Poll's until tomorrow. Think before you pick, Mega Man 2 would likely require a lot of changes. (On metal man's part...)First I picked Megaman 2. But, since I don't want to give you much headache, picked Megaman 1
What can I say? I liked Megaman 5. It's the underdog of the NES games. :ugeek:
Quote from: "Ivory"What can I say? I liked Megaman 5. It's the underdog of the NES games. :ugeek:
I hated it.
Well not hated it, but it's the worst of the NES games.
Not exactly, but much closer than Mega Man's weapons.Well, dunno if you considered this, but:
Hard Man can only shoot two Hard Knuckles at a time and he shakes the ground on his altfire (only used in the air) applying a stun to all in range. His knuckles don't act as boomerangs, unlike in game... I tried it and dominated everyone as Hardman in offline. Might re-add it if Hardy's UP.
Also.
What point does Needleman serve?
Different topic, are you going to do another set of bots? If so, which ones will you do next?
Better than roboenza.
YD, I just hosted a server with this wad, and we had fun when the game didn't lag to hell.Actually Iceman's stage lagged very badly too whith the shadowman class (and I always use softwear and I never lagg there)
It's probably not my connection, as I have a pretty stable network, even if it's bad.
The causes seem to be from either Magnetman or Shadowman, but I'm not sure.
A message from xColdxFusionx, for they do not have a cutstuff account:
"To whom it may concern;
The MM3 Class Pack has a few blatant errors in its coding which should not have been missed by the bug-testing team.
As I recall, the only "bug testing team" was YD.
-The new health-pack works fine for Hard Man, but not every class is Hard Man. You have made the things Health Bonuses that give 15-30 health. Way to go, geniuses.
It does?
-WHAT WERE YOU THINKING USING SCRIPT 2 FOR A SCRIPT!! ...Raging aside, Script 2 is used by many, many maps and should not be used by a game mode. Ever.
"[*]Script is a more... random number, you shouldn't be able to pick up other weapons and other scripts should be fine. (Mega and Break are the only ones able to pick up weapons)"
-...Shadowman's secondary weapons are a bit, for lack of a better term, half-assed. The smoke bomb is a bit forgivable since it actually looks pretty decent, but Muramasa, on the other hand, needs actual decent sprites. The freaking thing's a SWORD, for crying out loud! Why does it look like a bent and mangled throwing knife.
It COULD be a simple rename to fix. It's supposed to be a knife in this anyway.
I apologize if this offends anyone, but you shouldn't release a pack to the public with such major flaws. It makes you look incredibly dumb.
Yeah? Well people think it's fun, and that's good enough.
~xColdxFusionx"
Edit: I just noticed the flag vanishes with shadowman, We need a class based CTF server now
I have a good idea for Charge : He can only move forward.While suitable, this would most likely only become annoying.
'Cause he's a train, get it?
You'll have to use Player Setup to access a few classes, damn screen limits :|
also, bring back the smokebombs.Weren't smoke bombs pretty much completely useless? :|
Permition to sprite 1st person veiws? like for cutman, reaching up and throwing, or fireman holding up his buster, or iceman holding up his hand in a O shape while blowing? I could do some sprites for the mm3 classes too. Also if you want, I can send you some of my work so you can decide whether or not I'm right for the job
Well, i guess I can make one as a side project for myself then
1. Breakman is from MM3 and Protoman is in all of them.
2. Maybe
3. It isn't.
English good for brain.
ALSO, a slight question, I was considering making Megaman spawn with a Rush Coil and Rush Jet, do you think this would be overpowered?
What about Eddie or Tango? My main concern is that Mega is inferior to Break except for taking out Break.Megaman's pro is that he can use every weapon, although maby starting out with beat would work. and keep in mind megaman can easily switch to protobuster at any time
Maybe you should tone down the damage on the hyper bomb and re-add the super arm physics.I know a way to add absolute radius damage without having distance falloff... Maybe that could help.
A_Explode is causing the damage dropoff, truthfully that's a good thing.Good AND bad.
Just a word of warning about MM6 classes. Centaurman and Knightman are actually names of monsters in hexen and heretic respectively(other doom based games that skulltag supports). So their classnames would have be something like MMCentaur/KnightMan or Centaur/KnightMan2.
...Did you draw that? awesome.I already fixed the shading thing, and I made sure to check if the 1st person veiw followed the 8bit rule (clearly some didnt) but yeah, if the classes are all done I can upload all of my work and we can probably have mm1 done by tommorow. Also YD, do you think we should add the mm1 classes with the revised mm3 one or release it in a seperate pack?
Also, Ice, your sprites(such as Bombman's arm) are lacking shading. According to Bass Buster, it's okay if you go over the 8-bit limit on HUD sprites.
class "name here"
I prefer that method anyways
Hmm... I'm concerned about the MM1 classes. Most of them originally doesn't have an secondary attack/move, so I thought up these:
*Cut Man:
Status - Short HP but fast.
Main attack - Rolling Cutter
Cut Man flicks his head scissors. No tweaks needed, I guess. Infinite.
Alternate Attack - Chasing Cutter
Cut Man flicks a bigger cutter, as seen in Megaman: Powered Up. It have the same mechanics as Search Snake, but bigger. It's one-hit KO, but it needs a large time until be used again.
I really like the Cut Man class ideas you have, especially the critical attack from MMPU. This is good.
*Guts Man:
Status - High HP but slow.
Main attack - Super Arm
Guts Man uses his arm, lifting a boulder to chuck on the opponents. No tweaks needed, I guess. Infinite.
Alternate attack - Guts Stomp
Guts Man stomps the ground, stunning opponents near. Works as Hard Man's alternate attack, but no damage is dealt.
No damage means Guts Man loses in corridors. Remember, Super Arm disappears on contact with a ceiling, so in stages with low roofs like Cut Man and Skull Man... he's screwed.
Maybe as Guts Man lands and stuns enemies, you could have bits of rock fall around Guts randomly, potentially damaging people.
*Ice Man:
Status - Same as Megaman's.
Main attack - Ice Slasher
Ice Man jumps as he spits three Ice Slashers. No tweaks on the projectile. Work the same as Needle Man's alternate attack.
Alternate attack - Icicle Shield
Ice Man summons an icicle to defend. Acts as a shield, but it stays on the summoned place. Disappears after some time. Basically, a mix of Proto Shield and Item-1. No damage dealt.
The Icicle Shield should fall from the sky like in MMPU to potentially spear someone unaware! Also, maybe a limit of 3 icicles on-stage at once?
*Bomb Man:
Status - Slightly more HP.
Main attack - Hyper Bomb
Bomb Man throws a bomb. Tweaking: the bomb blasts when touch the floor, as suggested.
Alternate attack - Giga Bomb
Bomb Man summons a giant bomb with a bigger explosion radius. It has the same mechanics as the in-game Hyper Bomb, as in it need a time to blast.
Fire rate: as slow as charging a Proto Buster.
If it charges like Proto Buster, expect some Giga Spam. Make the cooldown time a bit longer.
*Fire Man:
Status - Same as Megaman's.
Main attack - Fire Trap
Fire Man shoots the "fire traps" like the original game. No tweaks on the projectile, I guess. Infinite.
Alternate attack - Fire Wave
Fire Man shoots a "fire" Water Wave, as seen in Megaman: Powered Up. First, he "reflects" projectiles with a Fire Storm for a split second, then shoot. The sprites are those from Flame Man's weapon, but acts as the Wave. Need a time to recharge.
This is good, though I recommend using custom sprites for the Flame Wave!
*Elec Man:
Status - Short HP but fast.
Main attack - Thunder Beam
Elec Man shoots his trusty Thunder Beam. No tweaks needed, I guess. Infinite.
Alternate attack - Thunder Bolt
Elec Man summons a thunder pillar at short range, as seen in Megaman: Powered Up. Powerful damage but slow fire rate.
It should make thunder pillars where the target is standing like in MMPU. A strafer will dodge it no problemo but people camping or walking back and forth will run right into it!
Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
Nothing I can do, as this would make you invincible to other Geminimen (not clones) also.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
You'll be seeing a lot of this in later games.
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Same thing happens with normal topspin
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some
Pussies
Needle Man is still underpowered in my opinion.in my edit of the classes PK3, I drasticly sped up snakeman's climbing so you climb slightly faster then if you were climbing a ladder, as it is said, he's like his snakes (and as it's a 2 handed climb, it climbs twice in 1 click and it works somewhat smoother)
I mean, yes, now the needle cannon stuns. For about, 0.2 seconds. It works as an anti-rush weapon, but only if the enemy is stupid enough to blindly charge at you in a straight line. Seeing as most anti-rushers you want to take care of are Top Men, who will dodge and weave anyway, making them harder to hit... yeah.
I say he could use a damage buff, so he'd pack a good punch, while being average in mostly everything else. Currently, he has barely any advantages to him.
EDIT: Another point. If you want an anti-rush, you go Spark Man, not Needle Man.
Another thing of note: Snake Man's high jump attack makes the Climbing Claw kinda redundant, and only useful when you need to scale large cliffs. I'd say you should remove the high jump attack, and increase the climbing speed even more.
Quote from: "Bikdark"Hmm, there's a few issues I found with the MM3 classes:
-Geminiman's clone hurts you. It also hurts teammates in team matches.
Nothing I can do, as this would make you invincible to other Geminimen (not clones) also.
+MISSILE flag, -CANPUSHWALLS, -CANUSEWALLS, -ACTIVATEMCROSS, +CANPASS, -ACTIVATEIMPACT -ACTIVATEPCROSS +NOTELEPORT. If you don't have it checking their owner inventory, add +FRIENDLY too.
-Needleman is somewhat lacklustre even with the new needle cannon stun. I know you said he was only general offense, but it's only a Needle Cannon with a high jump, really.
You'll be seeing a lot of this in later games.
He's missing his head needle attack too, no?
-This is kind of hard to explain, but: Sometimes with Topman's Topspin if you're running at an enemy and use it, it glitches out (not being able to fire, switch weapons, or pick up energy) or doesn't work at all
Same thing happens with normal topspin
Just click once, don't hold.
Other than those 3 things, you something amazing on your hands.especially Shadowman, who apparently is too hard to use by some
Pussies
Agreed with OP. Shadowman could be able to like toss two shurikens that behaves like a metal blade, but one goes ahead while the other goes 30ş or 45ş up.
There's Flameman, that only has Flame Blast.Not true! He had both the fire ball projectile, and the flame wave that goes along the ground.
ringman is kinda screwed, if anyone gets another jump+ shoot it will be him.
Woodman will have plant barrier, but will be slowed down like hardman is, and remember that there will be heatman with the potential to one shot him, I don't think the barrier will be a major issue
brightman can also shoot, maybe he'll have much higher health. and not a quake attack but a "jump on you to cause pain" attack.
I recommend a release if only to address the Muramasa problem immediately. The game is so beyond broken now that everybody's doing it. It just plain sucks. Also, for having the classes drop their weapons, make sure you remember to have the robot masters not able to pick up their robot master counterparts' weapons. Right now, we've got Shadow Men with Top Spin and Hard Men running around wildly on Deathwind's server.
Server's fault, not YD's.
Like asking to not drop Roboenza claw.
How about making it like the Spy from TF2's knife where it's a melee attack that kills instantly (not necessarily backstab, just a stab in general) instead of a throwing knife?
Just thought of something that may or may not be a good idea, or easy to script.it wouldent make sense if they'd see shadowman, although it would be perfect if shadowmen could see each other
Make it easier for one specific class, such as breakman or sparkman, to see shadowman.
Exactly what I was thinking. Top Man's Top Spin is bad enough, but at least you can see him. Sure, Shadow Man is a ninja, but that would be utterly ridiculous.So being able to OHKO them from a distance isn't cheap, but OHKO in close range is cheap? The ammo limit still can be tacked on, it's just the idea of Shadow Men sniping (Masa is fairly fast)... It's kinda not their job, mate.
BONUS ROUND!Change his spinning attack behavior maybe? To push him into a direction while spinning wildly?
Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?
DISCUSS.
Quote from: "Mr. X"Exactly what I was thinking. Top Man's Top Spin is bad enough, but at least you can see him. Sure, Shadow Man is a ninja, but that would be utterly ridiculous.So being able to OHKO them from a distance isn't cheap, but OHKO in close range is cheap? The ammo limit still can be tacked on, it's just the idea of Shadow Men sniping (Masa is fairly fast)... It's kinda not their job, mate.
BONUS ROUND!
Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?
DISCUSS.
BONUS ROUND!
Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?
DISCUSS.
BONUS ROUND!
Please tell me what you think about Top Man. I want to nerf him, but not make him unplayable. His spinning tops have been halved in damage, and his speed reduced from 1.4 to 1.3 (Mega's is 0.8). Do I need to do more? Less? Something else?
DISCUSS.
Doublepost because nobody is up when I am!(click to show/hide)
There, all the sprites are done (as far as I know) now will everyone leave me alone about them.
Quote from: "ice"There, all the sprites are done (as far as I know) now will everyone leave me alone about them.
You forgot Ice and Elec's altfires
*trollface.jpg*
I can do Elec's but you never did Ice's.
Well you didn't do elec either but he does have his hands up for one frame.
I am gonna suggest not doing that. The thing will get a buff in the next version, and it already is a little over powered in enclosed areas, (gemini lasers EVERYWHERE)well I did send YD my version of the clone, basicly its more player like, it ran around and it didnt spam non stop, it shoots, then runs or shoots again depending on what it wanted to do, it could be tossed by wind and gravity and other stuff but I HIGHLY doubt he'd use it
if you don't kill it fast your coated in lasers in seconds.
as someone said earlier, timeman would be nearly impossable to make and I'm not sure how oilman would work.
Also I suggested joe cause it is a official MM8BDM skin as for picketman, he was just an idea, I didnt expect to get any thumbs ups for it.
I don't know what's going on with HUDs, but I've already done Gravity and Stone Man's HUDs as I made the classes.
Chimera. Crystal Man fires the crystals by clenching his fist? That really makes my primary fire look odd...
Looks like he raises his arm into the sky to me.
Wrong. I decide. MM5 is my project, and I will decide which HUDs I choose.
Now, Yellow Devil, I never said that we should no longer work together. I AM still interested in joining with you, just not in the same topic. My reasons for splitting, as seen in the topic, are because of confusion. It's to keep it more organized, y'see?
I've decided to separate MM5- and anything else we do- from Yellow Devil's versions, especially considering MM5 was never his to start with.
[*]Geminiman's clone is more lifelike, and can no longer kill you or your allies!dont remember the no killing allies or teammates things, I was even killed by my own clone in the test server
Works for me. However, what doesn't work is the absolutely massive exploit I found within a minute of trying it out. I'm PM'ing you to avoid people using it, but I've got to record it first.you mean the one I posted a while ago that they'd eventually figure out soon?
...who is this directed at? If it's to me, my exploit is completely unrelated. I've PMed it to Yellow Devil.(click to show/hide)
This is what happens after everything loads and it's ready to start up skulltag/join a server (ala doomseeker). It says something about the Elecman base skin being too huge. Anything to help?(click to show/hide)
...who is this directed at? If it's to me, my exploit is completely unrelated. I've PMed it to Yellow Devil.This was directed towards the " FIX IT ICE!" "OMG YOU DIDNT FIX THE CLONES!" "THE CLONES ARE RESPAWNING!11!!" guys. Heck I'm not even 100% sure what the problem is cause every time I asked, "what is the problem with the clones?" the answer I always got was "Fix it, the clones are still broken, fix it"
Quote from: "Mr.X"...who is this directed at? If it's to me, my exploit is completely unrelated. I've PMed it to Yellow Devil.This was directed towards the " FIX IT ICE!" "OMG YOU DIDNT FIX THE CLONES!" "THE CLONES ARE RESPAWNING!11!!" guys. Heck I'm not even 100% sure what the problem is cause every time I asked, "what is the problem with the clones?" the answer I always got was "Fix it, the clones are still broken, fix it"
:evil:For the love of god, would someone actually give me a detaled answer for once instead of whining all the time. :evil:
What is the problem with the clones?
Someone said something about respawning, but I saw no evidence of it
As for the OP'ness I told YD that he could edit the clone any way he'd like like making its HP 50 again
I apologise if I'm coming off as annoyed but I would REALLY like to return to my life and just be finnaly done with this mod
Ice, I think the reason of respawning lays within the server, not the coding. If skill is set to nightmare, monsters apparently respawn. (it says that some where on the flags screen) So make sure if you are hosting that you change the skill level to anything BUT nightmare, or repawning will occur.Any difficult level other than "Nightmare!" will make the clones dumb. I tested here and they didn't stop getting crushed by Big Eyes
Ice, I think the reason of respawning lays within the server, not the coding. If skill is set to nightmare, monsters apparently respawn. (it says that some where on the flags screen) So make sure if you are hosting that you change the skill level to anything BUT nightmare, or repawning will occur.THANK YOU for finnaly clearing that up! I tested it on nightmare mode and they did infact respawn. they seem pretty smart on "ultra violence" and "I thrive off pain" though
Oh look! Another bug! Magnet Pull doesnt work. At all. They don't even move.
Rant
Quote from: "Asd967"Rant
Was that really necessary to post, King Yamato?... :?
hardman can oneshot top
But Topman can speedstrafe around the Hard Knuckle before it hits him and continue to spam throwing tops.
Quote from: "SmashBroPlusB"But Topman can speedstrafe around the Hard Knuckle before it hits him and continue to spam throwing tops.
ground pound to stun and prevent movement in general, and if he jumps, Hardman can usually take 1 topspin, and now top has virtually no ability to dodge.
although you are probably right about top having an advantage. My point still stands that duel cannot be balanced with the class mod in place.
Solution? Don't duel.[/quote]
HELL YES. If Mega Man could slide I'd use him a LOT more often!well, 2 nights ago I made a mm5 megabuster, charge is the main fire and slide is the alt. I could see if i can get it into the mm4 and up projects
...wait. No stages are built with a crouch-slide in mind, so more often than not, you'd get stuck in a hole (like Woodman's water drain). There'd have to be special stages built with holes in certain walls that Mega Man could use to skip across the map with.
With the quickman class I made, he ran around faster than the old t(opman) class, his main fire is shooting 3 boomerangs horazontaly, each doing 10 damage, that stops after a distance, then flies at random players (all 3 will target someone if theres only 1 opponent). his altfire is a super jump combined with main fire. but for some reason, the weapon only worked 50% of the time and other times the boomerang dissaperes after it stops, I'm still trying to fix it
Flags:
+LOOKALLAROUND
+FRIENDLY
Spawn:
QUIC ABCD 2
QUIC D 0 A_Stop
QUIC ABCDABCDABCD 2
QUIC D 0 A_CustomMissile("QuickAimmed",0,0,0,4,0) //Not sure if this is the correct sintax. Anyways, just have it have the flag 4 and pitch 0 or "pitch")
Stop
The way it worked, Gutspunch would send the enemy flying in the direction they were facing. I can't find another way to do this, if anyone can, tell me.I noticed in between missile and pain there were these
I don't like what you did with Snakeman, though. The Alt Fire was very useful--not only because it shot faster than normal, but also as a jump extension--and now said Alt Fire is not even there. I, for one, would remove the climbing claws.
I still think you should have Protoman-Break as an alternate skin for the Protoman class.
Would it be possible to have the RM's energy bars recharge with energy capsules, or would that break some classes (Geminiman) ? I know that you could tone down how mush it gives you/up the amount required, but still, just a general question.
I could do it but having Gemini clones, fire waves, electic nightmares etc. all over the place would be BAD.
Yes, I did use a ruby spears title
Also, Chaos, I'm not adding any more super jumps. I'll likely be removing Needle's, too. It's unoriginal and boring.
Geminiman: Something still seems buggy about his clones, I dunno if they are still respawning or if there are just griefers dying to abuse them. Otherwise, being able to pepper the area with Gemini Laser is nice.
Why did you go "No Joe", bro? A buster-only class would be balanced and have lots of diversity! Joes have been in every game in the series anyways, you know it would be awesome.
By the way... Gravity Man's buster is slower than Megaman's and Skull Man's buster is at least twice as powerful as Megaman's.
If too many people are using Break Man, I say make him take more damage from everything just like in MM9 (even if this technically is a masked Proto Man)
YD wants to wipe out ALL jumping altfires from from the project cause there boringQuote from: "Mr. X"If too many people are using Break Man, I say make him take more damage from everything just like in MM9 (even if this technically is a masked Proto Man)
Breakman is a masked Protoman *insert THANK YOU CAPTAIN OBVIOUS here* so technically, he should play as Protoman. His altfire should be a forced jump (slightly higher than standard?) that fires 2 shots while headed to the peak of the jump.
I, for one, do not like the direction these expansions are taking. They are striving away from things the Robot Masters are, y'know, ACTUALLY CAPABLE OF DOING CANONICALLY, for what--a boring, inapplicable attack that is naught but a worse way of doing what the original one could do.
I, for one, do not like the direction these expansions are taking. They are striving away from things the Robot Masters are, y'know, ACTUALLY CAPABLE OF DOING CANONICALLY, for what--a boring, inapplicable attack that is naught but a worse way of doing what the original one could do.
Word of warning : Metal Man is kinda boring.
He has no altfire, and he's really weak. Like, weaker than topman. Super offence, if you will.
Better yet: i noticed Gutsman's alt is Gutsman.EXE's charged attack (GutsPunch, which is also a battlechip). Why not make Metalman's alt be a gear that moves along the ground like Snake search but bounces off walls?Quote from: "Yellow Devil"Word of warning : Metal Man is kinda boring.
He has no altfire, and he's really weak. Like, weaker than topman. Super offence, if you will.
How about this. How about (Darn double start) you make Metalman's alt fire shoot 3 igmetalblades and to make it non spammable it has to take a long time to recharge, Or he can just shoot 3 or 5 regular metal blades, OR He will be just boring ol Metalman :(
Metal man always fires metal blades at you when you shoot. What about a Metal Blade mirror buster?Doesn't work that way. As in... In the programming, he is made to AVOID buster shots by jumping, and to attack ONLY when he is off the ground. So he doesn't reflect the attack, he just evades and counters. Therefore, he should have a good mobility (Probably same as Shadowman).
Well, release soonish?
I'll have to edit this tomorrow. Well, when you send me the semi-final version.
Release sometime tomorrow.
I forgot to ask, what exactly is wrong with the sync?the startup charge sound is too short, it starts up, awkward silence, then continues charging. I used the one thats already in the pk3 (Wild coil charge) but I guess I'll have to make my own custom one (I already have all the sounds already)
Try to check my Arrow Shot. Its charging sounds goes right and uses the same soundsQuote from: "Yellow Devil"I forgot to ask, what exactly is wrong with the sync?the startup charge sound is too short, it starts up, awkward silence, then continues charging. I used the one thats already in the pk3 (Wild coil charge) but I guess I'll have to make my own custom one (I already have all the sounds already)
I really can't do MM10 until the official expansion
Hm, it's telling me the download link is invalid...
just click refresh, that should fix it
just click refresh, that should fix it*IGNORED*
In general, the mm5 boss weps are broken.In which way?
As far as things that NEED to be fixed? Probably topping the list would be Bosses dropping their weapons somehow. We noticed this a lot: every time we died as a Robot Master, it seemed Mega Man C was able to become the boss. I also occasionally was getting 'power up, mega buster!" messages AS Mega Man C. I don't know why.
Gravity Man has to have Gravity Hold. He wouldn't be Gravity Man without it. However, I'll probably either increase down time between blasts, reduce the radius of effect, or a combination of both.you were too fast, i editet my post. D:
Gyroman: Currently the weakest fragile speedster class, even behind Elecman, and at least his projectile pierces. Gyroman paid dearly for that flight, and him being weak to Gravityman is the nail in his coffin. He can't fire from the air, either. His projectile doesn't canonically pierce, so that should be out...giving him a 3HKO might be good, or making his flight drop Gyros occasionally like it does in MM5 when he hides from you.
I gave him his 3HKO back and doubled his flight-time. The reason he can't fire in air is because there was a bug that enabled infinite flight. Yeah, I don't get it either, but what are you gonna do?
Napalm Man: Everyone keeps clamoring overpowered, but I don't see that. It is true that two direct hits at range will wreck someone, but he has to take a few seconds of break between the shots, and it leaves him out of bombs. Using him as artillery fire is great fun. I tend to get the same amount of kills per match as I do with Fire Man, I think they're on an even plain, really. Fire Man can avenge himself with his fire wave, and Napalm Mans missiles can often do the same thing.
Yay, glad you like it!
Well, I got bored today and made these
(http://i573.photobucket.com/albums/ss180/iceblade10/ProtoDash.png)
Permition to make a protodash altfire?
No, it wasn't I had all the bars set up, but Yellow Devil decided to change all the naming conventions and that screwed some things up.
I still have my version I sent out that used my naming conventions, and all the bars were working fine.
Since I've now figured out how to use extra sprites, if somebody could make...
Shadow and Proto sliding rotations
Bass dashing rotations (oh yes, he's goin' in)
Mega sliding rotations tooand finally, rotations for Needle Man's springhead.
How about...Mega Buster C doesn't do just half damage, but it doesn't kill. Maybe about 1/6 health is left. That way Health Camping would be less frequent. (I know people who would do that.)its staying the way it is, its perfectly balanced, adding any buffs will make it over powered.
Lol, aim round the shield.Gyro Man? What's that? I only know Jet Megaman!(click to show/hide)
With the addition of Megaman C, he is once again the exact same as Protoman without the shield.arent they based off the same blueprints though? They basicly play the same in every megaman game you can play as him, besides, its basicly a popularity thing, if people like protoman, they'll pick protoman. they like megaman, choose megaman.
The screen flashes red instead of yellow every time I get hit as him.
Yes, very odd that nobody mentioned it.
Chargeman's hurtscreen is red because of YD. I told him that'd cause people to freak out, but nooooo.
[...] I must take blame for Charge Man. The originally one had a very very powerful primary fire. I absolutely breezed through chapter 1 of Single Player with scores about 25 to 3: Something I couldn't do with any other class. I asked Yellow Devil to nerf it (and buff the alt fire, which believe it or not was even harder to hit with) to try to balance the two.
I plan on putting a shine on the grenades(in his hands) eventually.
Quote from: "Korby"I plan on putting a shine on the grenades(in his hands) eventually.
Yep, that's what I meant. Hope ya get around to it soon.
To be honest, I've made that Napalm HUD, but someone tampered with the sprites. :? (2)
I haven't done spriting in monthsThere is a skin of that, if you need.
(http://i270.photobucket.com/albums/jj107/MaxPower7137/Jetations.png)
Make Mega Man J's flying like Jetpack! As in, flight should automatically make you rise upward. You should also be able to "chain" flight boosts together; basically, if I release Alt-Fire and drop down a bit, then press Alt-Fire again before hitting the ground, I should be able to boost some more.
when are you going to do MM4.Me and my team are doing Megaman 4.
My freind wants to see a skullman class
I just want Metal Man to die instantly from metal blades.
That is all.
alot of people said this already and I'll say it again. PLEASE take the ripper flag off of waveman's harpoons.
Gravity Man has to have Gravity Hold. He wouldn't be Gravity Man without it. However, I'll probably either increase down time between blasts, reduce the radius of effect, or a combination of both.
How about that being hit by Gravity Hold increases the target's gravity to the point where you can barely jump at all?I really like this idea.
I second that idea.Quote from: "Myroc"How about that being hit by Gravity Hold increases the target's gravity to the point where you can barely jump at all?I really like this idea.
Originally I was going to have it calculate how far from the floor the opponent was and do damage based on that when they hit the floor, but it didn't seem to be worth the hassle. You'd also get a lot of cheap "in the wrong place at the wrong time" kills.
Okay, I could do that but it's up to Mr. X to decide! Maybe you could alter gravity for them so they are stuck to the ceiling or something? Sounds like fun!good thing yellow devil
Well, seems I've been missing out. I didn't even know about this project until today. Gave it a try and I think it's a blast. Sure, there are some balance issues and I think a few buster sprites could use some fine tuning. But it's pretty solid fun. Good work, everyone. I anticipate the other MM games.Secondary Fire is a secondary weapon. The only one in existance, as far as I know, is Shadow Man's Muramasa.
Question though: There's primary fire, secondary fire, and alt fire. Is secondary "use item"? I have primary fire set to M1 and alt fire set to M2...
Oh, yeah, something I forgot to rant about.
I don't like Gemini-Man's new cloning ability. For one, it has a one-time use- significantly decreasing its power, and it cannot move or shoot. If it has to be harmless, at least have it recharge and run forward, like Halo's Phantom ability--
*Shot for mentioning Halo*
The new GeminiClone system apparently gets affected by the monster respawn again. I joined a possession server and found myself seeing three "teleporting" GeminiClones and only one Geminimang. Is the "NORESPAWN" fag there yet? I'm gonna check.
And, yes, the flag overrides the difficult settings and respawning settings, thus preventing it from respawning wildly.
EDIT: .... *FACEPALM!* You forgot to add the flag to prevent respawn?!
3004
Here they areI think it looks more like a Sonic-esque running frame, at least in the front. It looks like he's sticking his foot out as if running--instead of looking like the knee you wanted it to look like.
(http://i573.photobucket.com/albums/ss180/iceblade10/BASSDASH.png)
any last minute critiques?
I think it looks more like a Sonic-esque running frame, at least in the front. It looks like he's sticking his foot out as if running--instead of looking like the knee you wanted it to look like.0_o wow, he must have some crazy joints then, if you look closer, you can see where his knee and lower leg separates. as for hovering, isnt he technicly hovering to begin with?
Also, back looks like he's hovering.
Btw, if bass's first person dash sprites are his hands to the side, I will officially dub it, the bass glomp attackActually, I'd say call it the "Bass-Tackle" instead of the "Bass-Glomp" because you won't always use it behind someone.
It's a two-hit kill a large portion of the time. Even if you doubled the ammo cost you'd still probably have ammo left after killing someone.
Tsuki.I tested it in 1 player mode on airman's stage, I aimed 3 feet off to the side from them. starman's still hits, megaman's only hits if the sprite hits
To Ice and Kittah, I think it has the same radius as Mega Man's star crash, but I'm unsure.
-snip-If you're close to a Napalm Man, running or not, he's pretty much bound to kill you unless you are in a wide open field, and few robot masters can kill him before he kills you. High damage, plus spamability, plus difficulty to dodge (Yes it's hard to dodge it, damnit, if the direct hit doesn't get you the explosion most likely will, unless you're in a wide open field.) makes it a ton more powerful than most other masters.
If you can't dodge a slow moving projectile then you aren't paying attention obviously.You sir, obviousely have never been a victom of its ludicrously huge radius (then again I rarely ever see you online at all), if you have, you'd know that even if you dodge you'll still be hit by its extra 3 ft radius (went far chasecam to see why I was hit so easily) maby atleast make its blast radius a foot from the sprite
Uh. Tsuki. No. I love Star just the way I have him. It's a incredibly slow moving projectile that murders people if they happen to get to close to it.
Star Man has no other method of attack other then hugging and throwing the shield. He also has to wait for his shield to recharge before he can activate it again. He is completely defenseless in that time period. I think that justifies the Star Crash projectile being a slow moving destroying machine.
If you can't dodge a slow moving projectile then you aren't paying attention obviously.
I don't see any rational reason why that radius would suddenly decrease.
You also never saw the original Star Crash projectile which was far, far worse then this.
However point taken. I'll go fix the radius for the next release.
Since I'm going to be fixing Star, is there anything for Crystal other then decreasing the alt fire start up time?
First Off: I never use Ivory publicly because I do not want people to know who I am online.Scared of Troll's and Rage's? Ingame you should be xD :P
Secondly: The radius is exactly the same as the radius you have when you hug people. I don't see any rational reason why that radius would suddenly decrease.
Move his main fire to alt, and make Megaman's quick boomerang the main fire. We'd best try to avoid super jumps when possible.it took me ages to find this post XD
Cool story.
I was planning for Wily's normal attack to give the person a pickup which would damage them over time, but no matter how many 0s I put on the state before the one that A_Explodes loop seems to make it fail and kill them the second they touch it.
What do
Though I would like to give out some of my opinions on class balancing (other than Gravity Man). I don't think my opinion will be heard, honored, or even listened, so I'm not gonna bother. Unless it miraculously does happen, I'll speak my mind.
but no matter how many 0s I put on the state before the one that A_Explodes loop seems to make it fail and kill them the second they touch it.
About the gravity man class: It looks like a spammer class that throw players into pits.I think he went over that, and didn't like it or somethin'
Instead of sending players to fly in a random direction (like the gravity hold weapon), the gravityholdboss should sending players to fly toward up. It's very easy to do.
What do you think Big Yellow?
actor WilyDisease : CustomInventory
{
Inventory.Amount 1
Inventory.MaxAmount 2
+INVENTORY.AUTOACTIVATE
States
{
Spawn:
TNT1 A 1
loop
Use:
TNT1 A 350
TNT1 A 1 A_Explode(5,1)
loop
}
}
350 is ten seconds, right? It still loops really fast
Nah, Takehealth doesn't work.Yeah, just tested, it didn't work. I'll go find my way around.
It works, but iffy. It seems to wait 10seconds like I want it to, and then instantly kill the player even though I set the damage to 5.I wonder why then.
No change. :(I think there's only one choice.
Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.
If it's faster than chargemang's, wouldn't that be a little hard to control?Quote from: "Bikdark"Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.
What about his Super Quick Tackle from Megaman 2: Power Fighters? It's basicaly a charge man attack, but faster and defies gravity.
Exactly! But also harder to avoid if you are straight into the line of fire of a Quickman.Quote from: "tsukiyomaru0"If it's faster than chargemang's, wouldn't that be a little hard to control?Quote from: "Bikdark"Maybe have a teleporting thing, then a larger single boomerang forward without the curve up or down, like in BN2?
Or maybe a Quickbeam! It could just be some sort of piercing laser.
What about his Super Quick Tackle from Megaman 2: Power Fighters? It's basicaly a charge man attack, but faster and defies gravity.
I was about to post making a suggestion that Quick Man have a boost tackle too. My suggestion is to make the dash last longer, but do less damage than Charge Man's.centaurman is already done as far as I know
And as long as I'm posting ideas:
Centaur Man: Primary fire is a pea shooter that explodes into more buster shots on impact in a circle. Alt fire makes him 100% invisible for a few seconds (so it looks like he is teleporting)
Ice, you heard the man! Try it!I gave up on it already, but, I'll try anyway
-_-; I finnaly gotten the weapon to work but I cant get his boomerang attack to work like I wanted at all, I had it as a monster in its stop state, but I remembered monsters can still hit you so I changed it into a snail's paced seeker missile, but now it will always fire at you, and I tried to use face target but again it will only target you. And adding friendly dosent work as that only works on monsters. Would anyone like to tell me how I can get this to work before I compleatly give up on it?PROJECTILE
Taking over this class is still open
Word on the street is that the mod needs something like this:It looks good but the second from the right one isnt consitant
(http://img861.imageshack.us/img861/2963/shadowslide.png)
Napalm man: explosion radius nerf, maybe? I don't really know, but something in him... seems off.
The radiuses are the same as Napalm Bomb and, if I recall, Drill Bomb.
Spark man: No ammo bar, heavy damage from main attack, secondary covers a wide area.
Not everyone needs an ammo bar. I put one on Gyro Man to be neat, and then it caught on.
Crystal man: Isn't he supposed to fire the big crystal eye too? I think so, but...
No, he's not.
Gemini man:Give back the clone through ammo, remove the ISMONSTER flag. Or find a way to make the clone behave the same way in every difficult level.
I concur, make the clone the altfire again.
I like the way Gemini Man is. Him summoning a clone makes sense. Once per life is enough as well, otherwise wouldn't he be able to summon many? Give it more HP or something to make it smarter and Gemini Man is good to go. Also the buster flies faster than his laser. It's good to use if your opponent is dodging your lasers too well.actually the clone had the exact same HP as a normal player and fired gemini lasers, but apparently the lasers were too OP so they made him shoot a buster instead, as for his AI, I had it so it acted more lifelike (except for him runing into walls, +LOOKALLAROUND fixes that) and ran the same speed as a human player, but according to YD he was screwing around with the code trying to get it to jump when it hits a low wall (did the same thing myself for an hour) and that somehow messed it up making him run in place on spawn (I still have to original code if you need it).
Oh, speaking of Magnet Pull, would you like the actual animation for that attack? Or has that already been discussed?
As for Gemini Man. He can have all three things. Just make it so he starts off with a single item that when alt fire is hit the first time, it creates the clone then takes away the item. Afterward, any additional alt fire would be the buster.
Sorry. As far as I'm concerned, a lot of classes have alt fires just for the sake of having alt fires.
MegaC, Proto, Snake and Shadow are mobility.
The ones I'm referring to are classes such as Ice and Bomb whose alt fires just feel there.Iceman's alt, while needing fixing, makes him actually feel like the robot master, and bombman basically is an incredibly one trick pony with no close range without his alt
Please. Stop. Mentioning. Power Battles/Fighters.Why is that? Had bad experience with it?
No, I love the games."Nothing"? Then, shouldn't the mainstream ones be also "nothing" too? PB&F is perfectly balanced, Stoneman's power doesn't circle the entire screen, the bosses have no real preset behavior, everyone got more moves and even desperations. And Centaurman? He lost his Centaur Flash just to be balanced. If you consider that balance "nothing", doesn't that directly imply that there's no will for balance?
Nothing in them would help balance the game. They're boss battles only. This is an FPS. Not many things in that game would translate well.
Well how 'bout Battle Network? [/troll]Funny thing: Originally I was planning to create something like that, using only the starting folder.
Each robot master should play just how they did in game!Anyway, I understand the point that you're trying to make, but at a certain point it's like trying to make a photocopy of a photocopy. The more you do stuff like that and draw from "non-canon" sources, the more you lose in translation until it doesn't feel all that much like Mega Man anymore. This is a big problem with certain other expansions too
No matter how you look at it, Time Stopping is worse than Gravity Hold on the troll factor. For this reason, Flashman will NOT be going into V4A UNLESS somebody makes a version of the time stopper that works well and isn't trolly.
That is all.
I'm not asking for ideas I'm asking for fixes.Why not make it to where it lasts 1/4 of the time,then put a wait limit to use it again?
No matter how you look at it, Time Stopping is worse than Gravity Hold on the troll factor. For this reason, Flashman will NOT be going into V4A UNLESS somebody makes a version of the time stopper that works well and isn't trolly.
That is all.
No one can fix it if they don't have the file.I suggested that, but apparently he cant do that due to some acs shit. If you can change the radius of G-hold, or have a wep die after a period of time, you can add an Area of Effect for Stopper.
Just stop time in a small radius around him.
I'm not asking for ideas I'm asking for fixes.
Also added a new sprite needed to the frontpage
Quote from: "Yellow Devil"Also added a new sprite needed to the frontpage
You mean this?
(http://img145.imageshack.us/img145/2964/metalalt.png)
Just took the large gear in the background of his stage and then colorized and rotated it.
Metal Gear in Megaman! *ba-dum-tsh*Quote from: "Yellow Devil"Also added a new sprite needed to the frontpage
You mean this?
(http://img145.imageshack.us/img145/2964/metalalt.png)
Just took the large gear in the background of his stage and then colorized and rotated it.
Metal Gear in Megaman! *ba-dum-tsh*
Lookin' good, I tell ya. It is for that which I suggested? If so, it is better if it wasn't halved, instead was made whole. Then the projectile would be invisible and could call for a FX version of it (just like Star Crash calls for the FX) thta would be the gear whole. That way, when falling from the edge, the whole gear could be seen. And, when on ground, only the top of the geasr would be seen.
But, of course, that's just me.
Albeit this Question was answered in the Past...could there be a way to make the Mega Man Killers as Classes?80% of the work is already done by Mike for a Rockman Killer class
i have one idea for Quint...Make him use a Sword as most fan interpretations do.
Punk's Spike Ball could be useful aswell
Oh no, you didn't! :shock:Those look more awesome. And they'd probably actually hurt if they ran into you because of the smaller teeth.
EDIT: Here. (http://i53.tinypic.com/s58y12.png)
i have one idea for Quint...Make him use a Sword as most fan interpretations do.
negative
Problem found in Bass: Randomly his normal shot uses his dash animation.thats a glitch with classes that uses alt sprites with there main ones. Although I think it can be fix by addind a take bassdash string before the bassbuster refire
Debugging continues:
Flameman's Fire Wave are too close and I don't think they should climb ledges. Only drop.
Plantman's Buster eats ammo.
Tomahawkman Shoots 5 feathers in a spread pattern? Shouldn't be only three with a slightly narrower spread?
Yamatoman's melee seems a little long? I dunno, but w/e. YAMATO CHAINSAW! HAHAHAHA!
Knightman is cool. Perhaps his altfire (if he could have any) could be calling back the crusher before it goes too far.
CentaurBuster could use the same "Back spread" from my Arrow Shot, instead of spreading in many directions. The current spread could be the "crash" state.
Alot of those are easy fixes, still not sure how to fix the floor image glitch (megaman's blizzard attack causes megabusters to appear under each flake)Which one?
Which one?...come again?
Quote from: "tsukiyomaru0"Which one?...come again?
actor UltimateBlast2
{
PROJECTILE
+RIPPER
+DONTSPLASH
-SHOOTABLE
+NOBLOOD
-SOLID
+FORCERADIUSDMG
+DONTRIP
+GHOST
+NORADIUSDMG
+THRUGHOST
damagetype "Buster" //use a custom pain state, such as gravity.
Radius 20
Height 20
scale 2.5
damage (10)
speed 0
States
{
Spawn:
TNT1 A 1
Stop
}
}
Need it to affect a larger area? Increase Radius and Height instead! It should push? Add it to the spawn state! The spawn MUST end after one frame, or else it causes massive damage.
Tsuki, what are you referring to the Area of effect thing?MagnetMan's Magnet pull? Area of effect made by many projectile. I'm almost sure that Gravityman and Airman do the same: Area of effect made by invisible projectiles.
Quote from: "Asd967"Tsuki, what are you referring to the Area of effect thing?MagnetMan's Magnet pull? Area of effect made by many projectile. I'm almost sure that Gravityman and Airman do the same: Area of effect made by invisible projectiles.
Whats this bass glitch I keep hearing of?
Greetings all,
Chimera Man asked to use the fixed Blizzard/Centaur/Wind Man skins currently found in your mod (at least the latter two) and I agreed to them being included if credit was applied to me as well as the original authors. No credit is found for any of us, but I'm sure that was just an oversight. Please correct this ASAP. Thank you sirs.
Edit: Ninja'd
I havn't checked but it's might be that the adapters use the default player skin for some frames causeing things to glitch out when a different skin is used...
Plantman: I don't see the point. Is there something to plant barrier I'm missing? Its almost impossible to hit with, and the buster is awful.
The things in MM6 classes that will be changed:
Blizzard Bowl being 2KO
Yamatoman not being SUPREMELY OP (Which was hard to tell on the testing phase, mind you.)
woot megaman 2 and 6 :D ive tried this but it is a bit glitchy as bass i was flying without any adapters
Mega Man and Proto Man's sliding frames don't often display when they do that move. Seems random.
Mega Man and Proto Man's sliding frames don't often display when they do that move. Seems random.
Dont Forget When Crash Man Used His Remote Bomb and died, it stayed there
Pain.FireSpin:
Pain.Quick:
Pain.Buster:
Pain.Gravity2:
PLAY H 0 A_Jump(256,"LowGrav","HighGrav","NegaGrav")
Goto pain+1
I'll likely be rounding up all the bugs and uploading V4B verrrry soon. Maybe not today, trying to make the gravity hold cancel out after a while. The biggest laggers were Metal and Air, right? Both fixed. Feel free to give suggestions for the close future!
and is anyone working on mm4?
How does Ring and Drill work ivory?
My only real issue with V4A is the fact that quickman has normal jumps. I was hoping for 2-3x jumping height like what quickman actually has.Eh, I dunno about that, he's already twice the speed of Megaman, (0.8 I believe) and if he had that kind of jump, he'd be near impossible to hit. I think he's fine as of now.
airman can move while blowing, that can be broken
I have no idea what's actually happening with Gravity now...He's right on some points, but mistaken on pointing you out. As much as a gourp effort this project is, a lot here put their own thoughts above the project, just so doing mistakes, adding their own ideas, etc.
And I don't know why Savior's being such an ass
His alt fire is still up in the air. I really want to get him to dig into the ground and pop back up in some method, but nothing has been done so far that hasn't had large amount of bugs, exploits or other issues.
AltHold:
AltFire:
//some checks for if the player has enough ammo to do DIG...
Dig:
---- ~ 0 A_ChangeFlag("NOINTERACTION",1)
---- ~ 0 A_ChangeFlag("NOGRAVITY",1) //Prevents players from possibly falling down under the map.
---- ~ 0 ACS_Execute(222,0) //If-Else check for DugFlag; if it's 0, restrict players movement.
---- ~ 0 ThrustThingZ(0, 40, 1, 0)
---- ~ 0 A_GiveInventory("DugFlag",1)
---- ~ 15 A_SpawnItemEx("DrillShadow",0, 0, 0) //This should have a specific spawn state that causes it to die after a tested time
---- ~ 0 ThrustThingZ(0, 60, 0, 0)
---- ~ 0 ACS_Execute(222,0) //If-Else check for DugFlag; if it's 1, let players move now.
---- ~ 0 A_ChangeFlag("NOINTERACTION",0)
---- ~ 0 A_ChangeFlag("NOGRAVITY",0)
---- ~ 0 A_TakeInventory("DugFlag",1)
---- ~ 3 A_Explode(25,40,0)
---- ~ 2 A_Explode(5,50,0)
A_JumpIf(z-floorz<5, "Dig")
A_JumpIf(z-floorz>5, "--Some Other Thing--")
Code
I have an idea for a class. It's not a Robot Master or anything, but it's still something I think would be pretty cool.
I think a Beat class would be neat--if Wily's Alien isn't broken, then this wouldn't be, either. Naturally, Beat would be entirely airborne, able to fly through the air like Gyroman and the Alien.
Beat's only real canonical attack is diving into people to hurt them--which is something that could be done. It would have to be a one-time-hurt thing to work though, like Charge Kick, not a ripper like Star Crash. By "firing" with Beat, one could simply make him move forward faster.
Another thing Beat's been able to do is pick up our robotic heroes, and save them from falling down bottomless pits. A possible--yet broken--secondary attack would be the ability to pick up other players for a limited amount of time before dropping them, causing a bit of damage. This is broken because it would allow Beat to drop other players into pits--hilariously, the exact opposite of its original function.
I wouldn't mind Beat being simple and only having the first weapon. It's an idea I've had for a while, and it'd be really cool to have it implemented.
On a completely unrelated note, how does Bass' Treble Boost work? I can't figure it out.basicly once you shoot it acivates and once its activated, you can fly
its knight crusher to avoid clashing with night crush
and reduce its radius to around that of the flash stopper.
I can't believe how OP bomb is, he can fire out huge bombs so quickly with his ammo capsule thing. Also, Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage. But the worst of it, is that an invisible wall appears in front of you until all 3 go away. This gets annoying in big stages like Mr. X. Do whatever you want with his alt, but just dont make it OP -.-Bombman is more like Spamman. Specially in a DM, where they simply goes around spamming giga bombs and fragging easy.
I can't believe how OP bomb is, he can fire out huge bombs so quickly with his ammo capsule thing. Also, Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage. But the worst of it, is that an invisible wall appears in front of you until all 3 go away. This gets annoying in big stages like Mr. X. Do whatever you want with his alt, but just dont make it OP -.-
Umm...... A suggestion for gravmang...
Why not have it do damage and throw them according to where the are?
If in the air... Have it slam them to the ground and prevent them from jumping, and slow them down for a few seconds, and make the damage around what it used to be.
If on the ground, just have it throw them away doing around half of what it does now, but can throw them into pits.
Oh... and reduce its radius to around that of the flash stopper.
Bombman is more like Spamman. Specially in a DM, where they simply goes around spamming giga bombs and fragging easy.
