015, 04:06:38 PM
Quote from: "FTX6004"
Quote from: "Fyone"
-Fixed Burnerman's mainfire not being able to push Pirate mines

They still disappear when using it not on water.
My apologies, I completely missed this in your last post; it most likely happens since Burnerman's mainfire reflects projectiles so it shouldn't be too hard to fix.
Quote from: "RageBurner"
Quote from: "Fyone"
-Nerfed Burstman's DangerWraps that fall off him when being hit by a strong attack

This one I don't really get. From what I understand only chargeable weapons can cause this, and it's not like Burstman doesn't pay for the bomb drops by taking damage anyway. I think it's an integral part of his mechanics, and there are other RMs that drop bombs that are much stronger without paying HP for them (like Mars and Grenade Man) ... just my two cents.
It was really only nerfed since it would OHKO at point blank.
Quote from: "RageBurner"
Also, something about Freeze Man. When shooting freeze cracker repeatedly, the energy halo that forms around his hand obstructs the player view, making it difficult to land subsequent shots correctly. Can I suggest making the halo a little smaller?

addendum: The halo seems to take the player's Y coordinate into account. The higher you look, the less it will obstruct your view. Low shots are important for Freeze Man though, because of Freeze Cracker's nature.
Alright I can do this for uncharged shots, thanks for the suggestion!
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 08, 2015, 06:16:50 PM
I tested almost all of the characters. Only Wood Man and Star Man main fire can penetrate the shields, they do damage no matter the situation.
Title: Re: Justified Classes v3c + hotfix
Post by: RageBurner on July 08, 2015, 07:03:18 PM
Quote from: "Fyone"
It was really only nerfed since it would OHKO at point blank.

Oh, in this case it is understandable. I tend to keep myself rather distant
when playing as Burst Man so I never had it happen to me before.
(insta-kills with bomb drops, I mean).

Quote from: "Fyone"
Alright I can do this for uncharged shots, thanks for the suggestion!


Thanks!
Title: Re: Justified Classes v3c + Hotfix
Post by: XIII on July 10, 2015, 02:05:00 PM
Nice, another update!

Although, is it just me, or has Dodge Ma- I mean Turbo Man been nerfed a bit, kinda?

Also pls nerf fatso
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on July 17, 2015, 02:50:48 AM
I too have a question about Turbo Man, specifically his mainfire, Scorch Wheel.
I have a hard time hitting with that, but it seems that when I move, the wheel sort of turns around its own
axis, and it becomes to easier to hit, then. Is it just the way Zandronum handles perspective or does the wheel really turn as Turbo Man moves?
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 17, 2015, 12:36:40 PM
Quote from: "RageBurner"
I too have a question about Turbo Man, specifically his mainfire, Scorch Wheel.
I have a hard time hitting with that, but it seems that when I move, the wheel sort of turns around its own
axis, and it becomes to easier to hit, then. Is it just the way Zandronum handles perspective or does the wheel really turn as Turbo Man moves?

It is just the perspective. The view limited to only 8 point. This mean, you will see the Scorch Wheel from its side even you are not at the side of the projectile. Try to shot straight upward: some projectile will have not visible sprite from that angle. XD
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on July 17, 2015, 04:44:15 PM
Quote from: "Endymion"
It is just the perspective. The view limited to only 8 point. This mean, you will see the Scorch Wheel from its side even you are not at the side of the projectile. Try to shot straight upward: some projectile will have not visible sprite from that angle. XD

Hm, thanks for confirming my suspicions, Endymion. I guess I score more frags if I move after the wheel launches because bots tend to move around to follow me and reposition themselves.
I noticed lacking sprites as well, at sharp angles, even for relatively small projectiles like the Centaur Buster shot.
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 17, 2015, 06:37:57 PM
I like these things. It gives more retro feels to the game.
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on July 20, 2015, 10:09:53 AM
I hope that slight Freeze Man tweak comes around soon, although I imagine the team is saving the next release when core reaches V5? hopefully MM9 RMs will be added then ^.^
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 20, 2015, 01:24:11 PM
It will be added, this is sure, just read the older posts.

My greatest hope it that the shields will be completely fixed. Currently it works great, only some of the main fire shields damage through it. As far as I know Star Man and Wood Man. :)
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on July 20, 2015, 06:14:45 PM
I guess maybe Star Crash hits behind the shield, I mean the hitbox goes around it?
How about other shields like Plant Barrier? I know Skull Barrier is probably no issue because the sheild doesn't move.
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on July 20, 2015, 06:22:30 PM
The Plant Barrier does no damage through shields, and I never tested the Skull Barrier. It is really hard to get close with shields, while Skull Man uses that ability.
Title: Re: Justified Classes v3c + Hotfix
Post by: Trillster on July 24, 2015, 05:30:03 AM
I suppose this isn't really a bug report since I'm more giving a fix to the situation though I noticed you guys use the core Bass translations for the MM&B weapons. One problem though, they don't look that great. Solution, I fixed them! I'll put the translations and images of em in this message here. You'll also have to update the HUDs to go with these new translations in the chance you guys do use these.

Translations:
(click to show/hide)

Images:
(click to show/hide)
Title: Re: Justified Classes v3c + Hotfix
Post by: Korby on July 24, 2015, 12:26:13 PM
So a few things.

The Bass colors used in this mod are the ones I made and put in core.
Admittedly, they're not 100% accurate as they used varying shades of the weapons colors, and I'll fix that soon.

Your image post is broken, as you didn't like to the direct links of the images but instead the albums in which they're contained.

Bass's crystal also changes color in Megaman and Bass, giving him [what WOULD be, but isn't because it would look ugly on every skin ever] a "cyan" color for each weapon instead of just gray.

For the record,
(http://i.imgur.com/05jirG9.png)
[top row = megaman's colors]
This is an image I made during development of all the possible permutations for the weapon colors with the colors straight from Bass's sprites.
[the top three is the first shade on the crystal and the three shades on his fins and the bottom three is the second shade on his crystal and the three shades on his fins]
Using Bass's sprites' colors wasn't exactly the best idea because a lot of the colors didn't exist on 8BDM's palette, especially for Ice Wall, as in game that has a dark black instead of a nice dark blue.
While I'll likely be changing them all to use the first or second row to be more accurate later, the ones used currently are:
Ice Wall 3, Wave Burner 3, Remote Mine 2, Spread Drill 5, Tengu Blade 3, Magic Card 2, Lightning Bolt 1, Copy Vision 1
Title: Re: Justified Classes v3c + Hotfix
Post by: Beed28 on August 22, 2015, 01:01:14 AM
Hi all. Huge apologies for the bump. I would like to report a bug.

When playing with bots, the bot fixer thing doesn't seem to work when both this mod and the hotfix are loaded; they get stuck around cliff edges like in pre v3a of MM8BDM. I tested this in Guts Man's map; in vanilla, a bot stuck in the cliff area reacted to my presence when I got near and would start attacking me. But in this, he was just stuck there, he wouldn't react until I shoot him first. Can you pretty please look into this?
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on August 22, 2015, 03:13:18 PM
Quote from: "Beed28"
Hi all. Huge apologies for the bump. I would like to report a bug.

When playing with bots, the bot fixer thing doesn't seem to work when both this mod and the hotfix are loaded; they get stuck around cliff edges like in pre v3a of MM8BDM. I tested this in Guts Man's map; in vanilla, a bot stuck in the cliff area reacted to my presence when I got near and would start attacking me. But in this, he was just stuck there, he wouldn't react until I shoot him first. Can you pretty please look into this?
Yes, thanks for reporting this I will fix it for the next version!
Title: Re: Justified Classes v3c + Hotfix
Post by: XIII on October 05, 2015, 03:05:28 PM
Still loving this mod as ever! Gotta point out a few bugs I noticed though, which may or may not have been pointed out before in this thread.

Why is Wood Man weak to Air Man? This and other weakness discrepancies I have found with the MM2 set, haven't tried out the others. Some homing wep obits need fixing as well, I noticed. And why am I unable to use the Time Stopper copywep at all?
Title: Re: Justified Classes v3c + Hotfix
Post by: Superjustinbros on October 05, 2015, 08:42:24 PM
Woodman being weak to Air Shooter was a thing back in MM2, it's just with the common weakness order the majority of players take in a casual run, no one really sees it in action.
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on October 05, 2015, 08:47:54 PM
Quote from: "XIII"
Some homing wep obits need fixing as well, I noticed. And why am I unable to use the Time Stopper copywep at all?
Yeah we noticed we missed some of the homing weapon obituaries but I think fixed them all now  :p . I must have missed that TimeStopper bug but I'll make sure it works for next version. Thanks for reporting these bugs!
Title: Re: Justified Classes v3c + Hotfix
Post by: Carprillo on November 03, 2015, 11:41:25 PM
Got back into this thing and I noticed some tiny issues.

Namely, bots that can use jumping attacks (and therefore, I would assume, have some form of the jump/targeting code) can't actually jump or climb things.

I know that bots NORMALLY can't do this, but you would think that bots/classes CODED TO JUMP would be able to.
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on November 04, 2015, 02:30:20 AM
The way we coded it was they use alternative code to jump randomly (ThrustThing for example) so they don't actually 'jump' if that makes any sense; so we wouldn't be able to fix bots not being able to jump or climb things.
Title: Re: Justified Classes v3c + Hotfix
Post by: Carprillo on November 22, 2015, 11:51:11 PM
Ah, darn.
It doesn't really ruin anything.
Title: Re: Justified Classes v3c + Hotfix
Post by: Zdagger67 on January 21, 2016, 11:16:59 AM
I have question why bassbusterbot does not have +CHEATNOTWEAPON
Title: Re: Justified Classes v3c + Hotfix
Post by: Emmanuelf06 on January 23, 2016, 05:43:34 AM
What do you mean exactly ?
Bass must kill a guy who is a robotmaster to get a weapon, it's how it works there.  :)

EDIT: Ah yes, even if he beats you, he keep the same weapon (bass buster). You want He get the new weapon and he kill a robotmaster?
Title: Re: Justified Classes v3c + Hotfix
Post by: Zdagger67 on January 25, 2016, 01:55:02 AM
not that Emmanuelf06
which means code bassbusterbot
Title: Re: Justified Classes v3c + Hotfix
Post by: cybersavior on January 25, 2016, 02:36:06 AM
Why is it that when I use some of my custom classes as bots while using this mod, my custom bots will not attack?

Is that because of something in the encrypted SPECIAL BEHAVOR ACS file? If so, is there a way around it?
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on January 25, 2016, 03:11:22 AM
When you say your custom bots do not attack do you mean that they do not attack as in don't fire or they don't have your custom class weapons equipped to begin with?
Title: Re: Justified Classes v3c + Hotfix
Post by: cybersavior on January 25, 2016, 04:07:22 AM
Custom classes built around the framework of Justified classes work perfectly fine to play as, even with their custom weapons.

but when I add them as a bot they will not fire, regardless of what starting weapon I have tried giving to them, whether its their own, or a stock justified classes weapon.
Title: Re: Justified Classes v3c + Hotfix
Post by: Zdagger67 on January 25, 2016, 04:12:27 AM
Oh, I see
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on January 25, 2016, 05:20:04 PM
Quote from: "cybersavior"
Custom classes built around the framework of Justified classes work perfectly fine to play as, even with their custom weapons.

but when I add them as a bot they will not fire, regardless of what starting weapon I have tried giving to them, whether its their own, or a stock justified classes weapon.

In SpecialBehaviour.acs there is a script that checks for a bot and clears their inventory and then gives them their bot designed weapon (that imitates their boss pattern from their original game). So I assume your bots do not have any weapon equipped as a result. You should be able to bypass this by overwriting script 520 or creating a new script that gives your custom bots weapons manually; you can use PlayerClass(PlayerNumber()) to find the bot after checking if PlayerIsBot. Your bots should have PlayerNumber()'s 97 and higher.
Title: Re: Justified Classes v3c + Hotfix
Post by: cybersavior on January 27, 2016, 05:33:17 PM
Excellent, so there is a way to bypass it, I will do that.

Thanks by the way.
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on January 28, 2016, 02:39:49 AM
I was playing Bot Rush mode as of late and I noticed that it seems damage inflicted on bots is noticeably higher than when going through the normal campaign.

Is it something related to the core MM8BDM's design to improve survivability or are bots actually buffed from baseline during campaign mode?

Maybe it's none of those things and during normal gameplay things are way to hectic to enable tracking damage accurately.  On the subject of tracking damage, is there some sort of config flag that enables telling how damaged a bot is at a glance? maybe this was already asked (could even be repeating my own questions), so if that's the case I apologize, and I appreciate any input/insight given.

Edit: I realize a lot of these questions don't fit strictly within the confines of JC, but I posted here anyway because I only really play MM8BDM with the mod enabled.
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on January 28, 2016, 04:03:25 PM
In Bot Rush, bots are very weak when you first start off and get stronger as you survive longer in the mode; in campaign mode the bots are normal without any health modifiers or damage modifiers. As for seeing a bot's health from a glance; there is no flag for this but Stardust made an add-on that does this called DamageDisplay: http://www.cutstuff.net/forum/viewtopic.php?f=31&t=6160#p267378.
Title: Re: Justified Classes v3c + Hotfix
Post by: RageBurner on January 28, 2016, 06:25:29 PM
Thank you, Fyone!

Edit: According to the thread, it is compatible with JC, but whenever I add the damage display to the load order, in any position, it seems to disable JC.

