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Author Topic: Justified Classes v4b Beta 14  (Read 370349 times)

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November 07, 2016, 06:43:16 AM
Reply #1305

Offline RageBurner

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Re: Justified Classes v3ehhh
« Reply #1305 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.

December 31, 2016, 07:11:34 PM
Reply #1306

Offline Fyone

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Re: Justified Classes v4a
« Reply #1306 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

Changelog:
(click to show/hide)

December 31, 2016, 10:18:56 PM
Reply #1307

Offline Shmeckie

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Re: Justified Classes v4a
« Reply #1307 on: December 31, 2016, 10:18:56 PM »
Heads up; we're aware of the glitches. Hotfix in the works.

January 01, 2017, 12:51:19 AM
Reply #1308

Offline Endymion

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Re: Justified Classes v4a
« Reply #1308 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!

January 01, 2017, 01:17:40 AM
Reply #1309

Offline Soundwave02

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Re: Justified Classes v4a
« Reply #1309 on: January 01, 2017, 01:17:40 AM »


Happy New years, y'all. image not made by me

January 01, 2017, 01:41:58 AM
Reply #1310

Offline Bikdark

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Re: Justified Classes v4a
« Reply #1310 on: January 01, 2017, 01:41:58 AM »
yeah i have to agree

super update with no problems at all!! :DDD

January 01, 2017, 03:01:19 AM
Reply #1311

Offline Reincarnation

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Re: Justified Classes v4a
« Reply #1311 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.

January 01, 2017, 04:03:43 AM
Reply #1312

Offline Zard1084

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Re: Justified Classes v4a
« Reply #1312 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

January 01, 2017, 03:56:17 PM
Reply #1313

Offline Endymion

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Re: Justified Classes v4a
« Reply #1313 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?

January 02, 2017, 12:04:17 AM
Reply #1314

Offline Promestein

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Re: Justified Classes v4a
« Reply #1314 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.

January 02, 2017, 02:20:22 AM
Reply #1315

Offline Endymion

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Re: Justified Classes v4a
« Reply #1315 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.

January 02, 2017, 07:34:57 PM
Reply #1316

Offline MusashiAA

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Re: Justified Classes v4a
« Reply #1316 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.

January 03, 2017, 04:51:18 PM
Reply #1317

Offline Some Guy

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Re: Justified Classes v4a
« Reply #1317 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?

January 03, 2017, 08:22:28 PM
Reply #1318

Offline Chaosman.EXE

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Re: Justified Classes v4a
« Reply #1318 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.

January 03, 2017, 08:47:29 PM
Reply #1319

Offline Endymion

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Re: Justified Classes v4a
« Reply #1319 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?