Topman could use the current system of BliZBowl instead of his Top Spin. Both are OP and the later is even harder to avoid (and a bit harder to hit. A BIT)
Quickman's need to have TWO projectiles for his alt. The firs is fired, then after some frames execute A_Stop (to stop midair) then after some more frames (In which they could have A_ClearTarget to forget the position of their shooter) they execute A_CustomMissile to fire a projectile into a nearby target. That projectile being another boomerang.
Quickmayng's altfire is a little bad, it doesn't home great, and doesnt do good enough damage.
...[*] I noticed Snake Man's snakes use the old snake code. I cannot stress enough (like, soooo many people ignore this) that these snakes lag like crazy. I was shooting them across a long corridor in a DM and everyone's ping quickly rose above 500. I.e it was noticeable.[/list]
I doubt it was Snakeman. the gamebreakers are Airman (Wind Push), Magnetman (Magnet Pull) and Gravityman (Glitchy reverse gravity)Quote from: "CutmanMike"...[*] I noticed Snake Man's snakes use the old snake code. I cannot stress enough (like, soooo many people ignore this) that these snakes lag like crazy. I was shooting them across a long corridor in a DM and everyone's ping quickly rose above 500. I.e it was noticeable.[/list]
Yea, I noticed a HUGE spike in my outgoing bandwidth. My outbound limit is around 5mb yet when the game was going I saw it trying to send out 7mb of data. A normal full game will usually top out around 1mb. Strange thing though, I don't recall this problem in earlier versions which still used the old search snake code. /shrug.
I even noticed it when i was testing Plug Ball with my friend...it was a bit laggy so i removed the old code (By the Way HOW IN THE HELL DOES CEILINGHUGGER WORK?)It will spawn and move along the ceiling.
should crashman be that fast? keep in mind its already hard enough to escape from a crashbomb spamming crashman, who can recharge with weapon energy btw, but on top of that he can jump high and move alot faster than megaman
actor AirShooterBoss : MegaBuster 20036
{
Weapon.AmmoUse 2
Weapon.AmmoGive 28
Weapon.SlotNumber 4
Obituary "%o was blown away by %k's Air Shooter."
weapon.ammotype "Can'tDefeatAmmo"
inventory.pickupsound "weapon/weaponup"
+WEAPON.AMMO_OPTIONAL
Scale 2.0
States
{
Spawn:
WEAP G 1
loop
Ready:
AIRA A 0 ACS_ExecuteAlways(998,0,102)
AIRA A 10 A_WeaponReady
AIRA A 0 A_GiveInventory("Can'tDefeatAmmo",1)
Goto Ready+1
Deselect:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
AIRA A 1 A_Lower
Loop
Select:
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise
AIRA A 1 A_Raise
Loop
Fire:
AIRA A 0 A_JumpIfNoAmmo("NoAmmo")
AIRA A 0 A_PlaySoundEx("weapon/airshooter","Weapon")
AIRA A 0 A_FireCustomMissile("AirShot2",-15,0,8,0)
AIRA A 0 A_FireCustomMissile("AirShot2",15,0,8,0)
AIRA A 0 A_FireCustomMissile("AirShot2",0,1,8,0)
AIRA BC 6
AIRA A 7
AIRA A 0 A_Refire
Goto Ready+1
AltFire:
AIRA A 0 A_JumpIfNoAmmo("NoAmmo")
AIRA A 0 A_PlaySoundEx("Weapon/gyroattack","Weapon")
AIRA A 0 A_FireCustomMissile("AirWind",0,1,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",6,0,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",-6,0,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",12,0,8,0)
AIRA A 0 A_FireCustomMissile("AirWind",-12,0,8,0)
AIRA A 3
Goto Ready+1
NoAmmo:
AIRA A 1 ACS_Execute(979,0)
Goto Ready+1
}
}
actor Can'tDefeatAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 28
}
actor AirWind
{
PROJECTILE
Radius 15
Height 15
scale 2.5
speed 40
+CLIENTSIDEONLY
States
{
Spawn:
TNT1 AAAAAA 1 A_RadiusThrust (30000, 1, 0)
stop
}
}
actor AirShot12 : actor replaces AirShot1
{
PROJECTILE
Radius 6
Height 7
scale 2.5
damage (25)
damagetype "Air"
speed 18
States
{
Spawn:
AIRS AABBCC 1 ThrustThingZ(0, 1, 0, 1)
loop
}
}
actor AirShot22 : Airshot12
{
Speed 22
}
actor AirShot32 : Airshot22
{
Speed 26
}
It's called "having a life". You should try it some time.
Do whatever, I really don't give a crap about these classes any more. Since additional games besides MM3 were added, it just made things so over complicated I stopped playing.
It's called "having a life". You should try it some time.
Random idea came to mind. Gravity Man temporary gains the ability to knock anyone away that he runs into while Gravity Hold is activated.Nah, that would be too OP. Unless it had only "ThrustThingZ" for their pain state and didn't take damage from it.
Quote from: "Muzaru"and reduce its radius to around that of the flash stopper.
Time Stopper? (If so I no blame you.)
Quote from: "Muzaru"Umm...... A suggestion for gravmang...
Why not have it do damage and throw them according to where the are?
If in the air... Have it slam them to the ground and prevent them from jumping, and slow them down for a few seconds, and make the damage around what it used to be.
If on the ground, just have it throw them away doing around half of what it does now, but can throw them into pits.
Oh... and reduce its radius to around that of the flash stopper.
I'm waiting for X's thoughts on the Gman
I just thought of something epic.Already thoght of that the day of V1a, Ther'd be nothing but shadowman, topman, quickman, and gravityman running around
Classes CTF
The lag for this mode is so bad, the game crashed when I was playing Offline Skirmish. What is the cause of this?
Quote from: "MagnetMan497"The lag for this mode is so bad, the game crashed when I was playing Offline Skirmish. What is the cause of this?
there could be tons of causes. a couple of pages back there is a list of all the issues with V1A.
It would be more helpful if you said what classes you were using what map you played on, ect.
oh and the Crash was probably just skulltag being skulltag. :|
It crashes all the time
Horrible. It works almost perfectly, except for one major fault. +NOINTERACTION renders Drill Man invulnerable to damage, even after the flag is removed. I've been trying all sorts of flags to try and make Drill Man vulnerable again, but nothing works. Seems to be some sort of bug with +NOINTERACTION itself. Otherwise, Drill Man interacts with everything again.Instead, disable the "solid" flags (SOLID, map blocking, shootable, etc) and have it enable itself again when called to. But be carefull to not make it allow drillman to slip in small places.
Edit: Oh right, the most interesting thing is, if I use the alt fire with freeze enabled, I DON'T become invulnerable. If I use it under normal circumstances, I become invulnerable. I have no idea why that happens.
I tried that. Those flags, similar problems. Despite the flag changes, Drill kept staying invulnerable. Also, no interaction is the only flag that would even allow me to have Drill Man actually "dig" underground.Perhaps, if you had him morph into a class that had the properties and then morph back?
I may have to go with a less effective looking method of making Drill "vanish" and letting a projectile do the "digging" and "emerging". Just a shame because actually having the field of view go down was awesome.
(click to show/hide)
maybe
main fire: shoots tornadoes that only go a small distance before freezing in place. He can set up a wall of tornadoes this way.
alt fire: fan pushes all the deployed tornadoes in the direction he's facing.
I tried that. Those flags, similar problems. Despite the flag changes, Drill kept staying invulnerable. Also, no interaction is the only flag that would even allow me to have Drill Man actually "dig" underground.
I may have to go with a less effective looking method of making Drill "vanish" and letting a projectile do the "digging" and "emerging". Just a shame because actually having the field of view go down was awesome.
Does Air Man really need to push people away? I love his alt-fire, but with such an effective close-range primary weapon... all I really want to do is close distance.Push enemies into corners, then close up while they can't run away from you!
But, I guess it does fit his M.O. according to his MM2 attacks.
I tried Power Adaptopr Offline, i could hit 2/10 Targets. I couldn't even Hit Near Ranged Enemy's, walking in Front of me.
PF Shadowman, PF Pharaohman PF Diveman
Power FightersYup, Yup. And I have good reasons to like them.
If you want them made so badly, stop posting them in here and do them yourself.
I gotta agree with Korby on that one, tsuki.
Besides, with all the mods you're making, I believe Classes wouldn't be TOO dreadful.
CutmanMike must have accidentally deleted the line in the ACS script that causes the turning (The script for the game, not the weapon). I don't have a way to fix this. Mike must fix the official one.
The problem is to do with the comments you put on the ACS scripts methinks
NOPE
Cutman removed script 989 for some reason!
And now it's broken
ACS_ExecuteAlways(988,0)
ACS_ExecuteAlways(990,0,1)
Ok I see what I've done. In the (new) powerstone projectile replace all the instances ofCode: [Select]ACS_ExecuteAlways(988,0)
withCode: [Select]ACS_ExecuteAlways(990,0,1)
I figured so. Looks like my job here is done. :cool:No help to stoneman?
...
Unless you ambush or straferun to hell, you're never gonna catch someone like that.
Problems encountered in the "New" V4B:
*Starman can only create a shield and fire when his bar is full. Why?
*Blizzardman's Blizzard Attack can and will home into players!
*Windman's propellers takes too much ammo and aren't really easy to hit with.
*Tomahawkman's feather shot should fire only three feathers in a narrower spread.
*Is it me or Yamatoman uses A_Explode for his melee now? Felt like it.
*Centaur Flash is a bit useless now, as it doesn't cause much damage.
*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.
Instead of using "Monster" combo, just use the flags the combo gives except for ISMONSTER. Then fine tune from there.Quote from: "tsukiyomaru0"*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.
Gemini Clone is a monster. Nothing we can do about that. Unless we add ACS to set the skill to 4....
Problems encountered in the "New" V4B:
*There's a long delay between his Time Stopper and his Flash Buster. That barely allows you to shoot the enemy, making Flashman a "coward" class. Also, his Flash Buster is still like a weak Wave Burner. The Time Stopper's range could be extended JUUUUUUST a little. Also, use "random(-5,5)" in the angle for Flash Buster's firecustommissile and increase the distance the projectile travels.
*Bass can STILL dash his way out of paralysis, and maybe can some other. A "JumpIfInventory" before the recoil could be used to check if the player has at least ONE of the paralyzing items and then jump to a state that disallows the use of dash.
*Wily recharges his UberBuster too fast after some point.
*Metalman still missing his AltFire and his main fire could at least drain some of his ammo. (as suggested, his AltFire should do exactly as it used to, but "bounce" off walls instead of climbing them. 10 bounces would suffice.)
*Bubbleman's weapon doesn't make him much usefull and doesn't follow the "bouncing" concept.
*Give the "homing" Quick Boomerangs a ripping, maybe?
*Suggestion that MAY fix Crash Mine: add the "trigger" script to the Select/Deselect states. if that STILL doesn't prevent them from staying forever, add a timer or make them explode with XDeath.
*Somehow, i did have Leaf Shield up EVEN after it ran out of ammo.
*GeminiClone is still an IDIOT if the Skill (not bot skill) is low.
*Sparkman STILL lacks his ammo bar.
Ive tested the latest one, ive found no bugs, everything is in order (not sure about magnet man though) btw, would you still consider the wave bike thing with flying characters?
basicly with reggae I added
TNT1 A 0 A_TakeInventory("InBoat",1)
after you use the altfire causing you to be launched safely upwards by the explosion as you fly around
Testing of the newest V4B:
*You can still slide/dash your way out of the shocked state. To fix, just add an "A_JumpIfInventory("Shocked",1,"Ready")" in the altfire state (in Chargeman and Charge Kick, should be in the fire state)
ongoing test
I don't care if you like the old one better, you need to change the Ballade Cracker palette to the new one.
Should there be revisits to the older classes to get them up to date?
*BlizzardAttackWep STILL has the animation problem for the PROJECTILE.
*Wily is still OP. His main shot kills in two hits. I'd say it should kill in four instead.
*MetalMan is still without his altfire.
*Airman's AltFire... Heheh, Guess it'll piss some people off, but stick with this one FOR SURE.
*Crash remote mines still sits there if you change classes.
*Magnet Pull's damage is too low (took a long while to kill a cornered bot) and is damaging every 0.5 seconds?Nevermind, it works better in the open.
*GeminiClone are still idiotic... -_-; Gotta have it tested without the IsMonster flag
actor BlizzardAttackFix : BlizzardAttack replaces BlizzardAttack
{
PROJECTILE
Damage (12)
Scale 2.5
Height 12
damagetype "Blizzard"
Radius 12
Speed 32
States
{
Spawn:
BLIZ ABC 5
BLIZ ABCD 5
BLIZ C 0
BLIZ C 1
Goto Spawn+4
}
}
actor BlizzardAttackFix : BlizzardAttack replaces BlizzardAttack
{
PROJECTILE
Damage (12)
Scale 2.5
Height 12
damagetype "Blizzard"
Radius 12
Speed 32
States
{
Spawn:
BLIZ ABC 5
BLIZ ABC 5
BLIZ C 0
BLIZ C 1
Goto Spawn+4
}
}
Altfire:
MKIC C 0 A_JumpIfInventory("Shocked",1,"FailSlide")
MKIC C 0 A_JumpIf(momz==0, "SlideSlide")
Goto Ready+1
FailSlide:
Goto Ready+1
Or this (If Skulltag acknowledges how it MUST work):Altfire:
MKIC C 0 A_JumpIfInventory("Shocked",1,1)
MKIC C 0 A_JumpIf(momz==0, "SlideSlide")
Goto Ready+1
Hold:
CHAA A 0 A_JumpIfInventory("Shocked",1,"FailTrain")
CHAA A 0 A_JumpIf(momz==0, "Train")
Goto Ready+1
FailTrain:
Goto Ready+1
orHold:
CHAA A 0 A_JumpIfInventory("Shocked",1,1)
CHAA A 0 A_JumpIf(momz==0, "Train")
Goto Ready+1
We need this class:the video dosent work
I'm not serious, though.
We need this class:
I'm not serious, though.
According to the video(which you can still watch by pressing the "Watch on YouTube" button.) I think Tsuki is suggesting a Roll Class that has a melee broom and charges up to swing the broom and fire some sort of limited range energy slash thing.You said... it sounds interesting?!
It sounds interesting none the less.
So many people have asked me for Roll.I was looking for you! Got the fix codes I posted?
I say no.
I thought you were "Korby's"? You certainly tried to portray that image last time.
Anyway I already explained my reasons for not including Roll, what I meant by "probably" is that I would most likely say no unless the work was pretty damn good.
You're welcome.
What I think YD is trying to say, is that this pack is for them SRS fighting robots (But I don't know why Wily is going around without the Skull Suit), so yeah, Auto and Roll could get on the opitional pack, not that I'd not like more classes. It's just more of getting balance done.Not exactly what i had in mind.
If Roll was getting in, she'd be a close range character, then she'd have to be 2 or 3 hit killing and fast moving and stuff to balance, adding to a headache. Really.
Also, it's not like I'm defending him or something. I don't like his attitude on what stuff goes in and what not, either.
Roll Stuff
Roll!
NO!!!
1) "Simple <> Better" as well.Quote from: "tsukiyomaru0"Roll Stuff
Tsk. Don't argue with me on that. First of all: Complexity =/= Better.
Second of all: Do it yourself and see if it's any good and/or balanced.
Third of all: Tell who's in charge about this, not me.
Anyways I have never ever ever touched ACS because I always seem to get it wrong, so if you would like to do whatever you just said (I am a dumbass at any sort of coding) that'd be cool.ACS is the devil. I know by small experiences I had with it. Why did you mention ACS, anyways?
Look at global script 984 for an example and use ACS_ExecuteWithResult in the DECORATE so as to avoid spamming pickups on classes that can't use them. You may even alter and overwrite script 984 itself to account for robot masters not being able to pickup weapon energy... this may make it more fair for Mega/ Proto/ Bass classes. Hell, you may even want to inherit and replace the existing weapon pickup classes to make this easier.
Wait for Slashman/Swordman/Whoeverusesmelee
You already have Chargeman
If you look at the current state of V4, it is currently a mess.
People are really intensely exaggerating what a "catastrophe" 4A was.
The only incredibly huge issue was the ceiling parties
Not wanting to use her because she has a broom is as arbitrary as not wanting to use Auto because he has a firework bazooka.
People are really intensely exaggerating what a "catastrophe" 4A was.
The only incredibly huge issue was the ceiling parties
Hey, I'll have you know the coding behind my classes was pretty much flawless and I don't know much about coding weapons. It was the balance that screwed me up! However, we don't really need balancers, or at least, anybody with that title. By simply having people play it and submit criticism, then that basically already is what you're calling a balancer.
It wasn't Metalman's problem, but was Magnetman. I managed to fix almost everything in Magnetman, but he doesn't works well in small spaces now, kekeke.Quote from: "Disco"People are really intensely exaggerating what a "catastrophe" 4A was.
The only incredibly huge issue was the ceiling parties
That and, if you so wished, you could almost single-handedly crash a server with Metal Man or Air Man's alt and no one could stop you.
Basically, the only way to play 4A well is if everyone knows its limitations and then doesn't prey upon them. They you have someone playing as Gravity Man and it all goes pear shaped.
But yeah, 4B has gone through so much fine tuning, but with its RELATIVE lack of exploits, it'll probably be the best thing to happen to classes yet.
Don't you fret. It will be.
We worked HARD in bug crushing, so keep your head up like a sunflower!Quote from: "Kittah4"Don't you fret. It will be.
Reluctancy appears...
I think I've said this before, but the more Asd hates the less I listen, just because of how often he does it.
Can't please everyone!
Flashman actually needs buffing.
@Korby
Insta Frag isn't anywhere fun, and don't go using ammo as a reason because Flashman isn't and wasn't made to Instagib, and he shouldn't be Time Stop only guy.
@ YD
There are actually, many and many issues for you to fix.
[*]Replaced Airman's altfireYes...
[*]Buff on Flashman's buster, and made him start with half a bar of ammo. His timestop stops when the effected players are hit.
[*]Flashman's buster is ready faster.
[*]Crashman's bombs explode on death.
[*]Forced NOSKIN on Megaman.
V4B? Released before V4A?
Quote from: "Yellow Devil"V4B? Released before V4A?
That could be completely possible considering the rate of development on this pack.
Great "work" making v4b, I see A LOT OF ISSUES, including Game Breaking ones...
Not that you'd hear me, right?
@ Korby
Not everyone needs an alt. True that. Opening the way to a boring game since 20XX
Hm, right, so I'm a spoiled child and what I say is a big lie made up to make someone looks like he doesn't care for balancing, eh...
Fine then.
Lots of issues ARE lots of issues, and it DOES NOT MATTER if a server is with it or not since I have offline playing ;)
Jump on ANY low ceiling and lob Gigabomb for easy kills. Real, real easy kills.
Talking about Gigabomb, it's explosion =/= size.
Bombman's normal fire is ridiculously strong, and can be fired down leaving nowhere to hide or block it.
Lots of issues on MM2, like Bubbleman's unbouncing bubbles and Alien's metagame.
Most of MM5 is fine, except Gravityman having instant 1/3 health loss and strong area attacks, Crystalman overshadowing Geminiman...
Talking about Geminiman, his clone NEEDS good coding (No insult to anyone who tried making him)
Chargeman is STILL underpowered, despite MANY and MANY people trying to warn about it.
and these are only SOME issues of what I'm talking about gameplay.
Hmmm... Prove me wrong on these issues at least, since all of them are lingering from V4A and should be fixed on V4B.
Hm, right, so I'm a spoiled child and what I say is a big lie made up to make someone looks like he doesn't care for balancing, eh...
Fine then.
Lots of issues ARE lots of issues, and it DOES NOT MATTER if a server is with it or not since I have offline playing ;)
Jump on ANY low ceiling and lob Gigabomb for easy kills. Real, real easy kills.
Talking about Gigabomb, it's explosion =/= size.
Bombman's normal fire is ridiculously strong, and can be fired down leaving nowhere to hide or block it.
Lots of issues on MM2, like Bubbleman's unbouncing bubbles and Alien's metagame.
Most of MM5 is fine, except Gravityman having instant 1/3 health loss and strong area attacks, Crystalman overshadowing Geminiman...
Talking about Geminiman, his clone NEEDS good coding (No insult to anyone who tried making him)
Chargeman is STILL underpowered, despite MANY and MANY people trying to warn about it.
and these are only SOME issues of what I'm talking about gameplay.
Hmmm... Prove me wrong on these issues at least, since all of them are lingering from V4A and should be fixed on V4B.
I say give Gemini a faster-shooting Alt Buster, and make the clone shoot lazorz (a la v1/v2). That should just about fix things up.Hey YD, I can help tidy up the wiki page if it helps.
@ Kittah
First of all, let me take Yamato man off this discussion as he definitely wasn't playtested on V4A, and was fixed 3 or 4 days after v4a release.
At your comparison to Needleman, I'd ask you why you picked Needleman off to compare, not only because of the weapon similarities.
Moving on, I'm not making an impatient agenda. People were playing a broken version until now, which wasn't broken before.
I said to YD Gravityman would be WAY broken on v4a, no one even SEEMED to care, so if you're gonna say that they are fixed now, it's not by lack of warning on my part. All of those problems, as I said and Tsuki confirmed, aren't new and they aren't FIXED yet.
The last part is really important, since all this time waiting for a FIXED version could be easily avoided by not making errors at first and quickly fixing them. V4B is a version to fix V4A, yet OLD errors still HAPPEN, and they are widely KNOWN, so on this time of bugfixing you are over with, there are still OLD BUGS to deal with.
Is bugfixing things this time consuming? No it isn't, because I fixed them in my OWN version of it, and it didn't took away more than 1 day.
This whole Wall of text is to prove my point.
Tell me if I'm wrong in ANY of this.
Is bugfixing things this time consuming? No it isn't, because I fixed them in my OWN version of it, and it didn't took away more than 1 day.
Maybe Yellow Devil had school/work/anything that takes him away from his computer quite a lot. Don't just assume he's just picking his nose at the computer because he isn't working on classes.
Quote from: "Mr. X"Maybe Yellow Devil had school/work/anything that takes him away from his computer quite a lot. Don't just assume he's just picking his nose at the computer because he isn't working on classes.
Well, maybe if you didn't have an attitude of "everything sucks, I'm better than you, let me fix it", he would ask you to fix it. If YD is anything like me, the more you say that, the less likely he'd let you do it.
My semi-useless wall of text that I somehow get away with calling it "suggestions" that Yellow Devil probably won't use anyway. Spoilered to save room and such.
I really want people to notice the things in bold. I thought these were my best ideas of the bunch.(click to show/hide)
What do you think? Respond/critique/ragequit/ask questions/look back in nostalgia.
SLIGHT EDIT: There should be a class that starts out with infinite Sakugarne. :cool:
F*CK YEAH THIS NEEDS TO HAPPEN
I've been twiddling my thumbs with nothing to fix so here!
(http://i270.photobucket.com/albums/jj107/MaxPower7137/questionmarks.png)
Ready for a rematch?
I've been twiddling my thumbs with nothing to fix so here!
(http://i270.photobucket.com/albums/jj107/MaxPower7137/questionmarks.png)
Ready for a rematch?
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!
Your idea basically gives us a lower-HP Mega Man with no slide who starts with Sakugarne... unless rocks fly freakin' EVERYWHERE
EDIT: Suggestion ~ Make Mega Man Jet and Mega Man Power selectable classes. As of now you can't remove the armor once equipped anyway. Plus, most Classes servers run LMS/TLMS till they're blue in the face, I wanna fly around DANG IT
To anyone interested, I made a version of classes that has all Megaman Killers and most classes with bugs fixed, including Quickman and Bombman one.
In case anyone is interested, PM me.
I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!Why not both?
Quote from: "Yellow Devil"I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!Why not both?
Screw Attack.Quote from: "Muzaru"Quote from: "Yellow Devil"I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!Why not both?
Because Punk's alt attack will probably be that spinning-forward-manuver he does.
A_CustomMissile("BubbleLead",0,0,0,2,0)NEVER do this! Skulltag lacks the fix that Zdoom has and, without flag 4/SXF_TRACKOWNER, it won't count the kill for the shooter and will even kill the shooter! Learned this the hard way while coding Aurora Cannon.
-Have this mod put back Energy Capsules in LMS, so that Bomb-Man and Wily aren't horribly screwed over.
It would be cool if RMs could resist/beat types that were SIMILAR to their original weakness. For example, Ice Man would be weak to Elec Man AND Spark Man; Crash Man would be weak to Air Man and Wind Man; Gyro Man would be weak to Gravity Man, Centaur Man, and Flash Man (they're all spacetime); Bomb Man would be weak to Fire, Heat, and Flame (or use MMPU weakness order and he's weak to Cut and Metal *shot*).First of all, while interesting, this'd probably be more trouble then it's worth, and is more likely going to confuse people.
However, I think the weaknesses should be "slanted" towards their original weakness. So in the earlier example, Ice Man would take added damage from Spark and Elec, but Elec would hurt noticeably harder. Another example being that Bomb Man takes slightly more damage from Heat and Flame (or Metal *PLEEEEASEEEEE*), but takes the previously used "super effective" damage scalar from Fire (or Cut). This prevents some imbalance issues like Quick Man getting OHKO'd from 4 Robot Masters! (Flash/Bright/Grav/Centy)
EDIT: It'd also prevent everyone from using fucking Gyro/Flash/Air ALL THE TIME
Roll is a joke character in series.Zero is melee and is stronger than X.
If she was a class, she'd be UP.
OPness is OPinion hack cough coughYes! That way he'd constantly need to hide from his own BOOOM!
Also fixed ceiling bombs, and was thinking of another way to nerf bomb. What about his immunity to his explosions being bombed? Would force you to take risks.
What I meant was...Quote from: "Muzaru"Quote from: "Yellow Devil"I'm debating either MegaScrews, or normal Punk screws. Probably MegaScrews, because the Punk ones are just boring old projectiles and screwcrusherwep is fun!Why not both?
Because Punk's alt attack will probably be that spinning-forward-manuver he does.
Boss weaknesses are in this mod? I never noticed apart from Metal Man vs Metal Man.ehm i see metal vs metal online
You better not have nerfed Punk. If anything, I was asking for a buff to his Piledriver.
Nope
Also, Doc robot better fucking make it in the update :cool:
Nope!
EDIT: oh that's right, I posted here to tell you stuff from the 4TeamsClasses server.
I think Alien should have a limit to flight so he won't become the stall king. I'm thinking that as he flies, ammo sloooooowly refills BUT when ammo's full, you can't fly at all. This will help Wily become more offensive instead of a "hit and run" class while also nerfing Alien's hax flight. I mean, even GYRO MAN has a flight limit, and he's a fucking helicopter with legs.
I will limit him, but not in the way you said.
Also Wily needs his skull suit :p
If someone makes huds...
Rapeninja really needs to be fixed (I love beating dead horses)How so? Do you mean being removed entirely? Well, YD removed the handicap removal on Shadowman for a reason.
Oooohhh... Elec Man's alt...WHY? His old alt didn't aim properly (sometimes refusing to aim/shoot AT ALL), and the new one was SO COOL.
Uhm... dead.
I'm not putting Doc in! I'm not making any more misc classes! (I'll eat those words... ONE DAY!) Go bother the enemy classes pack!You're already eating them. Hello? Extraterrestial ring any bells? Or do you say "not making any MORE" just so you can turn down Roll/Auto as well?
I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.
I put Mega, Proto, and Bass in because they were MM10, and I put Wily in because he's in every single game in the series. (before you say Roll, he actually had pretty good workable abilities.) Anyway, I've limited his flight (works on Plasma Power, so those people who complain about 3hit kill Wily should be shut up too)
Alright. Let's tone down, shall we?FlandreYellow Devil, as a fellowmapclasses maker, I understand what it's like to do something you really like, yet is unpopular with other players. What you do is not just blow them off like this. Take consideration, listen carefully. If 30 people say something is a problem, and you still think there is no problem because it's the way you like it. There IS a problem. Obviously, no one can force you to make a change, however there are ways to improve on a concept without destroying it. It's what I do with my I-Pack and the official CTF maps. I loved the old design of edge of the dam. It however had problems with layout, cramped bridges specifically. I still kept everything true to my original design, I just expanded it to be superior.
There is however a difference from being justified, and defending your choice tooth and nail. A goodmap makerleader should be able to separate themselves from his or her work and look at it objectively. Also try spectating a matchon your own mapwith classes enabled. Follow people, go see how they keep running into problems and see how to fix them.
My best advice is to separate yourself from your work and learn to look at it objectively and to accept listen to what the players have to say. You obviously can't please everyone, but if you are getting this many complaints for similar reasons, it's worth looking into.
I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.What was it?
Quote from: "Yellow Devil"I scrapped Elec Man's alt because it was weird and I couldn't use it at all in my testings. Plus I don't really approve of Yamato editing my classes so I reverted MOST of them back to normal.What was it?
[quoting me]
Yes but it'll be released without Elec's cooler alt (that's DIFFERENT from Ice's)Just to be clear, I had NO part in the elec class at all, I only made sprites and that's it
Minor request but whatever.
Do you think someone could make some bots who use classes, for the sake of livening up servers/playing offline skirmishes? Shouldn't bee TOO hard. And as for the names, you could just call them things like "ElecMan C" (C is for Classes) or "ElecMan v2" (Battle Network/Star Force name gimmick) or "ElecMan+". (Everyone likes pluses!)
1) Balancing is a Hell of a lot harder than people make it out to be.
2) When you have this many classes, I doubt it's even possible to make it completely balanced.
1) Balancing is a Hell of a lot harder than people make it out to be.It is perfectly possible if you take it to base status. For example:
2) When you have this many classes, I doubt it's even possible to make it completely balanced.
Wall of textAlright. That's two classes. Good job!
P.S. Wily's shots do tons of damage. It may need to be investigated further.
:lNot really, heck, shadowman didnt ever use it in mm3, maby give him a slight hp buff to compensate?
You nerfed Murumasa.
Why the hell.
nerfing muru is like destroying the class.
I disagree with most of Tsuki's complaints there. Punk seems fine; his screws are a little awkward to hit with sometimes, and though I did better with him than other classes people didn't seem to flock to him or complain about him. Quint seems to work fine too on a lot of stages. I was certainly getting crushed a lot. Enker and Ballade might be a little bit underpowered though.
Enker's a bit hard to get used to, but he's a total beast if used RIGHT. I'd say a slight HP buff and we're good.
As for Ballade... well, he has a radius weapon like Crash, but his are weaker and use less ammo. Maybe a tiiiiiiiny HP buff and I'd say we're good here as well.
Bombman isn't OP. According to Pink he seems weaker now, and the only way to get things done with him is to spam giga bombs, which isn't possible in every mode.
This is true, it's a bit more challenging to use BombMan.
As for Top Man...
I have no idea what could be done with Top Man. He's apparently hard to use but if you can use him you win 90% of the time, or maybe that's just because Pink wins 90% of the time with Top Man on any map. So nerfing Top Man would be more like nerfing Pink at this point since she's the only one GOOD with Top Man. XD
This is also true. Unless you're a Top Spinning pro, you'll get Wombo Combo'd to death by practically anyone before you can even get a single hit out. I got three kills once... then ran face-first into a Crash Bomb. I played Random, so I lost Top. :shock:
(Anyways I like the patch, and I say keep it up and boo to the naysayers)
P.S. Wily's shots do tons of damage. It may need to be investigated further.
I nerfed Muramasa for reasons, and some of those are
Enker's balanced, he's faster and can charge shots without holding anything, his Mirror Buster kills on 2 hits if done right.
Ballade SEEMS weak, but that's because of HOW people use Ballade Cracker. They use it to hit with the RADIUS of the attack, and on this game, hitting is a key point (I made research on this point), so Ballade will only do MAX damage when hit Spot-on. If you use radius for attacking, I'm sorry, but you should aim at the opponent, not the ground.
1) If you nerfed Muramasa so bad
80 damage is so bad you can't hit with anything else, right?
2) Enker can charge his mirror buster without holding anything?
That's a weak charge as a compensation of sorts. Use altfire to get the real charging effect.
3) I don't try to splash damage from the Ballade Cracker, but it seems like a 4HKO
45 Damage Spot-on. 2 Crackers will leave the opponent reeling.
PS: I likes the bouncing bubble lead, yes I do.
Good, thank Blaze and Megaman for that one.
Sliding into people isn't exactly stealthy, since it makes a charge kick sound. I concur :ugeek:
An alternate idea would be to make muramasa actually a melee attack as it is in Battle Network, so it would necessitate a weak Shadow Man creeping up on someone rather than him being able to invisibly sit in a corner and murder people from a distance.
A good idea that nerfs Muramasa while still allowing it to be powerful/useful.
Enker is ridiculously impractical, as classes tend to be so powerful that Enker will be mostly or all dead by the time he gets enough energy for his shot. Even if he seems mathematically doable, he is not in a live fire scenario. Since he has to get hit before doing anything useful, he needs more HP.
Exactly my point, good sir.
"Max damage when spot on" is pretty much Crash Man's thing anyway, so Ballade lacks the multi-hit stopping power and doing anything but hilariously flying around with mines no one is going to step on.Quote from: "Asd967"45 Damage Spot-on. 2 Crackers will leave the opponent reeling.Two Crash Bombs will leave the opponent DEAD. Buff splash damage while also sliiiiightly nerfing hit damage.
I feel left out.
Just thought I'd let you guys know that Toad Man is pretty much finished. I'll probably upload a video later for those who care.
Make that video Korby! I'm excited to see what he does besides jump-jump-rain-rain. :lol:Hehe. Yeah, about that. I'm not planning either Toad or Pharaoh to have altfires.
is it going to work like mm4? he could fire fireballs and charging created a pharoahwave. also, will he freeze whan flashed?Quote from: "SmashBroPlusB"Make that video Korby! I'm excited to see what he does besides jump-jump-rain-rain. :lol:Hehe. Yeah, about that. I'm not planning either Toad or Pharaoh to have altfires.
Toad won't have one for two reasons: One, no possibilities for one(inb4tsuki), and two, his primary is plenty powerful(You'll see when I upload the video what I mean.).
Pharaoh won't have one because Pharaoh Shot is amazing on its own.
Before I upload the videos, gotta go make Toad's resistances. So much to do.
Actually, Shadowman had Murumasa in Battle network 2.But that was a LngSwrd type chip, not a toss.
But that's asside the point.
Enker IS hard to use, he can't handle much stuff going at him even with the charging effect, and easily dies against 2 or more opponents...hell, he easily dies against one! Possibly reduce the lag after charging? Maybe take less damage while charging? Let him move (but not full speed, maybe mega speed) while charging? Hell, even an HP buff would work!
There we go
It takes longer to kill someone with it than Giga Bomb. PLUS you can't move, and are therefore open to be attacked.So this, that isn't too strong, forces the user to stand still while Giga Bomb kills in one hit easily but doesn't force Bombman itno any kind of vulnerability?
So do you WANT every robot master to be overpowered? Keep in mind Yellow Devil isn't letting anybody but himself touch his classes.Still slow, I see.
Actually, the little rain pod isn't even there. Toad Man summons the rain with his amazing belly jiggling.Shake Shake Shake
Yes, Toad Man jiggles his stomach for the entire time.
Oh and btw... Is the title of this topic ever gonna change... I mean.. It still says v4b shouldnt it say v4c to not trick others?Done.
Useful codes.I'll talk to YD about implementing this next update. It certainly looks like it'll work.
Quote from: "SickSadWorld"Useful codes.I'll talk to YD about implementing this next update. It certainly looks like it'll work.
Pardon me for interupting this new class discussion, but something overlooked needs to get fixed.
Top man is only frail to the mm3 weapons. A lot of the classes actually have pretty incomple armor/frailty.
So I give you: work. Yeah, I haven't actually worked with Skulltag before
First of all, let's modify all the weapons that need damagefactors in one place instead of scattered throughout the boss weapon code. It's more organized:(click to show/hide)
Now for the doozy, the complete list of damage factors incorporating V1d types, class types, and the ones I just defined up there:And there you go, armor with a simple find+replace (or for those strange mm6 classes, all the damagefactors are lined up for them). Though do keep in mind: some of the class weapons lack damage types, I didn't bother with triple blade, and I haven't tested this at all.(click to show/hide)
Megaman can't change skins because:
Oh hey, I'm hardman! *Top Spinned*
Erm, I heard King Yamato is gonna take over this project. Is this gonna happen? And if so, when?Lolno. That was a rumor that was going around. YD went on vacation and is still in charge.
I'll be listening to the community a lot more when I get back, you guys seemed pretty mad before V4C!
TNT1 AA 1
stop
Tommahawk is good the way he is now... 2-3 shotting most classes.
Heat....... Feels weird.... Could someone tell me the damage on his attacks?
but you can't votekick Shadowmen because they don't play like Kamikaze Topmen.I...
Humm I will change Needleman but rather than damage nerfs or bars or whatever I'll add a special ammo type thingy. Shh, it's secret!
I...La Di Da Layla, oh ya thanks for Report:
How...
Are you even reading the same things that I'm writing? I'm not votekicking Shadowmen just because I dislike the class or think that it is "unfair". In fact, Shadow Man is rather underpowered and could use a buff. I am annoyed at one horribly broken part of an otherwise rather meek class that instantly induces rage in mostly anyone. Using Shadow Man won't guarantee an instant votekick on my part. I votekick people who uses Shadow Man and abuses the infinite invisibility.
You are perfectly allowed to hate Needle Man, but things like Needle Cannon don't break games. Wily infinite flight and Shadow Man infinite invisibility does.
2 Minute Stalling to wait for Enemies and surprise killing them, isn't a Reason to kick someone.Actually, this is a perfect reason to votekick someone. I've seen several occasions when they just plain hid the entire match, and then just killed the wounder survivor and hailed it as "skill". And I won't have that.
Thank ya, Obbie!Yamatoman class needs to go back to the way it was back in (v4a or v3a/b/c or d...?)NAOW!!!!!!! :mad:Well Muz does make Plantman and Centaurman look really op compared to other classes..... (Btw I was jk)
Gosh. There goes our 2 and a half weeks of clearly perfectly balanced classes :cool:
Glad to have you back.
You mean like this?(click to show/hide)
Quote from: "Yellow Devil"You mean like this?(click to show/hide)
Yeah, like that.
On the topic of Knight Man, is it possible for you to lower the shield on the HUD a bit so it doesn't cover half the screen?
Hell Wheel?Oh fuck yes! Then again that would be Opx1000 so I highly don't recommend it.
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.
Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.
Inb4 this post is ignored.
Hardman needs a nerf. Why? I'll tell you why.I agree with all of this, and SSW. (Quoting it again so it isn't ignored) Still going to push for an ammo recharge buff for Wave. (I don't really consider him usable as he is now)
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.
Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.
Inb4 this post is ignored.
Funny how people are complaining about Hardman, but not Wily.And possibly fixing the ammo consumption glitchiness of transforming. I've had a few odd things happen, such as Human Wily having a full ammo bar and not being able to shoot any projectiles (this involved being alien at some point, I know that). Only until I died could I shoot again. Don't know how it happened, so it's kinda useless to point it out.. but still.
But really, all he needs is a slight damage nerf, no more, no less.
I DON'T KNOW WHAT TO DO FOR SKULL!
Buster and Shield are boring!
Funny how people are complaining about Hardman, but not Wily.
But really, all he needs is a slight damage nerf, no more, no less.
Hardman needs a nerf. Why? I'll tell you why.I love how no one complains about anything until we're nearly finished.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox(Hitboxes weren't changed.), he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill.
Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make?
This is ASD's fault. He made Yamato incredibly slow for some reason.
What's more annoying is that he is resistant to everything.
He's a tank, what do you expect. Also, "resistance" in this game is health, so it's simply mirroring how we was before. It's not up to me, but yes, a slight resistance nerf would be nice.
He kills Topman in 1 hit,
Top Man is weak to Hard Man. Deal with it.
he is immune to Flashman's Time Stopper,
Maybe he doesn't have the Pain.Blahblah state.
magnets are not attracted to him and most of the time he just won't die.
I really don't see how magnets wouldn't be attracted to him, really.
I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.
Here's a tip from a laggy man. Circle Strafe!
Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.
Hard Knuckle does the same amount of damage as Mega Man's. Should we just nerf that too?
Inb4 this post is ignored.
...You do realize you just said "People use Hard Man because he's Hard Man," right?
This is a perfect example of the differences in big and small games.
Classes like Snakeman are best in big games. Classes like Hardman are best in small games. If I nerfed him, he would just be unusable in anything over 4 men matches. Keep your distance! Attack him from his blind spots! And if all else fails, just circle him!
I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard
I think Wily's main problem is damage + projectile speed. I mean, if you catch someone off guard, there is no fighting back for them.
It's hard to keep up an offensive when your opponent can fly.
That's because Crash Bombs had a pretty good stun on his weapon.
Oh, and Wily is faster than a lot of robot masters. That also kind of adds in on the whole "hard to keep up offensively" strategy.
I still don't get why a human is faster than a ton of robots, who would have superior physical strength.
Oooh to go with the Wily discussion, the ingame Wily is a fake, that's why he begs when dying and then EXPLODES. Also explains how he keeps coming back and how you can have more than one.
Yeah invisibility needs to be changed, I don't think Gyro or Wily are OP as they stand...
He's Hardman. He's supposed to take very little damage. Fight from afar using Alien, then you're safe. Also, have you seen Centaurman? Do you see how much he has on his stun? He can fire them off almost as fast as Hardman, but much larger scale.Quote from: "Bikdark"I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard
So wait Hardman is ok but Wily needs a damage nerf?
Hardman has damagefactor 0.3 to buster. This means for Wily attacking Hardman
Red shot = 15.0 damage
Yellow shot = 12.0 damage
Small shot = 4.5 damage
Smallest shot = 1.80 damage
This means it realistically takes more than 20 shots to kill a Hardman as Wily. I bet you guys think every class should be this resistant to Wily though. If you nerf Wily's damage then he should have more health and resistance for balance.
One thing that should be looked at with Hardman is how he does the stomp. He should have to get some minimum amount of height off the ground before being able to initiate a stomp. Otherwise people just bunny-stomp around the stage. This leads to people stomping non-stop then firing occasional knuckles to rack up kills.
I noticed with Knightman if you fire the Knight Crush into certain boundaries (like cliffs), the projectile disappears. Then you have to wait for a bit until eventually it just switches back to normal. It isn't major, but it's annoying.
And I also noticed, either someone missed it or someone got lazy, but one of the first-person attacking frames for Metal man is one of the Shadow Blade frames. Just keep attacking as Metal Man and watch his hand. It turns purple for a split second. I paused it at the right time, and I found it was a Shadow Blade frame.Kinda same thing with Napalm Man's bombs, on the very last frame it exist before exploding, it shows the normal Nap bomb sprite
Like I said, this is something unique to the MM6 classes. No other class set is capable of this. I suspect there has to be something about the weapon-removal script for the MM6 classes that's different from the rest.
players tend to get too greedy for frags to notice a HUGE FRIGGEN BOMB next to me before strafe running at me (I also use him alot scince I made him ^^ and no, I NEVER use exploits nor will I ever intend to use any...except in roboenza where its mandatory)They're not greedy, they legitimately do not see the bomb.
Quote from: "Bikdark"I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard
So wait Hardman is ok but Wily needs a damage nerf?
Hardman has damagefactor 0.3 to buster. This means for Wily attacking Hardman
Red shot = 15.0 damage
Yellow shot = 12.0 damage
Small shot = 4.5 damage
Smallest shot = 1.80 damage
This means it realistically takes more than 20 shots to kill a Hardman as Wily. I bet you guys think every class should be this resistant to Wily though. If you nerf Wily's damage then he should have more health and resistance for balance.
One thing that should be looked at with Hardman is how he does the stomp. He should have to get some minimum amount of height off the ground before being able to initiate a stomp. Otherwise people just bunny-stomp around the stage. This leads to people stomping non-stop then firing occasional knuckles to rack up kills.
bunny hopping hardmanI will pretend I didn't read this! XD
umm... to that "you dont have to sit there", maybe you get caught by a Hardman you didnt saw coming from behind???
However, Hardman dont need a great Stomp Nerf, i think he need a Knuckle Nerf. he 1hko much Classes and he manage to survive because of his much amount of Health, so he can take on the Enemies himself, and thats probably not for what a Tank was made for. They were made for beeing a Front Attacker, assisted from the others behind him.
Also the bunny hop stomp, shouldn't be removed.
If a bunny hopping hardman catches you off guard, you possibly deserved it.
disregard what I said, i was playing on a luximberg server (I live in the U.S.) and it did fire in random directions (I was also kicked from the server ALOT due to packet loss and lagged alot) I think it might have something to with the server pingwhat do you mean by can't see them, I can see them just fine when someone else is tossing them around and I know exactly how far to run or what to hide behind, its pretty easy to dodge when theres things to hide behind or if its a open space, and I have never seen it bug up once based on the way you described it.Anywho, I was just describing people who only frag by strafe-hugging getting fragged by hardman, a easy character to defeat, and judging from your post, it seems like you tend to be a victim of hardman too XD
Quote from: "Muzaru"Also the bunny hop stomp, shouldn't be removed.
If a bunny hopping hardman catches you off guard, you possibly deserved it.
I don't think anyone is caught off guard by bunny hopping Hard Man. Because one he has you, it's really hard to escape once you get caught by just one of them. Sure you can jump, but it doesn't help much when the Hard Knuckle deals so much damage already. if anything catches you off guard, it's Hard Knuckle, not the bunny hop.
And most Hard Men I see stick to enclosed areas where it's either impossibly hard to dodge a Hard Knuckle or no room so get un stuck from the bunny hops.
in other words, I hate topman -_-;Welcome to the club.
Chip damage is still damage.What was mentioned was - HP pickups are not fixed (they're proportional to Hard Man's HP) so an energy pickup by a Hard Man is a HUGE gain, more than it normally is. This is a problem with HP pickups though and not Hard so much.
Most hardmen are easy to read anyway, if they are hiding they are most likely vulnerable, if they arent they need to be chipped at.
Quote from: "Muzaru"Chip damage is still damage.What was mentioned was - HP pickups are not fixed (they're proportional to Hard Man's HP) so an energy pickup by a Hard Man is a HUGE gain, more than it normally is. This is a problem with HP pickups though and not Hard so much.
Most hardmen are easy to read anyway, if they are hiding they are most likely vulnerable, if they arent they need to be chipped at.
I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's, Hardman Kills are really herpderp with 1hko, but all others are totally Legit.Quote from: "ice"in other words, I hate topman -_-;Welcome to the club.
I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's.(^^^clearly a topman user ^^^)
Quote from: "~Sheena~"I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's.(^^^clearly a topman user ^^^)
I choked on my drink from laughing when I read that, the only character is easy to dodge with are gyroman, elecman, or quickman, damn near impossable when using a slower character like bombman or megaman, the best I can possibly do is parry with megaman's top spin (not too often though scince when I play online, top spin is usually grabbed by someone else and not many stages has it), but it's even worse cause 90% of topmen are stalkers and will chase you down the whole match, its even worse on servers when chase cam is disabled, I mean, sure you can turn around alot but and soon as you turn around to see where youre going again, your killed by topman isnstantly from behind, its even worse when one hits you from the front when you turn around, and topmen usually rely on cheap tactics such as targeting players who are fired on or spawn fragging
oh I'm not saying theres anything wrong with him, I'm just saying he souly relys on cheap tactics to get frags
You know, i talk about "Avoiding and Dodging", not about throwing the Weapon, crying and running away from him. And maybe you call it Cheap, but what shall Topman Players do? spamming Spinning Tops? Topman uses Topspin, you gotta deal with that, it's Topman's Main Weapon, and nerfing him means he actually is underpowered, with weak Defense and unpowerful Spinning Tops. (Are they strong anyway?)Quote from: "~Sheena~"I dont know why Peoples hate Topman. It's not that hard to dodge and Avoid his Attack's.(^^^clearly a topman user ^^^)
I choked on my drink from laughing when I read that, the only character is easy to dodge with are gyroman, elecman, or quickman, damn near impossable when using a slower character like bombman or megaman, the best I can possibly do is parry with megaman's top spin (not too often though scince when I play online, top spin is usually grabbed by someone else and not many stages has it), but it's even worse cause 90% of topmen are stalkers and will chase you down the whole match, its even worse on servers when chase cam is disabled, I mean, sure you can turn around alot but and soon as you turn around to see where youre going again, your killed by topman isnstantly from behind, its even worse when one hits you from the front when you turn around, and topmen usually rely on cheap tactics such as targeting players who are fired on or spawn fragging
Nerf guts
like now
haters be hatin'And just in case...