Edit 2: Nevermind, works now. I just redid my load order from scratch and it seems to work fine now. Weird.
I use ZDL by the way.
Title: Re: Justified Classes v3c + Hotfix
Post by: Zdagger67 on January 31, 2016, 02:27:01 AM
what this PMIRoractivate
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on April 04, 2016, 08:49:28 PM
Is there any update or progress report? :D

I not really was active nowdays but after my return I'm more than interested in the situation of my favorite mod.
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on April 05, 2016, 12:49:08 PM
The next update will tentatively be by at least the end of this month or earlier, I can't make any promises though since I'm pretty busy at the moment with University and other things.
Title: Re: Justified Classes v3c + Hotfix
Post by: Endymion on April 05, 2016, 01:04:19 PM
I don't want promises, I was just curious if this project is still live on. I'm glad to hear you're working on this hard.
Title: Re: Justified Classes v3c + Hotfix
Post by: FateSabre on May 25, 2016, 04:07:21 AM
Is there an update for slashman yet?
Title: Re: Justified Classes v3c + Hotfix
Post by: Fyone on May 25, 2016, 06:14:16 PM
We apologize for the wait, many classes are being updated for next release! Hopeful release date is later this week!
Title: Re: Justified Classes v3d
Post by: Clayton on May 26, 2016, 10:17:34 PM
Wait's over

http://www.best-ever.org/download?file=justifiedclasses-v3d.pk3

Changelog:
(click to show/hide)

Credit to Z-dagger for dustman and drillman jump sprites.
Title: Re: Justified Classes v3d
Post by: Lebowski on May 27, 2016, 12:09:46 AM
Used Swordman's Item and Alt at the same time, and the sword disappeared, the ammo bar looks empty though it's not, you can't control the camera much, and you walk funny. It seems you can alt again to fix it.
Drunken swordplay anyone?
Title: Re: Justified Classes v3d
Post by: Zdagger67 on May 27, 2016, 01:47:20 AM
Quote from: "Clayton"
Wait's over

http://www.best-ever.org/download?file=justifiedclasses-v3d.pk3

Changelog:
(click to show/hide)

Credit to Z-dagger for dustman and drillman jump sprites.

Thanks  :)
Title: Re: Justified Classes v3d
Post by: Fyone on May 27, 2016, 02:54:48 AM
New patch to fix the bugs: http://www.best-ever.org/download?file=justifiedclasses-v3d-patch.pk3

Remember to add JustifiedClasses-v3d.pk3 first and then the patch.
Title: Re: Justified Classes v3d + Patch
Post by: ice on May 27, 2016, 06:03:02 PM
Any thoughts on nerfing bombman's instakill bomb that's blast reaches half of every stage yet
Title: Re:Cutman Bug
Post by: Zdagger67 on May 28, 2016, 03:42:48 AM
I tried to play with the bot cutman, but one shot, why HUD cutman missing.
Why

(http://orig02.deviantart.net/3bfc/f/2016/148/2/0/screenshot_doom_20160528_101741_by_zdagger67-da45mtz.png)
Title: Re: Justified Classes v3d + Patch
Post by: Fyone on May 29, 2016, 04:42:06 PM
Quote from: "ice"
Any thoughts on nerfing bombman's instakill bomb that's blast reaches half of every stage yet
We will most likely be nerfing the damage where it does a max of 100 instead 120. Thanks for the suggestion!
Quote from: "Zdagger67"
I tried to play with the bot cutman, but one shot, why HUD cutman missing.
Why

(http://orig02.deviantart.net/3bfc/f/2016/148/2/0/screenshot_doom_20160528_101741_by_zdagger67-da45mtz.png)
It's because Cutman (and all bots) use custom bot weapons for their bots so we didn't really pay attention to making sure their HUD was properly showing or anything.
Title: Re: Justified Classes v3d + Patch
Post by: Shmeckie on May 30, 2016, 08:49:44 PM
Folks who've been playing the mod (and let me say how happy we are you've been enjoying it) have likely noticed the crashes that have been going on. We're working to decipher the cause and fix the problem, but there's been some difficulty due to it not being something that can immediately or easily be replicated. We have an idea of what's causing it, but narrowing it down is proving tricky. if anyone has any information, or thinks they have an idea as to what's causing it, let us know here, or if you see us in a server. In the meantime we thank you for your patience, and will work to relaunch crashed servers as soon as possible. When the cause is identified and fixed, we will release a new, fixed version ASAP.
Title: Re: Justified Classes v3dh
Post by: Clayton on May 31, 2016, 04:41:00 PM
http://www.best-ever.org/download?file= ... s-v3dh.pk3 (http://www.best-ever.org/download?file=justifiedclasses-v3dh.pk3)

See first post for changelog with new changes italicized. Various bug fixes and small balance change made.
Title: Re: Justified Classes v3dh
Post by: XIII on June 02, 2016, 05:05:09 AM
Man, a new update! Loving the improved Turbo Man. And all the other changes, of course. While I'm more of a fan of the smooth health refilling featured in JD classes, I understand why you guys chose the slower refill rate.

But I have a couple questions, and i'm not sure if they've been answered or addressed already.

First, the ACS error that appeared in v3c, when playing Bot Rush. Whenever a bot spawns, the console says that 'tempinvince' isn't defined, and it's happening on v3dh as well.
Also, whenever a bot spawns after being killed in local multiplayer, they lose their weakness factor. Appears to be a script error as well, though I could be wrong, and haven't configured the dmflags correctly? I never mess with dmflags when playing MM8BDM though.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 02, 2016, 06:35:01 PM
Glad to hear you like the changes! Also when you said JD classes I assume you mean YD classes? If you don't like the new health feature you can always turn it off by typing sv_disallowclassichp 1 in the console or on your server.

As for Bot Rush, I haven't really payed much attention recently from like a year ago so if there are any bugs that's probably why. I will most likely address Bot Rush, CTF, and Terminator for the next version however if you find any bugs don't hesitate to letting us know! I'll look into the 'tempinvinc' thing you mentioned and also the losing weakness thing for bots in local multiplayer and try to fix it for next version.

Thank you for your suggestions!
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 03, 2016, 08:46:22 AM
Ah it's great to know this great mod is still ongoing. Thank you for your great work, and please keep it up.
Did Freeze Man have any changes?

Edit: just so I get this right, the mod file posted on the link above works standalone right? or is it a patch to a previous version?
Title: Re: Justified Classes v3dh
Post by: Fyone on June 03, 2016, 04:11:09 PM
Thank you for your interest! Freezeman hasn't had any changes; you can find the full changelog on the first post.

And yeah JustifiedClasses-v3dh works as a standalone file so need to add it over a previous version.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 03, 2016, 07:28:41 PM
So standalone it is. Thank you for the feedback, Fyone.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 03, 2016, 09:32:02 PM
This may be a zandronum question rather than a mod question, but is it possible to force a respawn timer on bots? reason being they consistently steal kills and such, thanks to having no ammo limit.
Title: Re: Justified Classes v3dh
Post by: Endymion on June 04, 2016, 12:40:51 PM
I haven't seen this forum a while, even a new version, cool!

Whenever I have some times I will test this. I'm especial curious how the things work with the shields, and how King's reflective shield acts with the modified characters. I look forward to this. :)
Title: Re: Justified Classes v3dh
Post by: Fyone on June 04, 2016, 02:59:20 PM
Quote from: "RageBurner"
This may be a zandronum question rather than a mod question, but is it possible to force a respawn timer on bots? reason being they consistently steal kills and such, thanks to having no ammo limit.
I don't think it is possible to force a respawn timer on bots, sorry.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 04, 2016, 08:15:15 PM
I see.
Hm... Astro Man and Aqua Man are very serious offenders in this regard (that is, their kill steal potential is incredibly high).

I'd also like to share some impressions of the current state of the mod, as far as I've played.

- In general, I quite like the changes that have been implemented. Finally Wave Man is usable thanks to the water wave stun, so I approve of this.

- Gemini Man is more effective overall and I like this. The gemini clone is, however, often obtrusive to aiming. Would it be possible to make it more transparent?


I will update this post further as I play more, once again, thanks for your hard work, JC team.
Title: Re: Justified Classes v3dh
Post by: Endymion on June 05, 2016, 01:14:31 PM
It is me, or the bots seems like stronger in this version? XD

Actually after some tests (especial with the characters stated in the changelog) it looks like fine for me. Works, balanced, and the slower healt recharge makes it even more boss-like. Still the only thing I could mention is Duo. It is somewhat frustrating you must rapidly press the mouse button to shot. It would be more fun is one mouse button charge, the other shot rapidly and the item is the rolling.

As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.
Title: Re: Justified Classes v3dh
Post by: Promestein on June 05, 2016, 03:19:28 PM
Oh speaking of Duo, I had an important question.

When is his fist getting moved over to his left hand?
Title: Re: Justified Classes v3dh
Post by: Fyone on June 05, 2016, 06:21:39 PM
Quote from: "Endymion"
It is me, or the bots seems like stronger in this version? XD

Actually after some tests (especial with the characters stated in the changelog) it looks like fine for me. Works, balanced, and the slower healt recharge makes it even more boss-like. Still the only thing I could mention is Duo. It is somewhat frustrating you must rapidly press the mouse button to shot. It would be more fun is one mouse button charge, the other shot rapidly and the item is the rolling.

As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.
I don't think we touched any of the bots so they should be the same strength as before. Thanks for your suggestion for Duo I feel this would improve his gameplay a lot we will add it in next version.
Quote from: "Promestein"
Oh speaking of Duo, I had an important question.

When is his fist getting moved over to his left hand?
I don't think we have any intention to move any HUDs to the left hand; it IMO would make it harder to aim his shots since the norm for HUDs is always right handed.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 05, 2016, 08:02:35 PM
Quote from: "Endymion"
As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.

I know what you mean, Endymion, I guess I wasn't clear enough ^.^'
What I'm trying to say is the clone should be more transparent only to the player using Gemini Man so that shooting becomes easier, not to the enemies, since mind games are a big part of his gameplay.
Title: Re: Justified Classes v3dh
Post by: Endymion on June 05, 2016, 11:21:33 PM
Quote from: "RageBurner"
I know what you mean, Endymion, I guess I wasn't clear enough ^.^'
What I'm trying to say is the clone should be more transparent only to the player using Gemini Man so that shooting becomes easier, not to the enemies, since mind games are a big part of his gameplay.

Oh I see, that's right. Sorry for the misunderstanding.  :D

Quote from: "Fyone"
I don't think we touched any of the bots so they should be the same strength as before. Thanks for your suggestion for Duo I feel this would improve his gameplay a lot we will add it in next version.

Good to hear that. Actually Duo's hand is at the right place if you use the chasecam, it only mirrored in first person view.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 05, 2016, 11:58:26 PM
Quote from: "RageBurner"
Quote from: "Endymion"
As a "sometimes" Gemini Man player I love when my opponent doesn't know which is the original. But I accept the fact it can be frustrating for other players.

I know what you mean, Endymion, I guess I wasn't clear enough ^.^'
What I'm trying to say is the clone should be more transparent only to the player using Gemini Man so that shooting becomes easier, not to the enemies, since mind games are a big part of his gameplay.

Sorry I actually missed your message on this RageBurner, but I don't think it is possible to make it only transparent to the one using Geminman (at least as far as I know). Thanks for the suggestion nonetheless!
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 06, 2016, 12:58:14 AM
Quote from: "Fyone"
Sorry I actually missed your message on this RageBurner, but I don't think it is possible to make it only transparent to the one using Geminman (at least as far as I know). Thanks for the suggestion nonetheless!

Thanks for the feedback, Fyone!
I guess I'll just have to get used to the dual imaging, haha.
It's worth it though, because Gemini is a lot deadlier this time around.

I have a question about Freeze Man:
Would it be possible to lessen the charge time of his Freeze Cracker a little bit? I know balance is a big thing with the mod and I'm not trying to complain, so it's really just an honest question. Maybe I don't know how to use him correctly, but it seems being able to freeze than pelt away with him is important to stay alive.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 06, 2016, 02:20:43 AM
We plan to improve the charged Freeze Cracker entirely where shooting the ceiling will be more rewarding since right now it's pretty underwhelming.

I can see what you mean though, so we may lower the charge time slightly as well. Thanks for the suggestion!
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 06, 2016, 02:51:16 AM
Quote from: "Fyone"
We plan to improve the charged Freeze Cracker entirely where shooting the ceiling will be more rewarding since right now it's pretty underwhelming.


That's good to know, thank you.

Quote from: "Fyone"
I can see what you mean though, so we may lower the charge time slightly as well. Thanks for the suggestion!

I'm glad you agree. I use mostly fire RMs, Freeze Man being the sole exception, so seeing a slight buff in his abilities certainly makes me happy.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 08, 2016, 09:54:33 PM
One thing I noticed in this version that seems a little odd is that the Cut Man bot is strangely passive; he doesn't attack me at all for some reason, in the maps he spawns in. Happens in both SP and MP with bots added.

There might be an issue with his AI that is worth looking into.

Edit: speaking of issues, I noticed the ACS error ("I don't know what tempinvince is") doesn't happen when the Boss Rush map is loaded from a MP server. I don't know the worth of that piece of info but still.
Title: Re: Justified Classes v3dh
Post by: Zdagger67 on June 09, 2016, 05:10:30 AM
Quote from: "RageBurner"
One thing I noticed in this version that seems a little odd is that the Cut Man bot is strangely passive; he doesn't attack me at all for some reason, in the maps he spawns in. Happens in both SP and MP with bots added.

There might be an issue with his AI that is worth looking into.

