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Author Topic: MM8BDM V3b Released!  (Read 73698 times)

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August 15, 2013, 04:28:07 PM
Reply #150

Offline Ceridran

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Re: MM8BDM V3b Released!
« Reply #150 on: August 15, 2013, 04:28:07 PM »
Quote from: "Fyone"
Quote from: "Zerokk"
I figured I kept to it. We are on the subject of Super Arm's problems, and I see no way to expand upon what you are saying. Hitbox reduction is one of the options, but seems rediculous.

Also, this pretty much a general 8BDM discussion as far as I see, because we don't have any threads with that labeled on it.
I'm pretty sure (but not certain), but I think that the reason why S. Arm can OHKO is because of the bits hitting you in addition to the S. Arm itself. Kinda like D. Crusher where if the bits hit you it does more than half damage or possibly OHKO(?) (which is done by aiming slightly below the player). Simply reducing the damage of the bits or changing where they are spawned could remove the OHKO chance. The old laser buster could already OHKO if you hit someone just right, but now it's even easier to do. Also M. Ball can OHKO as well if it lands right on top of you which is just funny. R. Boomerang can also be shot once and can kill you if it rips you three times in a row (can be done in a corner in a cramped area since the bounce is there.)

Yeah, that's the reason why it can OHKO.

Quote from: "DarkAura"
Or just make it so the bits don't spawn when it hits the player (DeathX, XDeath, forgot which one it was.)

You know uh

that's actually a pretty good idea

However, the rocks shattered upon hitting Megaman in MM1, didn't it?

August 15, 2013, 04:34:54 PM
Reply #151

Offline SmashTheEchidna

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Re: MM8BDM V3b Released!
« Reply #151 on: August 15, 2013, 04:34:54 PM »
Pretty sure they did, actually.

August 15, 2013, 05:09:16 PM
Reply #152

Offline Hallan Parva

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Re: MM8BDM V3b Released!
« Reply #152 on: August 15, 2013, 05:09:16 PM »
why don't you just make the Guts Block have a different damage to its pieces if you hit someone with the whole block first or not


like, missing will still keep your powerful pieces, but hitting with the huge block cuts the fragment power in half or something
so you have ROUGHLY the same damage all-around versus just getting this huge "fuck you KA-POW" bonus for smothering some dude

August 16, 2013, 01:27:51 AM
Reply #153

Offline Geno

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Re: MM8BDM V3b Released!
« Reply #153 on: August 16, 2013, 01:27:51 AM »
I have discovered the secret of Beat's Cage!

(click to show/hide)

August 16, 2013, 01:45:04 AM
Reply #154

Offline CutmanMike

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Re: MM8BDM V3b Released!
« Reply #154 on: August 16, 2013, 01:45:04 AM »
I have some changes to super arm pending for testing.

August 16, 2013, 10:38:22 AM
Reply #155

Offline Stardust

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Re: MM8BDM V3b Released!
« Reply #155 on: August 16, 2013, 10:38:22 AM »
Quote from: "Zerokk"
You know uh

that's actually a pretty good idea

However, the rocks shattered upon hitting Megaman in MM1, didn't it?

Yeah but the 3D version of the Mega Man weapons don't need to be the perfect translation of their original game version. For instance : in MM8BDM Super Arm doesn't need a boulder to use, Ice Slasher doesn't freeze at all and has a fast fire rate, Gemini Laser doesn't multihit, and barriers weapons usually have a lot of differences with their original versions. So it may happen.
or we could make the bits very weak when they spawn, and they get stronger when they travel. No,wait, that's an awul idea.

August 16, 2013, 07:20:27 PM
Reply #156

Offline FTX6004

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Re: MM8BDM V3b Released!
« Reply #156 on: August 16, 2013, 07:20:27 PM »
Heh could you guys this Health bar being in the way of the maps name.

(click to show/hide)

August 16, 2013, 07:46:01 PM
Reply #157

Offline Kapus

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Re: MM8BDM V3b Released!
« Reply #157 on: August 16, 2013, 07:46:01 PM »
If you don't want your health bar down there, move it to the side by hitting the "-" key.

August 16, 2013, 08:53:38 PM
Reply #158

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #158 on: August 16, 2013, 08:53:38 PM »
Quote from: "Kapus"
If you don't want your health bar down there, move it to the side by hitting the "-" key.
The health bar is always in that position while the automap is up.

August 16, 2013, 09:00:30 PM
Reply #159

Offline Kapus

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Re: MM8BDM V3b Released!
« Reply #159 on: August 16, 2013, 09:00:30 PM »
Oh, really? Okay then. Nothing you can do about it, I guess.

August 16, 2013, 09:27:45 PM
Reply #160

Offline Ivory

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Re: MM8BDM V3b Released!
« Reply #160 on: August 16, 2013, 09:27:45 PM »
Alternately, you can just the overlay minimap which is 1000x better than being unable to see at all.

August 17, 2013, 12:54:41 AM
Reply #161

Offline Beed28

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Re: MM8BDM V3b Released!
« Reply #161 on: August 17, 2013, 12:54:41 AM »
So, does anyone remember that fake changelog of v3a I posted nearly a year ago?
Quote from: "Beed28"
MM5WAV - Completely remade from scratch.
I love the hindsight and irony behind this.

August 17, 2013, 12:58:53 AM
Reply #162

Offline Kapus

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Re: MM8BDM V3b Released!
« Reply #162 on: August 17, 2013, 12:58:53 AM »
It was bound to happen at some point.

(also I stated quite a few times that the development team wanted to redo wav, but couldn't for v3a)

August 17, 2013, 01:29:00 AM
Reply #163

Offline Geno

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Re: MM8BDM V3b Released!
« Reply #163 on: August 17, 2013, 01:29:00 AM »
The sheer amount of things you got right is startling.

August 20, 2013, 06:35:04 PM
Reply #164

Offline beta

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Re: MM8BDM V3b Released!
« Reply #164 on: August 20, 2013, 06:35:04 PM »
will anyone make a server using the method of enabling 4 teams?