THE NEW AND IMPROVED SHADOWMANG ~ IDEAS BY SMASHBROPLUSB
Shadow would only be *partly* invis from now on. It helps him blend in at a distance, but he's noticeable at close range. His primary weapon would be Shadow Blade and his alt would be Active Camouflage (hint hint HALO REACH hint hint).
When you press alt-fire Active Camo turns on and you become invisible completely (EVEN WHILE MOVING!!), but it runs on an ammo bar so you can't be invisible forever. Like in Halo the Active Camo would use more ammo while moving than if you stood still. While invis, Shadow Blades don't make that SHREEEEEEEN sound and are thrown quietly, but every attack will chip off a portion of the ammo bar. When the ammo bar is empty Active Camo turns off, though you can end it early by pressing alt-fire. The invis ammo will slowly regen over time as long as you're not throwing Shadow Blades.
Because Shadow Man doesn't have a slide or a low HP desperation move anymore, I suggest a small HP buff to compensate.
Quote from: "Yellow Devil"Everything is about halo with you!I just suggested it as a means of "balancing" power with invisibility. And it just so happens that Halo balanced it pretty well. I mean, there's no invisibility in classic Mega Man games, BN and SF invisibility makes you immune to attacks, there's no invisibility in Call of Duty or Battlefield, TF2's invisibility can be potentially broken....
Get the point?
1HKO with Super Arm, more HP than normal Classes + Gutsarm Mistakes. This isn't a Strong Offensive, this is the Sparta Rock. He also need less Rock Power, or Peoples will complain and whine about him Ingame.Quote from: "MagnetMan497"Nerf guts
like now
Give reasons. You can say nerf x class as much as you want, but if you aren't going to say what's the problem, then how will anyone know what the problem is? I'm getting a bit tired of vague "change it" posts.
umm has anyone said anything about the quickman, ballade, plantman, tomahawkman bug yetThis is no Bug, it is just a Mistake from the Auto Weapon Change. Quickman's for example are able to shot a mass of Crystal Eyes in Crystalmans Stage, because of the Weapon Change while he stand on the Crystal Weapon. This also isn't really a bug, i dont even know if this can be changed. taking the Weapons from the Maps in that Mode isnt well too because of Bass, Mega and Proto.
Actually, Myroc, Mr. X was the first one to discover the glitch, back when it was only MM3 classes.I know that it's a problem that's been a problem ever since the MM3 classes but it was presumed fixed since then, I seemed to be the first one to actually mention anything about it's current form, being the rapid-fire weapon pickup, which also seems to only work for the most recent classes, that is MM2, MM6, and RMK, (unlike just the MM6 classes I suspected earlier). All the classes I tested (rapid-fire or not) from before that was quite literally incapable of doing the current rapid-fire weapon pickup thing. The rate of fire that the vanilla robot master only seems to be a factor in how effective it is, not if the class is capable of doing it or not. Even taking into the fact that Needleman fires in bursts of 3, he's still faster than Tomahawkman, which can still use it. Somewhat.
Charge Man gets Coal Shot and Skull Man gets Skull Tag cause (...)Once you realize this...
...You will shit bricks.Quote from: "*Nu*"Charge Man gets Coal Shot and Skull Man gets Skull Tag cause (...)Once you realize this...
Quote from: "Korby"Actually, Myroc, Mr. X was the first one to discover the glitch, back when it was only MM3 classes.I know that it's a problem that's been a problem ever since the MM3 classes but it was presumed fixed since then, I seemed to be the first one to actually mention anything about it's current form, being the rapid-fire weapon pickup, which also seems to only work for the most recent classes, that is MM2, MM6, and RMK, (unlike just the MM6 classes I suspected earlier). All the classes I tested (rapid-fire or not) from before that was quite literally incapable of doing the current rapid-fire weapon pickup thing. The rate of fire that the vanilla robot master only seems to be a factor in how effective it is, not if the class is capable of doing it or not. Even taking into the fact that Needleman fires in bursts of 3, he's still faster than Tomahawkman, which can still use it. Somewhat.
Sure, there are classes which can fire an occasional projectile from every class set, but I'm talking specifically about the rapid-fire of them (like, say, Plantman/Crystal Eye). Otherwise it's mostly only a single projectile, which isn't going to be worth the effort required to actually pull it off. Even if they get their hands on Skull Barrier or Time Stopper, such weapons disappear for a while after picking them up, which makes actually using such weapons impossible.
here it is, although one of the middle ones do seem to translate well into mike's, I just have to chop off one of the fingersIm aware, although I could edit it into a capcom hand to make it work _ll/
I'll take a stab at Pharaoh then. I have some interesting ideas for him.I've had an idea myself.
I see Ivory, Cutmanmike and Yellow Devil, testing the V5A. so when will you release it?
He looks like a man wearing a jacket.You can say that about almost every other RM. They're pretty much all guys in jackets.
also YD, who else is working on huds? I asked before but I have yet to get a answer
(click to show/hide)
BUGS HORRAY! Skull Man's ammo bar doesn't work right in the hud where health is on the bottom (the one I use)Y'know those little things people drop when they get fragged? Those are Dustmang's ammo things.
I dont know how it happened but Dust Man just got a normal buster after some ammount of time. No alt or anything, just a buster.
Edit: The Dust thing is just his Ammo bar not being on the hud I use at ALL. Yeah, dat hud. Speaking of which how DO you refill it?
This sounds wonderful already. Will download now and test for any bugs.Drill man by Ivory
Ring Man by Ivory
Cut and Guts Melee range fixed
I dont know how it happened but Dust Man just got a normal buster after some ammount of time. No alt or anything, just a buster.
Edit: The Dust thing is just his Ammo bar not being on the hud I use at ALL. Yeah, dat hud. Speaking of which how DO you refill it?
It should be noted that I am actually awarded a frag for these messages, which leads me to assume that the person who actually laid the mines does not.I'm going to guess that it summons monsters (Think Gemini clones), which is why they are given the same obituary no matter which weapon you use.
(THIS IS THE PURPOSE OF DEBUG SERVERS!!!)
[Star Stuff]
Starmayng stuffAnother issue with star is that his ammo regaining is buggy. I know it needs to take a second to register you not moving, but it can take a while.
Toad man is the best thing ever.
That is all.
This is why you need more than 5 beta testers.That is true. Or someone stricter about bugs and whatanot.
I knew toadman was broken the minute I touched him.
I love what you did for Shadowman! :D He now feels much more like a bot someone would play for fighting, not just camping :p But, I think he may just be a tad too powerful...other than that, he's great! :mrgreen:
This is why you need more than 5 beta testers.I originally had him, as seen in the video, only able to fire one high damaging rain flush once in awhile. Then this happened.
I knew toadman was broken the minute I touched him.
I didn't like the Shadowman nerf... And better you test if it is possible to track the invisible shadowman by the target name (when you point the crosshair to them), since it will play a huge role and i couldn't test it here (Pepsi crashed on me). Maybe give him a three-way shadowblade (as if he had spreadrune but with the "non-boomerang" shadow blade) or the triple shadow blade (fires three shadow blades in a row with a short delay between them).Quote from: "Sora"I love what you did for Shadowman! :D He now feels much more like a bot someone would play for fighting, not just camping :p But, I think he may just be a tad too powerful...other than that, he's great! :mrgreen:
Thanks, Sora. Of course, I can't take all the credit because Mike, you know, made it work on online :p
He uses (mostly) the same shadow blades as Mega Man, though.Quote from: "Gummywormz"This is why you need more than 5 beta testers.I originally had him, as seen in the video, only able to fire one high damaging rain flush once in awhile. Then this happened.
I knew toadman was broken the minute I touched him.
Yeah, Toad's broken, and he desperately needs to be fixed.
As for the "there should be more testers", if I've said it once, I've said it a thousand times: it still won't work. Even if you've got a 1000 testers, player number 1001 will find the glitch the other 1000 people missed. Plus, if you've got tons of testers, the release is almost pointless as everybody already has it.
So yeah, "NERF TOADMAN ARGAHJHAYH!"
No. You guys were playing high population free-for-all deathmatch in cramped maps, who the hell did you think was going to win? Before it was Top man; now its the guy with the high damage aoe. He is much less powerful in games where there is some actual order and coherence.
For the hundreth time...
All UP classes are better than all OP ones. I ask you all await King Yamato's classes version as it is much more balanced and fun than this. I have not yet played V5, hpwever, so I cannot comment on Toad.
Agreed with Toadman's issue. I was spectating and there were like 5 toads jumping and raining as if they were blindfolded, neither of them won once, yet Gummy did.
OBJECTION:Quote from: "Someguy"Agreed with Toadman's issue. I was spectating and there were like 5 toads jumping and raining as if they were blindfolded, neither of them won once, yet Gummy did.
So? I'm just good with toadman. Doesn't mean you have to nerf him.
If you think Skullman is UP you haven't figured him out yet!Not saying he is UP, just hard to play with, so i just ignore the class.
PROTIP : KONGOSHIN
Probably an emergency patch later, fun.
OBJECTION:
How can you call yourself good with Toadman? there is no Skill in Staying, Shooting and Jumping. The Class is Good, but you cant call yourself good this way.
I don't really understand Magnetman's altfire. I can tell that it hurts at close range, but does it do something else?
Magnet Pull flings people around! Or at least, it used to. I don't know if it still does.
Ringman's altfire is kind of odd too, it's like it doesn't fire where I aim; is this intentional?
Ring's Altfire shoots backwards.
I don't know if it's just my screen, but there is a stray white pixel on Gutsman's hand that has been there since pre-MM4.
Yeah, that's been there since MM1's been released. No one's fixed it yet, though.
Once again great job on this mod of a mod, myself and a couple others are having a total blast with it. Keep up the good work!
First. Don't double post.Umm... you know, we're talking about Gummy? and Gummy is just Holding the Fire and Jump Button? And yeah, Peoples shoot Toadman, because it's the most intelligent thing they can do with an Field Effecting Enemy.
Second, there is definitely skill involved. People ALWAYS shoot at you when you're toad. You need to learn when to jump at the right time and when to stop shooting and fly away.
Second, there is definitely skill involved. People ALWAYS shoot at you when you're toad. You need to learn when to jump at the right time and when to stop shooting and fly away.Because jumping at the right time is so difficult.
See:
QUIM BBBCCCDDDEEE 2 A_Chase
TNT1 A 0 A_JumpIf(floorz-z==0,"GiveJump")
loop
GiveJump:
QUIM A 10 ThrustThingZ(0,60,0,0)
QUIM F 2 A_Recoil(-10)
goto See
One thing I'd like fixed is the Quickman clone bug. I'm not entire sure how it works, but if you die as Quick while firing, and dont respawn, you can fire 'rangs. Or that's at least how I saw it. Plantman's shield still is buggy. At times it fires normally, doesnt work at all, or uses ammo but doesnt sap health.
Also, nice job on the Enker buff :D
No you diiiiiiiiiiiiiiiiiiiiiidn't :<
/me cries
I think it'd be good to nerf Drillman's underground drill power juuuuuuust a hare... I think it's a bit too strong in that it can 1-hit KO some classes... :shock: But that's just my opinion...
COMMUNITY POLL! What do you desperatly want fixed in V5B? Please provide reasons or I will probably ignore you har. This means
"I think you should buff/nerf x. He's a bit strong/weak in this area..." is good.
"X is fucking OP" is not wanted.
Cheeers!
Yeah, if it's possible, I think Drill Man's alt shouldn't work in bottomless pits. For example, you can cross the large pits in Gyro Man's level with it and nothing happens.
No seriously you haven't. We might not be talking about the same thing. Classes like Bright Man, Elec Man, and Dust Man dont have their ammo bar's visible. Drill and Skull don't have their third bars visible and Skull has his Skull Barrier bar drain from Top to Bottom, not right to left.
Okay, you asked for it... :lol:
I want to be able to start off as MegaMan Jet or MegaMan Power. Not being able to remove the armors and get charge buster back is annoying already... and you can't even use the kickass "hold mouse to fly like a NORMAL PERSON" flying that MegaMan Jet has when the game's on LMS (which 99% of Classes servers seemingly HAVE to use). You have classes that can fly anytime they want anyway, and even more classes have super-pimp jumps, so I don't think it's going to "BREAK THE GAME OMG" if you add Jet MegaMan and Power MegaMan. Please and thank you.
Make it so that I can early-cancel Shadow's active camo by pressing Alt-Fire a second time. I have to either let it all drain (which is lame since you can't use it unless full ammo) or throw a Shadow Blade (which is even lamer since it makes that damn SHREEEEEEN sound and attracts players towards me). Also, a slight buff on the range of Shadow Blade would be appreciated, to differentiate between MegaMan's. I thought melee'ing someone to death was Top's job (and Star's on the weekends), making it from a close-range to a mid-range would be nice.
Yeah, if it's possible, I think Drill Man's alt shouldn't work in bottomless pits. For example, you can cross the large pits in Gyro Man's level with it and nothing happens.
Dont know for sure, But does the rain flush have the standart damage stun?
If so you might want to remove (or lower) that. It would reduce alot of raging in crowded servers and it would'nt really give him a huge nerf.
I would also like it if the white pixel on gutsman's hand would be fixed :)
And i still think Snakeman should get something against flying or really high jumping opponents.
He seems redundant to use because people will start using gyroman/windman anyways.
OBJECTION:
How can you call yourself good with Toadman? there is no Skill in Staying, Shooting and Jumping. The Class is Good, but you cant call yourself good this way.
@NuYou obviously didn't understand what I was saying.
All Classes you were complaining about have an Energy Bar.
Toadman need to not use rainflush when he jumps, its just a troll who can spam in a big TDM/DM server without move/skill.He just needs to not shoot it so fast. The Rain Flushes overlap eachother. Fix that and he won't be OP
The others like hardman need a aim, stoneman need a aim for the circles, but toadman is the best joke.
He is usefull only on DM with 30 guys no?
Or, don't try to fight a Toad Man on a server of 30 people. Toad Man is only deemed "OP" in a fight with lots of people. Try fighting him in a duel or 2 on 2. He's incredibly weak then with no ranged attacks at all.Now that you mentioned that, I think toadman's fine.
Quote from: "SmashBroPlusB"Okay, you asked for it... :lol:
I want to be able to start off as MegaMan Jet or MegaMan Power. Not being able to remove the armors and get charge buster back is annoying already... and you can't even use the kickass "hold mouse to fly like a NORMAL PERSON" flying that MegaMan Jet has when the game's on LMS (which 99% of Classes servers seemingly HAVE to use). You have classes that can fly anytime they want anyway, and even more classes have super-pimp jumps, so I don't think it's going to "BREAK THE GAME OMG" if you add Jet MegaMan and Power MegaMan. Please and thank you.
I'll use acs to make Megaman start with both the adaptors!
Absolutely not. Jet Mega Man and Treble Boost are INCREDIBLY annoying- and the flying ability should remain in stages that have those powerups. I mean they are so pivotal that while playing V4A, Lone would just camp the Jet Spawn spot in snakeman so that no one could get it. Adding Jet to the start would basically give MM three altfires, unbalance him a lot, and add flying to stages that totally don't need it. I oppose this more than anything else mentioned in the entire topic.First off, what the hell YOU'RE COMPARING APPLES TO ORANGES. Yes Treble Boost is annoying. Powerful spread buster plus infinite flight as long as ammo's left? Aw hell no.
Think before you speak. Or else you just might regret opening your mouth.
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES. Yes Treble Boost is annoying. Powerful spread buster plus infinite flight as long as ammo's left? Aw hell no.
However, he said MEGAMAN and MEGAMAN ALONE would get the adaptors. MegaMan Jet's nowhere as bad as Treble Boost. He has a NORMAL BUSTER that does the default 10 damage and can't charge.
I'll use acs to make Megaman start with both the adaptors!
And how the hell do you get three alt-fires? Last time I checked you can only use armor once, and once it's on you can't take it off for standard MegaMan. So, if you abandon Charge Buster and Slide in favor of jets, you're forever without said Charge Buster and Slide.
Another thing: look at GyroMan. He gets nearly 20 seconds of full, uninterruptable flight PLUS a 3 or 4 hit KO and he's fine, yet Jet MegaMan with 2.5 seconds of THRUST (not even "real" flying) and a 10 hit KO buster is "cheap"? Flawed logic. Yet, Jet MegaMan will "unbalance the game" and add "unneccessary flight to levels", but GyroMan or the Alien won't add said unneccessary flight?
First off, what the hell YOU'RE COMPARING APPLES TO ORANGES.
One final point: your argument with "hogging the adaptors" is flawed as well. If everyone starts with an adaptor, no one person can "deny" others from using it....You basically are summarizing my argument. If you start with it, you can't deny it from others. That's why I want it to stay as a spawn item. That's not really the point I was trying to make. It's that: Infinite Charge Kick on a whim makes Mega Man insanely useful as is, and giving him the Adaptors from the start is excessive. I don't see any benefit outweighing the fact that Mega Man becomes much more useful immediately than the other characters.
Don't give Megaman the Adaptors but instead it might be appropriate to give him a BeatCall, Item1, Rush Coil, or similar things.
You should also think of a way to make Megaman more viable in LMS. I suggest using a system like the Skulltag mod All Out War 2: The Omega Project where you use the altfire or some special alias/ bind as a toggle between firing modes so that you can select between charged and regular style buster. This way it would prevent having to keep clicking or use a special bind in order to fire normally as in MM8BDM-v1d.
Hopefully you can implement behavior that allows Megaman to slide while charging and also slide regardless of what weapon is currently selected. I'm aware the latter is potentially a lot of work, but this is what Megaman was able to do in his actual games, so why not here?
Spark and Bubble (especially Bubble) need ammo bars.Why? They're perfectly fine without them. Giving a limit to them would only make them worse and more undesirable to play compared to other, more fun classes.
My thoughts? I still haven't played V5 yet but I can emphasize some other thoughts.I nerfed his attacks already
Hardman should be given less jump to compensate for his "OP" attacks.
I cannot stress this enough, NERF GUTS. In large stges (and small) he is versatile and in openGL he is deadly. I say give his big rock 50 damage and the debris rocks 40.
WaveMan needs a faster ammo recharge buff, other than that he's perfect.
Spark and Bubble (especially Bubble) need ammo bars.
I've always wondered how to even do a taunt? [/noobquestion]
Someone can PM me with taunt ideas and / or .wavs if they want, i'm always open to moar taunts
Take out the taunts.
(I haven't played this yet but I know from Skulltag this won't end up well)
Alternately, they need to be a lot shorter and contain less rambling.
Take out the taunts.(http://i53.tinypic.com/2i14s0.png)
Alternately, they need to be a lot shorter and contain less rambling.
Quote from: "SickSadWorld"Take out the taunts.(http://i53.tinypic.com/2i14s0.png)
Alternately, they need to be a lot shorter and contain less rambling.
Problem solved, but I do agree that some are a bit too long (obviously Fire's).
cacodemonI think someone's never played Project Jitterskull :p
The lack of taunts was one thing that made the gameplay experience "more mature" than typical Skulltag.Personally, I agree with this (having to hear people spam Illucia's taunt on regular Skulltag was hell to my ears. :/), but in all honesty, 8BDM isn't the first thing I think of when I hear "Mature". There are mature people involved in the community, but it is a game based on something with an appeal to younger audiences.
I don't get what you mean when you say you don't want to turn them off, yet you want them gone. They're both the exact same thing. Either way, you don't hear them, just another way anyone who wants to spam that on their own can. It's not you're being forced to hear them. I honestly can't find a single thing wrong with them at all.
but it is a game based on something with an appeal to younger audiences.What? These games were created 20-odd years ago. I swear the youngest active user on here is 12, and that's an odd one out. We're a pretty old community if you really take things into account. Are we all mature? Not at all. But we're cerntaintly not young.
Guys, seriously, can we stop arguing about the taunts? They were in the original Doom, and the original Doom has the option to turn them off. I feel you have no room to complain. File size barely means a thing; at the moment, it still only takes me about 9 seconds to grab the latest Classes.
Taunts add nothing? Looks like an opinion to me. Look at Super Smash Bros.! Taunts are designed to infuriate the opponent--and looks like they have, albeit not in the way that was expected.
noone said anything topman related for the last few pages, besides, skullman is a perfect top counterOn servers. I never said it was on here =/
So many pepole complaining about top. I swear to god if he's changed I'll.. eat a baby.. idunno >.> Still, he isn't op.
They were in the original Doom, and the original Doom has the option to turn them off.
I keep claiming that the ranged top toss doesn't belong on Top Man. It gives him a way to fight back against ranged and flying opponents, and as someone who has the capability to OHKO someone at close range and the speed to catch up to someone... it really makes him the king of close combat ambush tactics. So why should he then have something that deals damage at mid-range? Fighting at range should clearly be a disadvantage of the class, and the only way I see it happening is if the top throw is removed.I facedesked so hard when I read this. Myroc, you're the only one complaining about Topman. Top needs the Spinning top throw because it's another way to fight, if all he did was spin, he'd be way too predictable.
And here's the point where everyone keeps saying "but the top throw sucks!". In which case, why is it even on Top Man to begin with? If it is useful against opponents at ranged, then it really shouldn't be, and if it isn't useful, why have it there regardless?
Can we make that all the flying character can fly up and down using well the "fly up/down commands" of Skulltag?I agree with you on the Plantman Buster thing, but when I've asked Chimera, he just sort of said "Do it yourself."
Like I have "fly up" on R and "fly down" on F and it would make things alot more handy. Also, Plantman's buster needs a new look.
I don't want Top being able to fight back in area's where he shouldn't fight back in. He shouldn't be able to stand a chance at mid to long-range.What about Magnetman? He's a sniper, yet has a close range attack. According to your logic, he shouldn't have the magnet pull, because he's a sniper. And in your mind, if something's a sniper, he shouldn't be able to defend himself if he get's caught.
I've been saying this as well, although it's a much more minor issue. He's a long-range class... with a short-range attack? Granted, he did have the magnet pull in MM3, but it's always struck me as out of place as well. : |Quote from: "Myroc"I don't want Top being able to fight back in area's where he shouldn't fight back in. He shouldn't be able to stand a chance at mid to long-range.What about Magnetman? He's a sniper, yet has a close range attack. According to your logic, he shouldn't have the magnet pull, because he's a sniper. And in your mind, if something's a sniper, he shouldn't be able to defend himself if he get's caught.
magnets pulling you closer? How is that out of place?I mean out of place for the class' main purpose, which is long-range attacks.
Quote from: "Kackebango"Can we make that all the flying character can fly up and down using well the "fly up/down commands" of Skulltag?I agree with you on the Plantman Buster thing, but when I've asked Chimera, he just sort of said "Do it yourself."
Like I have "fly up" on R and "fly down" on F and it would make things alot more handy. Also, Plantman's buster needs a new look.
Also, I'm pretty sure you can use Fly up and Fly down for the flying classes, at least you can with Wily/Gyro.
I understand what you're saying, but magnets aren't the best in terms of homing. Straifing lets you avoid them.Yeah uhh Myroc I don't want people being completely useless in some ranges...
Something that's bothering me is I believe the Mega Man 4 RMs aren't in the group photo when you start the client.You're right, but nobody really cares about that anyway. I'll probably remove it.
Also, YD, Skull Mans bars still drain top to bottom, not right to left.Haha wow, that shows you're the only person playing horizontal! Fixed
I really love the new classes version!
One thing that annoys me is Magnet Man's alt fire. I was told yesterday that it is a Magnet Attractor. I didn't know it was that until I was told so. Perhaps add some way to make it easier to tell that it is a magnet attractor?
Second, I see a lot of charactors got taunts now. ProtoMan, Bright Man, Pharoah Man, Bass, Wood Man, Gravity Man, and especially Cut Man are among the characters with taunts I really like.
Now why does my server always crash when I host classes possession?
(http://i53.tinypic.com/30hpwgg.png)
Please explain, this is the error message that I always get.
That doesn't make sense. I have 3.8 GB on my laptop, so it must be somethin' else that is causin' the crash.
Edit: 2000th post on this project mess :P
Common errors
The improper use of malloc and related functions can frequently be a source of bugs.
Allocation failure
malloc is not guaranteed to succeed—if there is no memory available, or if the program has exceeded the amount of memory it is allowed to reference, malloc will return a null pointer, which should always be checked for after allocation. Many programs do not check for malloc failure. Such a program would attempt to use the null pointer returned by malloc as if it pointed to allocated memory, and the program would crash.
Top is hard to play as, as is.AHAHAHAHAHAHAHAHA
Fixing bugs leads to more bugs.Because people sometimes don't check to make sure it will still work properly, leaving us customers to have to complain to the creator to get it fixed.
Oh. No. He is.Quote from: "*Nu*"Top is hard to play as, as is.AHAHAHAHAHAHAHAHA
Good one.
I can send you my roll class once i get her hud spritesWell, you could always edit Mega's buster, and for throwing, edit Bomb or Guts' frames.
(buster and throwing)
*longest whiny post I've written in ages*
This post originally started off as just about the Top Man discussion, but then I decided to go on about all sorts of classes and possible balancing after mentioning Heat once.
On the subject of Top Man.. I was watching The Rush play as him in Team Possession, and he claimed to almost never use top throw. In 4 rounds, he had 56 kills, about 2.5 times that of anyone else. Top is definitely easy to kill with. He's one of those classes that are absolutely ridiculous in some aspect, similar to Hard (resistancewise). However, because of this, its kinda odd to nerf them, while still retaining their usefulness. Go into a TDM, and Top menalwaysoften lead their team very easily, whereas classes like Heat never see the light of the lead. These are the grounds for a nerf of some sort that I can somewhat argue.. but I'm clueless onto how said nerf should be applied. From what I've seen... Top is one of those types of classes that get harder to kill with the more skill your opponents have. Try to play with stronger opponents as top, you start to feelweakbalanced awfully fast.
Whiiiich brings me to Heat Man. Who really really.. sucks. Mainly because I feel like ammo is too much of an issue with him. It seems to run out too quickly, or not recharge quick enough. After Heat's first few attacks, he can't really do much else. HEET is good, hes faster than quickman, kills most classes fast, and can lock down areas very quickly. That being said, hes only good at defense and absolutely terrible at offense. If we are going to talk about team games, hes okay with support.
Also, will Bomb Man's Mega Bomb explosion ever be fixed? Since its explosion trajectory is reaaaally disjointed, and the explosion sprite is still nowhere near the bomb. I can imagine its a pain to fix, but its a pain to die to ridiculously far off bombs too. Especially when he can use them so often.To any Dev :Pretty please fix the bomb glitch.
Another person is Gyro. He's good as he is. I think a 4HKO would be more fitting than a 3HKO, due to the infinite ammo and useful trajectory (in comparison to Tomahawk). Unless this got implemented and I didn't notice. Haven't played too much 5b to be totally certain on this one.I think gyro needs to be slightly different than this he needs less power, and a slower projectile, since hes kinda the fastest in terms of overall mobility.
Wily; is he supposed to stay in Alien form even after you run out of ammo? Because he does, and its kind of abusable in certain games, as well as retreats. Otherwise, he's fine as is.Many may not agree with this... But the infinite fly thing is in need of fixifications.
Drillman, Drillman, Drillman. I feel like he's just a beefed version of Woodman, with more useful invincibility that does better damage after its release and a better, less ammo consuming attack. Well, technically, since the ammo bars are two different ones, he can attack, then hide. Poor woody has to choose to attack with pitiful projectiles or hide while being followed throughout the slow walking invincibility. Poor woody, outdone in every way, except maybe resistance.Hes really strong. Can use E and M tanks, (as well as tango) I wouldnt say nerf but... Other people should be asked on this...
Magnetman's magnet pull really sucks. Badly. More range, or damage? Just as long as it doesn't cause lag. Speaking of lag, Airman's alt 'apparently' lags pretty hard when used enough, which is sad because I enjoy using him too. I think Flameman's laggy alt got fixed, but not sure. I'd mention Pharaoh Aura/Chargeman's Charge too, but that seems unavoidable.OLO I love Airman's laggy alt, but yea, Magman is pretty... umm... Well he can't counter hard too well, since hard can straferun past mags.... Yes hardman can. Mag needs some TLC...
Crystalman.. has his ammo been increased? Since he can get really spammy very easily indoors. Whichever version allowed 4 shots of alt fire I think had it best.Crystal, as well as star are now extremely strong, as crystal can control entire areas, where as star cant be outran if he hugs you, or he can just throw starcrash and run.
Gravityman; since Gravity Hold is less useful than it was when it could fling people around, or send people onto the ceiling.. should it recharge a little faster now? Since it doesn't do much damage most of the time anyway. I miss the previous gmang, before he had a buster noif. Other than that hes THE best anti air class, being if they are not smart enough to just sit back and Gyro you or shoot you from afar, or if its poor windmang... His ghold is pretty useful though, it just takes some getting used to.
Waveman; his waves recharge preeeetty slow, sorta like Heatman. The harpoons don't give much coverage after running out of the wave so quickly. Minor recharge rate increase?He can destroy if you chose to save your waves, as one shot of waves hold them in place so you can hit them with harpoons, then repeat.
Needleman: the firing, its so spammable. I don't really know what to say on this class, except the combination of the spammy firing and powerful melee alt make him seem a bit overpowered. But not too much.I'd say hes the second strongest class, after crashman, both need some... I dont wanna say it...
Hardman; I don't wanna bother discussing him in detail (which everyone else did pages ago I believe), but I feel like he's too useful in bigger games. Minor armor weakening to buster type weapons? A hair slower firing rate?Another class that gets harder to use the more skilled your opponent is...I still dont get why lotsa people say hes too strong. I've taken many hardmen down with out taking a single hit, as its not that hard to fight him... Anyway hes been nerfed. Hard. 45 damage per hardknuck. Hes more of a punching bag now.
Ok, now that I got that all down, possibly forgetting a class or two.. I'll let this sit here to be ignored/disproven. Or at least spark a discussion on one of the classes that no one mentions. (heat, air, magnet, wave..)8D
Drillman: First off, to Muzaru, complaining about him using Tango is touchy anyway, considering Tango's uses (with effective results anyway) are very limited.Well the glitch is still new, I havent seen anyone else do it.
I wasn't complaining either....Okay, maybe complain wasn't the best choice in words. I apologize for that. However, I do stand by my statement. Tango's usefulness is only limited to a few situations. Most of them are cramped hallways such as mm1dw2, Crashman, Geminiman, Pharaohman, Cutman, possibly Chargeman, and possibly Yamatoman. There maybe more that im forgetting about, but then again some of these places you don't even see tango (I don't think he's in gemini, cut, yamato, or wily 2). So in all fairness, even if Drillman can get ahold of Tango, whether by finding him or by randomly getting him from the walking purse, it's not like it's a real big deal, since outside of cramped hallways, doing good damage with Tango just comes down to careful planning and luck.
Wow, so MM7 classes are gonna be done before the expansion is released? o_oApparently: Yes.
I'd like to see junkman being able to pick up the scrap as ammo aswell... Also so that dustman isnt the only one that needs it.No, give him an item where he does his taunt!
And it would be fun to see dustmen and junkman fight over the scrap.
Also... Freezeman <3(click to show/hide)
Actually I already reported that and it works with any support item, not just tangoAww you got me..........
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|Considering that the current RAPES everyone in their way?
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|I hate how you're going for no change on an OP class, but going for a nerf on a completely fine class like Top :l
Get rid of the SGC Needle Stun effect for sure, but otherwise he's relatively fine. It is not I who am the hypocrite in this case. You are. I can accept that Needle Man might be sliiiiightly overpowered class, but don't go crying foul on a completely justified nerf to what may be the most overpowered class in the game.Quote from: "Myroc"I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|I hate how you're going for no change on an OP class, but going for a nerf on a completely fine class like Top :l
...I never said you were a hypocrite :lQuote from: "Bikdark"Get rid of the SGC Needle Stun effect for sure, but otherwise he's relatively fine. It is not I who am the hypocrite in this case. You are. I can accept that Needle Man might be sliiiiightly overpowered class, but don't go crying foul on a completely justified nerf to what may be the most overpowered class in the game.Quote from: "Myroc"I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|I hate how you're going for no change on an OP class, but going for a nerf on a completely fine class like Top :l
Needle has stayed the same since 3a! The buff is just a rumour...No, that's the buff I was talking about.
found a bug yetsreday in a teams server, I saw a ballade user using atomic fire, it can be replicated by useing all of your ammo then switchingtwo things that may solve this:
Deselect:
goto ready
Select:
goto ready
Did this once by accident and it locked to that weapon, making it imposible to switch out of it
I like Needle Man the way he is, I don't see why he should change. Maybe he could do away with the SGC Needle Stun effect, but he doesn't need something a drastic a change as yours. I also fail to see what that change would really achieve. Make it harder for him to actually begin with attacking people? :|
Well Muzaru, both Elec Man and Top Man have to get close to their oppenents to successfully use a potential OHKO move. However I have been successfully Top Spinned as Hard Man, yet on the same idea, as Hard Man, I don't recall being killed by lightning from Elec Man. Not to mention while Top Man has to jump, he doesn't have to be facing his oppenent. He just has to be nearby. Other than needing to jump, Top Spin is multitudes better than Lightning.
The main problem I find witht he current Top Man is that the second he appears, he can use Top Spin. So anyone nearby when he spawns in instantly dead. This basically guarentees Top Man a frag after every death. Not to mention what he can get normally from just plain getting the jump on people all the time.
All I'm saying is if classes like Blizzard and Elec Man MUST have ammunition bars, I think Top Man getting ammunition is just obvious. You all claim his Top Spin is to surprise people. An ammunition bar for Top Spin would do nothing to hinder that. That way if you mess up, you can't jump up almost right away and Top Spin again.
Well Muzaru, both Elec Man and Top Man have to get close to their oppenents to successfully use a potential OHKO move.It's actually a little known fact that you actually aim Elec's altfire, it's not an area of effect.
Where as top has slower flying 15 damage dealing tops, or his not a guaranteed instakill alt.Oh bullshit. Don't come telling me that getting an OHKO with Elec Man is easier than doing it with Top Man.
I find it easier with Elec, since you can aim the attack at far foes, and they won't expect or see it coming.Quote from: "Muzaru"Where as top has slower flying 15 damage dealing tops, or his not a guaranteed instakill alt.Oh bullshit. Don't come telling me that getting an OHKO with Elec Man is easier than doing it with Top Man.
But the altfire projectile pattern only makes it able to hit with a single lightning bolt at long range, which isn't enough to kill weak classes. It's going to take out a good chunk of their health, sure, but it isn't an instant kill like Top Spin. To OHKO with the alt you need to be right next to them.Quote from: "Myroc"I find it easier with Elec, since you can aim the attack at far foes, and they won't expect or see it coming.Quote from: "Muzaru"Where as top has slower flying 15 damage dealing tops, or his not a guaranteed instakill alt.Oh bullshit. Don't come telling me that getting an OHKO with Elec Man is easier than doing it with Top Man.
And as for top v hard... Its not nearly as bad crash v air.
Remember that top has to get up to you to kill you, if there was an ammo bar it would just be the same as elec then.,
I still get instakilled by elec's alt, but as with topspin, thats my fault, also elec is faster than top.
As for bliz's primary being up...you need to fight more Blizmen then.
actor BlizzardAttackAim : MageStaffFX2
{
PROJECTILE
+SEEKERMISSILE
-EXTREMEDEATH
Radius 5
Height 5
scale 2.5
damage (12)
damagetype "Blizzard"
speed 32
States
{
Spawn:
BLIZ A 1
BLIZ A 0 A_MStaffTrack
BLIZ ABC 10
stop
Death:
TNT1 A 0
Yay, first post on here in a while.
Okay, just a random bug I saw Celebi using in starman: With Napalmman, somehow he was flying around infinitly, without rush. He decided not to tell us, I guess because he didn't want it fixed or something.
Bind a button to use something that allows you to fly and end it prematurely.Actually, he was Gyroman earlier in the match, so he could've died, then with napalm, hit altfire at the exact moment he got it.
Aka: Get Jet upgrade, use altfire and have it taken away by ACS.
All right then, I'll tell a glitch that should be fun fixing...Hardman is able to dodge a lot of things. An example, a Time Stopper is used by some Bass/Proto/Megaman/On top of that, I don't think Flash Man's alt affects Hard Men that much.Roll, Hardman is able to ignore it and walk around during the Time Stop and shoot a couple of fists into peoples faces.
He Air-Dashes in Power Battle and Fighters. Bass is all about speed, both in his weapon and mobility.Yeah, but his Air Dash and normal dash acted as a "Short jump with dash"
Well, I'm pretty sure you can turn taunts off, so if it's getting on your nerves, you only have yourself to blame.
Also, tauntspamming is always good for a laugh.
*Proto Man whistle*
Time for Ring Man to do his ring thing!
Remember me? A blast from the past!
Surprise! Gravity Man here, telling you what goes up...Must come down.
I'm here to bright up your life!
Can't let you do that.
Let's see how you do against KUNG FU CUT MAN!
Well, I'm pretty sure you can turn taunts off, so if it's getting on your nerves, you only have yourself to blame.
Also, tauntspamming is always good for a laugh.
Time for Ring Man to do his ring thing!
So... Laptop charger and / or Laptop charging port broken. No more modding / playing for a while.
Is Windman gonna get fixed or not?
Quote from: "Yellow Devil"So... Laptop charger and / or Laptop charging port broken. No more modding / playing for a while.
Can't actually fix anything at the moment.Quote from: "Kackebango"Is Windman gonna get fixed or not?
I can totally fix bugs I don't know about, mind readin' and all.
Erm, question... Is there a way to make bots use classes other than Megaman?
Activate Chasecam and you can have that as well... :geek:Only a few servers ever have chasecam allowed by default.
Teeeeeeem!To build on that...
Whats the status on v5c?
I has candies for whoever answers first.
Yellow Devil has computer problems, I'm dealing with getting a job, thus I have little time for modding. However I'm placing up a poll about Crystal Man's Alt Fire. 4 Shots or 6. I keep hearing people saying 4 is too little, 6 is too much. I'll let the majority decide and leave it at that.You're contemplating buffing that? I'm close to suggesting a reduction in firing speed on that infernal thing!
I should also mention that I believe elec man's ammo bar is still not visible.wat.
What? So now people are complaining about Crystalman being OP?
He's fine as he is. Leave him like this.
BWAHAHA! TOPMAN OP?...we just had a gods know how long discussion several pages ago arguing about Top Man, in which several pieces of evidence was presented, and although people certainly tried, few of them were actually countered with reasonable arguments.
You're kidding, right? I really hope you are.
Because he isn't OP, simple as that. YD said he wasn't going to change him so he wont be changed, now can we PLEASE move onto something that isn't Top?You haven't even defended against any of the reasons I presented! I just gave you several perfectly valid and quite severe reasons as to why people can reasonably think of him as OP and you just ignored all that and said "Nope.". What the hell? Am I the only person here gifted with a sense of logical reasoning?
Before you say "speed!" backpedaling and slamming one direction causes the Top Spin to only graze youThis is not true. This will most certainly kill you outright, and in rare cases it'll leave you with barely any health remaining. This is where you shoot him, he doesn't die, and you either get top spinned again or get finished off by a top throw.
I'll nerf him when the community agrees on it!
Dying isn't a disadvantage to him...it actually is to a certain point. If Topman dies 15 times during the match and gets 25 kills, is that OP?It is when the 15 frags are all awarded to different people and can be done in less than a couple of minutes. He is the class that achieves the most kills contrary to his amount of deaths in the shortest amount of time. Even if all those 15 frags belong to the different team, that's still a 10+ frag advantage over the other team gathered together in a very small timeframe. And then it keeps escalating.
However, in smaller servers he has trouble even getting near people.I certainly don't see it. I've repeatedly seen people see him coming from miles, with few other people around, and he still gets up in their face and kills him. Not only does his inherent speed help catch up to people, it's also brilliant for dodging. Hitting a fast target at range is a larger problem in this game than in most other FPSes; One of the reasons why Possession and CTF have very iffy gameplay. To use doom terms, most games make use of hitscan or something similar to this: Range and speed doesn't matter that much as long as you have a decent aim. But here, where most if not all weapons are projectiles that can with varying difficulty be sidestepped, speed is a much larger advantage than one would think at first.
Claiming Topman should be nerfed in some way is like saying Bombman shouldn't get Bombs and should whip people to death with the fuses of the bombs. To end this argument is to realize every class is different and only looking at one class is a bad way of balancing the rest of the classes in a way everyone finds acceptable.This is a very inaccurate analogy.
tl;dr version, every class has advantages here and there, one of Topman's advantages is revenge killing.No see, that's the thing. Top Man has a fuckton of advantages and a ridiculously small amount of disadvantages. Health is pretty much the only one, which isn't as great a penalty as everyone makes it out to be.
Of course, It was the reason why old hard was not op, you just had to keep your distance and not rush him like an idiot, most of the time you wouldnt even take a hit.... Though his hp needs to be scaled with the pickups... But once again, pay attention, HE HAS TO GET CLOSE TO SPIN YOU that seems to get left out alot.That's the thing! He has barely any problem getting up close to people at all! Dodging and weaving is much simpler with his speed, so hitting with something that isn't homing becomes a problem, and the only two homing attacks won't kill him fast enough until he gets into close range where they aren't that effective.
Seller is pretty much saying, that if top cant have an instakill attack, then afterwards, who wont complain about the others.I'm not saying that Top shouldn't have an instakill attack, but he shouldn't be able to use it on a dime as he is currently capable of. Every other class that has a potential OHKO is A: Not guaranteed (or atleast not to the degree Top Spin is) and/or B: Has a cooldown timer. Top Man has none of these. I'm all for letting him keep the first part, but ye gods add a moment required to recharge on that.
You seem to forget how important health is, especially with a very predictable class, so....... I think you should fight more topmen.You don't think I'm fighting enough top men as it is? I'll say this again in case you didn't caught it the first time. Health, atleast not in this case, isn't as bloody important as you make it out to be. It's a disadvantage, sure, but it's not an overpowering one, and it certainly isn't enough to counter everything I stated above.
And I still don't quite get it... Top is Farrrr op, but Needle is.. Balanced? From what I've seen needle has far less trouble wiping out crowds than top.He may be slightly OP, but not by a large degree. The SGC stun needle effect he could certainly do without. If he requires further balancing beyond that point a simple change to his ammo capacity should do the trick.
He may be slightly OP, but not by a large degree. The SGC stun needle effect he could certainly do without. If he requires further balancing beyond that point a simple change to his ammo capacity should do the trick.Slighly? Slightly?! Slightly?!My hypocrite senses are tingling!
I actually think that Needle Man style could work after trying it, Muz. Its not as bad as it sounds. If anything, I find it funner.KY's version is based on that, I love it.
Speaking of magnets, is it me or did Mike tamper with magnet missile? Every time I used it recently I could NEVER hit anyone with it unless I aim directly at them, I couldent even hit a bot with it.Well Bots StrafeRun ALOT! (Especially when nightmare difficulty). Well I like how the Magnets are'nt as bad as they are just the normal weapon... Therefore not making Magnet Dude OP. Therefore putting a smile on meh face :)
I dont like how wood feels as if he has low dps and how he feels all around slow.I guess he's supposed to use the leaf shield to get through spammed choke points?
What is wood supposed to counter again?
I'm thinking of giving him a lighter jump when he has the leaf shield activated. Y/N?I don't get. N.
Woodman would be a lot better if leaves fell around him while his Leaf Shield is up.*Wheeze*
*Cough*Quote from: "CHAOS_FANTAZY (MM8BDM Chat)"Woodman would be a lot better if leaves fell around him while his Leaf Shield is up.*Wheeze*
*snip*
Okay. So let's ignore everyone's opinions about wether or not he's OP, including mine. One of the main reasons as to why I'm opposed to this idea is that Needleman's playstyle is perfect as it is. He's the lone heavy-duty gunner, the Heavy Weapons Guy of Classes, but less health and average speed. Is he OP? Most of you says "Definitely", I say "Maybe". That's not the point. I don't want this idea because it forces an unneccesary change in playstyle which isn't needed.(click to show/hide)
The leaves falling thing would be a bad idea because he would just be Ice Man without a good long range attack.A: Icicle Storm is bad because it takes so long to land. Woodman's leaves could spawn closer to the ground.
Just thought I'd say with the decreased startup time and the slight speed increase, he already plays much better. With YD's permission, I could put it into the official thing.
Before you ask why 5 isn't an option, it's not divisible by two or something yeah.
Also, v5C may not come out for awhile.
yes, please buff his ammo, btw whats with the whole adding "g" at the end of the classes names?Well, I found the problem to be that his alt can't really hit anything ._.
Quote from: "Korby"Before you ask why 5 isn't an option, it's not divisible by two or something yeah.
Also, v5C may not come out for awhile.
It was a few pages back so I can understand not seeing it.
If I may make a suggestion: a list of bugs posted on the first post so that devs know what to fix and we don't keep reporting the same shit.
First bug: Bomb man's giga bombs do not sync right.
Second bug: Flash man's timestopper does not work right on a couple classes. It outright does not affect protoman, quint, and bass. Some of the MM4 classes stay stopped while getting hit.
Umm...
Any impending balance requests/fixes for when Yeller gets his lappy unbork'd?
With the devs that is.
Unless anyone wants to give a long explanation and tell of what they think, wif ballance that is.
I wanna hear!
As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.I told you on Skype, this won't work!
For the lightning bolt effect, you could either keep the already existing 8-direction invisible projectile tied to the lightning bolt effect, but keep it for the visual effect only.I'm not sure what you're trying to say here.
Alternatively, you could just make lightning bolts appear randomly in the general area.Oh, hello Ice Man.
Quote from: "Myroc"As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.I told you on Skype, this won't work!
Quote from: "Myroc"As for how to fix it? I don't know decorate, so I may very well be speaking out of my arse here, but the main solution would be to link the damage of the attack itself to an A_Explode.I told you on Skype, this won't work!
Quote from: "Myroc"Alternatively, you could just make lightning bolts appear randomly in the general area.Oh, hello Ice Man.
Quote from: "Myroc"Alternatively, you could just make lightning bolts appear randomly in the general area.Oh, hello Ice Man.
Pharaoh Wave rotations, eh?I got a gooooooooooooooood feeling about this!
Hmm... :ugeek:
I could probably put a timer on the mines so they self destruct after a little while.Great Idea! (I have thought of that before, but was reluctant to mention <:3
I could probably put a timer on the mines so they self destruct after a little while.I think I could still play a good Dive Man with this change.
I could probably put a timer on the mines so they self destruct after a little while.Why not just make them max out after five, and have them all blow up when he dies...
Thanks for voting, everyone! Taunts will be staying. Added a few new ones for 5c, none of them are from medias directly linked to the robot (e.g. them from the cartoon or a sound from the game) but rather they are something linked to the bot.
I said added some, not replaced some
Sorry for the... lie about release yesterday, but there's so much to fix. I'mma do a CutmanMike and leave this here, tell me if I missed anythin'!(click to show/hide)
[*]The Super Adaptor Spawner is replaced with Carry from Mega Man GB! It lasts 4 times as long as Item 1, and spawns directly underneath you when used in the air!
Aware of the Enker bugs before you all complain.Enker bugs?
Aware of the Enker bugs before you all complain.
a few reports, playing as diveman on his stage with bots crashes skulltag,I also reported that but it was never noticed aparently, I never get crashlogs unfortunately, it just says "Skulltag is not responding, check online fot a solution, yadayadayada"
Found a major Glitch.My game was crashing too, and it was not until now that I noticed that I was using Dive Man's alt each time.
While playing as Diveman i used his altfire and it crashed my game.
What was the crash log?That's just it, there is no crash log, it just closes down and leaves me with nothing.
BTW, what is carry even supposed to do? It seems to be a longer lasting item 1 but with 1 use.From what I can understand, the point of Carry is the fact that even the classes can use it.