Edit: speaking of issues, I noticed the ACS error ("I don't know what tempinvince is") doesn't happen when the Boss Rush map is loaded from a MP server. I don't know the worth of that piece of info but still.

try to use this
http://www.mediafire.com/download/ni4edid8rqj247e/CutmanBotfix.wad

maybe I should find this issue

(click to show/hide)
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 09, 2016, 06:57:54 AM
Quote from: "Zdagger67"
try to use this
http://www.mediafire.com/download/ni4edid8rqj247e/CutmanBotfix.wad
maybe I should find this issue
That fixed it, thank you!
Cut Man now attacks normally when I spot him.

Edit: I don't mean to be a bother, but Guts Man also seems erratic and hesitant to attack. Unlike Cut Man was before, he does attack now and them, but rather rarely still. I'm not sure if that's intended or not.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 09, 2016, 03:42:39 PM
Ah thanks for finding these RageBurner, I simply forgot to update some of the bots when I updated the classes.

Let me know if you find any other bots I may have missed. I'll fix Gutsman and Cutman for next release!
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 09, 2016, 07:11:32 PM
I'm glad to be a bit of help to this awesome mod; MM8BDM is not fun without it, to be honest.
I'll test every existing bot and report any problems I find.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 09, 2016, 10:06:14 PM
Okay this post is long, so I'll be using spoilers to avoid excessive stretching.

*Games and bots not listed have no issues that I could identify.

*All tests were made with the following settings:

- offline skirmish

- console summoned bots

- MM2's Wily Castle Exterior


MM1
(click to show/hide)
MM5
(click to show/hide)

MM7
(click to show/hide)

MM8
(click to show/hide)

MM&B
(click to show/hide)

Genesis Unit
(click to show/hide)
Stardroids
(click to show/hide)

Others
(click to show/hide)

Also, a personal note on Ballade: I feel his cracker bombs use way too much ammo, considering it is not the copywep version. Maybe the consumption could stand to be lowered somewhat.
Title: Re: Justified Classes v3dh
Post by: Endymion on June 10, 2016, 01:16:26 AM
I don't know if this is a bug with Saturn or it should work like this, but Terra's shot pass through the black hole. Maybe this affect all the shields against the Spark Chaser.

###EDIT###

I tested it and the Spark Chaser really pass through any shield. The only exception is King's raised shield which makes the Spark Chaser disappear and shot back the blue beam. As a Terra player I must say the Spark Chaser is strong enough, it should not bypass the shields.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 10, 2016, 02:07:49 AM
I don't really use Terra, but as a Saturn user, I agree with you, Endymion.
Given that Saturn's secondary is a projectile absorber rather than a blocker or a deflector, Terra's attack, or any attack that is a projectile, for that matter, should not go through (and it should be absorbed instead).
Title: Re: Justified Classes v3dh
Post by: Endymion on June 10, 2016, 12:16:07 PM
Exactly. And this is for every other shields too, since the shields are "balance for the less option" in most of the case. Only Jupiter's shot may pass Saturn's black hole like as in the game.

Actually Terra's Spark Chaser is the only weapon that can be effectively used against shields. If you fire it anywhere the projectile will change its direction after it pass next to the shielded player, and can attack from behind. This is a right thing and very strategical. However it should not bypass the shield when it attacks from forward.
Title: Re: Justified Classes v3dh
Post by: Rubyyoshi on June 10, 2016, 09:25:37 PM
So it has come to my attention that Searchman can go completely invisible, regardless whether he is in his bushes or not.
And here people though infinite BRG clones was bad...
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 14, 2016, 08:25:46 AM
I'm going off on a tangent here, but I'm making a set of gauges for use with JC. I wonder if those involved in the project know SBARINFO code and could give me a few tips? if I'm allowed, I'll show how my work is looking, here.
Title: Re: Justified Classes v3dh
Post by: Endymion on June 15, 2016, 12:15:51 PM
Sounds promising if you ask me.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 16, 2016, 01:21:10 AM
Quote from: "RageBurner"
I'm going off on a tangent here, but I'm making a set of gauges for use with JC. I wonder if those involved in the project know SBARINFO code and could give me a few tips? if I'm allowed, I'll show how my work is looking, here.
It's hard to give generic tips but most of it should be self-explanatory if you just edit it off the Justified Classes SBARINFO. It's fine if you show your work here I think, or you could show it to me by PM if you just want my help.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 16, 2016, 02:30:10 AM
Yes, it's basically what I have been doing, except I'm editing it off Lego's Minimalistic HUD. After a lot of trial and error, I have the gauges almost exactly as I want them, save for a few details.

(click to show/hide)

One of the problems I'm having is adding assists correctly for copywep classes (Bass, Proto and Mega Man); despite pasting the code from core, the things don't display as they should.

I'd also like to make the weapon 1 bar switch to a retracted graphic (which I already made) when the busters are in use for these classes and I'm not sure how. If I can't get that done though, it won't stop me from releasing the bar. I'd like to sort out the first issue though.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 17, 2016, 01:35:37 AM
It's hard for me to point out the issue without seeing the code you have to display the assists for the copywep classes. Can you post the code here or PM me what you have?

That way I can point out where you went wrong and help you from there.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 17, 2016, 06:22:06 AM
Quote from: "Fyone"
It's hard for me to point out the issue without seeing the code you have to display the assists for the copywep classes. Can you post the code here or PM me what you have?

That way I can point out where you went wrong and help you from there.

Thank you for being willing to help Fyone I ended up figuring out what I was doing wrong (I was closing the code sub block too soon with the curly brackets).

If needed be, I will PM you with questions as to not clutter the thread.
Thanks again. I hope people like the bar set when it is finished.

Edit: File pulled for the time being due to technical issues, sorry. There are things I need to correct.

I'm now rewriting the internal logic of the HUD to allow greater flexibility on a case by case basis and
reduce screen clutter further. I've also migrated from wad to pk3 for easier file handling, but the process will take
some more time, I wager.
Title: Re: Justified Classes v3dh
Post by: GunstarSign on June 24, 2016, 03:53:35 AM
I can't seem to get the file through best-ever.
Can someone upload a download link from some other place? Like mediafire or mega.co?
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 24, 2016, 07:13:50 PM
Quote from: "GunstarSign"
I can't seem to get the file through best-ever.
Can someone upload a download link from some other place? Like mediafire or mega.co?

Here you go, let me know if it helps.

https://www.dropbox.com/s/manvt5ff24rkg ... H.zip?dl=0 (https://www.dropbox.com/s/manvt5ff24rkge6/Justified%20Classes%20Mod%20Main%20v3DH.zip?dl=0)
Title: Re: Justified Classes v3dh
Post by: GunstarSign on June 26, 2016, 07:35:52 AM
Quote from: "RageBurner"
Quote from: "GunstarSign"
I can't seem to get the file through best-ever.
Can someone upload a download link from some other place? Like mediafire or mega.co?

Here you go, let me know if it helps.

https://www.dropbox.com/s/manvt5ff24rkg ... H.zip?dl=0 (https://www.dropbox.com/s/manvt5ff24rkge6/Justified%20Classes%20Mod%20Main%20v3DH.zip?dl=0)

Yeah, that works just great. Thanks!
Title: Re: Justified Classes v3dh
Post by: Promestein on June 29, 2016, 12:57:35 AM
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.
Title: Re: Justified Classes v3dh
Post by: RageBurner on June 29, 2016, 09:14:16 PM
Quote from: "Promestein"
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.

I can confirm that is the case. Strangely, Proto Man and Bass have no problem using the weapon.
Title: Re: Justified Classes v3dh
Post by: Fyone on June 30, 2016, 03:57:16 AM
Quote from: "Promestein"
It doesn't seem like Mega Man's Time Stopper (so timestopperwepm) works. It won't fire.
Not to worry, this has already been fixed next version. Thanks for reporting the bug!
Title: Re: Justified Classes v3dh
Post by: RageBurner on July 04, 2016, 10:17:33 PM
Okay, I finally finished the HUD so here it is, for whoever wishes to try it. It replaces the stock horizontal bars.
I put a lot of work into it, but it has been a great learning experience. I'll probably make more HUDs to share with everyone in the future.
As a caveat, please note some elements won't be on screen properly unless you use a 16:9 screen aspect ratio. If there is enough demand I may make versions for other ARs.

https://www.dropbox.com/s/yygp8wtxzbqr0 ... 1.zip?dl=0 (https://www.dropbox.com/s/yygp8wtxzbqr0o9/RBHUD%20Type%201.zip?dl=0)
Title: Re: Justified Classes v3ehh
Post by: Fyone on July 05, 2016, 09:48:20 PM
Justified Classes v3ehh released! Hotfixed due to crashing problems found earlier.

Download here (http://allfearthesentinel.net/download?file=justifiedclasses-v3ehh.pk3)

Changelog:
(click to show/hide)

Bots still not updated with new attacks!
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 05, 2016, 10:46:52 PM
Great to see another version of the mod, and with so many changes too!
I agree with most of them wholeheartly, but allow me to comment on those I do not (and of course I'll explain why):

Napalm Man:
(click to show/hide)

Wave Man:
(click to show/hide)

Burner Man:
(click to show/hide)

Please keep the good work on this awesome mod, and don't take my comments as criticism, but sincere opinions of someone that loves what you guys are doing.

Edit: Ballade is now 100% better, thanks, but his life bar doesn't get drawn if I use a horizontal HUD.
Title: Re: Justified Classes v3ehh
Post by: Shmeckie on July 06, 2016, 01:02:28 AM
Quote from: "RageBurner"
Great to see another version of the mod, and with so many changes too!
I agree with most of them wholeheartly, but allow me to comment on those I do not (and of course I'll explain why):

Napalm Man:
(click to show/hide)
In Mega Man 5, Napalm Man would often leap across the entire distance of the arena. That's where this attack comes from. The explosive property is to both give it a use as an attack, and comes from the fact he had rocket boosters in Power Fighters.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 06, 2016, 06:53:15 AM
Quote from: "Shmeckie"
In Mega Man 5, Napalm Man would often leap across the entire distance of the arena. That's where this attack comes from. The explosive property is to both give it a use as an attack, and comes from the fact he had rocket boosters in Power Fighters.

Ah, that's what I thought, so there is a degree of canonicity to it, makes sense. Thanks for the comment, Shmeckie!
That makes me think about Centaur Man's attacks from that game; they are certainly more interesting than disappearing and whatnot.
Title: Re: Justified Classes v3ehh
Post by: Zeroprime on July 06, 2016, 07:47:07 AM
Bass have a bug.when i use pluto or jupiter fought with bass of the other player.i was shot  by bass buster and died  at that time the game window close quickly and the server shut down.sometimes when i nearly die and bass shot me and hit me can also make that bug appeared.i do not know that whether  other character was killed by bass can make the bug appear again...Hope it can be fixed……
Title: Re: Justified Classes v3ehh
Post by: Promestein on July 06, 2016, 04:44:34 PM
I'm a bit confused about Mercury's new mechanics. Sometimes I snap to another location, and I can't pin down exactly what it's all about.

Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?
Title: Re: Justified Classes v3ehh
Post by: JaxOf7 on July 06, 2016, 06:56:46 PM
Bug: performing Astro Crush once allows Astro Man to perform Astro Crush at any ammo level.
Bug: was able to move a MM1FIR pillar somehow. Still trying to determine cause...

Suggestion: Prevent "ammo lock"- holding main or altfire to do nothing and stop ammo gain.
(Example: Holding alt with FireMan in CBM will have him still gain ammo and do his overdrive asap. Holding alt with FireMan in Justi will stop his ammo gain, you would never want this.)
CBM has had this for a while. All ammo-locks do is enforce execution skill in an online fps prone to lag and desync.

Some class property lists I made (don't get too caught up in semantics and if everything is right):
(click to show/hide)
(click to show/hide)
(click to show/hide)
Title: i spent way too long on this
Post by: Trillster on July 06, 2016, 08:52:16 PM
So recently the MM8BDM Discord shameless plug has been discussing their issues and complaints with JC, and I figured I might as well try to sum all them up here. This is going to probably be quite a hefty post so I'm just going to split it up into different spoiler boxes in order of most to least important.

Flow:
(click to show/hide)

Ammo Management:
(click to show/hide)

Class Diversity:
(click to show/hide)

Canonity:
(click to show/hide)

Chances are I missed a few things and could've worded certain sections better so if anyone else wants to, feel free to expand on this huge post of mine.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 06, 2016, 09:28:28 PM
I'm not part of the dev team for JC, but I'd like to pitch in on this saying that I agree with Sonicfam1122 especially on the issue of ammo management. It can be frustrating to run out of juice at the worst possible time, and even though I don't play online, this issue is even more apparent when fighting bots since they don't bother with ammo limits.

On the point of class similarity I'm less inclined to see it as a problem outright: the way I see it, JC is not team based focused, and while archetypes exist (Burner Man is a striker, Frost Man would be a tank), team roles shouldn't be enforced, and classes shouldn't be changed outside of something they could conceivably do. While canonicity and gameplay are both important, both need to walk hand in hand (in other words, classes shouldn't be different just for the sake of being different, or to fill a perceived team role that would be lacking otherwise).

Also, it is not always that canon drives similarity, but the class styles. A good example is Slash Man: in canon, he is modeled after Pluto, but both play nothing alike besides the focus on agility and positioning. What I'm trying to say is that following canon doesn't necessarily make for boring classes.