Nice job again YD, I love seeing this project get more and more refined.
If anything gets changed before the next full version, I'd really like to see Magnetman's alt get a boost in some way. I hate to say it, but it has become really sad. Looking through the past versions, v4b felt like it worked the best overall; it still retained the really low damage and the flinging range was reduced, but it could be deactivated quickly so it could be used briefly and mixed in with his main attack. I would suggest bringing that back and either have it draw from Magnet's main resource or give it a little less of an ending pause than what is there now.
Dr. Wily is very much a duelist, but the amount of time he needs to spend standing around really hurts him in matches with more than a few people participating. Is it possible to make Dr. Wily's resource regeneration scale with the number of people in the match?
I think Ice is on to something, giving Bombman contact bombs and timed bombs would make him a little more interesting; it would allow him to leave one on his head and not have anyone know which kind it is, and give him quite a bit more versatility in general. Something that good might constitute a nerf elsewhere though.
I've always wanted to play some classes with the devs.
To possibly find some things I havent found or some kind of inside feedback on it.
Is this possible in the near future?
Found a major Glitch.
While playing as Diveman i used his altfire and it crashed my game.
BTW, what is carry even supposed to do? It seems to be a longer lasting item 1 but with 1 use.
Really need a way to force random selection to stop the people who just grief with Top/Flash/Cut Man for hours on end and cause other people to leave the game. I don't know how doable that is, though.
Offering this as a solution since I realize just nerfing whatever people like to use (i.e., Blizzard strategy) is not the way to do things.
Edit: more importantly I keep getting fatal server crashes trying to host classes, although I haven't been able to figure out just what's causing it...
Double Edit: server's running just fine without classes though, so it isn't just me.
P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!
Not sure if you knew this but Carry spawns too low; it doesn't really help me get anywhere like this.
Also, how are Oil Man and Time Man classes coming along?
Someone may have posted this before, but Gravity Man's Gravity Hold has odd affect for some of the MM4 classes.
For example, Dust Man is launched around the room like one would be with the old Gravity Hold.(click to show/hide)
Please add +WEAPON.NOAUTOFIRE to toadman's weapon so it doesn't go off when you respawn.
Quote from: "Shade Guy"Someone may have posted this before, but Gravity Man's Gravity Hold has odd affect for some of the MM4 classes.
For example, Dust Man is launched around the room like one would be with the old Gravity Hold.(click to show/hide)
This is still a problem.
4C was a pretty major overhaul and I'm surprised at myself for forgetting to update Magnet. After 4a his alt was nerfed quite a bit... not because it was OP, but because it was lagging. I will change it back to how it was, though... I mean the activating not the lag!
Noticed, but I don't THINK it happens online. If it does I'll fix it ASAP.
Quote from: "Fanewgie!"P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!
Who what why
Quote from: "JaxOf7"Also, how are Oil Man and Time Man classes coming along?
Extended classes is a bit dead broski. NOTE TO COMMUNITY : MAKE STUFF :p
Please?
Quote from: "Yellow Devil"Quote from: "Fanewgie!"P.S., Star Craft firebat quotes for Heat Man's taunt. What are you waiting for!
Who what why
http://www.youtube.com/watch?v=dYfXNvqC024 (http://www.youtube.com/watch?v=dYfXNvqC024)
Quote from: "Muzaru"I've always wanted to play some classes with the devs.
To possibly find some things I havent found or some kind of inside feedback on it.
Is this possible in the near future?
Maybe! Korby doesn't play much and Ivory/Mike are using alternate names so...
Unless you mean prerelease? Might do some good to have some experienced playtesters hmhmhmhm.
Also, are there supposed to be diagonal rotations in that Proto Jet? Because it looks like there are 3 side rotations.
I think you should use the MM10 Slash Man sprites. Sure it doesn't fit with the Rockman 7 FC sprites, but its Capcom's official sprite. You're aim was to make the Robot Masters as close to the games as possible, while keeping everything balanced right? Why not make Slash Man have a closer relation to the official Capcom Mega Man games.
Turbo Man "walk" cycle.
(http://kxn.paperwaspnest.com/8BDM/class-turbo-walk.png)
What kind of Mega Man enthusiast would I be if I gave him a dorky-looking regular walk cycle over gliding around like the badass he is.
I am obligated to disclaim that this is not meant to replace Turbo Man's in-game non-class car mode walk cycle as it would upset a certain Turbo Dusty into possibly being violent towards me.
Also someone else do Shade Man's, I don't wanna.
Okay! At least he doesn't constantly flip from car to transformer anymore!
SKINS POLL!
Yes - LlamaHombre, Squidgy617, Michael712, Nu, Korby.
No -
LazyOkay! At least he doesn't constantly flip from car to transformer anymore!
Did you want Megaman? as well?
By the way, Mars would work amazingly as a Napalm Man skin.
Doc robot for the alt skin of every class, thats not mega, proto, bass, or wily.
...Or it could just be for mm2 classes.
Just want to mention I saw hardman using junk shield earlier.Heh, last night I was playing classes Terminator, there was a Hardman that had Junkshield, and the term sphere. Just found that slightly hilarious.
Quote from: "Gummywormz"Just want to mention I saw hardman using junk shield earlier.Heh, last night I was playing classes Terminator, there was a Hardman that had Junkshield, and the term sphere. Just found that slightly hilarious.
Just want to mention I saw hardman using junk shield earlier.
May want to add armor to that bugfix acs thingy
EDIT: the weapon energy acs script still has time stopper in it.
EDITEDIT: regular time stop doesn't work on bass :/
I do believe that as usual, the MM4 classes do some weird stuff when x happens to them. This time, Flash Man's Time Stopper. I'm pretty sure that unlike other classes, who are frozen and regain movement after a period of time, these classes don't. They're stuck forever.
By the way, do Wood Man's leaves have "leaf" damagetype? 'cause if not, he's still pitiful against Airmen!Toad man also lacks his weapon's damage type...
magnet missile should be in seeker, ring boomerang is a cutter and search snake is not a seeker (although it would be epic if it did home in on targets,... I demand someone make that a thing)
Updated some stuff, tah. I'm not adding extra weaknesses for each class, because I don't want the battlefield to be too uneven. Imagine playing as Woodman, you're weak against Cutman, Metalman, Needleman, Shadowman, Gyroman, Tomahawkman, Punk, Slashman, Fireman, Heatman, Pharaohman and finally Turboman.Give him a ton of resistance to everything else, just like MM8BDM's wood shield! :cool:
Poor guy.
Originally Pharaoh Man would get a full screen white blind when hit by Bright Man's light bulb grenade. Never got implemented in the main version though for one reason or another.I have to say, I really like this idea! You go better as his weakness against Bright if yuo ask me!
This Probably Has Been Mentioned Before but..."Oh sup Hard Man." *He top spins you*
Why Can MM Class not use other skins when before he could?
Quote from: "chuggaafan1"This Probably Has Been Mentioned Before but..."Oh sup Hard Man." *He top spins you*
Why Can MM Class not use other skins when before he could?
Is it too late to suggest more things for the classes?
Also....
How much is left before v5d or v6a?
I still say Wily should be 1HKO'd by bubble lead. Also, will Bass get that double jump?
Minor thing. Since Treble Boost can't be refilled by normal weapon energy anymore, could you remove Treble Boost from a player once he uses it up? Avoids clutter when you want to use the Bass Buster and wind up with an empty Treble Boost.
Quote from: "Muzaru"Is it too late to suggest more things for the classes?
Nope, shoot.
Also because of scrooge I know how to pluck certain sounds from things and convert them to .wavs for slumped. So I'd be happy to make the taunts if you'd like and send them to you for you to use.
Essentially if people have ideas for taunts and want me to make wavs for Yellow Devil, I'd be happy to do it. it'd be nice to help out production in some way, even if it is just for giggles.
Shade : Castlevania whatever the one was with WHAT IS A MAN?Symphony of the Night
But there are dead dinosaurs in Freeze Man's stage, plus it's Mr. Freeze.
Junk : He had a quote from whatever anime it was in his botchat so doing that
Cloud : dunno
Slash : also dunno
Spring : also also dunno
Also had an idea for some extra skins(click to show/hide)
Quote from: "Muzaru"Is it too late to suggest more things for the classes?
Nope, shoot.
if mm7 bass is going to be in, why not make the power adapter turn him into mm7 bass? mm7 bass was literaly just a clone of megaman, only with more awesome charged shots, not only that, he also has a super adapter that can shoot a fist, his mm7 alt could be a air dash as he could only dash in the air in mm7 and make the current bass alt dash only on the ground, I'm making the mm7 bass buster rotations already for my battle & chase mod
I wish we had a change log somewhere...
I could imagine Cloudman's being Ollie William's "It's gonna rain" quote
Taunts asside...
What's planned for the MM7 classes? (Speed, Hp, attacks. Mainly that stuff.)
HokayQuote from: "Bikdark"Taunts asside...
What's planned for the MM7 classes? (Speed, Hp, attacks. Mainly that stuff.)
waitnsee
Hm...Will Drill Man still be able to dig across death pits and grab items while underground? Because I don't think he should be able to do so.
I was wondering about the counter system thing...Lolwut?
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.
Quote from: "Muzaru"I was wondering about the counter system thing...Lolwut?
You know... like... are classes to be countered by only damage or all around..?
Are counters to be major, or just minor things, like if attacks connect.
I think a while ago while I was using shadowman class, a bot was attacking me with spark shock. I didn't take much damage, but this was an older version.What Ivory said.
I am for this idea, as it's silly to be owned by topman's top spin when you're playing as hardman.
Also, how much health does Crashman have? I think he should have 100% but about 0.85-0.9 damage ratio on weapons he isn't weak to, since he has thick amour.
Only if top bounced off after taking a quarter of hard's hp.
Also, how much health does Crashman have? I think he should have 100% but about 0.85-0.9 damage ratio on weapons he isn't weak to, since he has thick amour.Ehhhhhh no. He's already REALLY good, and that armor would make him OP
A simple solution to Hard being owned by Top: Make Top be stunned for a longer period of time by Hard Man's ground pound than other classes. This time window would most certainly guarantee Hard Man to get a punch in, and it would seriously deter Top Men from taking them on, but would still allow the occasional mistake since one knuckle isn't enough to kill him anymore.This and possibly Topman getting knocked about a little when getting punched. Maybe he gets knocked around more if he's moving faster?
I wont give Hardman a strait down nerf. But I will change him a bit
He is also one of the RM's from MM2 with 1 damage per attack and not 2.Flash and Quick.. I think thats it. Plus only I believe.. *counts* 11 or so Robots take 2+ damage.
Oh right, forgot about this. Could you fix the hud for Punk? His alt bar doesn't show up on one of his weapons. (forgot which one)
If you had to guess...Or even better, the exact damage.
How much damage would you say?
The average amount it does when it hits, normally.
No one seems to know the average damage...Quote from: "Muzaru"If you had to guess...Or even better, the exact damage.
How much damage would you say?
The average amount it does when it hits, normally.
**************************Wishlist for new version...NONONONO(click to show/hide)
Quote from: "Muzaru"If you had to guess...Or even better, the exact damage.
How much damage would you say?
The average amount it does when it hits, normally.
**************************Wishlist for new version...(click to show/hide)
Oh right, forgot about this. Could you fix the hud for Punk? His alt bar doesn't show up on one of his weapons. (forgot which one)
**************************Wishlist for new version...(click to show/hide)
-Needleman gets Idea'd by that one good idea by that Muzaru guy...For the last time, I'll be damned if I see this idea get introduced. It's not necessary at all! His current playstyle is fine as it is, if he does require rebalancing it can be done relatively simply, like through a reduction in max ammunition for example. You're overcomplicating a class that shouldn't have to be overcomplicated!
Quote from: "Muzaru"-Needleman gets Idea'd by that one good idea by that Muzaru guy...For the last time, I'll be damned if I see this idea get introduced. It's not necessary at all! His current playstyle is fine as it is, if he does require rebalancing it can be done relatively simply, like through a reduction in max ammunition for example. You're overcomplicating a class that shouldn't have to be overcomplicated!
Quote from: "Bikdark"Quote from: "Muzaru"If you had to guess...Or even better, the exact damage.
How much damage would you say?
The average amount it does when it hits, normally.
45.Quote from: "Muzaru"**************************Wishlist for new version...(click to show/hide)
Not sure if troll...
20 damage each? whaaaa? I thought they did 5 =<I meant total... per volley.
for skullman, he's already balanced, his shield only lasts for 3 seconds, not only that, his effect will only activate if you activate it the exact moment you're hit, I always use skullman and let me tell ya, if you mis-time it, you're dead, as faster clases and machine gunners can easily fake out skullmen, once it runs out, you're screwed, low speed and very weak buster dosent really help much either with the recharge, a fast character or machinegunner can easily kill skullman afterwards, if anything he needs a slight buff, maby increase uncharged buster attack power by a hairI rarely die as skullman, unless its against other skullmen... or when its teamy.
On the note of Pharaoh Man, there is a reason he works the way he does. There is no practical way without having a buggy system to limit the flight. So instead I just gave him a flight time that no one who wasn't purposely trying to stall would see. It also stops Pharaoh from jumping off stages like Mr X and hovering in the corner, stalling. In case your wondering what happens. Pharaoh would have full movement capabilities, running along the ground faster then even quickman can move instead of hovering.
So in short, get used to it, the system isn't changing.
Also @ Myroc... Well since current Needleman is balanced, why don't we just buff the other classes up to his level? Y u no like complexity?Why must you repeatedly misunderstand what I'm saying? This isn't a matter of balance, this is a matter of playstyle. Your idea is redundant and solves the wrong problem!
Yeeeaaahh, I kinda have to agree with Myroc here. The only problem with needle is the fact that he can do so much damage in very little time. Not his playstyle, as Myroc mentionedQuote from: "Muzaru"Also @ Myroc... Well since current Needleman is balanced, why don't we just buff the other classes up to his level? Y u no like complexity?Why must you repeatedly misunderstand what I'm saying? This isn't a matter of balance, this is a matter of playstyle. Your idea is redundant and solves the wrong problem!
Unless you have a taunt for Flame Man, mind if I voice his taunt?I fully support this. We should all have the chance to hear Yama's manly voice.
Quote from: "Muzaru"**************************Wishlist for new version...NONONONO(click to show/hide)
None of dis.
0:49Quote from: "LlamaHombre"Unless you have a taunt for Flame Man, mind if I voice his taunt?I fully support this. We should all have the chance to hear Yama's manly voice.
Ehh...i'll Get to doing the extras for RM7FC Bass,since i did RM7FC BassIt looks more like he's...crawling than dashing
Don't expect it to be done quickly,mind you all.
EDIT:Progress (i could use some help on this guy's Back and B/Right sprites...also his side looks a wee bit wonky,but i can fix that in the future)
(http://i55.tinypic.com/10zpspd.png)
his dash is based on this,but is also based on RMPB&F's Dash
It looks more like he's...crawling than dashing
That seems like it would look muuuuch betterQuote from: "Bikdark"It looks more like he's...crawling than dashing
Yeah it does look like he's crawling more than Dashing...
Should i just edit the MM10 Dash ones?
If I may jump in here, being an avid fan of Slash Man, I want to contribute to the Slash Man class by propossing ideas.Well, I'm pretty sure they're already done, except for shade's walking animations.
I think his main attack should be an incredibly powerful Slash Claw, though it has a slow firing rate and consumes a lot of energy (?) and his alt should be that fire-charging slash-dash he does against the wall in Mega Man 7...But y'know...along the floor. To prevent this from being nerfed (correct term?), you could rapidly decrease the fire rate so the player can only use the alt-fire can only be used every 5 or so seconds.
Well, I'm pretty sure they're already done, except for shade's walking animations.
Quote from: "Bikdark"Well, I'm pretty sure they're already done, except for shade's walking animations.
Really?
I was referring to the mm7 classes being done
Can some testers like Asd, Celebi, Sicksad, Muzaru or Bikdark be used this time? The fact that a gamemode that has two highly obvious game-crashing bugs(Dive Man and Enker) is kind of embarrassing. No reasonable tester is going to go foward and say "I WANNA TEST!". So I'm recommending these guys. Because the bugs mentioned above to me would be an immediate call for an updated version with bugfixes(more than a version update to include taunts).
I also fixed something in this paragraph :V
Speaking of taunts, though, I have one suggestion to offer.
Burner Man taunt? (http://www.youtube.com/watch?v=8FJTK_iNA5s)
Quote from: "Bikdark"Well, I'm pretty sure they're already done, except for shade's walking animations.
Really?
Can some testers like Asd, no Celebi, if i can get hold of him? Sicksad dunno what he's like testing or Muzaru him and bikdark probably be used this time? The fact that a gamemode that has two highly obvious game-crashing bugs(Dive Man and Enker) is kind of embarrassing. No reasonable tester is going to go foward and say "I WANNA TEST!". So I'm recommending these guys. Because the bugs mentioned above to me would be an immediate call for an updated version with bugfixes(more than a version update to include taunts).
Speaking of taunts, though, I have one suggestion to offer.
Burner Man taunt? (http://www.youtube.com/watch?v=8FJTK_iNA5s)
Celebi, if i can get hold of him?
I remember when you listed roles for the classes when the whole project was first released...
I wish you would have both that and a change log when you release the next version.
Just a small thing, but I missed it.
A problem has arose.
Woodman can be fully invincible if you fuck around with the shield enough...and essentially everyone knows how to do it. Yes yes I know you put that noswitch flag on every class, but it's become a pain in the tail, really.
FFFFF, I just noticed, it only happens when drop weps is on.Quote from: "Bikdark"A problem has arose.
Woodman can be fully invincible if you fuck around with the shield enough...and essentially everyone knows how to do it. Yes yes I know you put that noswitch flag on every class, but it's become a pain in the tail, really.
I don't!
Fox184, in case you're the one hosting the servers, please turn drop weapons OFF on all of them!Yes, or else we'll have Bouncing Woodrape everywhere
There's been a typo sience v1....
x twisted by y's top spin
Quote from: "chuggaafan1"There's been a typo sience v1....
x twisted by y's top spin
The Official is:
x WAS twisted by y's top spin
Fix it fix it fix it fix it, fix it fix it fix it fix it fix it fix it fix it fix it, fix it fix it fix it fix it fix it fix it...Fix it fix it fix it fix it fix it fix it fix it fix it!Also Jax, unless you can come up with an idea for every single class who doesn't drop any weapons upon death, I wouldn't worry about it.
Tired of Centaur Man not dropping anything when he dies;
so how about the centaur arrow from power fighters?
(http://i683.photobucket.com/albums/vv191/JaxOf7/centaurarrowfinal.png)
I don't suggest we change Centaur Man at all (well except for changing the pellet sprite of his buster to bass buster pellets),Quote from: "JaxOf7"Tired of Centaur Man not dropping anything when he dies;
so how about the centaur arrow from power fighters?
(http://i683.photobucket.com/albums/vv191/JaxOf7/centaurarrowfinal.png)
Lol, pro!
Unless I decide to change up Centaur and make him PB&F styled I'm keeping him as he is.
It should be 6a, not 5d.There will be a 5d.
Double post because Shade Man
(http://i683.photobucket.com/albums/vv191/JaxOf7/walkingshademan.png)
Quote from: "JaxOf7"Double post because Shade Man
(http://i683.photobucket.com/albums/vv191/JaxOf7/walkingshademan.png)
Looks a lot like he's tiptoeing everywhere. Not sure if that's bad, though.
We're just sorta testin' the rest of V5D. Progress is slow because of time differences, but I've ironed out all the bugs we found (hopefulllly) and today should be the last session if I make my changes right!
So, Devil, have you discussed the "Needleman Problem" yet?Needleman was nerfed, you silly.
[/url]
Well not everyone was there for testing. Might help to inform the public of nerfs/buffs/changes in general like that so theyThat's where the magic of waiting takes effect :Vquit complaining for onceknow of these changes and will realise their pleas have been listened to.
SCREW WAITING I WANT CLASSES 5D NOW AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAI'm trying to get him to release it HIOSD HGUIHDGHDF IUGNIUGHAUI
SCREW CLASSES 5DIt's gonna be a WHILE before that.
The one thing im actually gonna wait for is Classes 6A!
MM7 Classes
this is going to sound n00bish but FIRST. :p
Just one thing i'd like to see on 6a:(click to show/hide)
I love Dust Man's new taunt. :mrgreen:
(click to show/hide)
something I saw with flame man
You'll be waiting a long time for 6a (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2981)
Spark Man is overpowered as HELL.
A two-hit kill with stun?
Yeah.
Wait, Magnet taking extra damage to Shadow Blade? I thought Spark was weak to Shadow Blade.
Also, another weakness-based question: Does Wood Man take extra damage to fire-type weapons, or am I just making this up?
(Hard Man really needs to be at least 50 for a minimum. A 3HKO Hard Knuckle is garbage)
You're right about Sparkman being weak to Shadow Blade, Magnetman's only weakness is Spark Shot....He takes the same amount of damage from Shadow Blade as he does from Spark Shock...
Speaking of having only one clone, I think after the clone dies, there should be a timer and after that timer runs out, you can spawn another clone. It would help a lot, especially if you just wasted your clone in LMS.
I demand geminiman to be more like the engineer.Shadow Man sappin' mah Clone!
Ice, you should totally go make Slash Man.I just read that as "Ice shut the hell up and finish slashman already"
If the MM&B topic is locked because of a joke, it should be unlocked. Right. Now.Agreed,it's something a bit too childish to keep locked up(Though i've seen DUMBER reasons to keep threads Locked...)
I mean, Korby, it's one thing to lock it for a short time, but to keep it locked, because of a joke? That's just ridiculous. Just, y'know, sayin'.
Mostly because it's not a joke :pNo one reads then.
(click to show/hide)
Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?
Quote from: "Blaze"Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?
Uhm... very?
Quote from: "Yellow Devil"Quote from: "Blaze"Anyways,to get back on topic,How balanced are the MM7 classes so far per say YD?
Uhm... very?
Meanin' not at all.
Wow, been a while since I posted here. With me losin' faith and all to this project.
Meaning very. >.>Quote from: "Yellow Devil"Meanin' not at all.
[/size]
Meaning very. >.>
if you play as skullman in the stage of dustman you can servive the stomps :)
Remember when I suggested Centaur Arrow as a dropped weapon a while back?
Well I did indeed come up with other weapons to drop.
But instead of suggest them, I just did them.
Check 'em out in this test expansion. (http://www.mediafire.com/?c1as8enuom8qmqu)(With a couple other miscellaneous fixes)(click to show/hide)
If this doesn't get in the official release, I'm making a patch for CCC.Well, why change what they drop? There's no real point to it.
easy, because those particular classes DON'T drop anything at all, this is an idea to make useable weapons for them to drop that aren't broken in certain stagesLetting classes drop exclusive weapons for bass, mega or Broto to pick up is like making junk shield one of those weapons that disappear once you pick them up, let one player get it and rape all the others while they have to wait for it to respawn (or in this case, wait for the class with that particular weapon to die). But eh, either way it's a pretty silly idea, and I doubt wry dee'll implement it :/
Once you pick them up, let one player get it and rape all the others while they have to wait for it to respawn (or in this case, wait for the class with that particular weapon to die).Erm, the reason these weapons were made was so these classes wouldn't drop something overpowered. Mega/Proto/Bass can't rape everyone, since these are toned-down versions of their actual weapons.
Letting classes drop exclusive weapons for bass, mega or Broto to pick up is like <witty comment>.Technically, all non-classes versions of weapons are exclusive to Mega/Proto/Bass as no one else can use them, but I won't whine about that.
Letting classes drop exclusive weapons for bass, mega or Broto to pick up is like making junk shield one of those weapons that disappear once you pick them up, let one player get it and rape all the others while they have to wait for it to respawn (or in this case, wait for the class with that particular weapon to die).
Just had an idea that might balance CTF.
Mike released a Ghouls CTF where you would be morphed into a very blank class that can't even attack whenever you picked up the flag. Perhaps that could be put into place here?
It's ASD's classes and whoever released it to the public is a bad person. ASD is either gonna be pissed or not even care.
Why Dee's Needle Man is 700 times better anyways.
Yes, yes... I did.Not what he told me. Unless he changed that and didn't care to mention it. =
Now, here's my classes mod file... Please don't distibute it. But you're free to play around with it.
If you spot a bug, please tell me. I'll try to get it fixed.
Well, as one who has tried both sets of classes, I think the best thing to do would be to combine the best aspects of both versions. For example, KY's Gemini Clone could replace YD's one, as KY's runs around more and seems more intelligent. However, KY's one fires much less and shoots the Gemini Buster instead of the Laser. If you combined the two, you'd get an intelligent, powerful clone...And a very happy Shade Guy.
Considering the current version everyone has is the version he sent me with that message, I'm pretty sure he still doesn't want it released if that's the case, YD.
[rollingcutter]
May I ask just how much my classes were changed?
While I fully support a merge, I haven't played the other one and don't know what's been doneto my babies.
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!
I want to make Oilman class. Can I do that?Can I?
Quote from: "Michael712"I want to make Oilman class. Can I do that?Can I?
Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!
Anyway, I approve of these changes to my classes. I'll go play 5x later, I guess.
Also, Trollman. It sounds like you've never played MM&B.
Quote from: "Korby"Hopefully the bombs were reduced in damage, because firing two at once would be a 1HKO normally!
Anyway, I approve of these changes to my classes. I'll go play 5x later, I guess.
Also, Trollman. It sounds like you've never played MM&B.
I did, but MM8BDM is a FPS, regularly on FPS games you can run while shooting. Even if bass does that in MM&B, it makes him useless (and it makes you VERY open to fire)
Scorch Wheel + CarBut the car form is only there when using it right? When it's not being used, is he running?
Heat Man's tackle looks a LOT better and Top Man has serious issues when it comes to straffe and forward speeds. Just sayin'
Its too weird for him to be useful. Combine that with the fact that his new top spin is akward as fuck.. yeah, I prefer the old one 100%. However, for the old one, he should bounce off an enemy not rip through it if possible.
It makes it harder to have your ass kicked by it. :p
Bass has one of the fastest. Also, he has a dash as well and can pick up weapons. :geek:
Quote from: "Chimera Man"Bass has one of the fastest. Also, he has a dash as well and can pick up weapons. :geek:
You realize that Bass's projectile speed is balanced by his low damage level? (at least that's what the official weapon description says, it's one of the fastest weapons and it does very little damage) Also, he wasn't OP on his V5D class.
Correct me if I am wrong, but his buster actually deals the same damage as Megaman's.Exactly (calculating that you are right), Mega Buster has a low damage level (10HP), and remember that the Bass buster isn't straight fire, it somewhat "strafes" around while firing a bit more than Yamato, making it harder to hit your enemy
It makes it harder to have your ass kicked by it. :p
Quote from: "Chimera Man"Bass has one of the fastest. Also, he has a dash as well and can pick up weapons. :geek:
You realize that Bass's projectile speed is balanced by his low damage level? (at least that's what the official weapon description says, it's one of the fastest weapons and it does very little damage) Also, he wasn't OP on his V5D class.
Bugs: The Protoman bot still holds his charged shot in, until he loses sight of you. Pharaohman's bot doesn't charge up his shot either, and he doesn't drop Pharaoh Shot when he dies.
Also, Plantman leaves an afterimage when he dies from a force beam. I found that out when I was testing Beed28 for community classes.
The bots really need infinite ammo, like MMX classes
I'm doing Oil and Time myself!Have you ever wondered why I'm never online in the servers anymore? (too much crap in RL to worry about)
Sorry!
Mr. Joe made acceptable HUDs so I'll start now and package them up into V6.
Speaking of V6...
ICE
Where be me HUDs??
V5X opinion time!
Bass: Standing still makes your buster, supposedly your most reliable weapon, very unreliable. I just don't see a reason for this.
And suddenly collecting other weapons and dashing has become much more useful.
Metalman: Too buggy to critque. Burst attacking with 3 metal blades could be interesting...
Use up your ammo bar, then it fills up. I do think the metal blade ammo is a tad too small. Maybe 4 metal blades per bar rather than 3.
Woodman: Those that saw me on the server know my issue with his alt. There is no indication of it doing anything. I really do like the idea of him being able to attack with a shield up but in that case it needs to last not as long or recharge slower.
Holding the alt fire adds leaves to your leaf rain. The more you make the 2nd ammo bar fill the more leaves are added to the storm. (32 max)
(On the subject of WoodMan, why does V5D's Wood need a 2nd bar? Can't he just fire leaves for free? He fires them so slow the 2nd bar is pretty damn pointless anyway.)
Needleman: I really hate that some of you like this guy; timing a bar is just stupid.
Yamato Man and Needle man are clones of each other. The timing bar adds something new to the table. (also YD's Yamato Man is way to Under Powered.)
1. Lag and desync will fuck up your timing.
It can't be helped. :P
2. It's needlessly complex.
Needle Man firing faster as the ammo bar depletes is way too complex.
3. Timing a completely arbitrary bar can get boring really fast.
Skill is involved in timing. Y u hate skills?
Topman: Strafing to move is stupid. What is he, a crab?
Stupid but satisfying.
(V5D Top: I really like that bar idea Rawk suggested a while back.)
Gravityman: RUNNING ON THE CEILING. ADD IT.
Shell Adaptor Toad Man for a Toad Man skin
Flashing Flash Man for a Flash Man skin
Rasta Knight Mon for a Knight Man skin
Gangster Ring Man for a Ring Man skin
Ok, I'm going to ask this now, where the heck is everyone even getting KY's version?For me, I just had to join a server and presto! It was downloaded.
[*]Bass's buster has more damage per second, if you have good accuracy...wouldn't that be, you know, a benefit to having good accuracy? Theres a difference between skill and OP.
Bass can air-dash while the other two heroes must be on land to dash
What are you talking about, that's totally fair! [/sarcasm]
Bass's buster has more damage per second, if you have good accuracy
Bass Buster is incredibly hard to do tons of damage with due to the random spread, but it's strong enough and easy enough to tag hits with that it's deadly. A damage nerf would be nice.
Treble Boost lets you fly AND has a powerful spreader
Haven't used TB enough to give a verdict on this
He's the only character to get Treble Sentry, the most useful support in the game
Treble Sentry isn't the best support item in the game, but it is pretty good.
Mega Man might get armor, but Proto Man only gets A FUCKING SHIELD
I honestly don't see much of a difference between Mega and Proto except for their charges and the shield.
And to top it off, Bass can use every weapon just like Rock and Blues
Which is kind of the point, but...
Wait, people complained about Bass not being able to move when firing in KY's version when it's a valid way to nerf him...And now people are complaining that he needs to be nerfed somehow?Except the only person complaining is xCxFx
People, figure out what you want.
In summary... NERF BASS NOW.Yes, xCxFx is the only one complaining.
Because 1 more person totally equals the whole community.Quote from: "SmashBroPlusB"In summary... NERF BASS NOW.Yes, xCxFx is the only one complaining.
Because 1 more person totally equals the whole community.Hey, if the dueling minority group (which consists of what, 5 people?) can get weapons changed/removed, why can't these two?
(click to show/hide)
Nyerr
(click to show/hide)
Nyerr
Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?
I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.
Bass has jet boots that allow him to dash.
Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?Dat 8BDM Charge Kick.
I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.
Have you seen anyone slide in mid-air, except ninjas?Hmmm....too bad your not thinking what I'm thinking....
Quote from: "Alucard"Thing is Mega and Proto slide. Not Bass. Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?
I thought not. And since Mega and Proto aren't ninjas, they can't slide in the air.
Bass has jet boots that allow him to dash.
It's called "balance." You probably haven't heard of it.
However, i might as well list some possible nerfs for Bass.
- Reduce "HP" (Bass seems to be a mobility class, and low HP is common for mobility classes.)
- Reduce normal running speed (to compensate a bit for the air dash)
- Ground Dash (make him more like Mega and Proto)
- Buster Lock (It's canon, and would make up for the mobility he has when not firing.)
- Make the buster spread more (not likely)
- Reduce the damage on the buster (also not likely)
- Give Bass a recharging bar (to keep him from spamming)
Bass dashes like X and Zero. Have you seen anyone slide in mid-air, except ninjas?+1, Bass has jet boots and it gives him originality. Also, if you think that makes it unbalanced (wich AGAIN I say, it ISN'T) then just make the dash shorter...
He could dash midair in Power Battles, by the way.But wasn't it like a short jump? And, if PB counts, wouldn't that mean that Protoman should dash with his shield in front of him?
+1, Bass has jet boots and it gives him originality. Also, if you think that makes it unbalanced (wich AGAIN I say, it ISN'T) then just make the dash shorter...
The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.
Dashjumping? I like it. A damage nerf would be nice, too.
Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?
A Shield Bash would make Protoman more unique. I can hardly see the difference at the moment.
There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.
Proto Buster is fine as-is. Doesn't need the change.
As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.
The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.
(http://i573.photobucket.com/albums/ss180/iceblade10/ProtoDash.png)
the giant text makes it sound like you know you're losing this argument
Quote from: "Musashi-COM"The Bass Buster that appears in &Bass and onwards is nothing like MM8BDM's Bass Buster item to begin with. The Bass Buster is only capable of having 5 shots on screen, with no spread, and doing half the damage of the Mega Buster's buster shots. This was probably modified since literally translating those stats to a 3D plane would've made the Bass Buster UP. If YD's Bass class should be nerfed, I propose a damage nerf and a spread decrease only. The rest is fine. EDIT: Actually, forget it. Just disable airdashing and give Bass the ability to jump higher and further with a dashjump.
Dashjumping? I like it. A damage nerf would be nice, too.
I actually thought Bass HAD a dashjump when I first tried it. I was disappointed.
Also, I sincerely think Proto Man is too based on his MM9 gameplay style, which is itself based on MM's MM4 gameplay style. He got the slide in MM9 to compensate for MM's simplistic gameplay style, and to appeal for a gameplay style more akin to the previous games. Proto Man originally had a dash ability, in which he placed his shield in front of him, using it as a battering ram. So why not replacing the slide with a dash melee attack that helps him to get out of a cluster of enemies while dishing a bit of damage as well?
A Shield Bash would make Protoman more unique. I can hardly see the difference at the moment.
Since he would be carrying his shield in front of him, why not also give the Shield Bash blocking abilities? When Proto Man dashes, shots are blocked just like when standing with the shield, just only in front of him. Also, you shouldn't be able to use the Shield Bash while charging.
Hell, why not making the Proto Shield a separate weapon for Proto Man, like with Wily and the Alien form?
There's also the fact that Proto Man's charge shot is taken from MM9, which was taken from MM's MM4 charge shot. In all games previous to MM9, Proto Man had the Proto Strike, which was a medium range, bigass charge shot, with a really big damage output. I'm not really complaining about the current Proto Buster, but I guess a bit of variety couldn't hurt.
Proto Buster is fine as-is. Doesn't need the change.
As for Mega Man, he's ok. His buster isn't as fast as it used to be, so maybe a little increase on fire rate shouldn't hurt.
The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.
Mega Buster: Less powerful, bigger hitbox, slow traveling speed, charge is lost when taking damage.
Proto Buster: More powerful, smaller hitbox, fast traveling speed, charge is kept when taking damage
Quote from: "xColdxFusionx"
The Charge Buster removes some of Protoman's originality. I think it should be removed entirely, but since that isn't likely, I guess he's fine as-is.
Mega Buster: Less powerful, bigger hitbox, slow traveling speed, charge is lost when taking damage.
Proto Buster: More powerful, smaller hitbox, fast traveling speed, charge is kept when taking damage
EDIT: Oh, also, the Shield Bash should have a stop frame, like X and Zero's dash animation. It would help prevent bashspamming by adding an extra frame where Proto Man must slow down to start a new dash.(click to show/hide)
Check the dashing frames, and look at the last 2, from left to right.
Both shots do 50 damage. Megaman's is bigger and slower, Protoman's is smaller and faster.
Hmm... (http://www.cutstuff.net/forum/viewtopic.php?f=37&t=2199)
Don't worry, I still have an ace up my sleeve:Three sniper joes... and none of them have a scope?
3 Joe classes.
First would be the one I just posted.
Second one would be the Machine Gun Joe from MM9/10.
M1 is a nerfed version of the Bass Buster, with the same damage output, but with a notable reduced fire rate. While firing, your movement speed would be reduced a bit. M2 would be the same shield Sniper Joe has.
Third one would be a "Bazooka Joe".
M1 would be a rocket launcher (with limited uses), that does explosive 40-30 damage, and propels enemies into the sky akin to Wind Storm, just not as much. M2 does nothing.
Gonna need Huds for starters. After that there's still balance and bug testing to do, and I may or may not wait for King Y to finish his mod so that we can merge.Whozawatnao?
Hey, at least all the classes are done now.
I may or may not wait for King Y to finish his mod so that we can merge.
We don't need Dustman and Junkman competing over the debris.
Especially since people rarely use Dustman as it is.
(click to show/hide)
Well, if you say so. My main interest isn't in him, but I'm definitely open to giving his system of fighting a try. And I do hope that YD doesn't wait on KY. *says a prayer in many languages*
As a reward for a good job you get screenshots!IS THAT A DOC ROBOT CLASS?!(click to show/hide)
If you stalked my twitter like a NORMAL PERSON you'd know it's not really a class...
If you stalked my twitter like a NORMAL PERSON you'd know it's not really a class...I...HATE...Twitter!!! A female friend of mine has had too much trouble from that site. I have not, nor will I ever sign up for twitter. I'm not even that crazy about facebook, either. This is my only form of communication for the classes mod, unless there's something on skype that I don't know about.
Classes 1f-ctf is going to be so bawse
Actually, speedy flag carriers tend to be balanced out by their frailty.
The issue more has to do with burrowing, flying, stopping time, stun, and invulnerability shields.
Quote from: "JaxOf7"Actually, speedy flag carriers tend to be balanced out by their frailty.
The issue more has to do with burrowing, flying, stopping time, stun, and invulnerability shields.
Not Centaur Man, he's fast, has good defence, AND he stuns.
So I made an alt for him that lets him do a little bit of everything.I like the idea, but it's kind of a pain to hit with. Probably because I tried to use it on bots who circlestrafe, and you can't really get a direct hit on them (or anything) through just a short charge.
http://www.mediafire.com/file/79maa6buux8ovmk/Classes-v5d-KnightAlt.pk3
The shield charge: mobility, reflection, close-range, knock back, and stun.
On a side note, a stunned person being knocked back looks really cool.
DO NOT TAUNT THE CLAW!
(http://i683.photobucket.com/albums/vv191/JaxOf7/TheClaw.png)
Quote from: "JaxOf7"DO NOT TAUNT THE CLAW!
(http://i683.photobucket.com/albums/vv191/JaxOf7/TheClaw.png)I love you so much for that reference...(click to show/hide)
Junkman's taunt should totally be "DO NOT TAUNT THE CLAW" but in a lower pitch, so it fits him.
I think Proto Man should stay as-is.
However, with Proto having a shield and Bass getting a double jump, Mega Man's getting the short end of the stick.
Here's where my idea comes in: I believe Ice has been making Mega Man items like Item 1 etc. ammo-based. So, Perhaps when Mega Man grabs an Item 1 or a Rush Coil, he gets the ammo-based versions of them? For example, he would have multiple uses of Rush Coil and Item 1 to get around. And maybe for LMS he could get some items on spawn, because there won't be any Rush Coil items lying around.
I think Proto Man should stay as-is.I dislike this idea, it's complex and fills up weapon space.
However, with Proto having a shield and Bass getting a double jump, Mega Man's getting the short end of the stick.
Here's where my idea comes in: I believe Ice has been making Mega Man items like Item 1 etc. ammo-based. So, Perhaps when Mega Man grabs an Item 1 or a Rush Coil, he gets the ammo-based versions of them? For example, he would have multiple uses of Rush Coil and Item 1 to get around. And maybe for LMS he could get some items on spawn, because there won't be any Rush Coil items lying around.
Your wording was quite confusing and I had no idea what I was downloading. ANYWAYS. It's a nice idea and one that I was considering doing myself, but due to the lack of sprites (and laziness on my end preventing me from recolouring / using textures for them) it looks really odd, especially with Protoman.Well, Bass and Proto's busters inexplicably turn into Megaman's when using another weapon, so if you're really hung up on odd things...
It's definitely helpful being able to slide with RM weapons, but I've noticed that the give command doesn't work with the WAD.Give metalbladewepC
Wave Man is also pretty good. He's excellent for mid-range combat, but rather lacking in close or long range.
- Give Water Wave something. I don't know what, it just needs something. Make it a tad faster, perhaps?
Agh, it's hard to win as Star Man.
It's kinda hard to win with the majority of the MM5 bots, truthfully... Let me break them down, and see what could be done.
Stone Man is good HP wise, but his attacks, although devastating, are very close range.
Kind of the point.
Charge Man is virtually the same, but he's much much faster.
Again, kind of the point.
Napalm Man is a tank (literally); he covers both short-and-long range attacks well. His speed is rather cumbersome, but it is very easy to get over.
True, Napalmman is very powerful in the damage output category. However, his flaw is that he can't strafe. Ever. It is true that this is kind of easy to get used to, but being forced to run straight means he can't aim at someone AND avoid shots at the same time.
Gravity Man is pretty balanced, but his Gravity Hold could use a power buff.
Gravity Man is fine as-is. He's kinda situational, but get him into an area where he's good and he's insane.
Gyro Man is probably the only OP MM5 bot, considering he does decent damage and can fly away from any problem.
>only OP MM5 bot
>Crystalman
Keep smokin' bro
...All Crystal Rage aside, Gyroman's not too bad. My only problem with him is that he should have a slight health drop to make up for how damn hard he is to hit.
Star Man, I finally figured out, is a camping class. He's OK for close range, but it's so annoying being defenseless when trying to run away from someone...
Star Man should have been a close range class. I have to admit I kind of like his current adaptation, but he needs to put more emphasis on getting up close and personal and less on camping in one spot all day every day.
Wave Man is also pretty good. He's excellent for mid-range combat, but rather lacking in close or long range.
Wave Man is amazing in close-to-mid range combat. If you can time it right, you can stunlock someone with the waves while killing them slowly with the harpoons.
Crystal Man is a little overpowered, considering how fast he can fire all those crystals. He might need a little change.
Sweet mother of god, Crystalman. His altfire needs to drain much more of the bar than just a quarter. He's too reliant on "find corner, everything dies" at the moment.
I propose these changes:
- Give Gravity Hold a faster reloading time. Doesn't have to be too much better, it just needs a little tweak. It's fine as-is. If you make it too fast, it will just become a spamfest.
- Nerf Gyro's flying time. He's just way too cheap with it. I actually second this motion. Gyroman may be the hit-and-run class, but he spends way too much time running.
- Give Crystal a slower firing rate. Perhaps put a 5 second pause in-between the ones he fires four at a time? 5 seconds is a bit much, but increasing the delay between four-way shots would help
- Give Water Wave something. I don't know what, it just needs something. Make it a tad faster, perhaps? Fine as-is. I don't see a problem here
- At least give Star Man a reloading rate while moving. It can be excrutiatingly slow, and I wouldn't care. This one is pretty minor, however. I actually agree with this. Starman is frustrating to play as when he's out of ammo because he doesn't even have a way to harrass as he runs away, unlike 99% of other classes. A very slow charge would at least let him throw a Star Flurry or two in someone's face as he tries to shake them off.
Charge, Stone, and Napalm are all OK, though. Agreed.
CHANGE HIM AGAIN, DAMNIT
Now I go to another game... MM4!
Dive Man... Lord save his AI, he is ANNOYING! I know he's really been under a lot of flak with the mine thing, but his missiles do quite a bit of damage- too much damage, I think.
His missiles do 10 damage(the same as the megabuster) and are relatively slow. Are you saying the megabuster is OP?
Dust Man is good, though he seems to use too much ammo.
No comment.
Ring Man. Ugh. I don't think he's a terrible class, but people spam those boomerangs that stay in place a lot. Maybe give him two at a time?
"Two at a time" ended up being too buggy when it was attempted during the original creation.
Toad Man is fine, considering his role.
Alright.
Pharoah Man can actually be pretty cheap with his alt. I know he can't change altitude, but it's just Gyro Man with an infinite ammo bar. I think that should be limited.
He falls down instantly after some time passes. It's not infinite by any means.
Bright Man needs something more. His attacks are fine, but I feel he needs a damage buff.
Personally, I think he's fine, but a very very slight damage buff wouldn't be too bad.
Skull Man... He is easily one of the most OP classes in the game. He seriously needs a nerf.
As fun as he is to use, I have to agree. Mostly in the damage category.
Drill Man is fine. He can be pretty deadly if used right.
Anyone can be "pretty deadly if used right."
My proposed changes:
- Give Dive Man's missiles a slight damage nerf.
Megabuster should be weakened too!!!
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?
Not everything has to stick so close to the games. Dive Mines, Bright Lightbulbs, and pretty much all of Wood Man aren't even in the games. Heck, even 8BDM differs from Megaman in several parts to make it more fun.
Toad and Drill are fine.
- Give Bright Man a slight damage buff.
- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?
Quote from: "Star Dood"- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?
SO MUCH THIS.
Quote from: "Musashi-COM"Quote from: "Star Dood"- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?
SO MUCH THIS.
Because that would make the fact he gets double attack if he gets hit when it goes up useless.
Because classes should TOTALLY mimic the games perfectly. Think of how Quickman would work if that were true, then get back to me. Besides, Skull needs that firing while the barrier is up, because the double attack and double damage would be put to waste if he couldn't fire.Quote from: "Star Dood"- Do not allow Skull Man to use his Skull Buster when Skull Barrier is up. He couldn't use it in the original game; why let him use it now?
SO MUCH THIS.
I don't think I've ever played with Drill Man up until I decided to test them.
To make him not OP.
[*]Buffed Hardman's Knuckles to a 2HKO, and nerfed his resistances to 0.4.
And a haste rune to Quickman!?
Also, this is my personal opinion, but Freezeman needs an altfire. The Ice Spikes is a neat gimmick, but it doesn't quite make him different enough.
Slashman's charge doesn't do damage, is this supposed to happen?
Shouldn't Junkman be able to punch his blocks of Junk?
Starman's and Shadowman's Taunts are the greatest.And Burstman Demoman until we get a Pirateman class going.
Napalm Man should have a quote from Soldier though...
idea and complaint (oh boy)Sir, you are VERY wrong on the crashman subject. Also, there won't be a roll class because roll sucks, brah
complaint: crashman is very overpowered, because if someone holds altfire down, it creates more epm (explosions per minute, hehe) and INCREDIBLE lag on any server :cry:
idea: since you made a timeman and oilman class, why not roll? (melee ftw) :D
But you aren't giving us a good reason why...
[*]While we're on the subject, Oilman needs an altfire badly. IMO, Infinite oil slider does not count as a class. It counts as infinite oil slider.
Does that mean metalman needs an alt? No. Classes don't get alts because their main is already powerful enough, or can function in two different ways.
[*]Timeman doesn't need two weapons. Why does he have two weapons, especially since the second one is kinda bad? Buff the second weapon, and make that his only weapon.
Time has two weapons for two different reasons. The MMPU styled wep is used for groups and close range, the 2nd is for direct, fast hitting, and spamming.
[*]Freezeman needs an altfire of some sort. He's just too boring without it.
Does that make metalman boring too? Not really.
[*]Junkman is WAY too powerful. He can lock down an entire room with just a couple junk blocks, and recharges fully with a single tossed piece of junk. Perhaps Junk Blocks could be +SOLID while standing still and altfiring with the second weapon could punch them to make them run into people and do damage (no ripper, bursts apart into scraps when it hits something)?
Except the ONLY THING he can do is lock down rooms and kill at close range. It's your fault if you're stupid and run into junk blocks. Besides, the blocks only last for a few seconds, so he can't really have a stage under his control.
[*]Roll class plzkthx
No.
Side note: Any updates I should be aware of to change in CSCC?
Does that make metalman boring too? Not really.But Metal Man is a boring class.
It's kinda just the same as a regular class with regular Metal Blades..But they're buffed, making them a 3-4ko with stun. He doesn't need an altfire.
Still no taunts for a few of them? No? Okay.STOP
0:34 for Shade-Man, 1:55 for Napalm-Man.
Also, an error I pointed out a long time ago still never got fixed:
If you spectate while not moving as Charge-Man, the smoke graphic will continue to spawn where you were standing.(click to show/hide)
This issue also spreads to Shade-Man--spectate while flying, and the flying sound will continue to play wherever you specced from.(click to show/hide)
Doc Robot would need a buff shooting at random MM2 weapon projectiles and shooting MM2 alt projectiles at random as an alt, he is UP.I think the fact that Doc Robot is UP was done on purpose, but I dunno why.
Firstly, that avatar rocks, Dark.
Second, Yamato's armor was built so he could be fast. Why the hell is someone built for speed as slow as frickin Flash Man?
Quote from: "xColdxFusionx"[*]While we're on the subject, Oilman needs an altfire badly. IMO, Infinite oil slider does not count as a class. It counts as infinite oil slider.
Does that mean metalman needs an alt? No. Classes don't get alts because their main is already powerful enough, or can function in two different ways.
Oh hey, you're one of those guys who thinks nothing should be added because nothing else is needed. Well, tough cookies. Metal Man is a bland class in a mod full with complex classes, where even the MM1 classes have alt. weapons that didn't exist until MMPU came along or when they were made up for them because *gasp* they were too bland and unfun to play as at first. So the fact that he doesn't need an altfire isn't a valid enough reason to not give him one. Following that kind of reasoning: Cut Man doesn't need an alt, Napalm Man doesn't need an alt, Ring Man doesn't need an alt, Knight Man doesn't need an alt, Fire Man doesn't need an alt, Oil Man doesn't need an alt, Crash Man doesn't need an alt, Wood Man doesn't need an alt, and so on...
[*]Timeman doesn't need two weapons. Why does he have two weapons, especially since the second one is kinda bad? Buff the second weapon, and make that his only weapon.
Time has two weapons for two different reasons. The MMPU styled wep is used for groups and close range, the 2nd is for direct, fast hitting, and spamming.
No arguing there.
[*]Freezeman needs an altfire of some sort. He's just too boring without it.
Does that make metalman boring too? Not really.
Wrong. Metal Man is a bland, boring class. Still, Freeze Man can do much more than what it seems to barely do, unlike Metal Man.
[*]Junkman is WAY too powerful. He can lock down an entire room with just a couple junk blocks, and recharges fully with a single tossed piece of junk. Perhaps Junk Blocks could be +SOLID while standing still and altfiring with the second weapon could punch them to make them run into people and do damage (no ripper, bursts apart into scraps when it hits something)?
Except the ONLY THING he can do is lock down rooms and kill at close range. It's your fault if you're stupid and run into junk blocks. Besides, the blocks only last for a few seconds, so he can't really have a stage under his control.
I figured this out by myself some hours ago. One Junk Man can't get a grip of a whole map, since the scrap pieces dissapear pretty fast (like oil spots btw, good thinking!). Now, imagine 3, 4, or 5 Junk Men. I haven't been able to witness if too many scrap pieces can lag a server hard enough.
Also, Junk Blocks are supposed to be harmful if not instakill? I thought the innofensive-looking, non-flashy, solid-looking Junk Blocks were harmless and solid! /sarcasm
[*]Roll class plzkthx
No.Quote from: "Yellow Devil"IF somebody makes a good roll class I might put it in... :cool:[/color]
Side note: Any updates I should be aware of to change in CSCC?
Speaking of classes in CTF, what do you think about it?
I'm not the biggest fan of classes myself, but I found classes + CTF to be a train wreck.
Also fun idea for a TF2 skin pack for the classes
Heavy: needleman
Soilder: napalman
demoman: crashman
pyro: flameman or fireman
scout: not sure, slashman or topman
Spy: shadowman
Also fun idea for a TF2 skin pack for the classes
Heavy: Needle Man Yes
Soldier: Napalm Man Commando Man, Mars or Search Man. Hell, Drill Man fits better.
Demoman: Crash Man Pirate Man fits better
Pyro: Flame Man or Fire Man Burner Man should be a perfect Pyro, if afterburn is added
Scout: not sure, Slash Man or Top Man Quick Man IS a Scout mockery
Spy: Shadow Man
Sniper: Skull Man.
Engineer: There's none yet, MAYBE Search Man (if he's able to summon turrets) or Dr. Light (if he's added and can repair other robots.
Medic: None yet, maybe Dr. Light (if he's added and able to repair robots) OR Dynamo Man (if he's able to recharge other robots)
Quote from: "ice"Also fun idea for a TF2 skin pack for the classes
Heavy: Needle Man Yes
Soldier: Napalm Man Commando Man, Mars or Search Man. Hell, Drill Man fits better.
Demoman: Crash Man Pirate Man fits better have to wait 2 years from now for korby
Pyro: Flame Man or Fire Man Burner Man should be a perfect Pyro, if afterburn is added see above
Scout: not sure, Slash Man or Top Man Quick Man IS a Scout mockery Give him a melee then we'll talk about him being a scout
Spy: Shadow Man
Sniper: Skull Man. cant believe I forgot him
Engineer: There's none yet, MAYBE Search Man (if he's able to summon turrets) or Dr. Light (if he's added and can repair other robots. I guess technicly bass fits this with treble
Medic: None yet, maybe Dr. Light (if he's added and able to repair robots) OR Dynamo Man (if he's able to recharge other robots)
Just throwing this out there, but Drill/Napalm should totally be able to rocket jump.
Also one thing I noticed while playing classes CTF on Celebi's server, Doc Robot can't be stunned by Centaur Flash (nice touch)...But he can still be frozen with Time Stopper. You had the common sense to not let him get gangraped by Centaur Men, but you let him get gangraped by Flash Men.
Also with Freeze, it is nice that his Freeze Cracker turns into an icicle on contact with the ceiling/floor, but I've realised that in some situations, I would rather the Cracker split up into 8, but I have to shoot at the wall...Which can be awkward.
So, how about keep his current Freeze Cracker as a primary, and have a Freeze Cracker that splits up on contact with the floor, wall and ceiling (like Mega's Freeze Cracker) as an alt?
At the very least, Oil Man could get his Oil Spreader that he used in his boss battle routine. Y'know, where he jumps FIFTY FEET INTO THE AIR and shoots oil splatters freakin' everywhere?Everyone just ignores me, lawl
Doc Robot can't be stunned by Centaur Flash (nice touch)...But he can still be frozen with Time Stopper. You had the common sense to not let him get gangraped by Centaur Men, but you let him get gangraped by Flash Men.
[20:59:45] [dw] bacon: crystal sux now
[20:59:54] lol: damage nerf?
[21:00:10] [dw] bacon: secondary is 2 istead of 4 shots
ARGH! WHY U MAKE BURSTMAN SUCK?! AND WHY YOU MAKE TURBOMAN TOO OP?!
Turboman's alt should use more ammo. I can kill somebody at full hp when Turboman's weapon gauge is full.
Quote from: "Lifeup J"Turboman's alt should use more ammo. I can kill somebody at full hp when Turboman's weapon gauge is full.
The question is, why did they let you get close enough to run them over with a full gauge?
You fight Turbo like you would Chargeman, Blizzardman, Punk, Slashman or any other charging class: You keep your distance, predict where they're going to go, then avoid and intercept.
I will admit that Slashman and Turboman are a bit hard to avoid. Perhaps the ammo consumption for both of them could be turned up just a tiny bit to reduce their effective range?
Slashman and Turboman can steer, and their dash is fast.
Kinda hard to avoid unless you've got good reflexes AND playing as Quickman.
actor SkullPower1 : PowerDamage
{
damagefactor "Skull", 4.0
powerup.Duration 80
}
actor SkullPower2 : PowerSpeed
{
Speed 1.5
powerup.Duration 80
}
Also on the subject of burstman's alt, it shoots a invisible projectile in a arc, maybe make the invisible projectile a tiny bubble like he had in MM7
Perfect idea for a Freeze Man alt:
He sends out a path of ice that have icicles shooting up from it at regular intervals.
He did that in the game, I think.
If you mean his primary fire, it's exactly like the Danger Wrap weapon.
This is what I meant, and it's about 500 times slower horizontally and can't be used to booby-trap.
If you mean his secondary fire, I find it's best to use when you want distance between you and your opponent.
This is also kind of hard to use. Not as hard, but still kind of hard.
Quote from: "Sora"If you mean his primary fire, it's exactly like the Danger Wrap weapon.
This is what I meant, and it's about 500 times slower horizontally and can't be used to booby-trap.
I haven't noticed it being any slower than the actual weapon. Also, if it hits the ground or wall, it will leave a trap; it only explodes faster than the actual weapon does.
If you mean his secondary fire, I find it's best to use when you want distance between you and your opponent.
This is also kind of hard to use. Not as hard, but still kind of hard.
Practice, mah boy, makes perfect.
Also, I find bubble riding to be epic. And if you're facing a flying class like Cloudman or something, you can jump on your bubble, and attack! Brilliant eh?
Quote from: "Lifeup J"Also, I find bubble riding to be epic. And if you're facing a flying class like Cloudman or something, you can jump on your bubble, and attack! Brilliant eh?
And Cloudman's weakness is Danger Wrap. Genius.
He has two different ways of shooting his arrows?Yep, two weapons.
Are you saying he has two weapons
*checks the wiki*The wiki is currently the worst source of info ever. I'm surprised people still use it.
Knight Man-
The famous line from "Monty Python and the holy grail"
"It's just a flesh wound"
http://www.mediafire.com/?pmvv2msuv38psze
TAUNTS FOR THE REMAINING CLASSES
Out of boredom as I recover from my liver surgery I cataloged/ripped/edited taunts for the remaining classes who do not have taunts yet. Doing my part to help where I can, I'm also sharing them with you guys to get your opinions/input. I will now put an explination as to where the taunts came from in a spoiler tag, a notepad file is also included in the folder as well.
So yeah.
Since my post with a link to all MMPU voice tracks got buried and is now long-forgotten, I took the time to personally download all of them, listen to every voice track, and select some for taunt material.
http://www.mediafire.com/?bkkfayz59f824hb
This is a rar containing a selection of voice tracks from MMPU that can be used as taunts for their respective Robot Master. Inside it, there are taunts for:(click to show/hide)
[God freaking dammit. Just say no to the damn thing if you don't want it!
TAUNTS FOR THE REMAINING CLASSES
So here's my two cents on the new classes.(click to show/hide)
I'm not impressed by any of the MM7 classes, to be honest.
And if Burst Man's danger wrap is the same as normal Danger Wrap, you've fucked up.
Quote from: "LlamaHombre"I'm not impressed by any of the MM7 classes, to be honest.
And if Burst Man's danger wrap is the same as normal Danger Wrap, you've fucked up.
It is. It just does more damage,
What. It was already one of the best weapons in the game, and YD's BUFFING it!?
explodes pretty quickly, and uses less ammo.
Wow.
Yes, I can attest for that. It's a 3HKO. But it arcs so much, your best bet is to hit people up close and personal.
It's no different from Silver Tomahawk!
I still say Burst Man's main wep needs to arc less, and maybe slightly decrease his damage, so it's not a 3HKO.
Arcing less I disagree with, nerfing it I do agree.
Also, his M2 can get you stuck in the ceiling, which can be used to hide and surprise people from above with bombs.
Bugs like these should have been tested already. Why are they in the game.
The thing is, when you shoot bombs while in the ceiling, bombs automatically drop straight down. This shouldn't happen, IMO.
This is in the official Danger Wrap as well.
TAUNTS FOR THE REMAINING CLASSES
Burst Man's is too long (and why would he suddenly have Nemo's voice?), cut it to just the "Bubbles!" at the beginning or "My bubbles." at the end. Agreed.
Crystal Man's ... I have no idea why you thought that this would fit. Haven't heard it yet so no comment
Drill Man's is also too long, 9 times out of 10 it's going to get cut off partway through by his oof and pain sounds.
Enker's is actually Mr. Game & Watch's "oh crap I'm flying off the stage" voice clip. In any case, it doesn't really fit. I'd recommend Meta Knight from the Kirby anime, since Enker's the same kind of stoic warrior-type. OMG FUCK YES, I love Meta Knight's sexy hispanic voice. :cool:
Gemini Man's is just sorta meh. Might wanna pitch shift Jessie's voice so Gemini Man doesn't sound like a transgender. Haven't heard this one either, wait a couple minutes
Junk Man's doesn't really make sense for him. Suggestion: I'M GUNNA RECYCLE U from the cartoon. +1 Support
Napalm Man's also doesn't make much sense. A shortened version of Drill Man's taunt would actually work pretty well here. No.
Shade Man is not as cool as Batman. Therefore he can't have "I'm Batman" as his taunt. Count von Count's "ah ah ah ah ah!" fits his affable nature better and has the advantage of reflecting his botchat. +1 for the count. "That's two! Two votes for the count, AH AH AH!"
Spark Man ... No. Just no. Fuck YES, this is the greatest taunt ever.
Yamato Man's is yet again too long. Cut it down to about 2 seconds, if people want it to go for longer they can spam it with the same effect. I agree... though it should still have the "OUUUUYAH - PAHHH!!" at the end so it will play once people stop spamming their taunt.
Quote from: "Musashi-COM"[God freaking dammit. Just say no to the damn thing if you don't want it!
Totally already in there.Quote from: "Dusty"TAUNTS FOR THE REMAINING CLASSES
Approved yo
Quote from: "Yellow Devil"Quote from: "Musashi-COM"[God freaking dammit. Just say no to the damn thing if you don't want it!
Totally already in there.Quote from: "Dusty"TAUNTS FOR THE REMAINING CLASSES
Approved yo
Really? Cool, didn't do it for nothing then.
Screw PU voices, the cartoon ones are the only good ones.
Ice Man should keep his current taunt or I'm smashing everyone's monitor.I'm with IceGang too.
Hehehe, it's funny how people think junk lags because of the scrap pieces that he flings. It's not. It's Junk SHIELD, not the scrap pieces.
Doc W is already in the field....
Quote from: "ccelizic"Doc W is already in the field....
That's a decoy Wily from MM3, but who's complaining about that? How about using a decoy Light from MM9 for a LightEngie class?
I thought about adding Light as an alt Wily class, akin to Napalm Man NES. He would basically function the same as Wily, but with a different taunt and normal skin. Now, seeing Light turning into an alien would be pretty weird IMO...
Dr. Light would fit the engineer better than Auto as he
1) Has been building stuff since the 60s
2) Has a lab coat
3) Has won numerous awards for robot designing
4) Wily doesn't have a gun in the games and was given one for this mod (http://ferretcomic.com/archives/Comic602.png), so why not give Light one as well? (http://ferretcomic.com/archives/Comic608.png)
5) Has a decoy counterpart in MM9, like Wily in MM3
6) Cosplays as Ryu
7) Fits the Engineer character more than Auto
using canon as argument against fanon mod for fanon game
So, Wily Class shouldn't be there because the canon character never fights his own fights? Well, he's there, and fulfills the role of allowing the player to playing as freaking decoy Wily. Not good enough reason for you?.As a matter of fact, no. It isn't. Even ignoring the whole canon/fanon issue, Wily is still a very tack-on class. It doesn't fulfill any special role, it's just there. There was no valid reason for adding it, and there's no valid reason for letting it stay.
Quote from: "Musashi-COM"So, Wily Class shouldn't be there because the canon character never fights his own fights? Well, he's there, and fulfills the role of allowing the player to playing as freaking decoy Wily. Not good enough reason for you?.As a matter of fact, no. It isn't. Even ignoring the whole canon/fanon issue, Wily is still a very tack-on class. It doesn't fulfill any special role, it's just there. There was no valid reason for adding it, and there's no valid reason for letting it stay.
People play it, and don't complain about it. I can thus assume it's not a bad class.That's peculiar, I see people complaining about Wily fairly often.
It gives the feeling of having more gameplay styles than just "Mega Man class without buster and stuck with one Robot Master special weapon with infinite ammo and tweaked stats". You know, like every single class in this mod.See, this is the thing. The different playstyles are derived from the different weapons available to a particular class. Sure, some classes are more blatant displays of this rule than others, but saying that every class is just a boring combination of infinite ammo weapon + possible altfire isn't an apt enough description. Classes like Magnet Man and Dive Man make themselves useful for long-range harass if that's your game, where as classes like Plant Man and Shadow Man makes for excellent ambush tactics.
I haven't seen anyone else vouching for the removal of Wily Class from the mod for being a bad/unnecesary/unbalanced/out-of-place class other than you.Alright, so maybe I am the only one who wants to remove it completely, but as previously mentioned I don't seem to be the only one who's annoyed by it.
I personally play it, and don't find it a good class to play as. You can't break a match with it, and you're not UP at all.
Come on, this whole discussion is pointless. I'm expecting a mod deletes this whole thing. It's just completely and utterly pointless.Last time I checked, pointlessness isn't against the rules (although it is something that annoys me greatly when the rest of the community does it, so you have a small point there). Is there anything wrong with me trying to push for a small agenda?
Turboman's alt is not only unavoidable, but it causes a ridiculous amount of damage, makes him invulnerable, AND it has a ridiculous hitstun. Please nerf one of the three. Hitstun, damage, or invincibility. Also, it would help if his flame wheel or whatever they're called had smaller hitboxes.
Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yoyeah but doesn't napalmman already fill this role?
Quote from: "Yellow Devil"Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yoyeah but doesn't napalmman already fill this role?
Quote from: "Musashi-COM"It gives the feeling of having more gameplay styles than just "Mega Man class without buster and stuck with one Robot Master special weapon with infinite ammo and tweaked stats". You know, like every single class in this mod.See, this is the thing. The different playstyles are derived from the different weapons available to a particular class. Sure, some classes are more blatant displays of this rule than others, but saying that every class is just a boring combination of infinite ammo weapon + possible altfire isn't an apt enough description. Classes like Magnet Man and Dive Man make themselves useful for long-range harass if that's your game, where as classes like Plant Man and Shadow Man makes for excellent ambush tactics.
How you use a class is not always equal to how it's supposed to be used. There are no class models or gameplay models, except for those people want to see. You might find cases where multiple classes fulfill the same "model" perfectly fine, or cases where one single class does a unique thing no other class does and then another is added that does the exact same thing in a different way, and both are completely fine. There is no limit to "class types" nor such a strict classification, because this mod is aiming at just adding bosses from different MM games as playable classes. Balance isn't much about what x class can do to contribute to teamwork or to help diversificate the general gameplay without breaking a match, but rather just about if x class proves to be too powerful or abusable to let other classes play. This isn't a teammode-oriented mod. This isn't TF2.Quote from: "Musashi-COM"I personally play it, and don't find it a good class to play as. You can't break a match with it, and you're not UP at all.
Whether he's overpowered or underpowered isn't the problem. It's that his power ratio is ridiculously skewed depending on his current ammo level. If you run into a charged Wily or he runs into you, then hello, you most likely just lost almost all your health in less than a second or two. If you run into an uncharged Wily, he has almost no way to fight back. The Wily Gun is seemingly worse than the megabuster when low on ammo, and since his alien form is fueled by the same gauge, he's been shooting away his escape route. Due to this, people who have fired away most of their ammo are going to find a secluded spot to hide in while they wait to recharge*, which means you don't see uncharged people. Basically, encountering a Wily is not fun because of the rather bullshit damage output he has the first seconds, and playing a Wily doesn't sound to swell either since you're going to do a lot of standing around.*
So, people complain because they stumble upon a Wily and get their health skewed out of their asses? I agree, this is exactly what happens. You might as well vouch for a nerf of the full charge shot and a buff of the no charge shot, instead of going all "Wily Class is so pointless plz remove!".
Also, you won't be standing around too much if you don't go around spamming like a desperate idiot or flying everywhere. If you don't spam and take your time, you can defend yourself very well, have an edge from the first shots, or easily run away if you're low on health, thus not being as helpless as you think. This is a class that rewards patient and different strategies other than spam and frontal assault.Quote from: "Musashi-COM"Come on, this whole discussion is pointless. I'm expecting a mod deletes this whole thing. It's just completely and utterly pointless.Last time I checked, pointlessness isn't against the rules (although it is something that annoys me greatly when the rest of the community does it, so you have a small point there). Is there anything wrong with me trying to push for a small agenda?
Nope, because I have my own "add Dr. Light pl0x" agenda.
Quote from: "ice"Quote from: "Yellow Devil"Auto should be the Soldier anyway because helmet covering eyes and rocket launcher yoyeah but doesn't napalmman already fill this role?
Technically, Ballade fits it better. Since when did the Soldier have grenades as his primary?
Not perfectly, but better.
Personal opinion: Having a soldier with a proper rocket jump would be fun.
too long; didn't read.
I say Shademan should have an alt besides flying. I mean, isn't that why Needleman's high jump alt was removed? Mobility alts were boring? And besides, we already have a good few classes with flight alts.
Or at least make something interesting out of it, like instead of firing Noise Crush you perform a dive that saps a Robot Master's energy if it lands.
Quote from: "Alucard"I say Shademan should have an alt besides flying. I mean, isn't that why Needleman's high jump alt was removed? Mobility alts were boring? And besides, we already have a good few classes with flight alts.
Or at least make something interesting out of it, like instead of firing Noise Crush you perform a dive that saps a Robot Master's energy if it lands.
That's exactly what pushing the altfire button while flying does.
I didn't know he had a cord...Uhm, those Wily hands screwing around with joysticks is the HUD...
Anyway first dude to make SkullSuit HUD gets Wily overhauled!
WELL Y'SEE WHAT my reform idea is is that you get a sort of taser thing and no alien as Decoy Wily and you can pick up jet/power adaptors to turn into capsule/skullsuit Wily
still needs some work
Shade Man should be immune to Mirror Buster.Pffffffft yes
Shade Man should be immune to Mirror Buster.
He's a vampire.
I know someone has probably fixed this for servers a million years ago, but:Still waiting for a answer...
I get the elecman error. I know cutmanmike made a fix but TGOT still couldn't join a server.
Help?
Which also reminds me: Sakugarne needs to make Quint move faster, and give a defense boost to him while using it IMO. You CAN'T play as Quint without suiciding or always missing.
Quint Buster should not exist. It really shouldn't.
Quint should be inmune to Gravity Hold.That's the most terrible idea I've seen in a while.
His is just a carbon copy of YD's Quint.
Make Sakugarne faster.If you had actually played as KY's Quint for more than one second, you would have realised that KY's Sakugarne is already faster...So giving the official Quint a speed boost would be making it a carbon copy of KY's Quint?
Quote from: "Musashi-COM"Quint should be inmune to Gravity Hold.That's the most terrible idea I've seen in a while.
Your logic is terribad. Just because it can counter Quint means it should be nerfed? Seriously? That's stupid. I also agree with shade on the flying classes thing.Quote from: "Bikdark"Quote from: "Musashi-COM"Quint should be inmune to Gravity Hold.That's the most terrible idea I've seen in a while.
Oh sure, let's just stick him with a buster and call it a solution. It's the player's fault for playing a class that stays 70% of their time jumping around in a pogo stick as its main means of attack.
Your logic is terribad. Just because it can counter Quint means it should be nerfed? Seriously? That's stupid. I also agree with shade on the flying classes thing.
Quote from: "Bikdark"Your logic is terribad. Just because it can counter Quint means it should be nerfed? Seriously? That's stupid. I also agree with shade on the flying classes thing.
Star Man>Gravity Man>Gyro Man, Wind Man, Shade Man, Cloud Man, Decoy Wily, Spring Man, Quint.
Hard Man, Gravity Man>Quint>???
Now you're putting words in my mouth. I am not vouching for a Gravity Hold nerf, because that would make everyone less worried about it (making Gravity Hold generally weaker). I am, though, vouching for SAKUGARNE QUINT ONLY to be inmune to the only attack that does double damage to airborne players.
Gyro Man doesn't depend on his flying ability to attack (has a main wep for attack)
Wind Man doesn't depend on his flying ability to attack (has a main wep for attack)
Shade Man doesn't depend on his Air Dive to attack (has a main wep for attack)
Cloud Man doesn't depend on his flying ability to attack (has a main wep for attack)
Decoy Wily doesn't depend on his flying ability to attack (has a main wep for attack)
Spring Man doesn't depend on his jumping abilities to attack (has two weps for attack)
Quint depends on his jumping abilities to use his main weapon (has a buster wep for alt. means of attack)
So, since Gravity Man is weak to only ONE Robot Master, and someone else is suggesting that Enker (a Mega Man Killer, which is supposed to be weak to the Mega Buster) should be either weak to Noise Crush or Shade Man to be inmune to Mirror Buster just because vampires can't reflect in mirrors, how is my idea of Quint being inmune to Gravity Hold because he depends on jumping and diving to attack "the most terrible idea you've seen in a while" or "a terribad logic"?
KY's Quint doesn't have a buster, and his is just a carbon copy of YD's Quint, with his alt added as a side effect to Sakugarne (after each hop, small bits of rock are spread around him)
Quote from: "Musashi-COM"KY's Quint doesn't have a buster, and his is just a carbon copy of YD's Quint, with his alt added as a side effect to Sakugarne (after each hop, small bits of rock are spread around him)
This quoted statement is absolutely false. It does not possess even a shade of truth.
V5Y's Quint allows for a far greater control over Quint in the mid-air. v5d's Quint uses the Sakugarne weapon in an identical fashion to Mega Man! V5Y's Quint does not; Quint controls better as he has faster speed in mid-air and can change direction in mid-air. That's the crucial difference that makes Quint in v5y actually dangerous, as opposed to the joke he is in v5d.
If you play v5y long enough to make a valid judgment, you'll realize that Gravity isn't really quite an unbeatable threat to Quint that you might perceive him as. If you want to continue following the line of reasoning that "people who threaten Quint should be made weaker", well, then make Quint immune to Super Arm. Because Super Arm has a pretty similar effect to airborne players. I think making Quint better - and not a carbon copy of the Mega Man weapon - is a better start.
I say make Sakugarne faster and give Quint a defense boost. M1 allows him to jump higher at the cost of ammo, M2 pummels him into the ground at a high speed and locks him in place while doing his digging attack. Anyone that is near Quint while he's digging is stunned once and takes damage from both the Jackhammer Dive attack (basically regular Sakugarne damage) and the bits of debris flying from Quint. This attack though, is countered by it's ammo usage (more than half of Quint's total ammo, if not basically draining his ammo over time)
I've said this once, and I'll say it again: Just because Quint is countered by Gravityman means the weakness should be nerfed? No. That's just fucking stupid.
Are Bass, Needle and Yamato restricted to their rapid fire weapon? No.Quint isn't restricted to his Normal sakugarne either. He has his altfire, which again, is arguably more deadly than a faster version of mega's sakugarne.
Is Quint restricted to Sakugarne for attack? In a sense, since you're playing as Quint to use Sakugarne instead of "his buster".
I say make Sakugarne faster and give Quint a defense boost. M1 allows him to jump higher at the cost of ammo, M2 pummels him into the ground at a high speed and locks him in place while doing his digging attack. Anyone that is near Quint while he's digging is stunned once and takes damage from both the Jackhammer Dive attack (basically regular Sakugarne damage) and the bits of debris flying from Quint. This attack though, is countered by it's ammo usage (more than half of Quint's total ammo, if not basically draining his ammo over time)V5Y Quint is a good model of a useful class. I recommend playing around with him more - Quint's speed when he arcs downward is fast enough that the M2 "slam straight down" would most likely not be more useful at countering Gravity. Instead, it would give him ridiculous control of Sakugarne that would probably make him too similar to Stone Man in concept. If Quint gets into the "sweet spot" distance in V5Y when he jumps at someone, they're dead. If your alt is implemented, that would increase Quint's OHKO range to "anything between the jumping destination and takeoff" which sounds kind of absurd to me. The "Yoshi effect" (immunity in mid-air) suffers from a similar problem - wouldn't help him against Gravity as much as it allows him to wreck other classes with ease. The problem with reflector shields is that objects like Crash Bombs won't disappear after being reflected, so probably not possible to make it happen bug-free. (But either way, the amount of time Quint spends in the air would make the shield almost permanent for him) They're interesting ideas, but I think V5Y Quint can handle most classes just fine. (v5d Quint is a joke, so give him force beam splash damage if you want) - which is why I suggest trying him again. You might be underestimating him.
In short, make it like V5Y's Quint, with a defense boost when riding Sakugarne until it runs out of ammo, and that M2 I talked about. If we were to follow Quint's boss pattern, you're not supposed to hit Sakugarne; you're supposed to hit Quint instead. I don't know if this is possible nor a good idea at all, but how about making Sakugarne reflect shots and leave Quint vulnerable instead of my suggested defense boost? Like in the games?
Skullman counters rapid fire classes, so does that mean bass, needle, etc should be immune to skullman's buster then? No.Actually, Skull Man counters any class if he can see their attack before it hits him. If you think slower ROF classes like Hard Man might be better off, against Skull, you might not being playing at the meta-game level.
You see. If it's something completely nonsense like Cut Man having a nuclear missile launcher buster, yes that is non-canon and shouldn't exist.
If it's something plausible like Quint getting updated with a buster... Hmm... Sounds fine to me. I mean a bulk of the classes are already doing stuff they could never do in the "canon". Bright Man throwing Light Bulbs? Star Man with a delay star flurry launcher? Yeah that was totally in the game.
Also, you said Quint is already pretty bad, so why would we remove the buster, which you said isn't bad, when you want quint buffed? Lol contradictions
MAKE SAKUGARNE COOLER, LIKE KING YAMATO'S
I don't want Quint Buster out.
I'd prefer my Quint buster-freeCool contradiction, broski
Quote from: "Musashi-COM"I don't want Quint Buster out.Quote from: "Musashi-COM"I'd prefer my Quint buster-freeCool contradiction, broski
Quote from: "Musashi-COM"Tl;dr: Your arguments are bad and there's no way to please you. It's either giving Quint the buster and breaking canon, which you do not like, or taking away the buster, which makes him sucky which you don't like either.
>Prefering is equal to advising
It is though
No, it's not. I'd prefer the world to be a better place, but advise to not aim for it at all times. See the difference?
You're just plucking out any argumentative flaw I left unchecked because you don't know how to directly say "Yes, I agree, Sakugarne should be better, like King Yamato's version" without making yourself look stupid to yourself and/or others. Protip: you don't.
I'm not just plucking shit out, I'm trying to find contradictions in your argument to use against you. That's how most arguments go, k?
That is most certainly not how arguments go. It goes like this: x says A, y disagrees and explains his disagreement, x defends A while y defends -A, until either x agrees with -A or y agrees with A. What you call argumentating is what it's called "argumentum ad hominem", and it's a fallacy.
Instead, you directly went and called my argument stupid out of the sole premise that...was there even a premise to begin with?.
But your argument IS stupid. Quint shouldn't be immune to gravity hold
Quote from quote: "I was hastily proved those (alternatives to make Quint more resistent to Gravity Hold) wouldn't work, and was advised to check KY's version of Quint Class to see how it should be done."
"Not everything needs to be canon. Ex: Quint having a buster, and being countered (not weak to) gravity hold."
This wasn't it, and if it was, I already agreed to that premise 5 pages ago, while discussing with Myroc.
"Just because Quint is countered by Gravityman means the weakness should be nerfed? No. That's just fucking stupid."
Quint needs to jump to attack.
For the last fucking time, there's an altfire for a reason. Quint doesn't depend on the jumping to attack, he can just as easily hold down the altfire and kill things within his radius
Agreed, but not quite. What if the Gravity Man is outside Quint's altfire radius? Outclassed by Gravity Buster. Quote from quote: "...which is why the buster was added. But this defeats the purpose of a Quint class..."
There is an abysmal difference between serving as a counter for aerial classes that can choose whether to stay above ground or not (they can fight back), and serving as a counter to a semi-aerial class that doesn't have a choice in staying above ground (primary method of fighting back is jumping and diving into players). A busterless Quint can't avoid being weak to Gravity Hold and fight Gravity Man efficiently (thus being more of a unforeseeable weakness rather than a assumed counter), which is why the buster was added. But this defeats the purpose of a Quint class. Which is why I tried to propose an overhaul for his gameplay style that stays true to Quint's fighting nature, in which I complementary added two ways of making Quint more resistent towards Gravity Hold: either making him plainly inmune to it, or to add a defense boost while using Sakugarne. I was hastily proved those wouldn't work, and was advised to check KY's version of Quint Class to see how it should be done.You missed all of that as well, as pointed out above
There's no reason to make him immune to gravity hold, Sakujumping isn't his only means of attack, he can buster or use alt. You shouldn't be using Quint against Gravityman either.
Play random, get Quint, enemy Gravity, likely to lose. Like Quint, play Quint, enemy Gravity, likely to lose. Quote from quote: "...which is why the buster was added. But this defeats the purpose of a Quint class..."
I cannot overstate my agreement about that. KY's Quint is by far superior to YD's. It's a great class, it doesn't depend on a buster, it can be taken out with enough skill, and the dangers of Gravity Hold are less troublesome for it because of how fast you dive into the ground. You still feel a bit defenseless when not able to attack, but who isn't? I am actually thinking KY's Quint could use a weak version of the Mega Buster out of sheer pity.
How did you miss that?
You, on the other hand...I haven't heard you say YD's Quint Class is ok and doesn't need any changes. You've just disagreed without exposing any alternatives.
Exactly, I haven't said the class is amazing. It's irrelevant to the argument, too
Quote from quote: "I haven't heard you say YD's Quint Class is ok and doesn't need any changes." Ok is not equal to amazing. For example, Magnet is ok, but not amazing.
You haven't even agreed on ANYTHING I've exposed, proposed and suggested. This and the fact you depend on pointing out ambiguities in my way of talking can only hint that you have no real critique nor real propositions towards the problems that exist in this mod, nor any real adivse on how to make it better.
Because your ideas suck?
Your arguing abilities astonish me!
Can't tell if trolling or just stubborn and stupid.
That there could be considered flaming.
Agreed. Sorry. I was actually pretty picky on leaving that, but...
Now to sprite the skull suit HUD!
What did that do again?
Oh, it was made to play soccer...
Well that doesn't help.(click to show/hide)
Now to sprite the skull suit HUD!
What did that do again?
Oh, it was made to play soccer...
Well that doesn't help.(click to show/hide)
-snip-
IMO only other thing that really needs to be fixed with Quint is to give him greater air control on his Sakugarne.
A quick guide on QuintGarne, v2 (I think; I forget if I already did this)Wow, I'm impressed! The rest of this reads like REAL wiki-quality material. Writing a brief guide like this for each class would be a great start. For the rest, you would include "hard statistics" such as resistance factors, damage per attack, and ammo consumption per attack - this way, people can view stats on classes without opening Slade3 all the time. (You haven't mentioned any interest in the wiki, but I'm using this post as an example for someone who is, since it was mentioned previously.)
* While holding Altfire, you walk along the ground like a standard class. This is known as “altwalking” and is easier to control and slightly faster than bouncing. You can use this as an effective escape mechanism as well, since the rocks damage anyone who tries to chase you down. The only problem with this is the rather obvious clicking noise you make when alt-walking; if you know someone's nearby and hasn't seen you, bouncing is usually the better option.
BREAKING NEWS!
I've somehow created a sentry that DOES NOT target team mates, so far I've created 3 types of sentry depending on ammo (mets) and a dispenser (eddie), I might just edit the Decoy Light sprite to use a small pistol like the wily gun (fires 5 damage shots not wily shots) and have a melee alt
here are the stats, I'm still tweaking so they will change
Sentry 1
25 ammo to make
50 HP
slow firing
range 300
weak to everything and 1 hitted by rippers and seekers
Sentry 2
50 ammo to make
100 HP
average firing
range 500
weak to seekers, but rippers stop on it
Sentry 3
100 ammo to make
300 HP
fast firing
range 600
immune to all seeker attacks, and doesn't rip
I'm fixing it so they are 1 hitted by shadowman and weak to explosives
Quote from: "ice"BREAKING NEWS!
I've somehow created a sentry that DOES NOT target team mates, so far I've created 3 types of sentry depending on ammo (mets) and a dispenser (eddie), I might just edit the Decoy Light sprite to use a small pistol like the wily gun (fires 5 damage shots not wily shots) and have a melee alt
-snip-
I'm fixing it so they are 1 hitted by shadowman and weak to explosives
God dammit, Shadow Man is not a Spy! This isn't TF2!
Oh, it's all there in a webcomic! I have seen the error of my ways!
: |
lrn2texturesI tried coloring it like megaman's busters, but they just looked horrendous so this was the next best option, but hey if you don't like them, I'd love to see you do better
Also, why the hell are Elecman, Metalman and Shadowman all weak to everything? I mean really, they were some of the STRONGER robots in terms of armour yet those 3 have a 1.5x damage multiplier. I fail to see how this makes it better.
Don't you guys mean "glass jaws"?
Also, yes. Metal Blade is a stunhit 3HKO weapon or something IIRC
I tried to use it but it was plain old plantman, no 2nd weapon or anythingTry team deathmatch.
Speaking of Spring Man, I recall YD saying once the altfire was there for when you're out of ammo mainly...Ironically, you can't regain ammo while using it, so you might as well run away to throw more springs instead of punching them.
So suggestion: Spring Man recharges ammo while using his alt at half the rate?
Also... Freezeman's alt is a normal freeze cracker or something?Yep.
Auto has been submited and awating approvalYou should totally send it to me because tester :cool:
If you summon a clone, die, respawn and summon another clone, the first clone should die to prevent 'summon die summon die summon die summon die until your frags outweigh your suicides'.
Quote from: "Shade Guy"If you summon a clone, die, respawn and summon another clone, the first clone should die to prevent 'summon die summon die summon die summon die until your frags outweigh your suicides'.
Already fixed.
Nope, it's fixed in 6b, not 6a.
RMs can't pick up any -Tanks, Cloudman can fly, so no need for Carry, and Gemini's is one-time use.I feel insulted by your implications that I cannot switch items. You also ignore the fact that other classes are getting them and may very well need carry. Hell, Gemini has nothing to do with this.
Also, learn to use [ and ]. They swap the items.
Why use an item to switch weapons when you can, I don't know, SWITCH WEAPONS?EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>
Treble Boos is of course an exception because it should only be used once like the rush items and you don't want to use it at the wrong time.
EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>...are you actually listening to what I'm saying anymore, or are you just randomly spouting vague hate about me and hope it's relevant?
Quote from: "Bikdark"EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>...are you actually listening to what I'm saying anymore, or are you just randomly spouting vague hate about me and hope it's relevant?
Last night on the testing chat, you were defending this very thing. I've been trying to change the mechanics of the weapons so that the two firing modes are mainfire and altfire respectively, and make their special action into items, instead of keeping the special action on the altfire and use the item to switch the mainfire's weapon mode. I'm trying to make things a tad more streamlined, and having a toggle of any sort, whether it's switching weapons or the above-mentioned item, seems a lot more clunky and un-fun than the alternatives.
When was I defending the item-weapon switching? Orite, never.Quote from: "Bikdark"EXACTLY, that's what I've been trying to explain to Myroc for the past 4 years. It's clunky and un-fun, especially when there's no distinction between weapons like in the current 6b beta >.>...are you actually listening to what I'm saying anymore, or are you just randomly spouting vague hate about me and hope it's relevant?
Last night on the testing chat, you were defending this very thing. I've been trying to change the mechanics of the weapons so that the two firing modes are mainfire and altfire respectively, and make their special action into items, instead of keeping the special action on the altfire and use the item to switch the mainfire's weapon mode. I'm trying to make things a tad more streamlined, and having a toggle of any sort, whether it's switching weapons or the above-mentioned item, seems a lot more clunky and un-fun than the alternatives.
Please, please, PLEASE fix the ammo issue with bots.This probably won't happen, as you're the only one complaining about it. Either play online or deal with it.
He's proved the problem exists and given justification for fixing it. Are you really going to assume control of a project you aren't coding and tell him that a quick fix can't be done because he's unimportant? You could always consider doing things for the sake of completion and being an overall better mod as opposed to half-assing them, justifying mediocre features by the fact that they're unnoticed.I will second the infinite ammo for bots as well. While bots might be rather shoddy for offline play, they can still be used for light testing, which is currently impossible in its current state. I know I recently wanted to field-test how much damage Toad Man's Rain Flush did at point blank range, but was not able to since I could not get up close enough for my purposes before he wasted his one shot, which means I had to disappear out of his sight for him to be able to use it again.
How about this: I would like infinite ammo for the bots. Guess he's not the only one "complaining" now, hmm?
While bots might be rather shoddy for offline play, they can still be used for light testing, which is currently impossible in its current state. I know I recently wanted to field-test how much damage Toad Man's Rain Flush did at point blank range, but was not able to since I could not get up close enough for my purposes before he wasted his one shot, which means I had to disappear out of his sight for him to be able to use it again.Firstly, you should learn to use the $health chat command :ugeek:. Secondly, the more you badger me about this makes it less likely to actually happen. Thirdly, we're talking about more than half the classes that need changing. It would probably require extremely complicated coding just for an extremely small issue. IIRC, bots had infinite ammo in unmodded Skulltag as well, and are treated more or less like normal players, meaning we can't give them infinite ammo without worrying about it affecting online gameplay. Now, we COULD always make separate classes for bots, but that's unnecessary clutter. Inb4 everything I stated is wrong because I know nothing about how things can be handed out to bots.
Secondly, the more you badger me about this makes it less likely to actually happen.Badger you? You are not the leader of this expansion. Apologies to pull you out of your delusions of grandeur, but you are a tester. And if it does turn out that you somehow end up as leader of Classes, making decisions based on spite over rational thought is a surefire way to send Classes down the crapper. Not to mention that denying this to spite Myroc of all people is doubly childish when he was not the person who brought the topic up...It would favour more into the category of sheer bias. And when a number of people come together and suggest something, not whine or complain, it is generally a good idea to at least look into what they ask about.
Secondly, the more you badger me about this makes it less likely to actually happen.
badger meSince when are you the final judge over what ideas get accepted into classes and which doesn't? You are not in charge of this project. Know your place, boy. I like how people like you claim that I go around thinking I own the place, whilst paying no heed to your own actions? You have a worse ego than Tsukiyomaru. To be frank, I think he'd do a better job in testing and idea evaluation than you ever did. Oh, and I like this little tidbit:
Ken, we should totally bug YD not to add this to spite MyrocSo instead of just vaguely hinting that you're biased against me, you instead decide to outright confirm that you don't really care about the idea itself, just as long as I don't get my way? I repeatedly claim that this community is childish and immature, and knowing that perfectly well, you continue not only to be childish and immature, but to rub it in my face? How dare you?
IIRC, bots had infinite ammo in unmodded Skulltag as well, and are treated more or less like normal players, meaning we can't give them infinite ammo without worrying about it affecting online gameplay.
Thirdly, we're talking about more than half the classes that need changing. It would probably require extremely complicated coding just for an extremely small issue. IIRC, bots had infinite ammo in unmodded Skulltag as well, and are treated more or less like normal players, meaning we can't give them infinite ammo without worrying about it affecting online gameplay. Now, we COULD always make separate classes for bots, but that's unnecessary clutter. Inb4 everything I stated is wrong because I know nothing about how things can be handed out to bots.TheBladeRoden gave bots infinite ammo in his classes mod, and had no adverse effect on online play. As for having to edit individual classes or bots? You will have no hand in it. There's no reason why you would refer to anything being developed as "we", as you are incapable of coding for or directly influencing the mod's coding. Because the initial complaint by Beed was made stating the problem was fixable and with TBR's classes as proof, you have proved that not only are you wrong, you are wrong because of your reading comprehension failure.
Firstly, you should learn to use the $health chat command :ugeek:. Secondly, the more you badger me about this makes it less likely to actually happen.Myroc wasn't able to calculate Rain Flush's point blank damage because of the bot's ammo consumption - when he reached point blank range, the bot had no ammo. It had nothing to do with his ability to use the $health command! Evidence of reading comprehension failure. As for the second statement: You are incapable of directly influencing the coding of the classes mod! You are a tester. Yellow Devil is a coder, and he is the one primarily responsible for the final code of the project. Any amount of badgering you, regardless of your perceived control of the project, will actually have zero direct impact on whether or not it is implemented. The "badgering" or request for the fix of genuine, objective flaws is directed at Yellow Devil, the *actual* head of the project.
Sorry if my first post about infinite ammo sounded a bit too harsh. I was just under the impression that the Classes mod was meant for online play, and that bots weren't a very big concern.Which means doubling the size of the pk3 :|
Alternate weapons for bots actually doesn't sound like a bad idea. My only complaint is that that means 50+ extra weapons.
Hardly an issue, because the mod is already riddled with unused and excessive coding, such as spheretimes. (And that's not even counting taunts, which increase the filesize on their own!) Optimizing filesize has never been an issue of this classes mod.Quote from: "xColdxFusionx"Sorry if my first post about infinite ammo sounded a bit too harsh. I was just under the impression that the Classes mod was meant for online play, and that bots weren't a very big concern.Which means doubling the size of the pk3 :|
Alternate weapons for bots actually doesn't sound like a bad idea. My only complaint is that that means 50+ extra weapons.
actor NapalmBombBot : NapalmBombBoss2
{
Weapon.AmmoUse 0
States
{
}
}
It's really going to double the size of Classes.But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.
Quote from: "Musashi-COM"But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.
Crap, I am too slow. BTW, if some of these people get rejected/kicked I will be a tester.I feel slightly insulted by this. Meh.
I wanna be a tester!!1I'm obviously more suited for the position :ugeek:
Wait, you kicked Bikdark?Love you too, korby :ugeek:
I might reconsider my leaving.
I could redeem the classes mod from where ever it feel down to. Since this is a popularity contest, I suppose I'll signup.What exactly did it fall down to, now? If it's currently one of the most played modes, it must not have "fallen."
Hurts no one I suppose.
Quote from: "Musashi-COM"But come on, there are people out there much more fitting for testing roles. Lifeup comes to mind.
I have a dream. A dream where all classes from all instalments of the Mega Man series...Despite canonicity...Big and small, fast or slow, good or bad, and downright terrible...Can all be balanced. Yes, even Hard Man. No...Especially Hard Man.
I come to you, a simple man representing the minority group of Australian players (population 1) with a just cause...And a noble heart.
I guess I could fit most of the criteria but it's mainly the noble heart thing that counts.
Also, I must laugh a bit since the majority of these people that want to 'test' are in reality only applying for the position so they can play the latest release of Classes before anyone else.
That includes me too, but at least I'm honest about it
three new classes testers.
I support JaxOf7 as well. I always see him doing large contributions to the project.
Also keep in mind.Quote from: "YD"three new classes testers.
So, you can vote for 2 others.
Ok, I do infact have great balance about these Classes.
Burstman could use a bit of a buff.
3HKO? Eh, not really.
Protoman could REALLY use a nerf.
No, just a tiny one. Awesome at LMS/TLMS, not really good at DM/TDM.
Bass' buster could use a TINY bit of more attack power.
Bass is fine as-is. Amount of buster shots makes up for attack power.
Skullman, as we all know should get nerfed. Keep his buster fine, get rid of hyper mode, make his shield last a bit longer, and make his Skull Shield weapon gauge refill slower.
Hyper mode IS the Skullman class. Get rid of it and the class is ruined. Instead, the shield could be possibly be nerfed in recharge and durability time, but, like Protoman, he really isn't that bad in DM/TDM
There. Is that good balance?
BURST MAN NEEDS A BUFF!?
Burst Man is already one of the most versatile classes!
He doesn't need a buff!
Every character should have their ups and downs.
I dunno, I only found him useful in maps where there is height variation and/or inside a building where there is platforms and such where Burstman can protect himself.
I find it hard to aim his secondary, but its fixed in V6B.
Burstman can't do open-wided areas, such as MM2DW1.
But I don't like getting damaged!
Ok fine...
Does anybody besides me think that Cloudman depends on his flying alt too much?
We're going to need three new classes testers.Hmm, Yellow Devil doesn't seem to fit the first two categories. I'd recommend removing him as well.