Lastly, I do agree enforced pauses can be problematic. Perhaps a few invincibility frames could be awarded on these cases (Burner Man is actually my main, so I know how costly a misplaced trap can be. Forest Diver also exposes him a lot due to having a similarly high positioning.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 06, 2016, 09:39:14 PM
Quote from: "Zeroprime"
Bass have a bug.when i use pluto or jupiter fought with bass of the other player.i was shot  by bass buster and died  at that time the game window close quickly and the server shut down.sometimes when i nearly die and bass shot me and hit me can also make that bug appeared.i do not know that whether  other character was killed by bass can make the bug appear again...Hope it can be fixed……

Hm... I tried, but I couldn't reproduce this, even with a server filled with Bass bots, or a player controlling Bass killing me (on LAN at least).
Title: Re: Justified Classes v3ehh
Post by: Zeroprime on July 06, 2016, 10:57:18 PM
Quote from: "RageBurner"
Quote from: "Zeroprime"
Bass have a bug.when i use pluto or jupiter fought with bass of the other player.i was shot  by bass buster and died  at that time the game window close quickly and the server shut down.sometimes when i nearly die and bass shot me and hit me can also make that bug appeared.i do not know that whether  other character was killed by bass can make the bug appear again...Hope it can be fixed……

Hm... I tried, but I couldn't reproduce this, even with a server filled with Bass bots, or a player controlling Bass killing me (on LAN at least).
Er......i try it again.in a word ,i found that if someone use bass,megaman or protoman and kill one of the bosses from megaman world 5 ?boss can be a bot or be controlled by player) the game or the game with server and the server will close itself……but if one of bass,megaman,and protoman is bot and kill the bosses from megaman world 5 (boss can be a bot or  controlled by someone). that error will not appear.the game can work normally.
Title: Re: i spent way too long on this
Post by: Fyone on July 07, 2016, 12:34:30 AM
@Sonicfam1102

In response to a lot of classes stopping when using their attacks, we have seen some players complain about this issue and thus we have tried to cut down on some of these classes that stop when using their attacks in v3e. I assume you did not update your list to the most recent version but some examples of these include Crystalman, Starman, and Swordman where they no longer stop when using their class-specific aerial attacks. And for example you listed Springman under slows however he is no longer slowed when firing his Spring Punch but is instead stopped due to the recent improvements to the move as a whole.

It is hard for me personally to pinpoint which classes you would like to see stopping removed on so it would really help if you could post what classes you would like to see the stop removed on rather than all classes that stop when attacking since this really only helps very little on actually fixing the problem. From what you named I like the idea of Burnerman no longer stopping when setting up his traps or Slashman and will definitely make this change for next version. I also could see us lowering how long Gutsman stops to ready his Super Arm.

In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement speed to a specific amount akin to YD. We felt this would help the classes as a whole in combat because instead of being easily kited by faster classes they can somewhat hold up rather than giving them a whole bunch of armour to compensate. However one thing we could do is maybe make the classes who have slows not slow as much if this really comes down to be a big issue. We could for example make Gutsman only slow down to the base movement speed value of YD Gutsman and maybe we could do this for all the classes with slows that work similar to Gutsman.

As for the 'ammo-lock' thing you mentioned, we felt that this wasn't very detrimental to gameplay at least in our point of view and therefore balanced a lot classes with it in the past. We have it so that some classes get their normal ammo regeneration rate when they attack, some at a decreased rate, and some with no gain at all. If you find that this really ruins the flow we could have it so that all attacks regain their ammo at a normal rate while holding fire however we compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

As for class diversity, I'm gonna assume based on your previous lists that you haven't played v3e to its entirety. Because right now every class is very diverse in how their moves are used and the type of different moves each class has. This is again where a generalization helps very little if at all. From the examples you gave me Drillman and Groundman's only similarity is that they both dig at least from what I can perceive. Shademan and Jupiter only share their swoop (which like you said work differently to begin with) and flight. Gutsman and Uranus only both share moves with start ups. I see that you like to compare YD and Justified Classes with a lot of these but if you look at YD they have many classes which have similar mechanics that are shared between classes like Drillman and Groundman as you said, Megaman and Protoman, Gyroman and Windman, and many more.

If you want classes made more unique or improved please post in this thread with the ideas and suggestions that you want to see happen so we can put them into fruition instead of just posting some generalized opinion because we can't make changes if we don't know what you want. Post the resolution that you want to see happen instead of just posting the problem!

In terms of canon we try to include all or close to all the moves that the class had in their original game and then build upon it to make the class fun and entertaining by a gameplay standpoint. If you had brought up for example Burnerman as a suggestion in the past I would have seen your complaint and fixed it accordingly but if you don't post we can only do what we see fit.

I really appreciate these suggestions guys and I hope more suggestions can be given so we can make this mod even better!

EDIT: @Zeroprime I'll look into that bug and try my best to fix it, thanks!
Title: Re: i spent way too long on this
Post by: RageBurner on July 07, 2016, 02:58:48 AM
Quote from: "Fyone"
In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement...


Personally I agree with this. In a game as frantic as MM8BDM having low base movement is dire, hence why
staying in motion whenever possible is a must. After playing Burner Man on the new version I felt the reduced base speed
wasn't as bad as I thought it would be, so I guess it is worthwhile to be able to use Forest Diver without self-stun.

As for the relative slowdown of attacks, it wouldn't make much sense to make them uniform, IMO, although "heavies" do suffer a lot, their masses are far from the same (Hard Man has a much heavier body than Stone Man, and Stone Man is probably actually a little lighter than Dive Man despite their height difference, at least that's the impression I get.

Quote from: "Fyone"
We compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

I'm against nerfing power in general, except in a few glaring cases, such as Aqua Man's water cannon (I'm not sure if it's a ripper or not, but maybe the duration or reach of the water stream could stand to be reduced.
Title: Re: Justified Classes v3ehh
Post by: Trillster on July 07, 2016, 04:24:42 AM
I'd like to start off this post by actually quoting Jax here, not sure if you saw this as you didn't acknowledge these bugs. This post is also where those two lists came from, which I believe were made before v3e so I apologize for that.

Quote from: JaxOf7
Bug: performing Astro Crush once allows Astro Man to perform Astro Crush at any ammo level.
Bug: was able to move a MM1FIR pillar somehow. Still trying to determine cause...

Suggestion: Prevent "ammo lock"- holding main or altfire to do nothing and stop ammo gain.
(Example: Holding alt with FireMan in CBM will have him still gain ammo and do his overdrive asap. Holding alt with FireMan in Justi will stop his ammo gain, you would never want this.)
CBM has had this for a while. All ammo-locks do is enforce execution skill in an online fps prone to lag and desync.

Some class property lists I made (don't get too caught up in semantics and if everything is right):
(click to show/hide)
(click to show/hide)
(click to show/hide)

Anyway, with that over, I'd also like to say that my last post was made from the complaints of a ~50 person Discord server, meaning many different opinions of what should be changed and what shouldn't be changed. In fact, I invite you to join it so that you can hear everyone's opinion and reply instantly for quicker discussion Found right here. (https://discordapp.com/invite/pnqst9U) I swear this isn't meant to be just a shameless plug. With that being said though, I will post my own opinions here on what classes should be changed in regard to slowing and stopping attacks.

Heat Man:
(click to show/hide)

Flash Man:
(click to show/hide)

Needle Man:
(click to show/hide)

Snake Man: (Not a stop/slow suggestion but just a bug I found, woops)
(click to show/hide)

Napalm Man:
(click to show/hide)

Venus:
(click to show/hide)

Cloud Man:
(click to show/hide)

Duo:
(click to show/hide)

Grenade Man:
(click to show/hide)

Burner Man:
(click to show/hide)
Title: Re: Justified Classes v3ehh
Post by: Fyone on July 07, 2016, 04:59:34 AM
Sorry I did read JaxOf7's post but completely forgot to mention it in my post since I had to leave to do something when I was in the middle of writing, my mistake I'll fix those bugs thanks! (Not sure about the MM1FIR pillar one though.)

Also I prefer to just respond to any suggestions here rather than on a chat since it's personally much easier for me, I hope you understand.

All of your suggestions sound great though so I'll try my best to implement all of them, thanks for your suggestions SonicFam1102!
Title: Re: i spent way too long on this
Post by: Zeroprime on July 07, 2016, 05:44:29 AM
Quote from: "Fyone"
@Sonicfam1102

In response to a lot of classes stopping when using their attacks, we have seen some players complain about this issue and thus we have tried to cut down on some of these classes that stop when using their attacks in v3e. I assume you did not update your list to the most recent version but some examples of these include Crystalman, Starman, and Swordman where they no longer stop when using their class-specific aerial attacks. And for example you listed Springman under slows however he is no longer slowed when firing his Spring Punch but is instead stopped due to the recent improvements to the move as a whole.

It is hard for me personally to pinpoint which classes you would like to see stopping removed on so it would really help if you could post what classes you would like to see the stop removed on rather than all classes that stop when attacking since this really only helps very little on actually fixing the problem. From what you named I like the idea of Burnerman no longer stopping when setting up his traps or Slashman and will definitely make this change for next version. I also could see us lowering how long Gutsman stops to ready his Super Arm.

In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement speed to a specific amount akin to YD. We felt this would help the classes as a whole in combat because instead of being easily kited by faster classes they can somewhat hold up rather than giving them a whole bunch of armour to compensate. However one thing we could do is maybe make the classes who have slows not slow as much if this really comes down to be a big issue. We could for example make Gutsman only slow down to the base movement speed value of YD Gutsman and maybe we could do this for all the classes with slows that work similar to Gutsman.

As for the 'ammo-lock' thing you mentioned, we felt that this wasn't very detrimental to gameplay at least in our point of view and therefore balanced a lot classes with it in the past. We have it so that some classes get their normal ammo regeneration rate when they attack, some at a decreased rate, and some with no gain at all. If you find that this really ruins the flow we could have it so that all attacks regain their ammo at a normal rate while holding fire however we compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

As for class diversity, I'm gonna assume based on your previous lists that you haven't played v3e to its entirety. Because right now every class is very diverse in how their moves are used and the type of different moves each class has. This is again where a generalization helps very little if at all. From the examples you gave me Drillman and Groundman's only similarity is that they both dig at least from what I can perceive. Shademan and Jupiter only share their swoop (which like you said work differently to begin with) and flight. Gutsman and Uranus only both share moves with start ups. I see that you like to compare YD and Justified Classes with a lot of these but if you look at YD they have many classes which have similar mechanics that are shared between classes like Drillman and Groundman as you said, Megaman and Protoman, Gyroman and Windman, and many more.

If you want classes made more unique or improved please post in this thread with the ideas and suggestions that you want to see happen so we can put them into fruition instead of just posting some generalized opinion because we can't make changes if we don't know what you want. Post the resolution that you want to see happen instead of just posting the problem!

In terms of canon we try to include all or close to all the moves that the class had in their original game and then build upon it to make the class fun and entertaining by a gameplay standpoint. If you had brought up for example Burnerman as a suggestion in the past I would have seen your complaint and fixed it accordingly but if you don't post we can only do what we see fit.

I really appreciate these suggestions guys and I hope more suggestions can be given so we can make this mod even better!

EDIT: @Zeroprime I'll look into that bug and try my best to fix it, thanks!
You're welcome! It is my honor to do that.Thanks for your hard work! I really like it!
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 07, 2016, 09:29:20 AM
Quote from: "Promestein"
I'm a bit confused about Mercury's new mechanics. Sometimes I snap to another location, and I can't pin down exactly what it's all about.

Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?

I don't know about Joe, but as far as I've tested with Mercury, if you manage to score hits with at least two mercury blobs, then you can move to a new location yourself while you reform. Otherwise all four blobs will coalesce in one place and the camera will snap before Mercury's body reforms.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 07, 2016, 09:38:54 AM
By the way, there is something I'd like to suggest about Pirate Man. The way remote mines are controlled and detonated feels awkward, at least to me. Instead of holding mainfire to keep it flying and letting go for it to attach (pressing it and again to explode), it should work more like the copywep variants (fire, let it fly on its own, it attaches, then fire again to detonate).
Title: Re: Justified Classes v3ehh
Post by: Fyone on July 07, 2016, 03:35:26 PM
Pirateman's Remote Mines are done like that so that you can stop it in mid air easier (copywep Remote Mines cannot be stopped in midair), I've heard from a lot of people they preferred hold and release as opposed to double click when it comes to detonation in mid air (Dustman, Drillman, and Gyroman all follow this) but if more people presently prefer double click I have no problem with swapping it.

Quote from: "Promestein"
Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?
Here is a rough list:
(click to show/hide)
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 07, 2016, 07:09:06 PM
I have a question not directly related to the mod, but that I feel is worth asking: it seems the wiki for MM8BDM is no longer maintained and that includes the article about JC. Will there be a different repository of information for JC classes and strategy?

Also, I believe someone mentioned before that Snake Man gets stuck when jumping into corners. Uranus does also, when using altfire.

Another thing I noticed: In Gemini Man's stage, every time Proto Man dies, a  completely immobile Proto Man that does nothing and stays stuck in place. It seems to happen every time and many "Proto Ghosts" get created. I don't know if this happens in other maps where Proto Man spawns yet. I have a screenshot if needed.

Edit: the "Proto Ghosts happen on any map Proto Man is present, it seems, at least to me, and don't happen if the game is played without the mod active.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 08, 2016, 09:55:21 AM
I've been considering a few thoughts on some of the robot masters that I'd like to share:

Crash Man
(click to show/hide)

Aqua Man:
(click to show/hide)

Gyro Man:
(click to show/hide)

Turbo Man:
(click to show/hide)

Centaur Man:
(click to show/hide)

That's all I can think of at the moment, sorry for the long post and thanks for hearing me out, JC team.
Title: Re: Justified Classes v3ehh
Post by: Fyone on July 09, 2016, 01:44:29 AM
I'll fix those bugs you mentioned for Snakeman, Uranus, and Protoman for next version. Thanks for reporting them.


We will most likely just increase Crashman's jump height for next version, however I can't see us buffing his armour because that would be too big of a buff even if he is supposed to have higher armour.

Water Cannon may feel strong against bots, but in online play it's very easy to avoid so it needs to do good damage to catch people off guard/zone.

Turboman gains a speed boost when he has his Scorch Wheel up so we can't have him be able to hold it indefinitely.

For Centaurman's galloping I'm not 100% sure if you can mute it for the player using the class only but I personally feel the galloping noise isn't that annoying especially considering when you use your item use you won't hear it all. However if more people find that it's bothersome we can see about doing something to it.

EDIT: I forgot about Gyroman; when flying your Gyro Attacks don't consume any ammo so I don't feel like ammo should be an issue for him.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 09, 2016, 02:11:05 AM
Quote from: "Fyone"
I'll fix those bugs you mentioned for Snakeman, Uranus, and Protoman for next version. Thanks for reporting them.

I'm glad to report whatever I can find.

Quote from: "Fyone"
We will most likely just increase Crashman's jump height for next version, however I can't see us buffing his armour because that would be too big of a buff even if he is supposed to have higher armour.

I don't even use Crash Man myself, so don't think I'm trying to favor him. It's just since canon is important for this mod (and I agree that's how it should be) I thought I'd bring up some established data.

(As a counter point, Astro Man is a floating arsenal with all his attacks and everything, pretty much on canon, so yeah).

Quote from: "Fyone"
Water Cannon may feel strong against bots, but in online play it's very easy to avoid so it needs to do good damage to catch people off guard/zone.

Infinite ammo makes this kind of weapon unfair. I know it's not your guys' fault and more of a Zandronum issue, probably, but yeah, I felt I needed to bring it up at least once.

Quote from: "Fyone"
Turboman gains a speed boost when he has his Scorch Wheel up so we can't have him be able to hold it indefinitely.

Ah so his speed goes up. I guess that makes sense. I'd rather have a higher base movement than this though, personally.

Quote from: "Fyone"
For Centaurman's galloping I'm not 100% sure if you can mute it for the player using the class only but I personally feel the galloping noise isn't that annoying especially considering when you use your item use you won't hear it all. However if more people find that it's bothersome we can see about doing something to it.

I guess most would find it to be a nitpick, but yeah, I find it annoying. Even if the item makes it silent, the item can't be used all the time.

Quote from: "Fyone"
I forgot about Gyroman; when flying your Gyro Attacks don't consume any ammo so I don't feel like ammo should be an issue for him.

Yes, I know the Gyro Attacks don't use up ammo, but his air time is pretty shoddy, that's what I meant. I think for the sake of his mobility, ammo could burn a little more slowly, at least, when in the air. If anything, Tengu Man should have less air time than Gyro Man, since Tengu Man naturally should fly faster (Gyro = propeller, Tengu = Jet).

Thanks for hearing me out, Fyone!

Edit: was Guts Man fixed on the current version? because his attack behavior (which I affectionately call "Guts Waiter") hasn't changed: he fires rocks a few times with his Super Arm then stops attacking completely (the sprite indicates he is waiting for a new chunk of debris, but it never comes to him).

Edit 2: This is probably known due to changing bot behaviors, but killing a Stardroid with a copywep class makes the game crash (tried this on a LAN server with just me + 1 bot).
Title: Re: Justified Classes v3ehh
Post by: tatoonie on July 11, 2016, 02:26:14 AM
I found some bugs with copy characters that breaks the game. I've been playin the boss rush with Mega Man and Bass and I've discovered that if you kill Venus or Neptune (I haven't tested them all but apparently it only happens with the Stardroids) with them (and probably any copy characters) the game will crash, and, if you are playing online, the server will crash too.
Title: Re: Justified Classes v3ehh
Post by: RageBurner on July 11, 2016, 01:47:54 PM
Yes, exactly. That's the behavior I noticed on my server, with any given map. That more than likely means it is the bot code for these classes that is the culprit (in my experience the weapon gets copied, but things go awry soon after).
Title: Re: Justified Classes v3ehh
Post by: Trillster on July 13, 2016, 02:32:05 AM
Completely forgot to mention this in one of those other posts I sent but it seems like you guys could use a few more testers, and I happen to be interested in helping. My Skype is Sonicfam1102 if you guys are cool with me helping test JC.
Title: Re: Justified Classes v3ehh
Post by: Fyone on July 16, 2016, 06:13:16 PM
New hotfix released, JustifiedClasses-v3ehhh (http://allfearthesentinel.net/download?file=justifiedclasses-v3ehhh.pk3). Fixes more bug and crash issues!

Changelog:
(click to show/hide)
Title: Re: Justified Classes v3ehhh
Post by: JaxOf7 on July 16, 2016, 07:21:03 PM
Bug: Iceman alt lasts forever in low ceiling areas.
Also it's invisible online.
Title: Re: Justified Classes v3ehhh
Post by: Shmeckie on July 16, 2016, 07:59:04 PM
I can't seem to replicate this bug. What server did it happen on? What stage? Was DOS Classes hosted with it?
Title: Re: Justified Classes v3ehhh
Post by: JaxOf7 on July 16, 2016, 09:04:18 PM
No DOS classes.
(click to show/hide)
Title: Re: Justified Classes v3ehhh
Post by: Fyone on July 16, 2016, 09:36:28 PM
Thanks JaxOf7 for reporting this Iceman bug, I'll fix it for next version!
Title: Re: Justified Classes v3ehhh
Post by: JaxOf7 on July 18, 2016, 06:56:00 PM
More bugs
Ground flight
Duo invincible
BRG invisible
Title: Re: Justified Classes v3ehhh
Post by: Fefnir on July 22, 2016, 03:42:18 PM
Bugs:
Buster Rod G being invisible when switching to buster, using the item, and then switching back to the rod now I feel like people will use it, pardon :x

Duo being invincible when he presses altfire while the comet attack is active and also the NOGRAVITY flag is not removed when doing so

Iceman's icicles are infinite if they're shot in low ceilings (maybe lower ceilings than the icicle's height), they are visible offline but not online, online they just fall infinitely, and they freeze people if people walk through them

Searchman's indestructible bushes self explain

I just told how to do such bugs, so you can find an easier way to fix them... I think.
Title: Re: Justified Classes v3ehhh
Post by: Endymion on July 24, 2016, 07:34:35 PM
Wow, awesome work on Hyper Storm H! Finally it is usable as the game's tank character. I haven't searched for bugs since I just enjoyed this character too much. :D

I don't know if it is just me, or the healt of Hyper Storm H sometimes isn't work right.

I will also check how the shields work on the different ammo types.

===EDIT===

I don't know if this is intend to be like this, but Hyper Storm H's Hyper Stomp has very large hitbox downward. I have played some matches with my friend testing the shields, and the end we played some for fun too. This large hitbox isn't seem game breaking, Hyper Storm H moves slow and basically any character can run around it and killing it easily. The stomp makes this strategy however dangerous. From close range it is hard to escape from the stomping damage since it hits all around the character.

Personally I like it this way, since this moves of Hyper Storm H counters every other stomp moves in the game when used at the same time. This makes up for the slow move.

About the shields it seem they're working. But the weapons that makes projectiles on contact (Spark Man or Gyro Man) can pass thought shields. Or at least the "new" projectile will be spawned behind the shield.
Title: Re: Justified Classes v3ehhh
Post by: Luize on July 29, 2016, 01:45:12 AM
Found a few bugs with Grenade Man and Frost Man while offline.

Grenades debris has a tendency to glitch and not despawn after it hits certain surfaces (I've found it only happens on certain edges). You can get them to disappear if you run into them, but you'll take damage as if they fell on you.

There's also a weird bug where Bot!Grenade Man will use Crazy Destroyer repeatedly one after the other will hopping across the stage. I'm not sure if this can be replicated, but I figured I'd bring it up anyway.

Frost's bug is minor, but if you manage to nail him like, just as he lets go with a fully charged Ice Wave, he will take damage, but it will be he will freeze as if he was hit with his own Ice Wave. I was playing Pluto when I found this out, if that helps with anything.
Title: Re: Justified Classes v3ehhh
Post by: Endymion on July 30, 2016, 01:20:23 AM
I know it isn't bug, or not even a surprise but the Justified Classes is uncompatible with the new release of MM8BDM. I can't wait to see what will happen to Splash Woman when you finish it. :D
Title: Re: Justified Classes v3ehhh
Post by: Shmeckie on July 30, 2016, 03:17:46 AM
We'll be waiting a little bit to release a compatibility patch just out of courtesy, to let people play the Vanilla game for a bit. I believe the patch will include bugfixes as well. We've already got the MM9 classes planned, and if I'm not mistaken a few of them are already finished. Fyone's been tough to get a hold of recently, but we'll keep you posted.
Title: Re: Justified Classes v3ehhh
Post by: Endymion on July 30, 2016, 12:01:13 PM
Okay, I'm fine with the core v5, the new maps are really fun to play. And the old JC is still cool with the two healt bar Hyper Storm H.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on August 01, 2016, 09:18:57 AM
Ah, very exciting to see v5 out!
I'm no fan of MM9, but more content is always welcome.
Smeckie brings up a good point; it is a good idea to wait, both out of courtesy as well as to make sure the release is stable (I wouldn't be surprised to see v5c out eventually, and stability never hurts).
Title: Re: Justified Classes v3ehhh
Post by: Endymion on August 01, 2016, 12:42:05 PM
Maybe MM10 will be here faster than expected. A larger update instead of a lot small is always more worthful to wait for.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on August 01, 2016, 07:13:07 PM
Quote from: "Endymion"
Maybe MM10 will be here faster than expected. A larger update instead of a lot small is always more worthful to wait for.

That may very well be the case. MM7 and MM8 were more complicated to produce due to the need of downscaling assets and such. MM9 and MM10 require no such things. This doesn't preclude the time needed for map and weapon making, of course, but still, it could hasten the process considerably.
Title: Re: Justified Classes v3ehhh
Post by: Endymion on August 02, 2016, 01:07:13 AM
But I don't know what will happen to the MM10 last boss in MM8BDM, since Gamma already claimed that awesome music.Whatever the MM10 will be ready I wait for the Justified Classes to catch up and wish Hyper Storm H still has both of his healt bar. I can't get enough of it.
Title: Re: Justified Classes v3ehhh
Post by: fortegigasgospel on August 02, 2016, 02:51:52 AM
But why are you guys talking about the production of MM10 here, in the Justified Classes thread?
Title: Re: Justified Classes v3ehhh
Post by: Endymion on August 02, 2016, 12:14:48 PM
Because the development of Justified Classes depends on the development of the core game. It is about how hard for Fyone to continue the modding. It's easier if we wait for the most stable release so he must not reprogram the whole mode every time after an update.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on August 09, 2016, 10:56:51 PM
But I don't know what will happen to the MM10 last boss in MM8BDM, since Gamma already claimed that awesome music.Whatever the MM10 will be ready I wait for the Justified Classes to catch up and wish Hyper Storm H still has both of his healt bar. I can't get enough of it.
Slow guys are not my style (I main Burner Man and sub Pluto), but I can see the appeal of having a lot of health and beng tanky, I guess.
Title: Re: Justified Classes v3ehhh
Post by: Endymion on August 10, 2016, 05:58:57 PM
I like the hard hitting heavy characters. Actually King is my top favorite since it can switch between skill and power.
Title: Re: Justified Classes v3ehhh
Post by: Chaosman.EXE on August 10, 2016, 07:09:40 PM
I like the hard hitting heavy characters. Actually King is my top favorite since it can switch between skill and power.
King is loads of fun to play as; I love how versatile he can be in the right hands.
And hey, one of his weapons of choice is an axe that he can spin like a baton. Where can you go wrong with that? XD
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on August 10, 2016, 07:37:22 PM
I found King to be unwieldy to be honest. But then again, I don't like guys like Frost Man or Duo either, and they are also heavily armored, if I recall correctly. That said, even though Quick Man is fast I don't like him either. I guess you could say I like some flimsy characters, but several normal weighted ones like Saturn and Heat Man.
Title: Re: Justified Classes v3ehhh
Post by: Endymion on August 13, 2016, 12:53:03 AM
They are fun against bots but we must accept the fact they're way too underpowered compared to the versatile characters. Frost Man is nothing more than just target practice for Metal Man. Since the new update Hyper Storm H got that second (rightful!) healt bar he has the highest staying power amongst the tanky characters. Without strategy he lives long enough to frag other. :D
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on August 16, 2016, 07:57:33 PM
Yeah, Hyper Storm H's second HP bar is indeed canon. It's probable that on most situations he could frag due to outlasting classes, but given the nature and speed of the game in general, I don't see direct attacks being safe, even with so much energy to spare (Heat Man's heat tackle could easily deplete a lot of HP if a bot used it, since it aimlocks, for example).
Title: Re: Justified Classes v3ehhh
Post by: Vithat on September 02, 2016, 05:46:51 AM
I just got into this game a while ago and I really like this mod and prefer it a bit over the Yellow Devil mod. However I have a few issues with it mainly concerning the accessibility of the classes. For some reason when setting up bots in the quickgame setup I can not choose any robot master from MM7. Also, for some reason Dr. Wily is listed twice and both times it simply spawns Quint. Another question is when is the mod going to be compatible with v5?
Title: Re: Justified Classes v3ehhh
Post by: Darkpaladin109 on September 02, 2016, 03:53:49 PM
The Wily thing is just cause there isn't a Wily class in the mod. Dunno when it'll be compatible, but I heard Fyone's been working on the next version, and I assume that one'll be compatible with v5.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 04, 2016, 12:16:36 AM
I just got into this game a while ago and I really like this mod and prefer it a bit over the Yellow Devil mod. However I have a few issues with it mainly concerning the accessibility of the classes. For some reason when setting up bots in the quickgame setup I can not choose any robot master from MM7. Also, for some reason Dr. Wily is listed twice and both times it simply spawns Quint. Another question is when is the mod going to be compatible with v5?