Please apply here if you
- Play classes often
- Have a good sense of balance
- Have Skype
- Aren't Bikdark
I have a dream. A dream where all classes from all instalments of the Mega Man series...Despite canonicity...Big and small, fast or slow, good or bad, and downright terrible...Can all be balanced. Yes, even Hard Man. No...Especially Hard Man.I have your dream. I assure you, an excellent classes mod is on the way. Don't look for it here, though.
Also, I must laugh a bit since the majority of these people that want to 'test' are in reality only applying for the position so they can play the latest release of Classes before anyone else.This is an excellent point, Shade. Since everyone wants to be a tester, and Yellow Devil's likely incapable of selecting the few that are qualified (as demonstrated with bikdark), everyone should be a tester. The person in charge of the project posts the latest pre-release version on the forums, and makes a huge deal about it. No one's feelings get hurt by having to be judged worthy or unworthy of being a tester, and at the same time, everyone reporting all of the bugs and balance issues will speed up the bug fixing tremendously. The next day, the project leader releases the new version with all of the balance and bug issues fixed. It worked perfectly for mm8bdm v2a, so I see no reason not to do it here as well.
That includes me too, but at least I'm honest about it
...So YD, who are your two other people? I'd be more than happy to... y'know... hook in that fish....
hook in that fish....
Lifeup, propose to me a change you think is balance worthy and I'll give you my opinion if you should be in or not.Yo whadup (http://cutstuff.net/forum/viewtopic.php?p=113615#p113615)
hook in that fish....
He thinks bass and burst need buffs
Pfffft, he also thinks he's qualified because he made a tier list.Quote from: "Bikdark"He thinks bass and burst need buffs
My head just broke the speed of light on the way to the desk.
Quote from: "xColdxFusionx"Pfffft, he also thinks he's qualified because he made a tier list.Quote from: "Bikdark"He thinks bass and burst need buffs
My head just broke the speed of light on the way to the desk.
Lifeup J is pro tester
Use also Bikdark
and
Aw
Baw
Lisk
Quote from: "SickSadWorld"Lifeup J is pro tester
Use also Bikdark
and
Aw
Baw
Lisk
Please tell me you're joking.
Doesn't his tier list tip ya off?
Why did they all leave?
I feel sad now...
It demonstrates that custom settings can not only change your weapon loadout, but also your skin.HOLY SHIT ON A SHIT SANDWICH.
List of people who have expressed a wish to test:Lag Man
KillerChair
SmashBroPlusB
Tails_Hatsune
zeswissroll
Alucard
SaviorSword
Gummywormz
Star Dood
Lifeup (fuck no)
Shade Guy
Sora
Me :geek:
Maybe Trollman
Smunch (sorta)
Obviously need to thin the ranks a bit.
My pros and cons?
+ Have seen many of the classes and provided some improvements over them.
+ Often plays classes and is a huge supporter of the mod.
+ Has some experience in testing (Saviorsword's weapon thing, independently tested many of the classes).
+ Somewhat liked around the community.
+ Has plenty of free time.
- Doesn't have many oppurtunites on Custuff (this isn't always true however).
- Loses many spots in many things around here.
- Often takes up too many things and almost never gets them done (I am going to change this around).
- Doesn't have skype.
I don't know. I'll most likely not get the spot anyway.
Even if I do, it'll probably get yanked away from me like a lot of other stuff...
Lag ManFrom this list, the people I have witnessed give feedback and judged their input as useful: SaviorSword, Shade Guy, and Smunch. (Possibly Gummy. I have difficulty remembering here.) As for the others? It's entirely possible they are capable of giving feedback. I simply haven't seen them do it, or they have and I dismissed it as a detrimental or flawed claim.
KillerChair
SmashBroPlusB
Tails_Hatsune
zeswissroll
Alucard
SaviorSword
Gummywormz
Star Dood
Lifeup
Shade Guy
Sora
Balrog
Maybe Trollman
Smunch (sorta)
My pros and cons?The two relevant pros given are unreliable coming from a biased source. A person cannot be expected to describe their own impact on a work (credit themselves) if the results are subjective without embellishing it in some fashion; this is why Sword stated that credit should be received from others (effectively). The two cons, however, are certainly verifiable, as done by LlamaHombre. One of which disqualifies you from the position, leaving us with nothing more than a self-promotion that's inaccurate compared to the weight of others.
+ Have seen many of the classes and provided some improvements over them.
+ Often plays classes and is a huge supporter of the mod.
Irrelevant to formation of feedback. Being in favor of the mod will actually create a tendency to ignore flaws to fit your idea that you support the mod - a "confirmation bias", so to speak.
+ Has some experience in testing (Saviorsword's weapon thing, independently tested many of the classes).
+ Somewhat liked around the community.
Irrelevant to producing feedback. If you are worried about others' conceptions of you, you will opt out of full disclosure of your opinion for fear of others changing their view of you.
+ Has plenty of free time.
The more you have of something, the less value it holds. Whether or not this trait is desirable depends on the amount of time the project head wishes to spend on testing! If he doesn't need a lot of time for people to do quick checks, this will be of irrelevance.
- Doesn't have many oppurtunites on Custuff (this isn't always true however).
Irrelevant to production of feedback; your ability to judge a work is unrelated to your time investment in a community.
- Loses many spots in many things around here.
Irrelevant for same reason above.
- Often takes up too many things and almost never gets them done (I am going to change this around).
- Doesn't have skype.
Skype is a testing requirement set by Yellow Devil! Your failure to adhere to a standard set prior voids all other pros and reasons you would have for becoming a tester. If you work at your own pace, your reliability is put into question.
Honestly, I don't want Musashi to be a tester. From the argument about Quint, Musashi's original opinion was to make Quint immune to Gravity Hold. Everyone disagreed. He then proceeded to drop that idea and talk about how Quint needs to be faster in mid-air. Intelligent people then pointed out that Quint was already like that in KY's version :cool: . Then the subject quickly changed to Quint's buster, which I forget Musashi's views on.
The point is, he presented an argument with little evidence to back it up, and when people disagreed with him he changed his opinion to better suit everyone else's. It doesn't matter about how good he is at classes or how much he plays, you can't contribute if you're going to turn your back on what you said 5 seconds ago.
Now watch me lose miserably under the wrath of 1000 Rocket Guts Punches. :cool:
Hmm... Let's see...Are you still making the Chronoman skin? I really want to see a skin of that guy.
The MMI-IV expansion needs more tiles, so it's kind of at a stalemate there...
The Rockman & Forte 2 expansion just withered away. Due to the lack of tiles, there are no maps, which were really the only thing we needed...
Dyna Man is coming along pretty well, actually.
Oil Man has been halted until Dyna Man is finished... Perhaps I should get that Flash Man sheet from MM8BDM...
The four kirby skins have been halted due to lack of enthusiasm...
And Saturn is still pissing me off.
Did I miss anything?
Pros: I'm Sora.
And a macho fisherman-.
Cons: Red is also a macho fisherman
And now the world knows where I stand. :ugeek:
To lazy to read most of everything, but I got a general sum from a quick scan of the pages.
Jax and Musashi, seem fine to be testers. Since there seems to be no absolute third choice, just leave it at two and head on.
On the small topic of Freezeman, he originally was healed by any freeze cracker, but this presented a problem with two Freezemen fighting each other. In general, a solution to all those classes that "healed" off other weapons, they should instead be very resistant to the weapon of "healing" instead.
KYClasses, yes it has some good points here and there, but replacing classes entirely like many have been telling me? I think not. The main point here, until KYClasses stops using an older "buggier" version of classes (infinite Gut Rocks anyone?) I'm going to completely avoid it.
That is all I can recall for now, here is something I had to test like about a week ago as a possible teaser.(click to show/hide)
While on the subject, how about making Shade Man be able to absorb the projectiles of the pickup version of Noise Crush used by Mega Man/Proto Man/Bass? :mrgreen:
Now watch me lose miserably under the wrath of 1000 Rocket Guts Punches. :cool:
I really don't like those Metool Sentries. They look so out of place, being a Light bot the one who builds them. Why not stationary sentry cannons instead of mobile sentry bots?. And whatever happened to Auto's Bazooka?.I tried to fix it so it would be yellow in free for all games but that didn't work so well since the game thinks you're on the light team by default in non teams. Also, the mets are stationary and he dose have a bazooka
Quote from: "Musashi-COM"(I'm tweaking the class again changing some sprites)
by light robots he ment the fact that they are blue and not yellow
Skilled folks have a better sense of the game. That's a good pro if ya ask me.Experienced =/= Skilled.
Now watch me lose miserably under the wrath of [redacted]No more overused quotes for YOU, anyway.
I still think Freeze Man should get his sexy pose healing though. :cool: Would make him suck considerably less.
(late reply) Mets are a light/wily design and so are sniper joes scince they were created before MM (pretty much every robot in MM was a Light/Wily design, wily just simply gave them guns), so ofcourse they both know how they are built and how they work (hence why he has one in his lab in MM7), and scince Auto learned everything he knows from Dr.Light, it makes sense that he would know how they are made also
Basically:
FreezeCrackerWep (Pickup version) can heal Freeze Class by 4(?) HP
Freeze Class's altfire (same projectile and functionality as FreezeCrackerWep, but not the same weapon) does regular damage to other Freeze Classes.
So it's actually plausible. I think. Only if YD can pull off that last thing I said.
Canon aside, why not using MM1's Metall (or MM9's Metall Beta, which are basically the same) instead of MM3's Metall DX? It fits both the Metall figure AND the stationary sentry cannon role!Because I'm lazy and used sprites already in the main pk3
Quote from: "Musashi-COM"Canon aside, why not using MM1's Metall (or MM9's Metall Beta, which are basically the same) instead of MM3's Metall DX? It fits both the Metall figure AND the stationary sentry cannon role!Because I'm lazy and used sprites already in the main pk3
Quote from: "Balrog"List of people who have expressed a wish to test:Lag Man
KillerChair
SmashBroPlusB
Tails_Hatsune
zeswissroll
Alucard
SaviorSword
Gummywormz
Star Dood
Lifeup (fuck no)
Shade Guy
Sora
Me :geek:
Maybe Trollman
Smunch (sorta)
Obviously need to thin the ranks a bit.
I've sorta been livin' under a rock for the 3rd spot status. Who has a commandin' lead or somethin' at the moment?
I didn't want to add him in at first because of all the stuff he has said in the past, partly my fault though because I was a huge dick back during V3a/4a.Spoken by a true man. Congratulations on the new position, Swordy! Make daddy proud. :cool:
I decided that I cannot hold grudges and gave the spot to him after running it by the team.
Korby you can come back in if you want...Accepted. Thank you.
...Since when is sacior actually good at balancing? Let's look at Roc's and sacior's tier lists, shall we? While sacior uses elementary grading and how much HE likes the weapons, Roc uses usage stats, which are what tier lists are. While sacior bases his list on how much he likes Funder Beemz, Roc bases his list on metagame players, and how much they used every weapon, not his personal opinion.
Roc/Gummy would be much better testers than sacior would.
Good day.
If you supplied more than a one word response, that would be nice.
KEEP IT SANE - Unlike most forums I have little to no tolerance for retarded posts. What I mean by this is simply replying to a thread with pointless (i.e I lol'd) will result in a warn, ESPECIALLY if you just post a single picture. This isn't 4chan. Have a reason before you post, other than to humour others with stupid comments.
Something interesting I've observed. READ AT YOUR OWN PERIL!!!!111(click to show/hide)
It's actually against the rules to be posting one word responses anyways.Sup (http://www.cutstuff.net/forum/viewtopic.php?f=38&t=3100)
Listening to people and changing tiers =/= Only using own opinionExcept sacior is extremely biased, Roc is not.
Snake has a OHKO melee move,
Quote from: "Musashi-COM"Snake has a OHKO melee move,
Haha what no
Snake will get some sorta anti-flying thingymabob in 6b once I figure out what to do
Oh, and Coldfusion, not all classes have to be good against all classes. Such is countering.
I'll take this time to post about what I think about the classes, what should be added, etc. It will be in no particular order. Due to size, this will be spoilered.(click to show/hide)
(click to show/hide)
EDIT: Also, Cold, Plantman's getting an update as we saw earlier. He can apparently spawn flowers with items on them.
Quote from: "Celebi"(click to show/hide)
Quote from: "xColdxFusionx"Quote from: "Celebi"(click to show/hide)
I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.
Quote from: "Tails_Hatsune"I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.
Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
lolno, Sakugarne's mostly instakill. People will only use the rocks to stabalise themselves or hit below enemies. The rest will just use the abundance in main fire to kill people.
What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Hypocriteeeeee
You've said in the past you don't want Mega Man clones, but now you're trying to create them Smooth.
Quote from: "Lifeup J"Quote from: "Tails_Hatsune"I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.
Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
lolno, Sakugarne's mostly instakill. People will only use the rocks to stabalise themselves or hit below enemies. The rest will just use the abundance in main fire to kill people.
Sakugarne's Alt is very powerful, but it's chance of hitting is a bit low. That is to say, I mostly just charge at someone using it like Junk shield or Star Crash.
What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Hypocriteeeeee
You've said in the past you don't want Mega Man clones, but now you're trying to create them Smooth.
Maybe allow Quint to fire a spread shot, Like treble boost, instead?
Quote from: "Lifeup J"Quote from: "Tails_Hatsune"I think Quint should at least get have ammo for his alt, to nerf him a bit.
I kinda think that once the alt is activated, it would keep going until it runs out. You would then give it more ammo with the main; getting ammo and trying to kill at the same time.
Or something.
Give Quint ammo?! Hes as fine as is! If he gets ammo for Sakugarne, it just limits him more.
lolno, Sakugarne's mostly instakill. People will only use the rocks to stabalise themselves or hit below enemies. The rest will just use the abundance in main fire to kill people.
Sakugarne's Alt is very powerful, but it's chance of hitting is a bit low. That is to say, I mostly just charge at someone using it like Junk shield or Star Crash.
Spam Alt-fire + JUMP onto someone + ??? = PROFIT Don't run into people with shields and aim harder then. -_-
What I think though, is to give Quint some kind of... special buster. Then he would be perfectly fine.
Hypocriteeeeee
You've said in the past you don't want Mega Man clones, but now you're trying to create them Smooth.
Maybe allow Quint to fire a spread shot, Like treble boost, instead?
Then why would people play Bass for Treble Boost if Quint has an infinite version of his weapon, aarg.
When you see people spamming the altfire and running everywhere instead of, you know, jumping around on Sakugarne, something's wrong.
All I want for metalman is his damage factor to be 1 and not 1.5. He is basically Megaman with a buffed buster, SLIGHTLY higher jump and cannot use weapons or items. I think it would be balanced enough without weaker amour.First off, it's 2.0, not 1.5. Secondly, it's not just a buffed buster. It's a ~25 damage stunning ripping projectile, giving him more Hp would just be a stupid idea. Metalman already rapes enough, and just needs an alt to compensate for the blandness of the class.
Also change springman to red and shadowman to blue and white plz.
Speaking of that,where can I get KY's classes?But KY's Metalmang already has an alt pretty much dose that
wadhost, I believe.But wadseeker dosen't work for meeee :cry:
First off, it's 2.0, not 1.5.
http://wadhost.fathax.com/files/Classes-KYV5Y.zip
LOL i haven't downloaded it yet.
But, I managed to give Gutsman and Hardman an earthquake ability from falling too high, which caused everyone else to harmlessly bounce. The only problem was that it affected the entire map rather than a certain range...http://zdoom.org/wiki/A_Quake (http://zdoom.org/wiki/A_Quake) with Damagetype Wind (or something similar) would probably work.
Metal Man's alt should change the floor into a conveyor belt
That would be the most awesome thing in existence.Except it would also be a glitchy mess, the effectiveness of which would be entirely dependent on the map layout.
Freezeman
Freezeman with his main and alt will be what kills you and not the dinosaurs!
It will be interesting to see what Freezeman's alt will be.
Freeze Cracker lol
...Goddamnit.
DeniedSo you're refusing my proposal for whatever that is or is it a new alt?
If the obituary doesn't stay I will never play this mod again.
If the obituary doesn't stay I will never play this mod again.
I assume waiting for KY Freeze is the best we can do.
Instead of just giving him Blizzard Attack, Ice Man should be able to shoot rapid, but weak snowflakes similar to Frostbite's Ice Breath.That's what he dose. I'd rather he have the current icicle storm alt, though.
Quote from: "Korby"I assume waiting for KY Freeze is the best we can do.
I'm afraid that will never happen. I saw King Yamato a few weeks ago, and I asked him about whether or not he'll finish the MM4 classes.
He said he would, but after those, he was going to quit due to lack of interest.
but hey, at least we get Toad Man
And kill gyro and get Gyro Attack or fly.... I think that would make the weapon grabbers too good in my opinion.
Also why the Icealt hate?
Nah, ken told me about this alt. He told me it's more like a really weak piercing fast firing verticle bass buster-like spread that stuns. Other than that I've got no idea.Quote from: "Yellow Devil"Also why the Icealt hate?
Because Iceman having Blizzard Attack makes no sense.
...That makes even less sense!Freezing wind.
How about this idea for an alt:
Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.
Because that's how MMPU's Iceman Special Move actually worked.
It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.
Make it happen, YD!
>inb4 "No, screw you"
Maybe you can have use ammo over time to nerf it a bit, and you use your buster while it recharges.
The Sakugarne (????? Sakug?n?) is Quint's drilling robot from Mega Man II. Being a remodeled jackhammer robot Sakugarne is able to smash solid rock to pieces[1].Actually it's a robot. I'm just saying that it would minimally lose ammo and then wait about 4 seconds for it to recharge.
Quint (???? Kuinto?) is Mega Man from a peaceful future that was modified by Dr. Wily to fight against Mega Man in the present in Mega Man II. His main weapon is Sakugarne, a digging robot that looks like a combination of a pogo-stick and jackhammer.
This Wikipedia article[/url]"]Quint is not a Mega Man Killer, but is confused by fans to be one as he serves a similar role in Mega Man II, although he is not actually part of that line of robots. However, he does appear in Mega Man V after Enker is defeated, which confuses the fans further. His weapon is a jackhammer/pogo stick amalgamation called "Sakugarne" which can attack his foes by digging into the ground and creating debris to fly up and hit Mega Man.
>giving ammo to a melee weapon>slashclawwep
Quote from: "Musashi-COM">giving ammo to a melee weapon>slashclawwep
>topspinwep
:|
I personally don't think it should use WE when he's hopping around, considering that's his main mobility thing. Otherwise he's a Megaman without a slide. It should, however, require ammo for the alt attack.
Guys
What would you say if Crystal Man somehow gets a mainfire charge shot that, when fully charged, fires a big Crystal Eye that, upon contact with a wall, splits into 4 smaller projectiles that can only bounce 3 times?
The big Crystal Eye would do 40 damage, while the small ones would do 10 each.
Guys
What would you say if Crystal Man somehow gets a mainfire charge shot that, when fully charged, fires a big Crystal Eye that, upon contact with a wall, splits into 4 smaller projectiles that can only bounce 3 times?
The big Crystal Eye would do 40 damage, while the small ones would do 10 each.
After a long testing session of 5 hours, 2 servers, 13 disconnects, +500 bots killed, +3000 frags and an injured puppy, Class Based Modification has finally achieved perfect balance. Such achievement was made possible by creating the most possibly OP weapon ever imagined, and basing the whole mechanics of the game around every weapon having a way to overcome one tiny speck of a flaw in it.
And so, we bring you...
ICEMAN'S NEW ALTFIRE(click to show/hide)
Dr. Wily really did make him the coolest guy in the world!
After a long testing session of 5 hours, 2 servers, 13 disconnects, +500 bots killed, +3000 frags and an injured puppy, Class Based Modification has finally achieved perfect balance. Such achievement was made possible by creating the most possibly OP weapon ever imagined, and basing the whole mechanics of the game around every weapon having a way to overcome one tiny speck of a flaw in it.
And so, we bring you...
ICEMAN'S NEW ALTFIRE(click to show/hide)
Dr. Wily really did make him the coolest guy in the world!
(click to show/hide)
ICEMAN'S NEW ALTFIREPlease tell me this isn't a joke.(click to show/hide)
Dr. Wily really did make him the coolest guy in the world!
Quote from: "Yellow Devil"ICEMAN'S NEW ALTFIREPlease tell me this isn't a joke.(click to show/hide)
Dr. Wily really did make him the coolest guy in the world!
Oooh, I get it. They switched weapon with the Iceman class. It's really a Wily/Wily Capsule class. Because obviously, Iceman wouldn't be grey.
Dr. WilyThe Alien in question could be replaced by the Capsule, and they're just tricking us :p
Big surprise next version! No more alien!
How about this idea for an alt:
Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.
Because that's how MMPU's Iceman Special Move actually worked.
It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.
Make it happen, YD!
>inb4 "No, screw you"
That's right :cool:Dr. Wily really did make him the coolest guy in the world!(click to show/hide)
Quote from: "xColdxFusionx"How about this idea for an alt:
Iceman drops ONE icicle, which plants itself in the ground in front of him. This icicle is solid, providing an improvised platform, blocking incoming shots, etc. Dropping it on someone's head will deal huge damage, but won't create the wall.
Because that's how MMPU's Iceman Special Move actually worked.
It would turn Iceman into a more defensive/supportive class (which, from what I can understand, is kind of what he's supposed to be anyway) and less of a "I'm going to crush everyone with my random-ass icicles" class.
Make it happen, YD!
I love how this was talked about in a grand total of 2 posts...Quote from: "xColdxFusionx">inb4 "No, screw you"
Then this prediction came true.
Thanks, YD, for listening to your supporters. Thank you SO much.
I'd support this, but I haven't gotten to try out new Iceman yet so I can't tell if it's better or not.OK, so it wasn't TOTAL agreement, but he at least looked at it.
Yeah, I like that idea as well.
I like how no one gets the joke. That's actually one of wily's forms.
Oooh, I get it. They switched weapon with the Iceman class. It's really a Wily/Wily Capsule class. Because obviously, Iceman wouldn't be grey.
QuoteDr. WilyThe Alien in question could be replaced by the Capsule, and they're just tricking us :p
Big surprise next version! No more alien!
Thanks, YD, for listening to your supporters. Thank you SO much.
Disclaimer: BTW guys, this is a joke, and those are edited screenies.I had a feeling this was the case, but the fact that you brought it up fairly closely after I suggested an idea pissed me off.
Quote from: "xColdxFusionx"Thanks, YD, for listening to your supporters. Thank you SO much.
Bad ideas = No feedback
I tested it and it's sincerely a good thing, it can be used as a more durable but ground only item 1.Quote from: "Musashi-COM"Disclaimer: BTW guys, this is a joke, and those are edited screenies.I had a feeling this was the case, but the fact that you brought it up fairly closely after I suggested an idea pissed me off.Quote from: "Yellow Devil"Quote from: "xColdxFusionx"Thanks, YD, for listening to your supporters. Thank you SO much.
Bad ideas = No feedback
How about you actually try it out before you dismiss it as a bad idea? (http://www.mediafire.com/?5qn1gf88c0phynh)
OK, so I changed it into more of a wall, there's a minor glitch where the user can get stuck in it, and it may need some tweaks, but I think it could work.
Also the clone should die when the player who summoned him dies to prevent trolling and for canonocity.
I do agree that the clone should die when he dies, though.Gonna have to second this. The clone could use an overhaul either way.
One thing that annoys me however is that sometimes the class weapons are weaker than the normal weapons. If the robot master is the master at using their weapon, then why should it be weaker in any way?
But what I mean is, why would it ever be less damaging? I can't see any logic behind the master of the gemini laser having a weaker one than Megaman.
It is because Robot Masters have a rechargeable ammo meter and can infinitely use their weapons. If every robot master had their own weapon, Hardman would be beyond OP, while Fireman would be amazingly UP.
You realize you're supposed to use his alt, then rape with mainfire, right?
The reason he nerfed it is because people just kept spamming his main like a baus and forgettingt his alt.
Why? Not because of the delay between mainfire shots. I'm talking about the delay before the first shot.learn2read :ugeek:
-snip-
Now, if the delay between shots was not before the shot, and the delay were after each shot, then his mainfire would be more useful, while still not being spammy. The first shot is key to Sparkman's success, and without it, he's somewhat screwed and UP. A minor change, but I feel like it could help out the poor guy.
Also, I did some studying myself with Freeze Man, and I'd like to say, could we possibly get a damage buff for the roof and floor icicles? Considering he'll get the norm Freeze Cracker for alt, that splits into six unlike the primary's four, that will be the better choice for most encounters. But considering the primary's icicles do the same damage, or very close to it, as the regular projectile, while also being quite harder to land, they'll feel useless. Giving them a damage increase will give a reason to use the primary, instead of being forgotten, and give more utility to Freeze Man. Thoughts?
Also, I did some studying myself with Freeze Man, and I'd like to say, could we possibly get a damage buff for the roof and floor icicles? Considering he'll get the norm Freeze Cracker for alt, that splits into six unlike the primary's four, that will be the better choice for most encounters. But considering the primary's icicles do the same damage, or very close to it, as the regular projectile, while also being quite harder to land, they'll feel useless. Giving them a damage increase will give a reason to use the primary, instead of being forgotten, and give more utility to Freeze Man. Thoughts?
I agree with this. It's hard enough to hit with the icicles at all (mayb that's just me), let alone, say, the Skull Castle Entrance stage. I think the icicles should have SOMETHING going for them. Then again, you can make quite a lot in a short amount of time, so.....yeah.
HEADS UP LIKELY TO CONTAIN TYPOS Odd, since I am quite a nuisence at the very subject from time to time.
Well mycomplaintsthoughts Cough Cut Man Cough on balance (LOL lobster u never post'd in this her' topic b4) aside. I would like to say this. Most of us discuss [Just to put it lightly] about this balance. The best way I can put this is. Think of Fighting Games when it comes to balance. In most cases it is more balanced when there is a smaller cast.
Also, a bit of shameless advertising, but Snake Man has an aimable primary in the KY Classes. I'm not sure if this helps Snake compete with flying classes, but it was intended to...At least, I intended it to...We honestly had no clue that KY was going to add aimable snakes to his classes version. Hell, at the point we came up with the idea, I didn't even know he was still working on the thing. Great minds think alike.
/me sees YD post while I'm typing
Hey! Aimable snakes, whaddya know...
Changelog cuz curiousity
Time to see what the hell's going on this time...(click to show/hide)
Leaving for a week soon
k
Protoman currently has a shield, with which he can hide behind while charging his lightning-fast 2HKO. Megaman has a slower projectile, a 2HKO as well, and no shield, so he could be very easily killed before firing a shot. Plus, YD said it was a strong 3HKO. 40 damage per hit doesn't seem that bad of a nerf to me. At least there's more motivation to play Megaman now.
If you're going to reject my idea, at least freaking tell me why!I'll tell you why, then. It's quite out of place and really not as useful as you think it is.
[*]Bots get infinite ammo!... Have fun trying to beat the campaign now!
Quote from: "xColdxFusionx"First of all, if the icicle is going to drop out of the sky in front of you in a similar fashion to the random icicles of the current version does, it's going to be a die-roll as to whether it hits or not. Timing a hit with it is going to be ridiculous, and almost completely luck-based.
Hence why it deal 60 damage per hit. If you manage to hit with it, you deserve a big hit.
The secondary function has slightly more merit to it, but a makeshift barrier is going to work for an all of two or three seconds unless you use it in a very small corridor, after that people can easily sidestep it.
Hey, you're forgetting something; it also provides a platform so you can basically Item-1 your way up to certain platforms.
Finally, Ice Man as a class does not need something like this. Sorry, CF, but there are other better ideas for altfires out there, and quite frankly I think the current new one is one of them.
Ice Man also doesn't need to turn into Yamato Man. Did you ever think about that?Quote from: "Sora"I believe all this got hashed out over here (http://cutstuff.net/forum/viewtopic.php?f=34&t=3415&start=40), my good man. :ugeek:
Hey guys
What's a good idea for a Metal Man altfire?
Well, it doesn't HAVE to be a good idea. But try aiming for that. Or something :|
>implying Bikdark's opinion is legit
Quote from: "Musashi-COM"Hey guys
What's a good idea for a Metal Man altfire?
Well, it doesn't HAVE to be a good idea. But try aiming for that. Or something :|
Metalman jumps on one of those gears from his stage and starts rolling around. Hey, it's at least somewhat original.
Come now, Musashi, atleast now I'm not the only one who supports the idea.Quote from: "xColdxFusionx"Metalman jumps on one of those gears from his stage and starts rolling around. Hey, it's at least somewhat original.
God damnit >_>
how about...
an instagib metal blade, that recharges very slowly
Changelog cuz curiousity Comments cuz bandwagon(click to show/hide)
Leaving for a week soon
Which is why any Protoman player worth his salt keeps his distance from everyone. He snipes with a 2HKO, and a shield makes it almost impossible to hit him effectively. Keyword: effectively. While most weapons can hit past Protoman's shield, you're factoring out the player's capability to dodge along with blocking attacks. Admittedly, Protoman is not hard to hurt, providing that he's dumb enough to stand still and let you kill him.
You seem to be factoring out the other player's ability to dodge the Protobuster. Again, he's basically a Sniper; his attack has a small hitbox, and that's how it's balanced. Why not just make it smaller?
Also, if Protoman's buster nerf (which I must point out is his only nerf) is too much, YD can just as easily fix it back to the way it was. It's not like this is the final version of Classes or anything.
It's called "getting it right the first time." It works a lot better.
Musashi, thank you for most likely shutting Cold's trap.
That's a bit direspectful, don't you think? :|
Musashi, thank you for most likely shutting Cold's trap.
If you're complaining about a CopyWep class getting a default weapon damage nerf, then you're playing CopyWep classes WRONG.
I love how I suggest ideas and all I get is crap from everyone.It's because you shove them down everyone's throats if they don't notice it enough or don't like it. People said they didn't like your Iceman altfire, yet you continued to tell them to put it in. Also, that wasn't whining. You're the one whining here.Quote from: "Bikdark"Musashi, thank you for most likely shutting Cold's trap.
I love how you think I'm actually going to shut up just because someone is whining at me.
Quote from: "xColdxFusionx"I love how I suggest ideas and all I get is crap from everyone.It's because you shove them down everyone's throats if they don't notice it enough or don't like it. People said they didn't like your Iceman altfire, yet you continued to tell them to put it in. Also, that wasn't whining. You're the one whining here.Quote from: "Bikdark"Musashi, thank you for most likely shutting Cold's trap.
I love how you think I'm actually going to shut up just because someone is whining at me.
On an unrelated note, I found a bug with Protoman where you can block Yellow Devil parts with the shield to screw up his formation.
I was there. Every time I saw you, you flew right into the crowd and weren't even charging your shots. Protoman isn't meant to be played like Needleman.. :|
I know and I wouldn't care if this was fixed or not, it just looked funny to share (Protip: To make it better, activate fly and god modes and move around all you can and you eventually will block all the parts and only the eye spawns).Quote from: "Trollman"On an unrelated note, I found a bug with Protoman where you can block Yellow Devil parts with the shield to screw up his formation.
Class based modification wasn't really meant to be played in campaign mode, actually. So that's something that won't probably be fixed lol
Charged buster? Not accurate? You might want to see if you were trying to juggle chainsaws while on a unicycle first. Really, it's easy.
v2a made it so all bots try and pick their respective classes.
{
name = "cnMegaman"
accuracy = 4
intellect = 3
evade = 2
anticipation = 1
reactiontime = 2
perception = 1
favoriteweapon = "MegaBusterWep"
color = "00 00 00"
gender = "male"
skin = "Base"
class = "Megaman"
revealed = true
script = "humanbot"
chatlump = BOTMEGA
chatfrequency = 50
}
Proto Man is a dilemma, because people want to play as him in two different ways. The first one is where the user hides behind his little shield forever (this playstyle is the one that caused the nerf to his Buster). This is most commonly used in LMS, since players are only given their Buster. This style justifies his severe lack of health.This. Oh dear lord, this.
However, there is a second playstyle that people like to try to use. This is where they act similar to Mega Man and use other weapons. This is used mainly in most modes that aren't LMS...Or Buckshot. While he should be allowed to do this, this is also where it becomes problematic. As people who do this are no longer using their Buster, they aren't using their shield. This means all justifications for giving him low health are now useless.
Basically, these nerfs to Proto Man will only work for the people who spam Proto Buster. Everyone else is left to suffer.
EDIT: Korby you jerk, you never did respond to this, did you?
KEEP IT FRIENDLY - No flaming other users. Heated debates are fine, but if it gets to the point you're calling each other names then action will be taken.Excuse me?
I think it's fine as is.
I recall Kenkoru suggesting something very similar to that a while ago. With balancing Charge Man, I think it would be best to take his word since he's probably the most experienced Charge Man user.KY's Charge Man is perfect look at his.
Technically it's up to YD and I don't recall him saying anything on the matter.
And he won't be saying anything on the matter for another week.
Just been trying out Oilman, and I actually think he's pretty good, but is his oil going to be floatable and burnable in the next version? That would make it more fun.
"Autobots, roll out!" would totally be better.
Proto Man is a dilemma, because people want to play as him in two different ways. The first one is where the user hides behind his little shield forever (this playstyle is the one that caused the nerf to his Buster). This is most commonly used in LMS, since players are only given their Buster. This style justifies his severe lack of health.Why not make Megaman, Protoman and Bass' alt-fire work with the added abilities?
However, there is a second playstyle that people like to try to use. This is where they act similar to Mega Man and use other weapons. This is used mainly in most modes that aren't LMS...Or Buckshot. While he should be allowed to do this, this is also where it becomes problematic. As people who do this are no longer using their Buster, they aren't using their shield. This means all justifications for giving him low health are now useless.
Basically, these nerfs to Proto Man will only work for the people who spam Proto Buster. Everyone else is left to suffer.
Why not make Megaman, Protoman and Bass' alt-fire work with the added abilities?Because it would mean remaking nearly all the original weapons to give them the slide altfire, along with recolouring them all. However, I do think this is a good idea in terms of colours....
It makes more sense since Megaman and Bass could slide kick with their weapons in the game anyway, so why not?
Napalm Man's taunt at 0:25! (http://www.youtube.com/watch?v=sBksHaTQCbU)That's probably as appropriate as we can get.
I still think Napalm shouldn't get a taunt because he never appeared in the show.
Are there any feet related robot masters? (http://www.youtube.com/watch?feature=player_detailpage&v=p8H1RjjoGKs#t=62s)I think the closest is Charge Man (His weapon is Charge Kick).
Napalm...Isn't that just supposed to be gas and dish soap? So it sticks and burns?It's like gasoline/acetone and a thickener, like styrofoam. I also have no idea why Napalm Man was just your average explosives robot. I expected some sort of carpet bombing fire attack thing.
So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?
A change to Fireman?
What for? He's fine to me.
Shoulder missles!Possibly an item to set napalm trails, and use the bombs to light it? In Battle Network 5, he had a Fire Vulcan ability, which was essentially a machine gun, cross-explosion napalm bombs and turrets.
NAPALM!
He's a tank fer god's sake
Quote from: "Bikdark"So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?
He needs more weapons
Shoulder missles!
NAPALM!
He's a tank fer god's sake
Quote from: "Yellow Devil"Quote from: "Bikdark"So Napalm Man does need a change, I see. Would this be a full-on new attack, or just a tweak to one of his weapons?
He needs more weapons
Shoulder missles!
NAPALM!
He's a tank fer god's sake
He used his shoulder missiles in Power Fighters. You could take a look at that for inspiration.
That said, as far as I'm concerned he's fine as is. This mod already takes a few too many liberties with the characters, which hurts that whole "emulate the Robot Masters as they appeared in the games " feel to it. I understand some are necissary, but this whole "because I CAN" thing just feels like you're going overboard with the whole thing.
Each robot master should play just how they did in game!
Each robot master should play just how they did in game!
I've been actually thinking that YDClasses is more about exploiting the RM's canon battle capacities rather than a bossport mod. It evolved from that, probably because YD wanted to, well, be a little bit more creative.
Wily as a ninja would make me laugh so hard though but yea I agree with the above.(click to show/hide)
Oh, yeah, forgot.(click to show/hide)
It's very simple. Can't pick up weapons, no shield, alt is just a jump (because they do that in MM1, I believe).
Made it so that the Sniper Joe bots would have a class in the campaign. The fact that those bots went un-classed in the campaign was slightly annoying, so, well, yeah.
Quote from: "FiniteZero"Oh, yeah, forgot.(click to show/hide)
It's very simple. Can't pick up weapons, no shield, alt is just a jump (because they do that in MM1, I believe).
Made it so that the Sniper Joe bots would have a class in the campaign. The fact that those bots went un-classed in the campaign was slightly annoying, so, well, yeah.
What about DocRobot and the Darkmen? Don't they need classes as well?
By the by, I created Dark Man 1-3 classes. 1 and 2 are dull, due to having only one attack each, but 3 looks promising.
Speaking of random, could there possibly be a "random" bot selection when doing bot setup on offline skirmishes? This way, the randoms would be different each round and you wouldn't have to go back in bot setup, clear the list, and set different bots each time you wanted to change up the bots.
Maybe I could put out what I got so far, and you guys could play around with it?I would love to play with Dark Men and another Doc robot, so go ahead for me.
Quote from: "TheDoc"Speaking of random, could there possibly be a "random" bot selection when doing bot setup on offline skirmishes? This way, the randoms would be different each round and you wouldn't have to go back in bot setup, clear the list, and set different bots each time you wanted to change up the bots.
AHEM. This is still here.
Quote from: "FiniteZero"Maybe I could put out what I got so far, and you guys could play around with it?I would love to play with Dark Men and another Doc robot, so go ahead for me.
My idea for Darkman 1 class (even though someone made it):
He can travel at quite a good speed and when moving forward, anyone in his way will take some damage. His main fire fires a powerful plasma shot (which really is quite fast and powerful). Not too sure about what his alt fire could be though. He has 0.8 damagefactor for all weapons except water wave. The only problem is, he cannot strafe or jump. (Think about it, this would actually be quite fun!)
Quote from: "Michael712"My idea for Darkman 1 class (even though someone made it):
He can travel at quite a good speed and when moving forward, anyone in his way will take some damage. His main fire fires a powerful plasma shot (which really is quite fast and powerful). Not too sure about what his alt fire could be though. He has 0.8 damagefactor for all weapons except water wave. The only problem is, he cannot strafe or jump. (Think about it, this would actually be quite fun!)
THIS.
1.Powerful shot
2.Contact damage (No stunlock, mind you)
3. 0.8 damage from weapons
Just make him be able to strafe/jump...
All a health boost will do is make it take longer to kick his ass.True that. Exhibit A! Hard Man. I think you people know how I feel about him and how useless he can be due to his nerfs.
Also, if we have a Sniper Joe class, here's my view on it:made a joe class a while ago but never bothered to upload it
-Has a shield. Only drops it when attacking
-Main fire is a fast and small bullet that does around 15-20 damage
-Altfire throws a grenade
-Very slightly higher speed and jump, but not by much.
-1.6x damagefactor. Maybe somewhere around it.
I've tried not jumping at all in roboenza using the Darkman1 skin and I found it very fun!
Also, if we have a Sniper Joe class, here's my view on it:
-Has a shield. Only drops it when attacking
-Main fire is a fast and small bullet that does around 15-20 damage
-Altfire throws a grenade
-Very slightly higher speed and jump, but not by much.
-1.6x damagefactor. Maybe somewhere around it.
Maybe the amour and attack damage will need a buff but oh well. He should be too powerful in any way. My view is based around the MM1 joes (there is a skin for that) with the addition of grenades.
I don't mind Darkmen but Sniper Joe is just going too far
No. Not unless Ice resurrects it, or there's an actual purpose to why it was bumpedOh, thanks for telling me.
You're making an Auto class, who has only ever been seen in battle with a bazooka. You're making him the equivalent to the TF2 Engineer.
How is making a Sniper Joe class too far?
Sniper Joe is hardly a character! If we follow that logic, we might as well add in a Metoll class as well.
In short, this mod has limits that we are settin'.
I have been playing the classes in Single player, and I have noticed that Doc Robots, and three Dark Man types have no classes and show up as Mega Man
What would the proper Class setup be for Doc Robots considering Doc Robots in MM3 could use Complete Robot Master attacks?
*Inserts crazy and no way will ever be excepted idea for Doc Robot*
What if Doc Robot could have a random MM2 main and alt for like 20 seconds and then it flips to another random MM2 main and alt (example when he spawns he gains Quick Man's boomerang and Heat Man's heat tackle, after 20 seconds he rotates to Bubble Man's bubble lead and Flash Man's broken time stopper, and repeat). And it seems like that could be the idea if you look at Doc Bots actual art work.
If a class picks up an item for half a second, you can be very fast and trigger it the extremely short time it's still there (I use this for making use of E-Tanks)
Thanks but no thanks... I'd rather wait till YD releases it oficially.
I just had a bizzare idea for a Crash Man skin:The alternate crashman skins will probably just be using the different crash bomb graphics.
Clash Man.
This skin has him and his weapon in monochrome, and styled after Clash Man from Mega Man II on gameboy.
DesignatedTeam team (development version r3113+ only)quoted directly from the wiki page http://zdoom.org/wiki/Actor_properties (http://zdoom.org/wiki/Actor_properties)
Assigns the actor to the specified team by number. In team play, the actor will not take friendly fire from teammates unless the teamdamage CVAR is set. If the monster is friendly, it will not target said teammates.
Yeah, his current weapons are OK, but I usually see Napalm Man as a robot with lots of weapons.
There are only a few fine tunings needed before 6b is complete, so hold on to your ani!Fixed ;)
Napalmman has been targeted for an overhaul. However, since 6b is taking so long, we'll be saving the rest of Rainbow Whale (Hard, Centaur, Napalm etc.) and the Darkmen for 6c. There are only a few fine tunings needed before 6b is complete, so hold on to your anuses!
Now, all I need is KY Enker in this mod and it'll be perfect!
[*]Slight Fireman changeup. His mainfire no longer rips, but it spawns a stationary flame on hit. He also uses the Firestorm shield like he did in Powered Up. To compensate for this firepower increase he takes more damage.
Hmmmm, I can't exactly say I will fully like this, but I might do. It better not be 1.5x like Metal and Elec -_-
[*]Cutman, Quickman and Slashman can now walljump by hiting jump in midair next to a wall.
Awww yeah! Just like Rockman Cro- *shot*
Why Quint Buster have the spread thing? is only a question... :)
[*]Cutman's jumpheight nerfed.Bye Cutman, nice playing as you.
Quote[*]Cutman's jumpheight nerfed.Bye Cutman, nice playing as you.
[*]Cutman, Quickman and Slashman can now walljump by hiting jump in midair next to a wall.
Hey, I had already read that. It's nothing more than a useless gimmick the way I see it. Much of my success as Cutman is thanks to that high jump, and nerfing it sounds more like the idea came from someone who always gets their ass kicked by the class when they can just get away from it. It certainly doesn't help the fact that Cutman's armor is lower than Megaman's and that projectile classes nearly always have the advantage. And don't even get me started on camping flying classes when it comes down to 2 people in LMS/TLMS.Quote from: "Knux"Quote[*]Cutman's jumpheight nerfed.Bye Cutman, nice playing as you.Quote from: "Yellow Devil"[*]Cutman, Quickman and Slashman can now walljump by hiting jump in midair next to a wall.
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman'sIt's not.ENERGY LEGSjump getting nerfed in the process is a fair trade off.
then perhaps when i try it for myself i'll see which way is better, since cutman is my primary class. perhaps i'll understand where you are going with this. now about that napalmman taunt... sheesh, psp typing is a pain in the arse.Quotepersonnaly, i think cutman having a wall jump is a great idea, and i think that cutman'sIt's not.ENERGY LEGSjump getting nerfed in the process is a fair trade off.
personnaly, i think cutman having a wall jump is a great idea, and i think that cutman'sENERGY LEGSjump getting nerfed in the process is a fair trade off. and if we give naplamman the demo's (TF2) taunt "KABOOOOOOOOOOMMM", i will walk a happy man.
Dat changelog
It's a fine tradeoff, considering Cutman can do upwards of 60 damage with one cutter. That's not even factoring in the rebound.Quotepersonnaly, i think cutman having a wall jump is a great idea, and i think that cutman'sIt's not.ENERGY LEGSjump getting nerfed in the process is a fair trade off.
Quote from: "Yellow Devil"Dat changelog
It's... Too beautiful. Punk alt cancel? A Metal Man alt? Gravity Man can finally walk on the ceiling? All those balance changes I wanted?
I think I'm in love. I truly cannot wait to try out 6b, it shall be amazing.
Even if he made Wave's alt make him hop onto a Wave Bike and proceed to do some robot roadkill (good idea for Classes with Science yes?), it's different, it's not heavily based on someone else's coding, and you don't see that work put into these classes.So make heavily different things with no quality control whatsoever?
"Wave Man is just Mega Man with a different buster, different stats and infinite Water Wave. He needs to be more original"
"Let's give him *random ability*"
PROBLEM SOLVED
KYClasses and YDClasses differentiate from each other because the former limits its classes's abilities to what the numbered NES games dictate for the sake of consistency, where the latter broadens itself to what more games dictate for the sake of creativity. Even so, there is a limit between what is doable and what is not when it comes to class development in YDClasses, which is mostly determined by the general official Classic canon, which encompasses almost any Classic game.
Demanding more creativity to Wave Class (and specifically demanding it through giving him a wave bike) is like that old joke about giving the TF2 Heavy class a jetpack.
Quote from: "Musashi-COM""Wave Man is just Mega Man with a different buster, different stats and infinite Water Wave. He needs to be more original"
"Let's give him *random ability*"
PROBLEM SOLVED
KYClasses and YDClasses differentiate from each other because the former limits its classes's abilities to what the numbered NES games dictate for the sake of consistency, where the latter broadens itself to what more games dictate for the sake of creativity. Even so, there is a limit between what is doable and what is not when it comes to class development in YDClasses, which is mostly determined by the general official Classic canon, which encompasses almost any Classic game.
Demanding more creativity to Wave Class (and specifically demanding it through giving him a wave bike) is like that old joke about giving the TF2 Heavy class a jetpack.
I'd at least suggest taking a page from KY's book with Wave Man. More creative, closer to the games, and less copywep copypasta.
I'm all for giving Napalm Man an arsenal, though, as was suggested earlier. Power Fighters might have a few tricks you might be able to import...
I personally think that Roll is a very boring character and a class of Roll would be very boring.
You get a mop.
Big fucking whoop.
Only kidding, but if that's right that would be funny to see...
I personally think that Roll is a very boring character and a class of Roll would be very boring.
You get a mop.
Big fucking whoop.
Then let's make a bunch of roll classes for the extra classes. (Classic roll, ninja roll, alley cat roll...)Quote from: "LlamaHombre"I personally think that Roll is a very boring character and a class of Roll would be very boring.
You get a mop.
Big fucking whoop.
B-but I needs to play as kawaii ritturu giiiiiru!
A) Make a Dark Man 3 HUDThis one's needed for the actual mod so anyone who does this is pretty cool
That and there is not a single good idea for a Roll classNot one? Not even the fact that Roll bot will always be Megaman?
It's because Roll is a character that is should be worthy of this mod, partly because of the bot thing I guess. and because he's a great character
You know what? I'm getting tired of all this "I'm a troll, there's no Roll" crap. I'll just make the attacks myself.I already said I was making Roll but ok.
I just need a bucket HUD and someone to handle the "classes" side of things. I'll handle the weapons and such.
lol okay, that's fine. I'll just do more BN stuff then.Quote from: "SmashBroPlusB"You know what? I'm getting tired of all this "I'm a troll, there's no Roll" crap. I'll just make the attacks myself.I already said I was making Roll but ok.
I just need a bucket HUD and someone to handle the "classes" side of things. I'll handle the weapons and such.
It's a long barrel weapon, so yeah, we interpreted that as a sniping role. Also, a class that stuns you to run away and snipe you is more interesting than the other classes that stun you and proceed to kill you in place, especially since Darkman2 is supposed to join those ranks.For the love of crap, make sure he has a scope.
scope would'ent be for head shots. just to see far targets better and get a better shot while hiding.
just gonna drop this here...
wep1-dark buster.
alt-dark sniper.
let me guess, all we need is the medic and we can have a TF2 mod right?