As Darkpaladin109 mentioned, some bot names are either place holders or only function in specific modes. All robot masters from MM1 to MM&B should be fully functional though, both to fight against and to play as. Are you loading mods in the correct order?
Title: Re: Justified Classes v3ehhh
Post by: Vithat on September 05, 2016, 05:08:00 AM
Yep im sure. When going through the bot set up, it goes through the mega man killers then duo then the mm8 masters starting with Tenguman. It completely skips over them. After them it goes to the Megaman and Bass masters.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 05, 2016, 07:45:04 AM
Most strange. What kind of manager do you use? also. I suggest you redownload everything in a separate folder and try starting fresh. If you need to skip stages there is a console command for that.
Title: Re: Justified Classes v3ehhh
Post by: Darkpaladin109 on September 06, 2016, 06:23:33 AM
I saw that all the MM7 bots have some sort of message about being revealed when you see them for the first time in single player, maybe that has something to do with it?
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 06, 2016, 09:22:57 AM
I never noticed MM7 Robot Master only specific bot chatter, myself.
What I noticed is that all bots talk when:

- Spawning
- Right after dying
- Right after scoring a kill
- While roaming (looking for a target)
- Win/Loss blurbs at the end of every map
Title: Re: Justified Classes v3ehhh
Post by: Promestein on September 06, 2016, 05:35:05 PM
That's not what he's saying. I've seen the same thing.

If you do 'addbot freezeman' for instance, it says 'hidden bot "freezeman" has now been revealed!' before the bot has even entered the game.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 06, 2016, 07:09:30 PM
I never had this message myself, from what I can remember.
Anyway, I think the issue Vithat is alluding to is the fact that for some reason a lot of bots are missing from the skirmish list when you try to spawn them that way. Believe it or not, I never noticed that, but it is true.

In any case it is probably a lot faster to just use addbot botname in the console a few times after loading the map.
Title: Re: Justified Classes v3ehhh
Post by: Shmeckie on September 08, 2016, 04:53:59 AM
To answer your other question, we're almost finished with the new update (adding MM9 classes and v5 compatability). We're scheduled to test it this week, and as soon as it's done the testing phase it should be ready for you guys!

Bit of a heads up: The initial release will not include Fake Man, but he will be added later.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 08, 2016, 06:06:22 AM
Awesome news, Shmeckie!
I really appreciate the effort you guys make in maintaining and improving this already great mod.
Guess I'll have to start heating up that magma bazooka now.
Title: Re: Justified Classes v3ehhh
Post by: Vithat on September 10, 2016, 06:29:03 AM
Yeah thats what i'm talking about. I honestly dont use the command lines at all so I wouldnt know what would be faster. Often times I like to play with random bots anyway but idk how to add them to a game randomly.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 10, 2016, 08:15:06 AM
Just addbot on the console should add a random bot for you (without any specific name after it).
also the bot names are all lowercase, no spaces.

e.g: (after opening the console with the tilde key) addbot <enter> - adds a random bot from the pool (from MM1 all the way to  MM&B)

addbot magicman would add Magic Man specifically to the map.
Title: Re: Justified Classes v3ehhh
Post by: Darkpaladin109 on September 10, 2016, 05:33:38 PM
Shame about Fake Man not being playable quite yet, but I'll be looking forward to this update nonetheless. Can't wait to see how the RM's will play.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 11, 2016, 07:18:35 AM
Yep. I use fire RMs predominantly (my name and avatar should be pretty telling - I actually main Burner Man over all others - , but I'm also interested in how Tornado and Galaxy Man will play.
Title: Re: Justified Classes v3ehhh
Post by: Vithat on September 12, 2016, 01:18:47 AM
Galaxy Man is pretty OP imo for the Yellow Devil Classes. What are they planning for him for Justified?
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 12, 2016, 04:19:09 AM
He is, yes, but I don't know how JC will handle it. I'm not a dev you see? just a supporter. I suppose the natural ammo lock will make it so that Galaxy Man won't be able to use the BHB so freely.
Title: Re: Justified Classes v3ehhh
Post by: JohnVyttalRay on September 12, 2016, 08:09:16 PM
So, does it has news about this mod for V5? Something?
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 12, 2016, 08:40:20 PM
To answer your other question, we're almost finished with the new update (adding MM9 classes and v5 compatability). We're scheduled to test it this week, and as soon as it's done the testing phase it should be ready for you guys!

Bit of a heads up: The initial release will not include Fake Man, but he will be added later.

It should be updated soon enough, as Shmeckie said in the quoted post.
Title: Re: Justified Classes v3ehhh
Post by: JohnVyttalRay on September 12, 2016, 11:30:37 PM
So that means that it didn't launched yet, but it will soon? That's AWESOME!  :mrgreen:
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 13, 2016, 12:13:49 AM
It will definitely be great once it does, but we'll have ti wait a little longer ^.^
Title: Re: Justified Classes v3ehhh
Post by: FTX6004 on September 13, 2016, 01:54:12 PM
- removed link -
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on September 14, 2016, 09:08:22 PM
Thanks FTX6004 this should probably be stickied in the OP of the mod here.
Title: Re: Justified Classes v3ehhh
Post by: JohnVyttalRay on September 15, 2016, 12:42:08 AM
What means OP in this case? I heard it a lot of times in forums, but I never understood what this means.
Title: Re: Justified Classes v3ehhh
Post by: Korby on September 15, 2016, 02:02:57 AM
Original Post or Original Poster.
Title: Re: Justified Classes v3ehhh
Post by: JohnVyttalRay on September 15, 2016, 05:06:02 PM
Thank you! :)
Title: Re: Justified Classes v3ehhh
Post by: Shmeckie on October 08, 2016, 08:50:24 AM
While I'm not at liberty to reveal too much about Galaxy Man, I can say he's very fun, he'll be deadly in the hands of people who can mix up his main and alt, and he has a feature people are gonna have a lot of fun just screwing around with...
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on October 09, 2016, 03:09:25 AM
While I'm not at liberty to reveal too much about Galaxy Man, I can say he's very fun, he'll be deadly in the hands of people who can mix up his main and alt, and he has a feature people are gonna have a lot of fun just screwing around with...

Good to hear ^.^
For a while I wondered if development had moved completely to the discord channel, but having news here is very nice.
Keep up the good work guys.
Title: Re: Justified Classes v3ehhh
Post by: whitekirby101 on October 13, 2016, 05:05:18 PM
Do you have any idea of when the new version will be released. I am just dying to play it. :)
Title: Re: Justified Classes v3ehhh
Post by: Mister_Y_675 on October 30, 2016, 09:21:08 PM
Wiki's not updated
How does swordman's Item work?
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on November 07, 2016, 01:54:38 AM
Wiki's not updated
How does swordman's Item work?

If I recall correctly, you must be in the air when you press the item key. The statue head will then drop along the vertical plane you're facing.
Title: Re: Justified Classes v3ehhh
Post by: TheDoc on November 07, 2016, 05:25:37 AM
No, that's done via altfire. Item makes you stand still and strike a pose while draining your ammo. I too don't know what it does.
Title: Re: Justified Classes v3ehhh
Post by: RageBurner on November 07, 2016, 06:43:16 AM
Oh, I think it's that move where Sword Man surrounds himself with fire. May be a contact barrier. I'll check it out and report back.

Edit: it is indeed an offensive/defensive move that forces you to be immobile but deals ripping damage quickly, similar to how tornado hold works, except the enemy flinches without rising. It also improves your armor rating for the duration.
Title: Re: Justified Classes v4a
Post by: Fyone on December 31, 2016, 07:11:34 PM
Sorry, I haven't kept up with this topic or the forums in general recently; the new version is finally done!

Download Justified v4a Here (http://allfearthesentinel.net/download?file=justifiedclasses-v4a.pk3)

Changelog:
(click to show/hide)
Title: Re: Justified Classes v4a
Post by: Shmeckie on December 31, 2016, 10:18:56 PM
Heads up; we're aware of the glitches. Hotfix in the works.
Title: Re: Justified Classes v4a
Post by: Endymion on January 01, 2017, 12:51:19 AM
Wow, just wow, it is incredible how how amazing is this new version. And this isn't just a word, actually I found no problems at all. Special thanks for adjusting Duo's control, now it is fun to use him (however doesn't help on the fact my friend mop the floor with me). King's shield (and I guess every other shields) works perfectly. Hyper Storm H feels more balanced as the stomp now requires skill to use rather than just spamming it from distance.

I doesn't really tested the MM9 classes yet, but I'm in low with Splash Woman hehe. I have to mention, the lunge attack isn't too useful because of the very short dashing distance. Magma Man's altfire eruption also doesn't really work well as it slows you down and not really hit anything or requires a way more closer range.

Super update. :)

===EDIT===

Oh okay, I got it now. If you use the lunge with Splash Woman when the bubble is up the effect is increased. Cool!
Title: Re: Justified Classes v4a
Post by: Soundwave02 on January 01, 2017, 01:17:40 AM
(http://puu.sh/t7e3W/c1d0251ab8.png)

Happy New years, y'all. image not made by me
Title: Re: Justified Classes v4a
Post by: Bikdark on January 01, 2017, 01:41:58 AM
yeah i have to agree

super update with no problems at all!! :DDD
Title: Re: Justified Classes v4a
Post by: Reincarnation on January 01, 2017, 03:01:19 AM
I played this mod,but a very serious problem appeared:fall damage.
For example,if Tengu Man use the tengu smash at upper air,he die.So why not set this fall damage?it sucks.
Title: Re: Justified Classes v4a
Post by: Zard1084 on January 01, 2017, 04:03:43 AM
I played this mod,but a very serious problem appeared:fall damage.
For example,if Tengu Man use the tengu smash at upper air,he die.So why not set this fall damage?it sucks.
thats not JC's fault. TSPG reset and all servers have fall damage autoset to on
Title: Re: Justified Classes v4a
Post by: Endymion on January 01, 2017, 03:56:17 PM
There is something with one of the bots. It looks like the AI of Hyper Storm H doesn't really target the right place. It always shoot away above me even if I stand fairly close.

Also there is a little animation glitch with Pharao Man. The main fire does the pose two times before starting charging up. Also what is Pharao Man's item ability?
Title: Re: Justified Classes v4a
Post by: Promestein on January 02, 2017, 12:04:17 AM
I was worried that I set my hopes too high. Evidently not, since I'm as impressed as I am. I love the aesthetics on Tornado, Magma, and Splash in particular. My only gripe is that certain bots (Concrete and Tornado) mowed me into the ground a bit by hitting me with their fully charged shots again and again. It seemed like they barely even needed to charge. Sure, they didn't get stuck, but they really threw me off with that behavior.