Because Snipers are only from TF2, right? And the one in this mod is going to be so much like them all, yeah? He doesn't even have a scope.
Even if we have classes that are inspired from TF2, not a single one is directly ripped from it. Shadowman doesn't have a revolver or a knife that instantly kills on backstabs. He has a boomerang. Needleman doesn't have a hitscan weapon, or a shotgun/way of healing. He has a stabby pokey thing, like in MM3. Crash's only similarity to Demo is his remote mines, which are in several games, not just TF2.
In other news, there probably isn't a single class that could function as a medic so yeah.
And Eddie....think about it. He's be great in team modes!Quote from: "Korby"Because Snipers are only from TF2, right? And the one in this mod is going to be so much like them all, yeah? He doesn't even have a scope.
Even if we have classes that are inspired from TF2, not a single one is directly ripped from it. Shadowman doesn't have a revolver or a knife that instantly kills on backstabs. He has a boomerang. Needleman doesn't have a hitscan weapon, or a shotgun/way of healing. He has a stabby pokey thing, like in MM3. Crash's only similarity to Demo is his remote mines, which are in several games, not just TF2.
In other news, there probably isn't a single class that could function as a medic so yeah.
*coughAutocough*
scout- bass
Double Jump is from Rockman and Forte.
soldier- drillman
Blame Capcom
heavy- needleman
He is the class most suited to be the Heavy, yes, but he's not a carbon copy as most people seem to believe.
demo- napalmman
Not really. The only thing similar would be the Napalm Bombs, but the Demoman doesn't have trouble strafing and certainly doesn't fire rockets out of his head.
spy- shadowman
Again, yes, his cloak was inspired by the Spy's.
engie- none
You could argue that Geminiman is an engineer as he spawns clones.
sniper- darkman3
Yes, but not like a traditional sniper.
medic- plantman
Medics can heal more than one person.
pyro- fire/flameman
The pyro has a short ranged flamethrower and an airblast. Neither Fire nor Flame Men have either of these.
soldier- drillman
I'd like to see the soldier hide underground for an ambush attack.
Also, Who cares if anything is similar to TF2.
I see nothing wrong with the original plantman, as he's prefectly balanced and enjoyable and stuff. Healing teammates might make him a tad OP.
Well is there not a class in the future who could heal others? Like Dynamo Man or Splash Woman or something?
Hey, Dynamo Man would work, if the MM8 expansion ever comes.
Dynamo Man healing people wouldn't exactly make sense, if you ask me.
nothin' beats oilman spraying his oil on you to heal you
[*]Added a second weapon for Shadowman.
[*]Magnetman pull alt now pushes.
[*]Classes just don't pick up ammo anymore.
[*]Gravityman can flip onto the ceiling with his item.
Ice man is now cheap, the blizzard alt fire does way too much damage. I think that if you are to do that, than you should give it less range, and do less damage. That way i think he would be less cheap.
Just a warning: you won't get away with that.Just going to say that if having changes like that aren't allowed, then having an Airman class when you guys already do is also illegal.
I am disappointed that woodman is the same as he was inside v6a, i was hoping for a change. maybe making his leaf shots more rapid fire or something
This needs to be updated, although last time I actually discussed with the testers, there were no proposed Wood Class changes...(click to show/hide)
Eventually, by the time the megaman 8-10 robot masters are done, I hope that everyone gets taunts. I just think that if everyone were to get taunts it would make things a lot more interesting.It's not necessary to add taunts for everyone. It's mostly very situational, and depending on the RM and quote. But then again, YD will probably go all like "if you find them and everyone thinks it's super cool, I'll add them"
Ice man is now cheap, the blizzard alt fire does way too much damage. I think that if you are to do that, than you should give it less range, and do less damage. That way i think he would be less cheap.You can't hurt armored enemies using Ice Man's altfire, which is what counters it. Those classes who don't, well, they're fucked. Sorta.
I was hoping for that dive charge on dive man, it would have made him completeAgain, check that image on the first response. Dive Man needs no changes.
I am very disapointed in drill man, either he does more damage or his shots are make them more controlled. I find it very difficult to hit people with his drill bomb, and his drill dig should do a bit more damage. So far, I have never defeated one person with the drill dig, ever.As far as I'm concerned, Drill Man's altfire is more of a escape ability rather than an actual attack. Yes, you can kill people with it, but it's very hard to pull off, and we're not really going all the way to make it more kill-friendly when it's mobile purpose is much more rewarding than it's offensive purpose. See it as a sort of rocketjump.
Give shadowman his slide, and change his color, he doesn't look right. And since you got the wall jump going give shadowman his wall jump, he would be way better.Well, he does have a wall jump in the arcade games. And a giant frog summon. And a kunai. And clones. And a slide.
Wily, is awesome. I am sooo happy that you changed him, now he isn't so bad. The only thing is that i am sad you took away his alien, i liked that enhancement. But i am surprised that you gave him the wily capsule, very good.In a sense, Capsule form is the Alien's spiritual succesor. You just have to wait more to use it again, which was kinda what made Old Wily cheap, aside from the old Wily Gun damage values. Also I just realized this was my first time trying out the latest Wily holy shit.
I don't know if that is possible, but i hope you can make burst man encase people in bubbles, that would be way better.That would be OP
shade man should drain peoples health on contact, i don't know if that is possible. And give him his medusa, turning people into stone move, then he would be perfect.That would require an overhaul of the class (the SPARK crusade). And his flying attack already sucks people's health, so there's no need to make it more user-friendly.
Ring man is soo weird, i think i may need more practice, but i will bring it to your attention if there are still problems.Altfire and mainfire are the same, they're just individual rings. Press once to release, press again to call the ring back.
One thing is to take a different direction, innovating and reworking classes, another one is scavenging and flat out copying codes that are already released. But oh well, I know nothing, right?Quote from: "Chimera Man"Just a warning: you won't get away with that.Just going to say that if having changes like that aren't allowed, then having an Airman class when you guys already do is also illegal.
Sorry for being hot-headed. I just thought it would be better if he added credit...
On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah.
On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah.
On a side note, if you dash at a wall and keep walljumping, you can essentially climb the wall. Don't know if this can be fixed, but yeah.I believe this is actually intentional. Doesn't explain why Cut Man still has it, though.
Also also, I'd imagine, eventually, waaaay down the line, Pirate Man's taunt will be "You are a pirate!"He'll probably end up with a Demoman quote, as he's rather begging for one.
He'll probably end up with a Demoman quote, as he's rather begging for one.
PLainoldlius
PLainoldlius
Credit for conceptual collaboration?No, you are one to remain silent. Do not kid yourself for a second that any of the changes you made are "collaboration".
Nah
EDIT: Well, it's up to YD. CMM credited me for "coming up with Sakugarne's functionality", so I should not be the one to speak
But let's put the hostilities aside. We need some healthy, mutual respect from both sides if we ever want both these versions to co-exist.Yes, but ripping concepts from one mod and grafting them onto another is neither mutual nor respectful.
Found a much better Pirate Man taunt. (http://www.youtube.com/watch?v=GVXCr6upWUo)
They're not taking ideas from KY, Roc, they're taking ideas from the games.
*blah blah KY has no right to be talking blah blah blah*
*blah blah Collaboration of ideas blah blah*
That "you are a pirate" clip is just too...obvious.
Quote from: "Musashi-COM"That "you are a pirate" clip is just too...obvious.
Like obvious is BAD. Obvious means it's so fitting that everyone thinks of it, thus, it's perfect.
What the hell is it with everybody wanting TF2 taunts in this? This isn't TF2!
Why are you implying that KY himself came up with the idea of Gman ceiling walking, CF?
And KY didn't rip off the entire YD mod?Quote from: "Bikdark"Why are you implying that KY himself came up with the idea of Gman ceiling walking, CF?
Nah, just implying you guys saw that he got it to work and ripped him off.
And KY didn't rip off the entire YD mod?
Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably
Rip off implies a shoddy knockoff of the original. As you probably haven't seen, KY Classes has become an expansion of its own.
Rip off would better be used to describe Jax's attempt at taking what worked for the KY Classes and acting as a parasite, feeding off its success.
Rip off implies a shoddy knockoff of the original. As you probably haven't seen, KY Classes has become an expansion of its own.I'm not posting anymore about this apparent idea theft. It's an idea, not something with actual value.
"Rip-off" does not directly imply shoddy.
Rip off would better be used to describe Jax's attempt at taking what worked for the KY Classes and acting as a parasite, feeding off its success.
KY leeched off of the success of YD's classes, Jax takes an idea from MM5 and made it slightly better than KY's ceiling switching by flipping the hud.
Time to time-travel because I missed something that relates to thisYou honestly don't notice how my gravity accelerates upward.Quote from: "Yellow Devil"Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably
Considering how blatant and accurate the changes were, I wouldn't be surprised if he simply re-typed the code line for line.
All the fucks I give, Cold, you're drowning in them.
I just fired up 8BDM to see if this was true... and he's right. You might not like it, but face it, Jax did all the work on his own.Quote from: "xColdxFusionx"Time to time-travel because I missed something that relates to thisYou honestly don't notice how my gravity accelerates upward.Quote from: "Yellow Devil"Jax coded those changes himself, maybe he had your mod in his mind but we didn't copy a single line
probably
Considering how blatant and accurate the changes were, I wouldn't be surprised if he simply re-typed the code line for line.
Or how it travels normal speed on the ceiling.
Or how firing the buster has no effect on the drain of the bar.
Or how normal speed the reverse jumps are.
All the result of me not following KY's code and just doing it on my own.
Question: Is it possible to rectify the boomerang loss?After a set amount of time, your boomerang returns to you even if it hasn't actually returned to you. This is to make it so that if you lose your boomerang, it's not gone forever, but people can't have ~5 boomerangs out at the same time(outside of Waveman)
In mod related stuff: How the blankity blank does Heat man's alt work?!
Ah, so he's basically in the same "family" as Skull Man, then? Interesting...
*blah blah STFU NOOB blah blah*
Shut up and practice with what you have, people. It's the simplest solution to end this classes war.
Y'know what I used to find hilarious about all the OP Hardman ranting? He was barely changed at all from the original Hardman. He was still slow, his fists still did 80 damage etc., yet suddenly everyone started crying because he was apparently "OP". Was he actually any different to the original back when everyone was calling him OP? or you were all just bullying ydThat was when Celebi DOMINATED EVERYONE with Hard Man. Which I can parallel that with me usin' KY's Tomahawk and when Rose (PinkKittyRose) dominated as Top.
if wily is giving you trouble, then don't let him get away
I find these kind of situations rather silly since folks want to nerf a class just because a single person made the class look all too powerful for any good. The solution to these said problems is to simply get better.
That was when Celebi DOMINATED EVERYONE with Hard Man. Which I can parallel that with me usin' KY's Tomahawk and when Rose (PinkKittyRose) dominated as Top.You never influenced any changes on Yamato's mod.
The previous version of KY's Tomahawk and the current version are exactly the same. Heck, even when I was part of the KY development team for a little bit, no one had brought up Tomahawk as a problem. It was that fateful night with I visited Smeckie's server and... ya guessed it... dominated the server with Tomahawk. I find these kind of situations rather silly since folks want to nerf a class just because a single person made the class look all too powerful for any good. The solution to these said problems is to simply get better.
skullman is 100% fine as is. you know, i hear shreaders are his weakness.Nobody wants thier favorite classes nerfed because we love
yep, wily has a infinite ammo homing weapon and the wily gun, and the wily capsul boss's attacks
yep, wily has a infinite ammo homing weapon and the wily gun, and the wily capsul boss's attacks
shadow... WITH A OHKO????? HOW DOES THAT WORK???????
and metalman... climbing walls...
with a metal blade...
can he chainsaw with that blade??
shadow... WITH A OHKO????? HOW DOES THAT WORK???????
has 2 weapons, megaman's shadowblade, and the shadowman one, hit someone point blank causes instant double hit and instant KO
and metalman... climbing walls...
with a metal blade...
can he chainsaw with that blade??
yes
I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.
That is all.
Are you kidding me? Wily is completely fine.Quote from: "Daveris"I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.
That is all.
"Wily is balanced. He's OP as [BEEP] in every situation."
...Get out of this thread before I lock you in a room with Elena.
This new Wily is complicated, entirely different, and underpowered.
Instant-kill fast moving (if punched) junk blocks aren't to be laughed at
if punched
if punchedWait, you can punch with Junkman?! :shock: How can you do that, then?
Also, I thought KY's Napalmman was bad, but the Junkman here is downright LAUGHABLE. Once you use one of his two attacks, that's it. You can't attack anymore and you're doomed. How does he work?toss small junk shots around, you'll get more back than you tossed
Quote from: "xColdxFusionx"Are you kidding me? Wily is completely fine.Quote from: "Daveris"I hate to join in on this, but I find Wily to be balanced. His homing gun is DEADLY in duels, his charge shot is deadly in crowds, and his capsule blows everything. His final form just needs to run.
That is all.
"Wily is balanced. He's OP as [BEEP] in every situation."
...Get out of this thread before I lock you in a room with Elena.
Personal opinion: Wily feels kinda powerful. Mainly because what is essentially infinite v1a Magnet Missile + (slightly) nerfed Wily Pistol + Super Mode = something pretty ridiculous. I like the idea; I just think it could use a little tweaking.
I also want to point out that jet megaman and powermegaman break the alternate weapon slide. Not sure if there is a way to fix that or if it worth fixing.
Found a nasty glitch with Wily.
Apparently, if you combo enough of his capsule shots together, and you kill the opponent, rather than registering as a frag for the Wily player, it registers as a suicide for the victim. So the Wily player gets no points, and the fragged player loses one. This usually occurs if the victim is fragged during a multi-hit attack, like the fire shot.
fire shot
...That doesn't make any sense... It's multiple hits coming from the effects of Wily's shot, so why wouldn't the damage count as coming from Wily, and not the player damaging themselves?
Pain.WilyFire:
PLAY H 0 //A_ChangeFlag("SHOOTABLE",0)
PLAY H 0 A_SpawnItemEx("ImOnFire")
PLAY H 0 A_GiveInventory("FireVision",1)
Goto Pain
actor ImOnFire
{
+MISSILE
+RIPPER
+NOGRAVITY
+NOINTERACTION
States
{
Spawn:
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("ImNotOnFireNow",1)
stop
}
}
actor OnFireDamage : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 DamageThing(4)
stop
}
}
[/spoiler](click to show/hide)
Doesnt Flameman's alt move a bit curvy now?
This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
and then everyone would try to stomp everyone to one hit them. sure why not. top can already one shot in the air and now on the ground.
and star's alt be glitchin'.
Quote from: "PLAINOLDLUIS"and then everyone would try to stomp everyone to one hit them. sure why not. top can already one shot in the air and now on the ground.
and star's alt be glitchin'.
Hey, I haven't suggested that. I was just pointing out what Hard Man mostly is according to the games.
So I've been thinking.
How about making Hard Knuckle a slightly slower Rocket Punch Buster projectile that homes onto people, but once it reaches a certain distance it returns to Hard Man? Each Knuckle would use half of Hard Man's total ammo, and when one of the Knuckles return to Hard Man, he recovers half of his total ammo instantly.
For his altfire, a Jet Mega Man-esque hovering attack: hold to slowly gain altitude, release to dive into the ground. No oneshotting, but dealing high damage in a very small area surrounding Hard Man and stunning everyone in a bit wider area sorrounding Hard Man. Hard Man is not able to jump normally like other Robot Masters because he weights a ton, which is why he has a cannon (a rocket booster in Ariganon) installed in his body, which would also explain why he can jump so high despite his weight.
Just food for future argumentation.
lol I can spot the changes I thought of on that list by myself(?).
Anyways, maybe we should get onto changing Hard Man, regardless of what people say about the final product.
In MM3, Hard Man shot only two Hard Knuckles directly at your position, rather than a fixed trajectory, then proceeded to jump a varying height and pummel to the ground (sometimes triggering what I believe was a glitched sound effect), stunning you for a short while and, if you were directly stomped by him, oneshoting you. Said Hard Knuckles had the ability of boomerang their way back at you, depending on your position, instead of strictly returning to Hard Man. His ability of jumping is possible thanks to a cannon installed into his body.
2 semi-homing, non-ripping projectiles that return to the boss, and the ability of jumping very high and stunning everyone in the vecinity and OHKOing the dumb fucker that gets squashed by him.
Eeek.
Quote from: "Shmeckie"...That doesn't make any sense... It's multiple hits coming from the effects of Wily's shot, so why wouldn't the damage count as coming from Wily, and not the player damaging themselves?
Let's take a look at the coding, shall we?Code: [Select]Pain.WilyFire:
PLAY H 0 //A_ChangeFlag("SHOOTABLE",0)
PLAY H 0 A_SpawnItemEx("ImOnFire")
PLAY H 0 A_GiveInventory("FireVision",1)
Goto PainCode: [Select]actor ImOnFire
{
+MISSILE
+RIPPER
+NOGRAVITY
+NOINTERACTION
States
{
Spawn:
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("OnFireDamage",1)
TNT1 A 20
TNT1 A 0 A_GiveToTarget("ImNotOnFireNow",1)
stop
}
}Code: [Select]actor OnFireDamage : CustomInventory
{
inventory.amount 1
inventory.maxamount 1
States
{
Spawn:
TNT1 A 0
stop
Pickup:
TNT1 A 0 DamageThing(4)
stop
}
}
Since the Fire Damager is in the player's inventory, it counts as him dealing damage to himself. Hence, suicide.
Do remember that I only have access to KYNESV2. If you described things from KY betas, I have no way of knowing about them.Quote from: "Celebi"[/spoiler](click to show/hide)
This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
As a tester I can confirm the majority of changes to King Yamato's mod as they happened. Many of these changes (and more) are repeats of things I have already seen; this does not begin to cover all of them. This is primarily to clear up any confusion one might have about the two mods; be it known are large amount of these changes did not originate here.Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. But we weren't even aware of HALF of these allegedly copied features. Not to mention some of it is, as Jax mentioned, simply swapping out one number or variable for another. Trying to claim credit for that is just pathetic. Others are just minor ideas of the neat or sensible variety that we were not aware you were doing as well, and I know I myself suggested one or two ideas that apparently were in your mod without any prior knowledge that they were.
This is also to show you again what a "merger" of the two mods would be like this. This is that merger. Headed by Jaxof7, who wants to take the favorite elements of both mods and combine them into one!
MagnetmanLegend of Zelda, anyone? :cool:
Magnet pull changed to magnet push. The push itself will do 1 damage min or 5 damage max, so don't rely on it to kill. (Personally I wish magnet had both Push and Pull)
Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. Trying to claim credit for that is just pathetic.If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.
I've had enough of you claiming credit for every single little thing that's so much as remotely related to your version. The world doesn't revolve around you or your mod, boy.
I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
Seriously, Roc, you're acting like a baby, and you're making your entire project and team look bad in doing so.Now go two posts up and look at my magnet gloves. :ugeek:
Quote from: "Ice-IX"I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.Quote from: "Shmeckie"Seriously, Roc, you're acting like a baby, and you're making your entire project and team look bad in doing so.Now go two posts up and look at my magnet gloves. :ugeek:
And you missed the point of my post.Quote from: "Myroc"Oh boo freaking hoo. I'm sick and tired of your "OMG all they're doing is copying us" bullshitting that's been in every single class-related post as of late. Some ideas may have been influenced by your mod, sure. That's inevitable when you're having two versions of the same goddamn mod. Trying to claim credit for that is just pathetic.If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.
I've had enough of you claiming credit for every single little thing that's so much as remotely related to your version. The world doesn't revolve around you or your mod, boy.
And on the contrary, king, you seem to be suggesting something exactly opposite of what has been stated. Jaxof7 himself has made clear he's had access to the latest version of Yamato's mod. Implying that he hasn't been influenced is simply declaring that Jax has an unrealistic and implausible impartiality that frankly. You could claim being unaware of the changes if the two versions were released concurrently (e.g. lobbing snakes weren't released when you decided to make that change). But making a change that's been present in an older mod (and for some time) and calling the idea "yours" is a bit unfair to people who don't know the whole story, don't you think? I have never used this topic for attacking YD's classes; only to explain the differences to the best of my ability where I think so needed. You insist on denying behavior I have not once criticized since your last release, nor do I have no intention of stopping. Continue to make this mod as good as YD will allow it, and I'm sure you and Jax can produce something that's slightly more tolerable than combusted canine feces.
If that's the case you've grossly misinterpreted me. I'm simply giving credit where it's due; nothing more, and I give full credit to Jaxof7 for implementing someone else's ideas into his mod. Not once do I lambast him for that; in fact I consider one of few with the audacity capable of doing so.Oh please. I can read between lines. The fact that your wordplay doesn't outright literally state any sort of disapprovement isn't enough to obscure the real meaning behind the message. Stop toying around with subtle implications and attempts at literary confusion, and just be clear with the real message. That you think that all we are doing is copying you and trying to take credit for it.
And on the contrary, king, you seem to be suggesting something exactly opposite of what has been stated. Jaxof7 himself has made clear he's had access to the latest version of Yamato's mod. Implying that he hasn't been influenced is simply declaring that Jax has an unrealistic and implausible impartiality that frankly.Yes. Which I pointed out. Multiple versions of the same goddamn thing is bound to influence each other one way or another. Denying that is impossible. That's not the issue at hand...
You could claim being unaware of the changes if the two versions were released concurrently (e.g. lobbing snakes weren't released when you decided to make that change). But making a change that's been present in an older mod (and for some time) and calling the idea "yours" is a bit unfair to people who don't know the whole story, don't you think?...the issue is that you're trying to claim credit for every single goddamn thing, no matter how minor, that are as much as a sliver similar to something in your version. Like our famous edit of Bubble Man's bubble bounce height, which consisted of going into the code and changing a single variable. That's like trying to claim rights to the act of adjusting your chair.
I have never used this topic for attacking YD's classes; only to explain the differences to the best of my ability where I think so needed. You insist on denying behavior I have not once criticized since your last release, nor do I have no intention of stopping.I must simply laugh. Again with the denial of the real reason behind this message. This is an outright attack at YDs mod and trying to claim otherwise is futile, and will convince no one. You're being about as subtle as a brick applied to the cranium.
Mind if I leave these here?Quote from: "Celebi"MagnetmanLegend of Zelda, anyone? :cool:
Magnet pull changed to magnet push. The push itself will do 1 damage min or 5 damage max, so don't rely on it to kill. (Personally I wish magnet had both Push and Pull)
An item known simply as the Magnetic Gloves first appeared in the Oracle games for the Game Boy Color. Their purpose was to attract or repel specially-marked magnetic objects to help Link solve puzzles... or, he could attract/repel HIMSELF with heavy immovable pillars to push/pull himself across bottomless pits.
How does this apply to a combat-themed game like 8BDM, you ask? Simple. The Magnetic Gloves (name aside) consisted of ONE item and, as such, was only mapped to ONE button. Both the North "red" and South "blue" polarities were used in this one item mapped to this one button, and I think the same application can be used with Magnet Man's alt-fire.
Magnet Man's HUD will be changed to display an image of Magnet Man crouching with little magnet waves coming from his sides. This image (I'll call it his "pulsing stance") will display in the top-right of the screen, like Needle Man's "stabbing" icon or KY Doc Robot's selected Robot Master icon. The pulsing stance depicts Magnet Man's current polarity, and as the image shows Magnet Man under normal (red colour) conditions, he will have a red polarity.
When the alt-fire button is pressed, Magnet Man will start to attract nearby enemies and continually damage them with his Magnet Pull. Magnet Man will continue to attract (and damage) enemies UNTIL the alt-fire button is RELEASED. When alt-fire is no longer being held down, Magnet Man's polarity will change, and the pulsing stance HUD icon will turn blue to reflect this. Now, when you use the alt-fire, Magnet Man will instead REPEL nearby enemies with Magnet Push UNTIL the alt-fire button is released. When Magnet Push is no longer being used, the polarity will switch again and the pulsing stance HUD icon reverts to red.
If you've never played a Zelda Oracles game and you can't comprehend what I'm saying, here's a video to help you out:
Quote from: "Celebi"MagnetmanLegend of Zelda, anyone? :cool:
Magnet pull changed to magnet push. The push itself will do 1 damage min or 5 damage max, so don't rely on it to kill. (Personally I wish magnet had both Push and Pull)
An item known simply as the Magnetic Gloves first appeared in the Oracle games for the Game Boy Color. Their purpose was to attract or repel specially-marked magnetic objects to help Link solve puzzles... or, he could attract/repel HIMSELF with heavy immovable pillars to push/pull himself across bottomless pits.
How does this apply to a combat-themed game like 8BDM, you ask? Simple. The Magnetic Gloves (name aside) consisted of ONE item and, as such, was only mapped to ONE button. Both the North "red" and South "blue" polarities were used in this one item mapped to this one button, and I think the same application can be used with Magnet Man's alt-fire.
Magnet Man's HUD will be changed to display an image of Magnet Man crouching with little magnet waves coming from his sides. This image (I'll call it his "pulsing stance") will display in the top-right of the screen, like Needle Man's "stabbing" icon or KY Doc Robot's selected Robot Master icon. The pulsing stance depicts Magnet Man's current polarity, and as the image shows Magnet Man under normal (red colour) conditions, he will have a red polarity.
When the alt-fire button is pressed, Magnet Man will start to attract nearby enemies and continually damage them with his Magnet Pull. Magnet Man will continue to attract (and damage) enemies UNTIL the alt-fire button is RELEASED. When alt-fire is no longer being held down, Magnet Man's polarity will change, and the pulsing stance HUD icon will turn blue to reflect this. Now, when you use the alt-fire, Magnet Man will instead REPEL nearby enemies with Magnet Push UNTIL the alt-fire button is released. When Magnet Push is no longer being used, the polarity will switch again and the pulsing stance HUD icon reverts to red.
If you've never played a Zelda Oracles game and you can't comprehend what I'm saying, here's a video to help you out:
Oh please. I can read between lines. The fact that your wordplay doesn't outright literally state any sort of disapprovement isn't enough to obscure the real meaning behind the message. Stop toying around with subtle implications and attempts at literary confusion, and just be clear with the real message. That you think that all we are doing is copying you and trying to take credit for it.Good. Because the exact same scenario applies to Jax and while he doesn't outright copy code, the "real message" is obvious.
I must simply laugh. Again with the denial of the real reason behind this message. This is an outright attack at YDs mod and trying to claim otherwise is futile, and will convince no one. You're being about as subtle as a brick applied to the cranium.Yes, because I'm demonstrating a point. All of my statements are explicitly made as compliments to Jax and his mod, in the same manner that Jax does not explicitly copy Yamato's coding.
As far as I know, no one owns ideas in this community, and there is no such thing a "burrowing a conceptual feature", because that would imply that the first person that included an specific feature in a mod owns that feature, and credit repartition becomes mandatory whenever someone else includes the same feature in a mod of their own.Who are you referring to? Certainly not me, because I have never stated that any sort of patent belongs to an idea behind classes. I have never stated that any of the ideas in either classes mod belong to Yamato. Only that he did them first. There's a large difference between those two things, but you seem to have pigeonholed the beliefs of others onto me because it makes me easier to target.
No, there is no such thing as that. What kind of dimwit implies the existence of patents in modifications for a modification of an illegitimate digital carbon copy of a 15-year old shooter made by a game company? It's mind-absent, hot-headed flame bait argumentation.
Be kind enough to follow the green line and get out of here if you plan on "proving YDClasses and their devs are lying, non-creative scumbags because they are copying KYClasses". Your subtle flaming and your approval of fanboyism not only disgust me, but are also what is keeping people away from enjoying both mods and begin meaningful discussion of what they both offer.I don't need to state that; Occam's Razor does that just fine. I have simply said "numerous changes that have occurred in YD's mod replicate changes that originated in KY's." Once you see that KY's mod came first, and that Jax's alterations of the classes began largely after he played Yamato's mod, the implication of such is obvious and nothing more needs to be said. Rather, it is YD's testers such as you who feel the need to assert the implausibility that you are NOT copying Yamato, when my primary assertion is simply that Yamato's came first (despite whatever subtext Myroc claims).
It's not like I think you're lying or anything, that's just a terrible idea.
Stop complaining about ideas that you do not own being stolen.People should stop complaining overall...
Maybe it was on purpose. ;)
I'm a little confused on the Wily Shot. Is it like a semi-homing thing, or does it work like Dive Missile essentially?
On the other hand, can someone explain Skullman? I don't understand how he plays.Mainfire fires stunning buster shots. The altfire is Skull Barrier, but if you put it up right as you're about to be hit, you go into a "hyper mode" that grants you double speed, double fire rate, and powered up buster shots which gain power as you lose buster ammo.
Maybe it was on purpose. ;)
cold would you rather have the wood jesus glitch where he could walk over water forever?
the glitch is dead
This mod did not have possession in mind when it's made. Possession itself has some rather menacin' problem it needs to deal with itself first.Especially the "jump in a pit and ze circuit board's gone forever!" thing.
Quote from: "PLAINOLDLUIS"the glitch is dead
...Then how is it relevant?
Change of subject, but why is Skullman considered OP? I know the RAIG has been toned down a fair amount, and considering that it takes his ENTIRE AMMO BAR to kill ONE megaman, assuming NO SHOTS MISS, and that his barrier lasts about a second...Skullman is only op if you let him be. If you feed him easy to predict shots, you're fucked. If you fake him out or stall, he'll be left with just the barrier, and no Rage mode.
Why is he considered OP? Low damage (Except for RAIG), medium health, not much barrier. I could understand if he got a 3 second barrier, or if just opening the barrier put him in RAIG, but how he is, I get so few frags...
Skullman is considered OP because everyone shoots him.
Metalman is considered OP because nobody shoots him.
Strange, isn't it?
Quote from: "Korby"Skullman is considered OP because everyone shoots him.
Metalman is considered OP because nobody shoots him.
Strange, isn't it?
I liked the old Iceman better.Old Ice Man's alt was axed because it encouraged people using it to hide, camp and in general use a playstyle that caused a lot of frustration. The new alt refocuses his role to be on the offense a lot, which is a large improvement over the previous one. The power of the new alt can be tweaked, however.
Now Iceman seems like an all-projectile class.
Maybe icicle storm was a little cheap, but perhaps maybe you guys should bring it back and then nerf it a little bit.
OR, you could do what Shmeckie just said.
Quote from: "Star Dood"Maybe it was on purpose. ;)
So Woodman is supposed to be ridiculously freaking glitchy and overpowered in Possession?
You may want to consider giving Gemini an ammo bar.So same goes for Crystal too? I think not.
Infinite Gemini Lasers in any map = nono
As of now, I haven't finished trying out all the classes yet for 6B, but three classes in particular I want to comment on right now.
Ring Man: Who butchered Ring Man? Seriously, I had no qualms with 6A Ring Man, and now he's entirely useless. The rings fly off for ages at a time, do usually poor damage, and you stand defenseless until the rings feel like coming back. I'm sorry, but if this was what he was intended to be, then he was intended to be horrible. I highly recommend going back to 6A Ring Man.
It had to do with some Rin' bug as far as I remembered. Not too sure though.
Shadow Man: Long range capability for Shadow Man, sounded fine. Then I see it has double blades, does large damage, and instantly kills up close, making his primary completely pointless. Who thought this was a good idea?! I heard people apparently asked for it. I wish I could've slapped them for that. Remove the second blade, and I think he'll be fine.
The non-boomerang version does more damage than the boomerang one (As me and Celebi tested and found out.) in close range, so there will be a tweak on it so don't worry about it.
Ring Man: Who butchered Ring Man? Seriously, I had no qualms with 6A Ring Man, and now he's entirely useless. The rings fly off for ages at a time, do usually poor damage, and you stand defenseless until the rings feel like coming back. I'm sorry, but if this was what he was intended to be, then he was intended to be horrible. I highly recommend going back to 6A Ring Man.IIRC, the way he was intended to be was: hit main/altfire and the ring will go flying until you hit that respective fire button again, then it will return. I could be wrong, though.
Suggestions to make Crashman not suck:
-Make the bombs explode on contact when they've been set
-Remove crashbomb explosion on contact, 8 stickies at once, possibly more ammo
-Buff damage on set crash bombs, give crashman a heads up when someone's near his bombs
-give him a heads up when someone is near his bombs, some other way to attack so the set bombs aren't exploding when he doesn't want them to
-Make him the sniper we always wanted.
-Land mines
How about: 6A mainfire, current mainfire phased into altfire, detonation through itemslot?Sounds decent, but how about some distinction between the two types? But also explosion on contact plz
Quote from: "Musashi-COM"How about: 6A mainfire, current mainfire phased into altfire, detonation through itemslot?Sounds decent, but how about some distinction between the two types? But also explosion on contact plz
Pretty sure KY Crash Man has on-contact-explosion Crash Bombs.
Just a forewarning... >.>
No, they do explode if stepped on in KY. I know. I've been abusing the hell out of it with KY Crash.Congratulations! You've discovered how Crash Man fires his attacks in Capcom's hit sequel, Mega Man 2. (http://en.wikipedia.org/wiki/Mega_Man_2)
His bombs explode on contact if they connect from directly above, for instance.
...sounds more like encouraging Flash Man to camp/run/stall to get the super time freeze.
I think Snakeman's alt should take ammo in order for him not to possibly stall.Then the same should apply to Metal Man.
How about making it impossible for Snake Man to regenerate ammo while in the air?ż?ż?ż?żHe can't regen search snake ammo while climbing.
Ah, my mistake! I had forgotten that when Crash Man hits someone with his bomb, he really causes Mega Man to flinch and gain invincibility frames.
Now, consider for a second how many people would get killed by your bombs if they did not explode when people stepped over them. If you think it should be that way, that's fine. You'd be the only one, to my knowledge, since no one has made it aware to me that that was intended.
The vocabulary of your insults against me is greatly improved since I remember. Well done, by the way.
Snake Man needs to have his issue dealing with flying characters addressed before anything climbing-related.We already gave Snake Man what he could in that department, aimable, lobbing search snakes. There's not too much more we can do for him, since if you nullify the fact that his snakes shoot along the ground, Snake Man is inherently a close range class, which have a lot of troubles dealing with flying classes by nature. In fact, Snake Man is more adapted to fighting flyers than a lot of classes. Slash Man, Flash Man, Stone Man and Charge Man, all have problems against flying classes.
Alternatively, alter your strategy. Find cover, find low-ceilinged areas where he has to approach you at a reachable range, and remember that any flying class will have to land sooner or later. (If not then it's a bug and you should report it to us.)This is pretty much the best post regarding to the whole "ohmygoshairclasses!" thing.
Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.Hey, have you heard of these cool new functions called mapvoting and votekicking?
Quote from: "Tails_Hatsune"Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.Hey, have you heard of these cool new functions called mapvoting and votekicking?
Well his climb goes on forever, and people use it to hide in corners of maps that barely anyone can reach.You know that semi-large post I made earlier regarding Snake Man vs flying opponents? I could copy that post, edit out a few keywords, the most obvious being "flying classes" replaced by "climbing classes" and it would be just as meaningful. Adapt your strategies, or your class selection.
As for climbing opponents? There's the fun little thing you can do in mouselook. It's called "aiming up"? You should try it some time. :B
lets see... classes that can reach a wall climbing metal or snake...
centuar, gyro, air, crystal, metal, snake, wily, megaman, bass, protoman, dive, magnet, gravity, pharoh, ring, cut, freeze, cloud, burst, and dust.
now i want you to think about why i said alot of ones that you may think won't work.
... Metalman can climb walls? ... why is this so? I don't recall Metalman ever being able to climb walls.The climbing melee wheel cutter altfire that Metal Man currently has is, in addition to the ground hugging metal blades, our best attempt to make Metal Man slightly interesting beyond "spam metal blades", and it isn't really that much of an improvement either, in my opinion. We went through a lot of ideas for Metal Man. There's only so much one can base on a guy whose only attack pattern is jumping around and throwing sawblades. If someone can manage to come up with an idea for him that works in addition to being interesting and staying relatively true to the source, then we'd highly appreciate it. Otherwise, his new additions are there to stay. Sorry about that.
Gyro really can't do well against climbers considering he can't fire his weapon while flying.
And in team games, he can give someone who can a ride up there.Good luck coordinating randoms to follow Gyro Man, who's probably faster than them, on his head to reach a snakeman who's around a corner.
You know, on that same topic (and kind of going back a little), since when did Snakeman gain the ability to climb walls anyway? He can burrow underground, as evidenced in both Mega Man 8 and especially Super Adventure Rockman, but I don't recall him ever climbing walls... Though I suppose he may have in the Ruby-Spears cartoon. And of course, his Search Snakes an climb walls, so why not him? I mean, other than the fact he weighs somewhere around 100 times what his snakes do and the fact he doesn't have claws, or even two hands. But other than that!Quote from: "Joseph Collins"... Metalman can climb walls? ... why is this so? I don't recall Metalman ever being able to climb walls.The climbing melee wheel cutter altfire that Metal Man currently has is, in addition to the ground hugging metal blades, our best attempt to make Metal Man slightly interesting beyond "spam metal blades", and it isn't really that much of an improvement either, in my opinion. We went through a lot of ideas for Metal Man. There's only so much one can base on a guy whose only attack pattern is jumping around and throwing sawblades. If someone can manage to come up with an idea for him that works in addition to being interesting and staying relatively true to the source, then we'd highly appreciate it. Otherwise, his new additions are there to stay. Sorry about that.
Though using Gyro as a stepping stone....that's actually a rather neat point.I know, right? We actually thought of it thanks to Srb2, where one of its mods allows you to carry multiple players with a flyer. While the same physics don't work in MM8BDM, Gyro still makes a very good portable elevator :D
Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.The idea of Metal Man riding a giant gear has come up several times. These are the following ideas we came up with to make Metal Man interesting:
While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.
Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.
Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.
*3-shot bursts for his mainfire. (Horrible idea, at least in the way we implemented it for testing. Also possible ripoff of KY Metal Man.)
Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.
While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.
Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.
Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.
See, your Gear Roller sounds like an offensive-based rush attack intended for "running over crowds". My Gear Roller would have little to no offensive potential and is more suited towards mobility (like the current Wheel Blade imitating alt-fire). It lets Metal Man traverse the map in ways he couldn't before, and when he hops off of Gear Roller he could use the "second jump" to get the boost he needs to reach a slightly-higher-up ledge.Quote from: "SmashBroPlusB"Metal Man should be able to roll around on a giant gear like those clown enemies in his stage.The idea of Metal Man riding a giant gear has come up several times. These are the following ideas we came up with to make Metal Man interesting:
While using his Gear Roller, he can cross things that normally kill him (read: spike pits, lava) and do SMALL contact damage.
Metal Man is unable to throw Metal Blades while using Gear Roller and the gear can be destroyed from under him.
Pressing alt-fire a second time would make Metal Man hop off the gear and send it across the ground for medium-high damage.
*Buzzsaw melee altfire that acts like wheel-cutter. (What he currently has.)
*Giant Gear riding altfire that lets him run over crowds.
*Tengu-blade-ish altfire that works as a powerful melee attack in addition to throwing a Metal Blade, but shoots them slower than the main fire.
*3-shot bursts for his mainfire. (Horrible idea, at least in the way we implemented it for testing. Also possible ripoff of KY Metal Man.)
Yeah, Cutman doesn't really satisfy me anymore./me puts this in a translator
Yeah, Cutman doesn't really satisfy me anymore.Second slot weapon, rather, a la Punk.
I like Knux's idea for Bombman's alt.
HEY GUYZ, GUESS WHAT!!
METAL IS IMMUNE TO DEATH PITS.
no i'm serious.
jump into a pit, alt fire at the floor, and guess what?
he can float above it!!
just crashed in waveman's stage?
he can save himself.
can someone work on this please.
He canQuote from: "Star Dood"Gyro really can't do well against climbers considering he can't fire his weapon while flying.He can't.
Or can he? Haven't played the new updates extensively.
He canWait, he can?
HEY GUYZ, GUESS WHAT!!
METAL IS IMMUNE TO DEATH PITS.
Cloudman's taunt is from some weather man in Family Guy, and that's the extent of my knowledge on it.The guy's name is Ollie Williams. :ugeek:
Flashman should have a Guile taunt...
Flash Kick!
Plant's is "I'm feeling vine, how about you?"Ummm, I thought he was saying "I'm feeling bi, how about you?". It kinda creeped me out a bit.
I've totally suggested one, and personally I'm against Monty Python for him.
also elecman, starman, plantman, and needleman say hi to quint.Elecman may be fast, but he's weak and his projectile he shoots is predictable and not that fast, thus making him weaker at a distance. Quint buster at a distance, quintgarne up close or if elec is distracted. Plus getting up close and personal with Quint is suicide unless you have an attack that stuns him with a good AOE.
5. Avoid using Sakugarne on Gravity Man and Toad Man. These guys both are annoying as hell, as GMan has an alt that can kill you in one hit while Toadman has a larger AOE than you have, more damage if you're closer AND hitstun. Use QuintBuster on these.
Example: Coldfusion once got to third place by using Quint with his eyes closed and abusing the altfire....He was actually being serious?
This was already taken into consideration.Quote from: "thatguy74"5. Avoid using Sakugarne on Gravity Man and Toad Man. These guys both are annoying as hell, as GMan has an alt that can kill you in one hit while Toadman has a larger AOE than you have, more damage if you're closer AND hitstun. Use QuintBuster on these.
This mod is a deathmatch-centric mod.
But not for the old "Y person got to Xth place by abusing Z ability, please nerf".
Quote from: "xColdxFusionx"I got third place without even looking at the screen.
On bots
Off Topic, but Skullman's a Quint counter due to his RAIG.
See Quint>Activate barrier>12345DONE
Quote from: "Daveris"Off Topic, but Skullman's a Quint counter due to his RAIG.
See Quint>Activate barrier>12345DONE
-snip-
If it starts to look like a Flame War, then I'll end it. Skull Man's pretty terrible against Quint. Just use your best class, there's no point in countering a single guy unless they specifically counter you.
And if there's more than one Quint, you should be Gravity Man anyway.
Here's a request:(click to show/hide)
As you can see, the HUDs of Toad Man and Gyro Man are almost the same, except for some details like the line in the Gyro Man hand. This could be because the colors of Toad Man and Gyro Man are almost identical, a small idea would put Toad Man other hand, such as Dive Man Hud. Just that. :|
I don't get the problem. How would you forget what class you chose? Aside from random.You just got the problem. :ugeek:
Usually I just fire a shot to see what I got when I'm not sure, and it works.
With Toad and Gyro, I just check the ammo bars.
Ammo bar? Then you're Gyro.
No ammo bar? Then you're Toad.
If I recall, Bright's buster has a black ring on the edge whereas Wind does not.
However, regarding your first statement, Cold Fusion, you wouldn't be playing random in the middle of a heated Deathmatch unless you were just joking around, and you certainly wouldn't need to know precisely what class you were if you were joking. In a heated Deathmatch, you'd know exactly who you are.
Since when does winning matter? It's all about having fun.
You're right, but most people don't seem to have a grasp on that, and that's the point of view I was coming from.
You're right, but most people don't seem to have a grasp on that, and that's the point of view I was coming from.
Or you could use chasecam to see what class are you
Quote from: "lol"With Toad and Gyro, I just check the ammo bars.
Ammo bar? Then you're Gyro.
No ammo bar? Then you're Toad.
With Toad and Gyro, this is fairly easy. But when you're looking quick with Bright vs. Wind (Both of which have an ammo bar, except it's different colors) you occasionally mix the two up anyway.
ballade was fun when he could poop and jump. its pretty much a useless attack now unless you dash in front of someone or above them. he is still great but the alt mine poop jump was what made ballade who he is. he practicly more of a "ima jump above you and poop on your head" rather then the old "ima do the above but minus the jump and way more evasive"
enough about ballade and his dash time bomb drop alt thingy.
i want to know is stoneman ever gonna get a over haul? i would love to see him use his megaman power fighters 2 power stone attack rather then just 2 stones that rarely hit.
Jump at people and learn to aim Power StoneCornering opponents or getting in the middle of firefights helps in racking up frags too. Just watch your health.
...What is a BBA Megaman class? :?Bad Box Art Megaman
I wanted ice to improve it, but he never did. He can send it to me fixed and I'll include it, but it likely got buried under all the other stuff he's doing.Sort of, but then later, I decided to not even bother with it anymore scince I was trying to hard to recreate the engineer and it was so noncanon it hurts, but if someone wants to try there hand at it, be my guest
if you were to combine all the good stuff into one, we'd get one heck of a classes mod, am i right?No, we'd get about 100 classes of utter asshattery
It's not that I'm against a merge or collaboration or anything like that, as long as both sides can behave and not step on each other's toes.
there's Roc who'd banish us all from this realm since it doesn't fit his perfect view of the universe.
You just pretty much showed us the very reason why there can't be a merge project of this, while contradicting yourself. You guys are like two hating sides, waiting for each other for someone to surrender. Unless you accept each other, then it won't end anywhere. I'm pretty much sure it'll just end up separating both projects again anyway.Oh, don't get me wrong. If Roc would agree to collaboration I would welcome him with open arms, regardless of his views. That seems to be a distant dream, though, since he is seemingly hellbent on killing us off instead, at least from what I've gathered.
i think a mod where red is yd and blue is ky would be fun haha
Maybe have it that drink a teamgame one team can only use YD classes and the other only KY? That might be interesting.
i think a mod where blue is yd and red is ky would be fun haha
I hate it that people assume red is always an evil color.
Think about the firemen, people!
It is Wily's color though...
Purple and Yellow look better together than Red and Blue, though.I agree with llama, purple and yellow would fit more
That, and they match the sides better.
The merge should be another project so folks can play either classes alone if they wish.
I like the two projects being separate (and I hope they always are) but I was hoping for a little side-project with a small selection of classes from each team. I mean if you think about it, just because Street Fighter X Tekken is being made doesn't mean the two series will always be merged. There will be more Street Fighter games just like there will be more Tekken games, and that's what I'm really getting at.
Um...shouldn't you get the permission of both parties first instead of just rushing off with their stuff?
yeah, i can never really get the dimensions right with that. welp, back to the drawing board. i'll just have to keep at it 'til i'm happy with it.
EDIT: welp, here's what i got. this time, i used Knux's as a reference. it looks pretty close to me, but eh...
(http://img26.imageshack.us/img26/4458/darkman3hud.png) (http://img3.imageshack.us/img3/7846/darkb0.png)
My rendition ---------------- Knux's drawing
"just in case" link: http://img26.imageshack.us/img26/4458/darkman3hud.png (http://img26.imageshack.us/img26/4458/darkman3hud.png)
I think third should be idle and firing should be first then second alternating.I agree with this. Also, the square box looks kinda blue, while Dark Man 3 was purple. I suggest adjusting that.
First, i would like to thank the yd team for making these classes in the first place. The first time i used them i was very engaged and had lots of fun, and i can tell how much work you put into these, so i am very grateful. Even though the classes don't go completely by the games they still have the slight feeling of actually using the Robot master. I know in the past most people probably know me for hating these classes but i would just like to apologize for such crude behavior and turn over a new-leaf.
At least he's trying.
MM2-Crashman needs some help, it is very hard to kill people with the amount of ammo you have. I face off against the bots who have unlimited ammo and crashman seems fine. i'm not saying to give him unlimited ammo, but maybe allow it to charge faster or have higher ammo.
Rough quote from Jax in a server: "Drastically reduced priming time for mines and bombs now regenerate even with alt held"
Quickman, I think quickman's quickboomerang does way too much damage for the speed he is at. I know you will comeback at me with how is defense is low but the defense doesn't add up to the cheapness of his speed and power. In the game quickman doesn't use megaman's quickboomerang, instead he fires three boomerangs straight at you and then it homes in on you. I saw the older version and saw your attempt on this but i think the boomerang should have more range and home in on you. basically, the current altfire of quickman and then homes in on you when it hits the wall (or something like that). Also, Quickmans starting speed is too fast to begin with. i find it completely unnecessary to even use the speedboost. I suggest making him as slow as topman or airman and giving him a speedboost to his current speed, it that is done then it would be unnecessary to remove megaman's quick boomerang.
Bro are you fucking serious.