All in all? Worth the wait.
Title: Re: Justified Classes v4a
Post by: Endymion on January 02, 2017, 02:20:22 AM
I can verify, Concrete Man fires his fully charged main weapon annoyingly fast, easily stops even the super fast lunge attacks like Slash Man's charged main fire.
Title: Re: Justified Classes v4a
Post by: MusashiAA on January 02, 2017, 07:34:57 PM
Code: [Select]
[03:34:08 pm] Network traffic (in bytes) caused by actor code pointers:
[03:34:08 pm] AirWall 28006
[03:34:08 pm] AirWall2 1705
[03:34:08 pm] Airman 7400
[03:34:08 pm] BigHealthC 8
[03:34:09 pm] BigHealthGiver 108
[03:34:09 pm] BlackManHoleBombExplosion 12976
[03:34:09 pm] BubblePop 2260
[03:34:09 pm] BusterRodG 90830
[03:34:09 pm] BusterRodGIllusion 24181
[03:34:09 pm] BusterRodGIllusion3 8172
[03:34:09 pm] CentaurFlashC 9429
[03:34:09 pm] Centaurman 66
[03:34:09 pm] ConcreteBlockC 1072
[03:34:09 pm] ConcreteShot1 135
[03:34:09 pm] ConcreteShot2 135
[03:34:09 pm] ConcreteShot3 648
[03:34:09 pm] ConcreteTackle 34303
[03:34:09 pm] ConcreteTackle2 4316
[03:34:09 pm] Concreteman 4144
[03:34:09 pm] DarkShieldShot 44259
[03:34:09 pm] DarkShieldShotReturn 37757
[03:34:09 pm] Darkman2 2779
[03:34:09 pm] Duo 1488
[03:34:09 pm] Dynamoman 4002
[03:34:09 pm] FakeDeathFX 94724
[03:34:09 pm] FallingPillar 249659
[03:34:09 pm] GRod1 35829318
[03:34:09 pm] GalaxyBlackHoleBomb 1191
[03:34:09 pm] GalaxyTPBegin 48552
[03:34:09 pm] GalaxyTPDest 715
[03:34:09 pm] Galaxyman 1144
[03:34:09 pm] HiveGrenade 11963
[03:34:09 pm] HiveGrenade2 2720
[03:34:09 pm] HornetJetSpawner 25704
[03:34:09 pm] HornetManChaser 552
[03:34:09 pm] HornetManChaser2 739906
[03:34:09 pm] Hornetman 1431
[03:34:09 pm] HyperStormH 673
[03:34:10 pm] HyperStormHVacuumFX4 6824
[03:34:10 pm] ItemFog2 8484
[03:34:10 pm] KnightCrusher 593110
[03:34:10 pm] KnightReturner 61193
[03:34:10 pm] KnightStop -1443448073
[03:34:10 pm] Knightman 20735
[03:34:10 pm] LaserTridentMan 112
[03:34:10 pm] LaserTridentMan2 112
[03:34:10 pm] LightningBoltMan 67490
[03:34:10 pm] LightningBoltSummonerMan 7344
[03:34:10 pm] LightningOrb 2968
[03:34:10 pm] LightningRod 13051
[03:34:10 pm] MagmaManBazookaB2 448
[03:34:10 pm] MagmaSpawner 24739
[03:34:10 pm] Magmaman 154
[03:34:10 pm] MegaWaterS 957
[03:34:10 pm] PlugManBall2 192
[03:34:10 pm] PlugManBall22 48914
[03:34:10 pm] PlugManBallStart 144
[03:34:10 pm] PlugManBallStart1 32165
[03:34:10 pm] Plugman 7412
[03:34:10 pm] ReSolidifier 11138
[03:34:10 pm] SWaterCannon2 119
[03:34:10 pm] SkullBit 89505
[03:34:10 pm] Skullman 1161
[03:34:10 pm] SmallHealthC 88
[03:34:10 pm] SmallHealthGiver 1182
[03:34:10 pm] SplashBubbleGiver 58870
[03:34:10 pm] Splashwoman 1161
[03:34:11 pm] TeleportFog2 124811
[03:34:11 pm] TempPitProtector 1568
[03:34:11 pm] TornadoBlowMan 41456
[03:34:11 pm] TornadoBlowSummonerMan 5440
[03:34:11 pm] TornadoDamagerMan 466
[03:34:11 pm] TornadoDamagerMan2 30166
[03:34:11 pm] TornadoManBlowShot 1116
[03:34:11 pm] Tornadoman 5229
[03:34:11 pm] UraPillarRock 9688418
[03:34:11 pm] Uranus 5412
[03:34:11 pm] WallStunConcrete 13778
[03:34:11 pm]
Network traffic (in bytes) caused by ACS scripts:
[03:34:11 pm] Script 150: 500
[03:34:11 pm] Script 512: 6864479
[03:34:11 pm] Script 516: 1288
[03:34:11 pm] Script 527: 14715
[03:34:11 pm] Script 533: 23080
[03:34:11 pm] Script 544: 59729
[03:34:11 pm] Script 563: 234
[03:34:11 pm] Script 564: 27957
[03:34:11 pm] Script 570: 2640
[03:34:11 pm] Script 581: 383
[03:34:11 pm] Script 587: 7129
[03:34:11 pm] Script 977: 17971480
[03:34:11 pm] Script 987: 2142
[03:34:11 pm] Script 997: 259634
[03:34:11 pm] Script 998: 27663

dumptrafficmeasure log posted as is.

Please, try testing your mod before asking the community how to fix it.
Title: Re: Justified Classes v4a
Post by: Some Guy on January 03, 2017, 04:51:18 PM
I'd like to compare Concreteman's charge to Reinhardt's charge from Overwatch. Did you happen to take inspiration from Reinhardt?
Title: Re: Justified Classes v4a
Post by: Chaosman.EXE on January 03, 2017, 08:22:28 PM
I'm liking most of the new characters (well, aside from Magma Man since his altfire has next to no practical use unless someone is standing above him for whatever reason), special mention going to Tornado Man and Splash Woman as I'm having an absolute blast with both of them.
But some of the old ones really got knocked down a few pegs. I'm still experimenting but so far Ice Man seems to be the worst case; playing as him feels a lot more sluggish than it should and his damage output for how slow he initially is is awful (at least until his fire rate increases from his damage intake, which I don't think was a good design choice. It's like how I don't like Lucario in Smash; rewarding damage intake is something I'm not for), and his altfire is really bad. He gets majorly outdone by, what else, better ice RM's.
Title: Re: Justified Classes v4a
Post by: Endymion on January 03, 2017, 08:47:29 PM
I have no problem with the power-up in exchange for damage intake things, so far you always can run for healt chips. Regarding Ice Man's case this power-up is extremely useful. With that fire rate it easily rip away everything from his way but also you have to be more careful. Actually it easily change Ice Man long range sniper from mid range spammer. I can't say anything since I not really play with him, only sometimes randomly.

However Magma Man's altfire really is the useless category. The only practical use is for charging his main fire in a safe place... but the attack also reveals your position as you do it. Anyway the charged main fire is a beast when used on a group.

And for a personal experience, I love what you done to Search Man. Now it feels like the boss from Mega Man 8. :)

May I have a question. Does Fake Man will be a playable class later?
Title: Re: Justified Classes v4a
Post by: RageBurner on January 06, 2017, 06:28:42 PM
Ah, that's excellent, a new version of this great mod. I haven't played yet but I'll make sure to post my impressions here. Many thanks to everyone involved.
Title: Re: Justified Classes v4a
Post by: MusashiAA on January 06, 2017, 07:32:49 PM
(http://puu.sh/tdl3d/0c8719fa59.png)
Title: Re: Justified Classes v4a
Post by: Endymion on January 07, 2017, 03:25:31 PM
That may be right. However we never had any lag even with extreme abuse of bots (namely 10 or more at the same time). I guess it depends on the distance the players has with each other, and also the server's distance compared to the players' location.

Anyway I would have a request. Could you consider addig the Mega Ball to Mega Man as starting weapon? Selectable as the copy weapons, and with finite ammunition. I ask this because there is no way Mega Man can obtain Mega Ball during normal matches.
Title: Re: Justified Classes v4a
Post by: fortegigasgospel on January 08, 2017, 02:04:53 AM
That may be right. However we never had any lag even with extreme abuse of bots (namely 10 or more at the same time). I guess it depends on the distance the players has with each other, and also the server's distance compared to the players' location.

Anyway I would have a request. Could you consider addig the Mega Ball to Mega Man as starting weapon? Selectable as the copy weapons, and with finite ammunition. I ask this because there is no way Mega Man can obtain Mega Ball during normal matches.
Bots? Which bots? Bots don't do the things that are causing the problems anyway. Were you even online? Cause they were testing with BRG, Knight, and Dark Man and the entire server was lagging so bad no one could even connect anymore.
Title: Re: Justified Classes v4a
Post by: RageBurner on January 08, 2017, 04:08:29 AM
Okay, a few impressions after playing  the new version for a while:
I really like how the MM9 classes turned out. I played mostly Magma Man and Concrete Man, both of which I liked very much, but the others are well implemented also. Plug Man came as a surprise, as I half expected him to be really bad, but that was far from what I've seen.

The only new RM I couldn't intuitively figure out was Tornado Man, but then I'm bad with flying classes.
I also am glad there were rebalancing changes across the board for other classes.

Speaking of Tornado Man, is it a known bug that he looks orange instead of green when used by the player (at least for me)?

Keep up the good work everyone.
Title: Re: Justified Classes v4a
Post by: Endymion on January 08, 2017, 02:20:24 PM
Bots? Which bots? Bots don't do the things that are causing the problems anyway. Were you even online? Cause they were testing with BRG, Knight, and Dark Man and the entire server was lagging so bad no one could even connect anymore.

As I said Mr. Lazy-To-Read, we played online with extreme abuse of anything spawnable, including bots. We had no problem but I accepted the mod can cause lags.
Title: Re: Justified Classes v4a
Post by: Bikdark on January 11, 2017, 02:14:28 AM
As I said Mr. Lazy-To-Read, we played online with extreme abuse of anything spawnable, including bots. We had no problem but I accepted the mod can cause lags.
bots... dont cause anything like that, though. i'm not sure why you're relating bots to the ever-present brokenness of this mod
Title: Re: Justified Classes v4a
Post by: IamaMedalHunter on January 11, 2017, 12:07:35 PM
Just to clarify : in case you haven't seen/understood Soundwave's post, here was the real matter :
(click to show/hide)
PLAYERS could abuse an exploit that made air walls, knight crushers, and dark shields stay probably by forgetting to remove a hold flag. To put it in a simple way, griefers "left behind" projectiles and then came back and then repeat until there's too much things for the game engine to handle. Bots aren't capable of that (indeed because they just don't do it, they just attack).

Good thing the hotfix was out a few days ago.
Title: Re: Justified Classes v4a
Post by: Endymion on January 11, 2017, 01:29:58 PM
Aaaand what about the part "we played online with extreme abuse of anything spawnable"? Should I repeat the posts mean to be read? Could you talk about anything else than "this guy mentioned the word "bot" for one time? :)
Title: Re: Justified Classes v4a
Post by: IamaMedalHunter on January 11, 2017, 02:13:15 PM
Quote from: Endymoion
Should I repeat the posts mean to be read?
Yes please do so. Maybe I'm misunderstanding the whole thing, or maybe I've missed somethings. After all, while I'm reminding you the reasons JC v4a got banned, maybe you were talking about something else. Maybe I misunderstood the "we played online with extreme abuse of anything spawnable" part, or maybe you should explain what you've exactly done, and explicitate for what reason.

Also.
Quote from: Endymion
As I said Mr. Lazy-To-Read
Quote from: Endymion
Could you talk about anything else than "this guy mentioned the word "bot" for one time? :)
I don't know if this was really how it was, but you really sound ... arrogant.
Let's keep it down, it would be unfortunate if a flame war bursted in here, and for no good reason.
Title: Re: Justified Classes v4a
Post by: Endymion on January 11, 2017, 02:29:31 PM
I just had enough of everyone talking about the bots when that was just an example of what we spammed. The engine's main advantage compared to most of the other multiplayer games is the ability to summon things on the battlefield. Be it some spikes or flames, or a field of Metools from the bossfight. With mods there is even more possibilities, like projectiles that bounce till it not hit a player (wasn't the best idea ever since it cause a crash after 10 minute). Not me, neither any of my friend is into professional frag fests, we love doing random things, so we do a lot of insane multiplayer matches. It can lag so bad depending on who run the server, and who joins.

But we never joke about impossible things. We never try running an event we haven't tested (at least cause no slowdowns) in singleplayer.
Title: Re: Justified Classes v4a
Post by: IamaMedalHunter on January 11, 2017, 02:55:30 PM
So how is JC v4a tied to this ? You're saying you've tested with dozens of dozens of (justified classes) summons online, right ? Is that in reply to Musashi's screenshot that indicates v4a got banned for intense lag by spam ? If that's the case, then I must say this one projectile spam case is due to exploits as I've explained ; they can be done without cheats. It is this spam that causes extreme lag, which disallows anyone from staying connected. The lag being talked about is not a personal lag caused by Internet Provider network, nor is a lag caused by hosting location.
Title: Re: Justified Classes v4a
Post by: Endymion on January 11, 2017, 06:39:09 PM
I doesn't know what caused it, just experienced the one I said also can cause server malfunctions, most notably when the server states it is full, and not even a single player was connected to it. However (and of course) that easily can be fixed. I said this exactly because once we had the same problem.
Title: Re: Justified Classes v4a
Post by: fortegigasgospel on January 11, 2017, 09:02:23 PM
Look, this isn't "Spamming" going on here in the screenshot, those projectiles aren't despawning is the problem, they are firing, then going into spectate, which causes these ripping projectiles to stay in place indefinitely, spamming wasn't the problem, the problem was the constant build up of scripts that weren't going away.
Title: Re: Justified Classes v4a
Post by: Endymion on January 11, 2017, 10:38:42 PM
Actually work the same if you have a mod that make every projectile bounce indefinitely (or at least till it hits a player but ripping projectiles won't disappear after than though). But everything could be solved with a timer for projectiles that makes them disappear after 20 sec for example. I guess 20 sec is more than enough for any kind of projectiles to do what they should do.
Title: Re: Justified Classes v4a
Post by: Trillster on January 11, 2017, 11:19:11 PM
Actually work the same if you have a mod that make every projectile bounce indefinitely (or at least till it hits a player but ripping projectiles won't disappear after than though).

You keep bringing this up as an example or comparison to this situation, but I don't think you're actually aware of how these work in core MM8BDM. So I'll help you out here and break the code down to show why this isn't a valid comparison.

Code: [Select]
actor MegaBallKicked
{
PROJECTILE
+HEXENBOUNCE
-NOGRAVITY
+FORCEXYBILLBOARD
+BOUNCEONACTORS
scale 2.5
height 16
radius 16
damage(30)
bouncecount 10
bouncefactor 0.9
wallbouncefactor 0.9
Gravity 0.50
speed 40
seesound "weapon/megaball"
damagetype "MegaBall"
Obituary "$OB_MEGABALL"

So meet Mega Ball, it's your standard run of the mill gravity affected bouncing projectile. You see, core MM8BDM has fail safes already put into play for the case of this projectile not dying on walls. Going down the list, there's set values and flags which dictate how the projectile act.

PROJECTILE - This gives you standard projectile flags, the whole go through rails and stuff.
+HEXENBOUNCE - This dictates the style of bouncing that this projectile undergoes.
+FORCEXYBILLBOARD - This is irrelevant for the point but this makes it so that it actually appears from the top, a ball shape.
+BOUNCEONACTORS - This gives Mega Ball its defining characteristic of bouncing off of players.
scale 2.5 - This simply just upscales the sprite to be player-sized.
height 16 - Sets the height of the projectile.
radius 16 - Sets the radius of the projectile, so half of a circle
damage(30) - Self-explanatory enough, makes it do 30 damage.
bouncecount 10 - This is where the fail safe comes in, this projectile will always stop after 10 bounces, meaning it doesn't go forever.
bouncefactor 0.9 - This says that every time Mega Ball bounces, it gets just a bit slower.
wallbouncefactor 0.9 - Same as above, except explicitly for walls.
Gravity 0.50 - This sets the gravity scale.
speed 40 - Simple enough again, just sets the speed to 40.
seesound "weapon/megaball" - This says that every time Mega Ball bounces, it'll play the sound "weapon/megaball."
damagetype "MegaBall" - This sets a special damagetype that hurt players will go into when hurt.
Obituary "$OB_MEGABALL" - Finally, this is just the message that plays whenever a player is killed by this weapon.

As you can see, there's plenty of checks put into all weapons of core to ensure this type of projectile immortality doesn't happen. JC however, had none of this. As many others have said, this wasn't just your simple projectile spam. A player could spectate and keep their projectiles out forever. This didn't just lag out servers, this murdered them. While a simple timer could fix this issue, it's not the best solution. The easier and much more efficient solution to this would just be having the projectiles actually disappear upon spectating. Several hotfixes were released to do this, but they haven't amended everything yet. For example, Galaxy Man still makes levels into nothingness as he flies through out of bounds areas. There's also just various examples of things feeling unpolished, such as Snake Man being forced to jump while using his alt or Aqua Man needing to jump just to use his geyser.
Title: Re: Justified Classes v4a
Post by: Endymion on January 12, 2017, 01:54:38 AM
A friend of me (who is a big Doom fan but also loves every mod of it) made a mod just for fun. It is about using the Bass Buster as a bouncing weapon. I mention this because the effect was the same but required a lot of time to happen. A lot of non "despawning" projectiles as others said. And just to make sure we also summoned a lot of other things because it is fun running into sure death.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Fyone on January 12, 2017, 04:08:02 PM
Sorry for the late response guys, hotfix 3 now released to fix the bugs.

Download here! (http://allfearthesentinel.net/download?file=justifiedclasses-v4a-hotfix3.pk3)
Title: Re: Justified Classes v4a Hotfix 3
Post by: Xhatahx on January 12, 2017, 04:40:51 PM
Small problem:

(click to show/hide)

Perhaps it's because I'm using the Zandronum 3.0 alpha. I don't know.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Endymion on January 12, 2017, 06:15:33 PM
Awesome, thanks for the hard work. :)

===EDIT===

Search Man if the AI control it always use the fully charged Search Missile. However it never shots out the missiles, instead spam the targeting symbol everywhere.

===EDIT 2===

May I suggest something? I know this isn't an "official game legit" change but would be awesome if Quint could use his buster. I thought it could work like Buster Rod G's: anytime when you hope one with Sakugarne he gain a little energy for a secondary bar. Then you could switch between Sakugarne and buster, using buster will drain that secondary energy gauge. This is just an idea came into my mind when we played a Quint vs. Quint duel with my friend and it basically was a tie all the time.
Title: Re: Justified Classes v4a Hotfix 3
Post by: SpringSonic1987 on February 19, 2017, 09:53:49 PM
Can you do something about Rock's pallete?
(click to show/hide)
(click to show/hide)
(click to show/hide)

Also, these guys have inaccurate palletes.
(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)
Title: Re: Justified Classes v4a Hotfix 3
Post by: Endymion on February 20, 2017, 07:55:21 PM
I noticed it too, and also occurs with King, but only in the singleplayer house. During deathmatch there is no problem with the pallettes.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Beed28 on February 20, 2017, 11:47:25 PM
Why do most of the weapons in this annoyingly have +WEAPON.NOAUTOAIM when they don't need really it (the Mega Buster, for example)?
Title: Re: Justified Classes v4a Hotfix 3
Post by: SpringSonic1987 on February 21, 2017, 05:49:44 PM
I noticed it too, and also occurs with King, but only in the singleplayer house. During deathmatch there is no problem with the pallettes.
I still demand a fix since this is a huge bug. As for Rock's skin pallete it still has the mistake on Deathmatch.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Endymion on February 23, 2017, 03:05:01 PM
Well, it definitelly have to be fixed one time. Also I hope Quint will change a little, a Quint Buster with rechargable ammo would be awesome. Either he have to pick up energy capsules or by hopping with Sakugarne it charge a little.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Scounter on March 25, 2017, 06:14:37 PM
I tried to download it and it said ''404 The content you are looking for is not found.'' Does anyone know why ?
Title: Re: Justified Classes v4a Hotfix 3
Post by: Endymion on March 26, 2017, 10:09:31 PM
Because the file is down. I doesn't have permission to upload it or creat mirrors but you can try search with the filename: justifiedclasses-v4a-hotfix3.pk3
Title: Re: Justified Classes v4a Hotfix 3
Post by: ice on April 17, 2017, 03:27:46 AM
Just a suggestion for Sniper Joe, would it be possible to give the swinging for the hammer joe weapon a close range damaging effect? Right now it's probobly the least useful weapon as all it does is stun targets for someone else to get a kill steal from you and by the time you CAN fire any weapons while they're stuned, they've already broken free and ran off.

Right now how the weapons are
Starting buster: Hard to get kills with the low RoF you mostly have to pray you get a kill or get a full bar before somebody kills you. I'd suggest removing the 3rd shot pause altogether

Crystal Joe: Sortof okayish, the crystal sadly blocks your entire view making aiming it difficult, it also makes the shield redundant. I'd suggest making the crystal more of a "wireframe" outline so you can see what you're doing

Grenades: Holy crap these things take forever to explode, you mostly have to hit the target dead on or hope the explosion hits somebody, I'd suggest making them somewhat more like napalm bomb in terms of detonation timing

Skeleton Joe: The bones are actually pretty okay for what they do, no real changes other than maby make the bounce height set instead of having them bounce insanely high completely over your target

Hammer Joe: As stated above, largely useless if you're hoping to get a kill in a group, add some sort of close range AoE to it

Electric Joe: Pretty much god teir, high powered ground hugging spreading ripper AND a close range AoE. I... can't really think of any changes to be honest, the weapon's fun to use and has no real drawbacks to it which I think is what makes it outshine everything else

Machinegun Joe: The other god teir weapon. A large energy capsule fills this thing instantly AND has a crapload of ammo, add the stunlock and hoooo boy. I'd say probobly nerf the ammo you get from capsules slightly and probobly remove the stunlock
Title: Re: Justified Classes v4a Hotfix 3
Post by: UltimateChimichanga on April 29, 2017, 08:48:52 AM
I'm not sure if anyone gives a shit about the bot rush mode, but I found a few bugs in it. Alien and Wily both came out as Bubble Man for me, and if Mercury uses the attack where he turns to slime, he stays in slime form and can't be killed.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Mikael_Fernandes on May 04, 2017, 04:58:43 PM
While fighting against the bot, i found out how cheap Quick-Man is with quick boost. He simply spams it like no end, and since the bots have some weird bot aim feature, he will simply melt anything
Title: Re: Justified Classes v4a Hotfix 3
Post by: JohnVyttalRay on May 04, 2017, 06:54:07 PM
That's basically because Quick's A.I. was programmed to hit everyone, but he's so fast (ironically), that he hits everybody and it's ver hard to escape, unless if you jump.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Withered on August 15, 2017, 07:26:08 PM
Hey guys....i'm new here...so......this mod is still functional??because this mod works with the V5a version,but in the V5b,zandronum can't run the game......so this mod will be updated?
Title: Re: Justified Classes v4a Hotfix 3
Post by: Morps on August 16, 2017, 02:45:19 AM
Hey guys....i'm new here...so......this mod is still functional??because this mod works with the V5a version,but in the V5b,zandronum can't run the game......so this mod will be updated?

It is being updated very soon, Fake Man just needs finishing touches. In the meantime you can try CBM.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Withered on August 17, 2017, 01:02:44 AM
It is being updated very soon, Fake Man just needs finishing touches. In the meantime you can try CBM.
thanks....i'm waiting for this update.....this mod is one of the best i ever seen.......i liked the stardroids and some other cool stuff
Title: Re: Justified Classes v4a Hotfix 3
Post by: Lucky104 on September 17, 2017, 11:58:31 PM
Ok got v5 and I can't seem to get this mod to work also is yhere any other mods like the special classes mod? I like the fact that I can still use skins with those classes plus it's good that you can still use powers.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Morps on September 18, 2017, 12:01:48 AM
Ok got v5 and I can't seem to get this mod to work also is yhere any other mods like the special classes mod? I like the fact that I can still use skins with those classes plus it's good that you can still use powers.
Please read the earlier posts, it is not updated to v5b yet. However the update will be finished soon once Fyone is done fiddling around with Fake Man.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Plant Man on September 19, 2017, 01:53:20 AM
So I tried to download the mod,but when I clicked the link it just brought me to a 404 page. Help?
Title: Re: Justified Classes v4a Hotfix 3
Post by: Zdagger67 on September 19, 2017, 04:51:31 AM
So I tried to download the mod,but when I clicked the link it just brought me to a 404 page. Help?

Try to uses this :
static.allfearthesentinel.net/wads/justifiedclasses-v4a-zandro3-170416-07102.pk3 (http://static.allfearthesentinel.net/wads/justifiedclasses-v4a-zandro3-170416-07102.pk3)

Title: Re: Justified Classes v4a Hotfix 3
Post by: novastartherapter on October 15, 2017, 01:42:15 PM
Try to uses this :
static.allfearthesentinel.net/wads/justifiedclasses-v4a-zandro3-170416-07102.pk3 (http://static.allfearthesentinel.net/wads/justifiedclasses-v4a-zandro3-170416-07102.pk3)

When I tried to use that download, my game keeps failing to launch. I really want to try this mod out, but every time I try it, it just fails to work. Is there something I'm doing wrong?
Title: Re: Justified Classes v4a Hotfix 3
Post by: CutmanMike on October 15, 2017, 03:00:36 PM
The creators still need to update their mod for V5B, I believe this is still happening. In the mean time if you just want to play with classes right now, you should check out CBM.

http://cutstuff.net/forum/index.php?topic=1743.0
Title: Re: Justified Classes v4a Hotfix 3
Post by: Promestein on December 05, 2017, 08:18:10 PM
Yeah it's quite safe to say Justified is totally dead. It's been some five months since Fake Man started receiving his finishing touches. A shame, really, but not unexpected. MM8BDM modding in general has felt dead for a long time now.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Endymion on December 05, 2017, 10:22:51 PM
I hope the mod is still a working title. Personally I really enjoy it and I miss it. Can someone say something about the mod's future?
Title: Re: Justified Classes v4a Hotfix 3
Post by: MegaVile on December 06, 2017, 02:08:16 PM
I am in the Justified Classes discord, and I can and will say, the mod is NOT dead. There are a few minor setbacks, but fake man is nearly done, and everything is still being worked on. A minor setback involves a developer's computer straight up dying forever. Trust me, I know a dev. And I know for a fact it's not dead. Keep this in mind. Once everything is in working perfect order, and balances are made, it will be updated. The problem is if people can tolerate it after the mess that was last update honestly. And since CBM has basically took over, that is also an issue but in the mean time, I'll repeat it again, development is NOT dead.
Title: Re: Justified Classes v4a Hotfix 3
Post by: Endymion on December 06, 2017, 02:39:11 PM
That's a good news. Personally I always enjoyed Justified Classes more than the Class Based Modification, especially because the more faithful character abilities compared to the NES games. I can wait for ages if that is required for the development, and I'm glad that's only what it takes. :)
Title: Re: Justified Classes v4b Beta 14
Post by: Fyone on December 08, 2017, 06:59:45 PM
New Justified Classes Public Beta: Download here! (https://allfearthesentinel.net/zandronum/download.php?file=justifiedclasses-v4b-beta14.pk3)

Changelog:
(click to show/hide)

Special Thanks to Ultimate Chimichanga for Fakeman sprites and Flame-ful Justice for various copy weapon sprites!
Title: Re: Justified Classes v4b Beta 14
Post by: JaxOf7 on December 09, 2017, 02:46:03 PM
Link to justified classes discord that's in the file credits but not anywhere else for some reason.
https://discord.gg/hZRyFXg (https://discord.gg/hZRyFXg)
Title: Re: Justified Classes v4b Beta 14
Post by: Superjustinbros on December 10, 2017, 07:15:32 PM
It would be grateful if you guys could add horizontal bars for every class, since not everyone uses vertical bars. (for me, horizontal bars are in a much better and convent position compared to vertical ones)
Title: Re: Justified Classes v4b Beta 14
Post by: Fyone on December 12, 2017, 03:54:59 AM
Sorry, I accidentally missed adding horizontal bars to Fakeman. Please let me know if there are any more I missed!

New public beta download here! (https://allfearthesentinel.net/zandronum/download.php?file=justifiedclasses-v4b-beta14h.pk3)

Changelog:
(click to show/hide)
Title: Re: Justified Classes v4b Beta 14
Post by: Endymion on December 13, 2017, 09:50:42 PM
King buff, I like hearing that. :)

I'm glad the connection issue was fixed now I can play online with others. And I noticed something online, maybe not related. With Hyper Storm H the stomps always lag a little even with low ping. After pressing the iten button the jump is delayed a little.
Title: Re: Justified Classes v4b Beta 14
Post by: RageBurner on December 15, 2017, 07:19:49 PM
Okay I took the time to test horizontal bars for the classes and I found 2 that have problems:

1) Bubbleman's weapon gauge is completely black in horizontal mode.

2) Ballade's life gauge is completely black in horizontal mode.

Also to add something else, Starman's shot is misaligned in relation to the buster's position, but I dunno if it is fixable (the shot spawns below the line of fire and Napalman's AI still becomes unresponsive after a few attacks, like before.

Other than that, a great update, keep them coming!