Flashman, I suggest to give him more range but make it so that he shoots a burst of pellets instead of a spamage of short shots. So in other words, no more holding the flash buster to gain frags. Make it so that he shoots individual single bursts at a time like in the game.
Lolfacepalm
MM3-Hardman, defense too high! give him gutsman's defence.
He's as slow as a fucking rock.
Snakeman, he is op, you raised all his stats from before when he was just fine from before.
The only change Snake has gotten in the past decade is throwable snakes. plslrn2dodge
Magnetman, he is cheap, not op but cheap! He can push you off a cliff in LMS, not cool.
Then stay away from him.
MM4-Dustman, he is a sitting duck. his power is high but his speed and defense doesn't add up. I think he either needs higher speed or higher defense.
>buster is 20 damage a shot
>alt is around 40
>needs more survivability when he's a walking rape machine
>mfw
Skullman, suggestion, make the skullsheild less of a power/speed boost and make it more of an attack. for example you can make him unable to shoot but hug people instead. but that's just a suggestion, right now i find him op.
He's op because you feed him shots and lack any sort of game plan when you're up against him.
Drillman, Weird drill bomb, he is unable to shoot consistantly and cannot shoot unless in full ammo. please change this, i don't want drillman to waste all his ammo at once, make drill man have more skill.
That's the point -- you need to shoot all your bombs at once.
Diveman, I know i told you this but the diveman needs a dive charge or he is incomplete. I know you may this it is op but i have an idea. Make it so that when you use the dive charge, you only go straight ahead. instead of flying like in KY you can only divecharge on the ground. i think this suggestion should make diveman too op, but i suggest putting this attack in a seprate bar. (I like the dive mine idea, taken straight from powerfighters)
Do you fucking know how many charge altfires exist in yd classes.
MM5-Stoneman, why doesn't stoneman have a range attack, seeing how many robotmasters are influenced by powerfighters why not give stoneman his hand attack. the powerstones were also more accurate in the previous version as well. stone man should fall apart when he stonestomps, that is one of his signature moves.
IIRC, he's being updated in 6c.
Gyroman, Gyroman is so cheap. I suggest gyroman gets an ammo bar with his gyroattack just like how windman gets an ammobar with his attack.
Justification please?
Windman, give him a release on his flying, thats all
Isn't that what made him op in KY classes?
MM7(many problems with these classes)- Freeze is fine but doesn't feel completely like freezeman. when i first used him i was suprised he didn't have an altfire. Freezeman should fire a freezecracker straight up and make icicles fall from the sky all at once. similar to v6a's iceman but in once shot. this attack should deplete his ammobar.
Sort of agree with this one.
Junkman-i can't believe you guys messed him up. you have a basic idea of his attacks but he cannot last in any match. the only role he plays is a telecamper/camper. junkman's defense should be higher, junkman's junk throw should be a sniping shot instead of a small toss(he basically does this in the game). you guys have the right idea with him punching his block(which i am very impressed with) but it should go faster(like in the game). Junkman's junkshield should be throw-able but that's your choice.
Junkman is made for camping and blocking off entry points. He's not going into battle guns blazing.
Shademan, the idea of the class was well thought out but the buster is a big glitchy. also he should have his stone stunning attack, i don't think it will make him too op of a class.
I've never experienced problems with his Noise Crush. Mind explaining?
Springman, one of my favorite robot masters and he is done wrong. The wild coil is fine, it's just that the ammo is a big problem. nerf the wild coil and give him faster charging and more ammo. Now the coil punch is a big problem, this is the whole reason why i used to hate these classes. the coil punch leaves you defenseless and wide open for an attack, basically giving you a death sentence. Make springman's fist withdraw faster and make it more accurate. I don;t know if it is possible but maybe you can make springman toss the player or give him some kind of other attack, maybe a stomp or something.
IIRC, the punch makes your ammo regen faster.
Punk-why, why is punks cannonball so hard to use. please help me, i don't know how it works. you said that it will save your life but all it does is leave he wide open.
Press alt, wait a second, then ram into shit.
We're working on Woodman revamps. I've suggested incorporating exe's Wood Towers in some way, but that's all I remember on this subject.DO IT. :ugeek:
(click to show/hide)
Quote from: "Korby"(click to show/hide)
Quote from: "MegaLAD1514"(click to show/hide)
Stuff
Why do I think of KY's Elecman's alt and Waveman's alt?
I like the direction the idea's headin', but it could be tweaked a bit.
I... wasted my time with you.
Complain all you want. Not paying you attention.
Quote from: "MegaLAD1514"(click to show/hide)
Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!
Quote from: "I"Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!
Quoted because yes.
Quote from: "Human Destroyer"Quote from: "I"Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!
Quoted because yes.
Lifeup J made one, but it bombed... badly...
Some of the things going into 6C are probably:
Darkmen 1-4, Roll, a few taunts, Hardman rework, and that's all that really comes to mind at the moment. No Auto? D:
Yamato has a taunt in this version and I love it a lot so yeah. This could be good.
I'll think about making a tier list from my opinion. :D
Yes, what we're doing IS the work of Wily. We're making Robot Masters. How would you know how Springman's intended to be played? You didn't make him! Don't just throw down comments and expect us to follow them. so my suggestion is just to play another class.
I was just trying to give feedback on what i thought could be improved, no need to get all hostile and insulting =w=......
-Enker gets a tauntahem...
"I hope my body can take it"inb4 this becomes "new wood man" or "new hard man"
yamato
ATATATATATATATATATATATATATATATATATATATATATATAT
fire
Honestly, I like the "FIIIIIIIIIIIIIIRE" more. It's also a lot more spammable.
stone
dunno
Quote from: "PLAINOLDLUIS"yamato
ATATATATATATATATATATATATATATATATATATATATATATAT
ATATATATATATATA?WHAT THE HECK? its sounds like he is having seizure...
Hey why not make GemniMan's taunt: "IMA FIRIN' MAH LAZER!"?
I think Gemini's taunt should be "PREPARE FOR TROUBLE! AND MAKE IT DOUBLE!"
Quote from: "xColdxFusionx"I think Gemini's taunt should be "PREPARE FOR TROUBLE! AND MAKE IT DOUBLE!"
MAKE THIS HAPPEN!! NOW!!!
I played these classes for the first time tonight (well, first time since it was just MM3 masters) and I enjoyed it more than I thought I would. However, is there any way to turn off taunts? The fact that they're both not 8-bit and not Mega Man related makes them just annoying to me.in the menu, multiplayer, there's an option somewhere in there that can disable taunts
But you've got someone willing to do it for you...Ohhhh, the irony hurts SO much.
[05:35:05 p.m.] Yellow Devil: stepping in to support copywep huds although i think i was turned down on this a while back not sure why
[05:56:36 p.m.] MusashiAA: All the HUDS
[05:56:41 p.m.] MusashiAA: ALL OF THEM
[05:57:04 p.m.] MusashiAA: I also asked Jax right when he was working with that
[05:57:13 p.m.] MusashiAA: I remember him turning it down
[05:57:21 p.m.] MusashiAA: Don't exactly remember why as well
[06:09:59 p.m.] JaxOf7: Dammit there are not 3 weapons per copywep, just one.
That wep contains all the slides.
[06:16:54 p.m.] MusashiAA: But if it's just one wepc, then how can each copywep class use their respective slide?
[06:18:26 p.m.] JaxOf7: JumpIfInventory("Megabuster")
JumpIfInventory("BassBuster")
[06:19:25 p.m.] MusashiAA: Ok, copypasting this to post
Why is it that a pair of scissors (Cutman) and a tiger (Slashman?) and wall jump but not the ninja!?!?(Shadowman)
Why is it that a pair of scissors (Cutman) and a tiger (Slashman?) and wall jump but not the ninja!?!?(Shadowman)
...Where did Cut Man walljump?Although I am for Shadowman walljumping, Cutman could walljump in PU
i don't feel like shadowman is a wall-jumper for one reason; he can't build up enough speed to make it useful. shadowman is more stealth-based than movement based.
Now what if you could attach yourself to walls and make yourself partially invisible? That sounds interesting.
I'm against it.
The reason being that we have soooooooooooooooooooooooooooooooooooooooooooooooo many dashing classes.
You could work it differently, though. Like having him move only slightly faster than his walking speed, and having him effected by gravity. Basically making him a living Donkey Kong barrel. Could work...
If that were the case, his taunt would need to be changed to "DO A BARREL ROLL!"you just made my day xD
Junk blocks on spawnpoints...
I think QuickMan's fine. He was OP before, and now he's good. It just takes skill to play with him. (Just like *most of the other classes. No skill involved to play with SkullMan.
You...haven't tried to main him, have you?
So I take it then, that some brave squad of spriters/coders will have to do MM8 themselves..?actually, i ripped a few tengu tiles from rm8fc, they're in the maps forum.
and seriously, why are quickman's boomerangs yellow?
*cough*(click to show/hide)
This is the only reference you need to go by.
*cough*(click to show/hide)
This is the only reference you need to go by.
No skill involved to play with SkullMan.
so is crashman going to get his red bombs?
With Skull Man, I barely get any kills because I'm inexperienced.
yes, metalman is a tad cheap, but ya gotta remember; one metal blade is a death sentence. think about this: if a copywep class frags metalman, and he drops his metal blade, they can use that one metal blade to keep killing him over and over and rack up frags easy. run out of metal blades? no problem, just pick up one of the thousands he's dropped and you're good to go. i've won a few matches by tormenting metalman this way. but still, maybe he needs an ammo bar...?
yes, metalman is a tad cheap, but ya gotta remember; one metal blade is a death sentence. think about this: if a copywep class frags metalman, and he drops his metal blade, they can use that one metal blade to keep killing him over and over and rack up frags easy. run out of metal blades? no problem, just pick up one of the thousands he's dropped and you're good to go. i've won a few matches by tormenting metalman this way. but still, maybe he needs an ammo bar...?
I remember this one idea:
Basically, we give all the MM2 Classes Doc Robot skins and give Elec, Wood, Gemini, Ring, Napalm, Flame, and Slash (And Frost and Tornado when their respective expansions come out) Weapon Archive Skins.
But then again, it's just an idea.
Or how about the second use Elec, Ice, Bomb, Fire, Snake, Gemini, Magnet and Shadow as how he was going to be in Megaman 4 Beta.Quote from: "I"I remember this one idea:
Basically, we give all the MM2 Classes Doc Robot skins and give Elec, Wood, Gemini, Ring, Napalm, Flame, and Slash (And Frost and Tornado when their respective expansions come out) Weapon Archive Skins.
But then again, it's just an idea.
But this mod doesn't follow clearly cannon things, and aren't some things inspired by fan games, whats wrong with this idea? It would be another Doc Bot that isn't like Proto/Break, Napalm/Napalm being the same as each other as far as I know.That's true, but skins were removed from the Megaman class because people would use skins of Robot Masters and pretend to be them.
Pfft. The moment I saw the Super Mario Bros 3 Sun I knew that was so fake.
Ideas:If he did remove it, a better idea would be to give him the "Pharaoh Wave" from Power Fighters.
1.Make it faster. This will allow Pharaoh to get away from close-rangers
2.Make it actually DO WORTHWHILE DAMAGE. This'll allow Pharaoh to DO SOMETHING at close range. I prefer the above, but.
3.Remove it and put in an alt where he circles his body with a Pharaoh Shot.
or his pharaoh shield.
Having a shield isn't really useful with him..? If he gets invincibility, then it's OP, if it's ragerune, same thing. If it does damage, then...IDK
either way his alt is intended as a method of flight. its not meant to be an attack. i rarely use it unless no one sees me flying around. think about it, get high up where no one can see you, fall while readying a shot in midair, and let it fly in someone's face.
Because you can TOTALLY move vertically with his alt.
thats just a creative use of it. like i said, iys just to fly over gaps and what not. its also meant confuse due to the quick ghost it leaves behind.
Unfortunately, it moves slowly. Slower than his run. Also, why the heck would you use it to confuse? When you're playing as Pharaoh Man, you want to fire a charged shot, then either get out, or enter a prediction war. Unless moving slowly confuses people?
when i say fall i mean to let go of secondary fire in midair.
It's not an effective tactic. There's a big delay after you stop his alt.
also its not always needed to fire a fully charged shot. you could spam his small shots to throw enemies off. its can be a effective tactic if done right.
I messed around to see if this was possible. The shot fires approx. 1 per second, dealing a massive 5 damage.
Which first appeared in Mega Man 4...Quote from: "Daveris"Ideas:If he did remove it, a better idea would be to give him the "Pharaoh Wave" from Power Fighters.
1.Make it faster. This will allow Pharaoh to get away from close-rangers
2.Make it actually DO WORTHWHILE DAMAGE. This'll allow Pharaoh to DO SOMETHING at close range. I prefer the above, but.
3.Remove it and put in an alt where he circles his body with a Pharaoh Shot.
[/quote]Also, if Skullman's barrier gets any more recharge rate, it will be sooo insane, so if that ever comes into consideration, I'm voting against it.(click to show/hide)
I am against a skull barrier buff.
Perhaps if his normal recharge rate was lowered slightly to compensate...Then I'd support it.
YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN
Quote from: "SmashBroPlusB"YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN
POWERED UP WEAKNESS CYCLE MAKES NO SENSE
Cut > Bomb???
Elec > Time????????
Time > Guts??????????????
Quote from: "SmashBroPlusB"YOU PUT IN POWERED UP CLASSES FOR A REASONNNNNN
POWERED UP WEAKNESS CYCLE MAKES NO SENSE
Cut > Bomb???
Cutman cuts the fuse. Makes perfect sense.
Elec > Time????????
Lightning storms cause power outages, which mess up clocks.
Time > Guts??????????????
...Gutsman wants to keep on a tight schedule? Construction projects take time? This one's a bit tricky, but hey, there's always at least one odd one out, it seems.
That server yesterday had auto aim on. So of course you're not going to miss, and of course there's going to be OHKOs. That's not exactly the classes fault if auto aim is on.
POWERED UP WEAKNESS CYCLE MAKES NO SENSEThere are quite a lot of weaknesses in the Mega Man series that do not make any sense. This is not anything new.
Examples: Chargeman being weak to Power StoneQuote from: "Yellow Devil"POWERED UP WEAKNESS CYCLE MAKES NO SENSEThere are quite a lot of weaknesses in the Mega Man series that do not make any sense. This is not anything new.
Charge in context to his own game Power Stone makes sense, it bashes and dents him, he is also weak to Rain Flush in the GB game.Quote from: "Myroc"Examples: Chargeman being weak to Power StoneQuote from: "Yellow Devil"POWERED UP WEAKNESS CYCLE MAKES NO SENSEThere are quite a lot of weaknesses in the Mega Man series that do not make any sense. This is not anything new.
Shadowman to Top Spin
Shademan to Wild Coil
and Metalman to his own weapon
and what category does crystal eye fall into? blunt spheres? if that's the case, knight crush doesn't do much against napalm man...Crystal eye I assume messes up his targeting systems due to being like miniature mirrors flying around. And Gemini Laser messes up his systems in Power Fighters.
GutsMan needs to be nerfed, correct? I wrote this again since the YD team never gave an proper "OK" that GutsMan will be nerfed.Yeah, he seriously needs it.
It's not much, is it?
A buffed reload while firing for Skull Barrier. This would let him deal with crowds a bit easier.
Not enough to make him OP, just a small buff. Why would you be against it?
Orange, you never placed very high with Skull that one day,no offense.
I fail to see how Skullman's barrier has anything to do with nerfing Gutsman.
It has nothing, lol. It's something I care to see amended, and it came up first, so...
Gutsman's super arm is as devastating as the copywep version (I think), yet he has no limit to his firing ability. I suggest nerfing his RoF or damage output.
ROF would be best...Why make his worse then Mega's?
Quote from: "TheDoc"Gutsman's super arm is as devastating as the copywep version (I think), yet he has no limit to his firing ability. I suggest nerfing his RoF or damage output.
ROF would be best...Why make his worse then Mega's?
do dust crusher, junk shield, and oil slider fall into the same category? i was playing with bots and found that skullman is weak to all of them, but freezeman is only weak to junk shield. is this intentional, or will this be fixed?
Isn't the Dust Crusher a Big Glob of JUNK? I think it is, and Freeze should be weak to it, but maybe not Oil Slider.Quote from: "Gumballtoid"do dust crusher, junk shield, and oil slider fall into the same category? i was playing with bots and found that skullman is weak to all of them, but freezeman is only weak to junk shield. is this intentional, or will this be fixed?
Oil lubricates skeleton
Dust dirties skeleton
^ With Junk
Junk smashes ice
???
???
Probably intentional
"but aren't oil spills in arctic areas a problem?"
Not in the short run...
yeah, i assumed these fell into "elemental" categories, and these weapons would be just "junk"
but aren't oil spills in arctic areas a problem? wouldn't that do something more damaging on freezeman?
I think it would make more sense as well. You can even look on his card from MM&B and it says that Freeze Man dislikes pollution, so why wouldn't Oil count for this?Ok, I see now...
plus, the autogineer doesn't seem likely at this point... :/(http://media.tumblr.com/tumblr_lq3slnlTxO1qb0rnf.gif)
speaking of alt fists, Guts Punch shouldn't be classified as BUSTER ELEMENT
speaking of alt fists, Guts Punch shouldn't be classified as BUSTER ELEMENTIt was BUSTER ELEMENT because no class had a weakness to busters when he was made, and after 6C, only Enker will be weak to BUSTER ELEMENT.
It's just the same as Cut Man having a double pun by being weak to rocks.Only in the US version, in the Japanese version of every single game every boss only takes 1 damage from an uncharged buster, that includes Cut, Metal. Splash Woman is the only one this rule does not apply to because she takes 2.
I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?
Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), Enker?
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), Punk
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), Ballade
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), Quint
Edit: Updated with future weapons
Quote from: "What SaviorSword wrote a long time ago in the CSCC topic"I can see that yar gonna have to make a LOT of damage types. Here's a bare list of potential damage types that I can think of.
Can weapons have multiple types of damage?
Fire: Fire, Heat, Pharaoh, Flame, Turbo, (Sword), (Magma), (Solar), (Burner)
Ice: Ice, Blizzard, Freeze, (Frost), (Chill), (Cold)
Water: Bubble, Toad, Wave, (Aqua), (Pump)
Thunder: Elec, Spark, Magnet?, Cloud, (Clown), (Plug), (Sheep), (Dynamo)
Light & Lasers: Gemini, Bright, (Splash), (Astro?; MM&B), Enker?
Time and Space: Flash, Gravity, Star?, Centaur, (Astro), (Galaxy)
Slicing: Cut, Metal, Shadow, Gyro, Tomahawk?, Slash, (Sword), (Nitro), (Blade), (Magic?), (Tengu; MM&B), Punk
Boomerang: Cut, Quick, Shadow, Ring, Knight, (Magic)
Rock: Guts, Hard, Crystal, Stone, (Concrete), (Ground)
Bomb: Bomb, Crash, Drill, Napalm, Burst, (Grenade), (Commando), (Pirate), Ballade
Plant: Wood, Plant
Wind: Air, Wind, (Tengu), (Tornado)
Missile: Magnet, Dive, (Search), (Hornet?)
Shield: Wood, Skull, Star, Plant, Junk, Turbo?, (Jewel), (Pump?)
No Element (Normal): Needle, Snake, Top, Dust, Charge, Yamato, Spring, Shade, (Strike), Quint
Edit: Updated with future weapons
We could group up attacks like this, with tweaks here and there if needed, and we could include most of the alt to be the same.
@fortegigagospel: so, in other words, Capcom is sexist...Ah my bad.
But dude, you TOTALLY misunderstood me. I was simply pointing out how Cut Man has two puns from hus weakness to rocks: ROCKman, is the one that comes to defeat him, and in real life, we all know that rock smashes scissors. Simple as that.
first, i don't think there will be two of the same type in one game (crystal & stone)
crystal's weapon is a bouncing projectile (rebound striker, gemini laser)
individual robot masters have individual weaknesses, so ice man will not be weak to fire
weapons have a type that coincides with said individual weaknesses, determining what robot master they are effective against
i gotta get my take on this in :/just because a robot master is one type doesn't mean their weapon is the same type(click to show/hide)
EDIT: Welp, someone posted after me :/
Bomb's weak to Fire Storm in MM1, so he should be slightly weak to all fire attacks (Fire, Heat, Pharaoh, Flame, Turbo).
Guts is weak to Hyper Bomb in MM1, so he should be weak to all explosive attacks that deal enough damage to hurt such mammoth of a robot. (Bomb, Crash, Drill, Napalm, Burst?). We also discussed if he should be weak to Time Slow ONLY or weak to ALL time/space attacks (Time, Flash, Bright, Gravity, Star?, Centaur). I plead on Guts being exclusively weak to Time Slow and Time Arrow.
Cut's weak to Super Arm in MM1 and PU, so he should be a bit more weak to all stone-based attacks (Guts, Stone).
Elec is weak to Oil Slider in PU, so he should be weak to all LIQUID-based attacks (Oil, Bubble, Toad, Wave).
Time is weak to Thunder Beam in PU, so the same weaknesses Ice has should apply to him as well (Elec, Spark, Cloud)
Ice is weak to Thunder Beam in MM1, so he should be weak to all electric attacks (Elec, Spark, Cloud).
Fire's weak to Ice Slasher in MM1 and PU, so he should be a bit more weak to all ice attacks (Ice, Blizzard, Freeze).
Oil is weak to Fire Storm in PU, so he should be a bit more weak to the same Bomb is (Fire, Heat, Pharaoh, Flame, Turbo).
With my and Myroc and Sav's accute reasoning, we have depicted a somewhat consistent weakness chain for the MM1 classes, incorporating some features from both MM1 and PU's chain:Looks right, Elec could swap to cut because the reasoning behind that was cutting electrical circuits, but liquids can mess up his powers.QuoteBomb's weak to Fire Storm in MM1, so he should be slightly weak to all fire attacks (Fire, Heat, Pharaoh, Flame, Turbo).
Guts is weak to Hyper Bomb in MM1, so he should be weak to all explosive attacks that deal enough damage to hurt such mammoth of a robot. (Bomb, Crash, Drill, Napalm, Burst?). We also discussed if he should be weak to Time Slow ONLY or weak to ALL time/space attacks (Time, Flash, Bright, Gravity, Star?, Centaur). I plead on Guts being exclusively weak to Time Slow and Time Arrow.
Cut's weak to Super Arm in MM1 and PU, so he should be a bit more weak to all stone-based attacks (Guts, Stone).
Elec is weak to Oil Slider in PU, so he should be weak to all LIQUID-based attacks (Oil, Bubble, Toad, Wave).
Time is weak to Thunder Beam in PU, so the same weaknesses Ice has should apply to him as well (Elec, Spark, Cloud)
Ice is weak to Thunder Beam in MM1, so he should be weak to all electric attacks (Elec, Spark, Cloud).
Fire's weak to Ice Slasher in MM1 and PU, so he should be a bit more weak to all ice attacks (Ice, Blizzard, Freeze).
Oil is weak to Fire Storm in PU, so he should be a bit more weak to the same Bomb is (Fire, Heat, Pharaoh, Flame, Turbo).
The original weakness chain in MM1 goes Cut>Elec>Ice>Fire>Bomb>Guts
The PU weakness chain (i think) goes Cut>Bomb>Ice>Fire>Oil>Elec>Time>Guts
Discuss
after 6C, only Enker will be weak to BUSTER ELEMENT.
What is with the sudden points on Gutsman? Did someone dominate greatly as Gutsman in a server or something?
Here's something I just thought of.
Fireman is weak against Ice slasher. That makes sense. That means he's weak to Ice, Freeze and Blizzard. But isn't Blizzardman weak against Flame Blast? Would that make Fireman weak against Blizzardman & Blizzardman weak against Fireman?
/me loudly clears his throatjust because a robot master is one type doesn't mean their weapon is the same type(click to show/hide)
Y'know the Mega Man wiki (http://megaman.wikia.com) has types for each of the weapons...Some of them are missing though but could easily be classified as something, such as Break Dash (Pluto's weapon) which is used to break down walls in stages.
I thank yar efforts to try to group up weapons, Gumball, but to be brutally honest ya didn't do quite a good job on it.weapons? oh, nope nopeity nope nope nope. these are the robot masters themselves. just 'cause they're one type doesn't mean their weapon is the same. i.e. topman is speed, but his weapon is physical. i can easily classify the weapons.
Quote from: "SaviorSword"I thank yar efforts to try to group up weapons, Gumball, but to be brutally honest ya didn't do quite a good job on it.weapons? oh, nope nopeity nope nope nope. these are the robot masters themselves. just 'cause they're one type doesn't mean their weapon is the same. i.e. topman is speed, but his weapon is physical. i can easily classify the weapons.i think this just about covers it(click to show/hide)
Rock, Cut, Elec, Ice, Fire, Explosive, Water, Barrier.
I think you guys are Pokemon-ing this too much. This stuff needs to be on a case-by-case basis.More or less. It SEEMS to bit quite Pokemon-ish when ya gather up similar weapons. But in Mega Man, whatever type of robot ya are does not guarantee a weakness. Example, MOST Ice robots are weak to Fire weapons, but not in Ice Man's Case. Same with Fire Man's case as well, he is a Fire robot but is weak to Ice not to the tradition Wind weapons. Unlike in Pokemon, a Fire type will and always be weak to Water, Rock, Ground no matter what ya throw around (without countin' abilities of course for our matter).
*snip*Congratulations, you've demonstrated the problem we ran into when we sat down and discussed this last night. Everyone has their own opinion on how a weakness works against a particular robot master. While some of them have few options to choose between and/or are generally easy to figure out, there is often no single particular "true" reason behind a particular weakness. Instead we are trying to get the whole "weakness" concept to work from a gameplay standpoint, rather than a flavor standpoint (although we are trying to remain as true to the vanilla games as we can).
(although we are trying to remain as true to the vanilla games as we can).
Charge Man I could see.That attack IS the napalm bomb, a napalm is a flammable liquid, a firey bomb. Look up what napalm is. I've been counting Napalm as a fire robot for years due to that. Also he wasn't a fire Navi in Battle Network for nothing, they never gave anyone an element that didn't fit them in classic.
Napalm Man... I know where you're coming from, but that attack was seen no where in the offical canon games. Besides, Fire already has so many robot masters.
Also, do you have more of those?
As many of you know, Windman has a problem with hallways, here's an idea to fix this, make his flight an item and give him Wind Storm as an Alt. Fire.
Quote from: "Game&Watcher"As many of you know, Windman has a problem with hallways, here's an idea to fix this, make his flight an item and give him Wind Storm as an Alt. Fire.
I agree and support this fully. Why shouldn't Wind Man use Wind Storm?
Because Wind Man never actually used Windstorm?Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Shadow Man: Power Fighters he uses Shadow Clone Jitsu, vanishing while he is in the smoke.Quote from: "fortegigasgospel"Because Wind Man never actually used Windstorm?Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Quote from: "Hunter_orion"Shadow Man: Power Fighters he uses Shadow Clone Jitsu, vanishing while he is in the smoke.Quote from: "fortegigasgospel"Because Wind Man never actually used Windstorm?Really? You're going to try and argue in-game accuracy? Because I'm still waiting for the part of the Shadow Man fight where he turned invisible, or where Guts Man punches you, or Metal Man tries to chainsaw you to death, or when Knight Man does a shield bash, or when...THIS MOD CLEARLY DOES NOT REVOLVE AROUND IN-GAME ACCURACY!!!
He shoot propellers, flew at 90degrees then forward then straight down on you, and pulled you toward him.
Guts: Both arcade games he can punch.
Metal: I don't agree with, that would make more sense to be saved for Nitro
Knight: has a shield, it is logical
There is no evidence that Wind Man CAN use wind storm, for all we know his version of Wind Storm is the pulling. The question was "Why shouldn't Wind Man use Wind Storm" and I gave a reason.
With his weapon, Wind Storm, he can generate powerful winds that can reach a speed of 200m/s, which he uses to pull enemies, increasing the speed if damaged.
@fortegigagospel: Let's talk the actual series, not some crappy and boring knock off of Street Fighter, shall we? Power Battles sucked.
@Musashi-COM: And if that's the case, then why not give him his wind pull, that way he can pull them out of the hallway? Wind Man's inability to fight in hallways is a genuine issue brought up multiple times.
I love how people try saying they are fighting games, they aren't its basicly just megaman versus bosses, made to be an arcade game they you can play quickly and not need to spend hours on. They in no way resemble fighting games, uuuu they have special moves, which you execute by holding up when you release a charge, thats it. Also they are cannon games which expand upon the robot masters abilities. Otherwise Pharaoh wouldn't have his flying, which ONLY shows up in Power Fighters.Quote from: "Hunter_orion"@fortegigagospel: Let's talk the actual series, not some crappy and boring knock off of Street Fighter, shall we? Power Battles sucked.
@Musashi-COM: And if that's the case, then why not give him his wind pull, that way he can pull them out of the hallway? Wind Man's inability to fight in hallways is a genuine issue brought up multiple times.
1.- You obviously haven't played the arcade games, or you're a hater. I don't care: those games are Mega Man games, and will be taken into account if necessary.
2.- Magnetism whiners. That is all.
Aether?
1.- You obviously haven't played the arcade games, or you're a hater. I don't care: those games are Mega Man games, and will be taken into account if necessary.
2.- Magnetism whiners. That is all.
I'm still against it because:Although, I can live with turning his flight into an item, the other reasons are why I'd rather have him use a nerfed version of the Copy Weapon , or if they put in the pull, they should make it so that the Windman has to be grounded during the pull.No way to implement it without giving him a second weapon, or worse, an item
Windmen should be rewarded for their ability to aim dem CONFUSIIINGGG GYROOOSSSSSS, and shouldn't have something else set up hits for them.
While it would be hilarious, this would probably lead to flying Windmen pulling people off cliffs. Think about the whiners, man!
^Like that.
Anyway, he does kinda need a small increase in reload while firing.
ok, before you start pointing fingers and stuff, have you ever even played as skullman, let alone seen one outside lms?
I have, and I felt OP. He's a cheap, and uses no skill. And yes, outside of LMS, he's not OP. But in LMS, he's beast.
this may be a bit off-topic, but it's something to consider:
why not make cut man's scissors like the super adaptor's wings? when he throws his cutter, the scissors can disappear to make it look like they were actually thrown, and when it returns to him, they can reappear.
Cut Man is the only character other than Mega Man and Roll to use Rush's functions in a game; using Rush Jet in Super Adventure Rockman to save Mega Man.(http://images2.wikia.nocookie.net/__cb20101027082530/megaman/images/4/43/Supercutman.jpg)
You could have found a new robot master to play. When I stopped playing Woodman, I didn't stop playing Classes, I just found a new class to play.
Quote from: "Korby"You could have found a new robot master to play. When I stopped playing Woodman, I didn't stop playing Classes, I just found a new class to play.
I used to main Random.
Then I mained Quint.
I now main Magnet Man and Junk Man.
Oh... well, since you put it that way, I guess it's okay. I do believe the faster cutter may have been a bit too much, but since it has infinite ammo, I suppose it's a matter of re-learning how to aim it. It's kind of difficult at times, though, but that's me.I'd hope it has infinite ammo seeing as Cutman's firing rate varies unlike most everyone else. He can't attack at all until that cutter gets back to him.
You know "Super Adventure Rockman"?Only after all the other robot masters gave him power, and it took a lot out of him to do with the boost.
Megaman wields a double megabuster in one episode against Ra Moon.
Can you make this?
(http://images1.wikia.nocookie.net/__cb20080814234144/megaman/images/7/72/SARDoubleBuster.jpg)
http://megaman.wikia.com/wiki/MegaBuster
Whereas the best way to get frags with KY Knightman is to bounce the shot off a wall and land it right in the middle of someone...
Tricky indeed...
For Mike Adaptor, there's CMM in CSCC
Ok guys, we know what to do now: rid of Quint, Magnet and Junk. Rid of Dive while we're at it.
%o spawned inside %k's Junk Block
Will the MMV Robot Masters be taken into consideration into this mod?good question... does this apply to mm&b also?
does this apply to mm&b also?Yes.
why did Slashman get his dash cancel removed, and is there any chance he could get it back?
Quote from: "coolguy773"why did Slashman get his dash cancel removed, and is there any chance he could get it back?
Imagine this:
Slash Dash allows the user to move at circa FTL speed, but it could only be used when the ammo bar is full. You could literally zip across maps in a bit more than 3 seconds without losing much ammo, because you could just cancel the dash with mainfire and retain the remaining ammo. That way, you don't have to wait for the full ammo bar to regenerate and dash out of peril. I believe such mobility could only be compensated in two ways:
1.- Nerf Slash's defense, which is already low enough to allow the class to attack with Slash Claw without making it UP.
2.- Nerf Slash Claw's damage, and we end up with a carbon copy of the copywep version, just without the ammo usage penalty.
Another way to go around this would be to make Slash Claw consume ammo, but I'm not sure how that would work out for a melee class. Regardless of what, such mobility is very scary, so most of us agreed on that change to compensate the FTL speed Slash Dash could achieve.
My suggestion: Dash Canceling should drain all of his ammo no matter when he does it. I'm 90% sure this is how the Chargin' Targe works in TF2, so why not here?
Well...(click to show/hide)
Pretty much that. We don't need people abusing it.
But it's inconvinient and not nearly as practical. It wastes all your ammo, so you have to wait for it to come back. With the cancel, you just needed to traverse the distance you needed to traverse and right click, Save ammo, have another dash ready in a second.That's the point. You're not supposed to have another dash ready in a second.
Skins don't work properly, don't know why, but I just never got them to work.Ah, ok, that makes sense then.
Skins don't work properly, don't know why, but I just never got them to work.
oh, that reminds me... since plant barrier does no damage, are you going to do what you did with skull barrier? make a plant cannon or something?*cough*Plant Turrets*cough*
and is quickman gonna be weak to dem spacetime attacks?
also, I saw megaman made a dr. light in a robot suit man... thing. perhaps light could be a reskin of wily (with megaman's permission to use the skin, of course)?
I say yes, but what would his capsule be?ah... maybe an edit of the MM5 capsule? i think that one was lacking skulls...
...unless you read Bob and George a lot...
Or for that matter, the Cutstuff Community Classes? I personally think it would be badass to watch CutManMike thrash the hell out of Cut Man... :evil:Heh, I've been working on a patch to make CSCC compatible with these classes, but if I can't make it to work this week I'll say "screw this" and abandon it. I have to add some states to every class and re-number some scripts.
I am opposed to a Dr. Light class. Being a pacifist, he shouldn't be running around on the battlefield at all, much less blasting robots left and right. The fact that you're trying to pass him off as a robot copy is just a thinly veiled excuse to justify the above, and is basically meaningless. Leave Light outside the battlefield where he belongs.
and because we're kinda shifting out alternate skin classes, so having Dr. Light being a reskin of Dr. Wily class kinda defeats the purpose of, well, shifting out of alternate skin classes.I can, however, understand this as a reason. But on a serious note, Since when? This is news to me. Does this mean that the additional Proto Man, Mega Man, and Ballade skins are going to disappear?
X was made for Combat, in case the world needed someone like Megaman, he was also programmed to choice to fight or not.Quote from: "Myroc"I am opposed to a Dr. Light class. Being a pacifist, he shouldn't be running around on the battlefield at all, much less blasting robots left and right. The fact that you're trying to pass him off as a robot copy is just a thinly veiled excuse to justify the above, and is basically meaningless. Leave Light outside the battlefield where he belongs.
I have to disagree with the pacifist bit. I'm friends with a pacifist, yet he's fought before. Someone jumped him in an alley, and for someone who said they would never harm another human being, he pulverized the guy. So clearly, even those opposed to violence will partake in it if the occasion calls for it.
Furthermore, if he's such a pacifist, why would he even agree to convert Rock into Mega Man? If his beliefs were pure pacifist, he could not create a weapon like Mega Man in good conscience, especially if he had the ability to reason that he may use his powers for the wrong purposes. I know that particular bit is hypothetical, but it's the same principle of giving away a gun. You can give the person the gun and say "Use it only to protect the innocent", but you can't guarantee that that's what will happen. Additionally, he turned right around and made X, a robot based solely for combat (unlike Mega Man who was modified into a combat robot.) So, in conclusion, Dr. Light was well aware of the risks of making Rock into Mega Man, yet he did it anyway, meaning he can't be a total pacifist.Quoteand because we're kinda shifting out alternate skin classes, so having Dr. Light being a reskin of Dr. Wily class kinda defeats the purpose of, well, shifting out of alternate skin classes.I can, however, understand this as a reason. But on a serious note, Since when? This is news to me. Does this mean that the additional Proto Man, Mega Man, and Ballade skins are going to disappear?
Does this mean that the additional Proto Man, Mega Man, and Ballade skins are going to disappear?
But what about the Dark Men? Are they done?
X was made for Combat, in case the world needed someone like Megaman, he was also programmed to choice to fight or not.
Also, I've asked, like, four times if there's a way to add Enemy Classes in the same server, and I have gotten no response.
might wanna remove the bot buddy from the darkman 1 bot (aka the thing bots are given that makes them jump when they collide with walls)But then you have terrible bots that can't do anything but sit there and walk at walls.
hi I have a changelogsome things I want to punch you in the face for
oh boy HERE WE GO AGAIN(click to show/hide)
No. That change was made before that thread was made.(click to show/hide)
and WHERE WAS YD HIDING THIS WHOLE TIME
EDIT: no you wumpa fruit I was talking about the Yellow Devil class Korby mentioned
- DarkMan 2 is borderline useless - his shield has wonky hit detection and the STUNNNNNN net does piss damage. CHANGE PLZ
...and it can accidentally get thrown around by your own Roll Swing."Accidentally?"
Grab a certain item and he will get something unique to his class.Quote from: "SmashBroPlusB"- DarkMan 2 is borderline useless - his shield has wonky hit detection and the STUNNNNNN net does piss damage. CHANGE PLZ
You have stun powers and a hug shield. It can't be more blatant. Also, the shield can deflect some projectiles sometimes, since the two magnetic walls that form the shield are constantly rotating.
Regarding Darkman 4, I believe there are some key elements that make him special:
1.- Has Darkman2's Dark Shield.
2.- Can shoot his buster regardless of the Dark Shield being active or not.
3.- A secret characteristic no one will ever realize at first, and may require some time for people to find out. And no, this secret does exist unlike MM9's secret.
Actually... it can.Quote from: "SmashBroPlusB"- DarkMan 2 is borderline useless - his shield has wonky hit detection and the STUNNNNNN net does piss damage. CHANGE PLZYou have stun powers and a hug shield. It can't be more blatant.
Teleporting in breaks Junk blocks (woo).
The shield still acts wonky from time to time (ESPECIALLY around walls) and his relatively low health / lack of armor does nothing to remedy the issue.Dark Shield consists of two objects rotating around the player that can deflect some projectiles and have hug capacities. So yeah, all those hindrances? The way the shield works. Since that's how it works in the only MM game the Darkmen were in, we went with that. As far as Dark2 was concerned, the mainfire ideas were much more ambitious, but ended up being too wishful and no actual practical uses were given other than "trap enemies with stun".
I would like to see what you guys can come up for a different Dark Shield mechanic. But as far as the devteam is concerned, it's ok. Not stellar, but does the job it was intended to do.
As for the matter of DarkMan 4, that secret must be worth it. Like I said earlier DarkMan 2's shield is nice but it's nowhere near perfect, and most of the time I leave the shield off when attacking distant foes as it gets in the way of my shots. Sure, it's a nice tool to get someone off your rear end, and maybe you might get lucky and deflect a powerful enemy attack, but for the most part the shield's more of a hindrance.
I'm gonna go ahead and agree with you on this fact. I feel Dark4 doesn't fullfill the role of "all Darkmen in one". It's barely just Dark2 with a buster and less strict shield penalties. Don't know if other devs agree with me on this one. Maybe any changes to it would depend on public demand?.
And as far as Roll goes, I'm aware that you can throw the bucket splashes on purpose to trap someone, but the splashes don't last long enough for this to be exactly PRACTICAL. At best I can get 4 splashes stacked up before I can hurriedly swing my broom in a poorly aimed attempt to stun a player; if I want more accuracy with my shots I have to sacrifice the number of puddles I am swinging, therefore reducing my accuracy. You just can't win. I'd prefer if the splashes lasted longer so the tactic is viable (don't forget, Roll is a melee class and is inherently much more vulnerable to attacks) or if the splashes didn't get blasted away by Roll Swing.
How about instead of giving each puddle a time limit, we let Roll have an specific number of puddles out that won't dissapear?
Quote from: "Korby"Teleporting in breaks Junk blocks (woo).
THANK YOU
So after playing around with the new changes offline with some bots...Anyway, I look forward to using Dark 3, although people may be able to counter my Skull w/o Hardman now.
- DarkMan 3 is the sniper king and nobody can deny! I LOVE IT SO MUCH
- Gemini Man, HOLY SHIT. This class is a LEGEND and whoever programmed the clone is a GOD. LOVE IT LOVE IT LOVE IT. The only thing that sort of bothers me is that the clone is summoned directly in front of you and will always be on the same "side" of your body (e.g. if you summoned him towards the South then he'll never leave your South side), but I got used to it within a couple of minutes. I LOVE GEMINI MAN. He's balanced, he's not spammy anymore, he's sexy, and he's faithful to the NES game. FANTASTIC WORK GENTLEMEN.
...Who coded him?
How do you get the alternitive skins of certain classes? (Like Breakman, Helmetless Mega Man, etc)
Quote from: "Beed28"How do you get the alternitive skins of certain classes? (Like Breakman, Helmetless Mega Man, etc)
They got rid of them, I believe.
I would like to see what you guys can come up for a different Dark Shield mechanic.CHALLENGE ACCEPTED. Make the shield work like Mirror Buster.
Quote from: "Musashi-COM"I would like to see what you guys can come up for a different Dark Shield mechanic.CHALLENGE ACCEPTED. Make the shield work like Mirror Buster.
rotatey bits don't do damage against players
rotatey bits have +REFLECT or whatever it's called, so it deflects enemy bullets
DarkMan2 spews constant AoE damage a la Fire Storm while shield is up
it keeps the spinning bars gimmick while giving the player reliable hugging damage
So, are they now weak to Mirror Buster and Screw Crusher respectively? Or does Ballad have his original weakness to Power Stone?(click to show/hide)
what the hell is it
okayAs Dark Man 4, grab Item-1, and he will get the Carry from Megaman World I: Dr. Wily's Revenge. Which as in World I spawns under you when you use it.
I've tried grabbing every adaptor suit, every tank, sExit Unit, Tango, Treble, and Item-1
NOTHING. :I
what the hell is it
Quote from: "SmashBroPlusB"what the hell is it
Musashi's idea of a joke
Darkman 3- Man, this guy is op. He does so much damage to people. If your slashman and you go up close to him and he shoots you, more than half your [sic] health bar gone.
Is this the same for darkman1?Quote from: "MegaLAD1514"Darkman 3- Man, this guy is op. He does so much damage to people. If your slashman and you go up close to him and he shoots you, more than half your [sic] health bar gone.
You don't realize how this guy works, do you? His bullets do more damage the farther away you are from him, ergo, slashman is perfect for fighting him.
Quote from: "SmashBroPlusB"Quote from: "Musashi-COM"I would like to see what you guys can come up for a different Dark Shield mechanic.CHALLENGE ACCEPTED. Make the shield work like Mirror Buster.
rotatey bits don't do damage against players
rotatey bits have +REFLECT or whatever it's called, so it deflects enemy bullets
DarkMan2 spews constant AoE damage a la Fire Storm while shield is up
it keeps the spinning bars gimmick while giving the player reliable hugging damage
In layman's terms?
Is this the same for darkman1?No. That would ruin the point of the Darkmen being 3 completely different classes and also Darkman 4.
Roll- I'm finding this Roll class being more of a Troll class If you know what I mean. the broom stick pushes away everything with can make it frustrating to hit roll properly. I think it's a good thing though (I think...).Dude, the idea behind Roll being in Powered Up is a freakin' troll!! Every robot master and Mega Man and Proto Man use a set of weapons to defeat Wily. All she needs is a BROOM!! What doesn't scream troll about that??
Wood's taunt needs to be "Prepare for wood! And make it good."
Actually, he doesn't have Dark 1's gun. If he did, it would shoot faster the lower health he has.Well I ment that by him in Megaman 5. Basicly Darkman 2 with a buster. That was the only difference. Oh and he did the shield launching (more?)
Almost all of the new taunts are painfully quiet, and I really hope that's fixed at some point.Quote from: "Airman_Tengu"Is this the same for darkman1?No. That would ruin the point of the Darkmen being 3 completely different classes and also Darkman 4.
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.
Quote from: "MegaLAD1514"Darkman 3- Man, this guy is op. He does so much damage to people. If your slashman and you go up close to him and he shoots you, more than half your [sic] health bar gone.
You don't realize how this guy works, do you? His bullets do more damage the farther away you are from him, ergo, slashman is perfect for fighting him.
*looks at darkmang 3's weapon* It takes 11/35 seconds (if thats what a tic stands for) to go from lowest power to full power with a dark mang 3 shot, so a a bit under a half a second, but the shot travels fast so not sure the minimal distance for full power is, but if you are near him he only does like 10-20 damage up close so no way he killed ya in 2 shots if you were next to him
Quote from: "Ukiyama"*looks at darkmang 3's weapon* It takes 11/35 seconds (if thats what a tic stands for) to go from lowest power to full power with a dark mang 3 shot, so a a bit under a half a second, but the shot travels fast so not sure the minimal distance for full power is, but if you are near him he only does like 10-20 damage up close so no way he killed ya in 2 shots if you were next to him
Well, it's the truth. Killed me in 2 shots with slashman. But maybe it was just a glitch so it's not really that big of a deal
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.Not sure which RMs you're referring to. Would be good if you mentioned them.
By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.I think I've still got the correctly colored fake man buster somewhere. I'll share it once I get confirmation that he's going to be in the MM9 expansion.
And so Jax looked upon such situation...Wrong.
Quote from: "Korby"By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.I think I've still got the correctly colored fake man buster somewhere. I'll share it once I get confirmation that he's going to be in the MM9 expansion.
And so Korby looked upon such situation and said "moose what did you do", and added the altfire attack, which does piss damage and stuns just for the sole purpose of allowing Darkman 3 to escape to a safer location. And it was not as good as it would have been if Jax made the thing.
Praise the Darkman 3 class, it was made by Jax!
Oh, it was made by Korby? Nevermind then!
it is what humans call a joke, cold fusion.
Tengu Blade and Tornado Hold animations, plus still ones should be fine.
Well the "shield of the heavens" needs to work harder in water lolIts the contact with the water thats used as a floor. Bubble Lead, Wind Storm and Search Snake have the same issue, they read the water as a ceiling or wall, but search snake at least still goes.
For the HUDs,The problem here is that the classes team needs to decide how the classes will work first. I mean, how do we know that Splash Woman will be a melee class and make the HUD? What if the classes team decides it will have this and that?
MM8, MM&B, MM9, maybe MM10, with the first two being the most important.
... Then make her ride her scepter like a broomstick. :pThe Splash Woman skin on the wiki does just that. Also uses a buster to shoot so she is always on the Trident.
Water is hard to come by in most stagesSimple. Let her flood stages.
Hey guys YD put me in charge of classes balanceI'm the guy named "A Troll"(click to show/hide)
(http://img651.imageshack.us/img651/5218/tenguhud.png)For the Tengu Blade frame, have the side blades forward a bit like all his art work.
1) Standing frame for Tengu Blade
2) Standing frame for Tornado Hold
3) Firing frame for both
Tornado Hold: 2 when idle, 3 and 1 when firing, return to idle
Tengu Blade: 1 when idle, 3 when firing with a translation to the right
Flying: Translation downwards
If it needs work, let me know. It's not often that I get something right on the first try, as evident by the Dark Man 3 HUD.
Not talking about the skin, just the HUD. Korby, is he going to be in the MM9 expansion?Quote from: "Manibogi"Quote from: "Korby"By the way if anyone wants to make HUDs for any Robot Masters from the later games, that'd be great.I think I've still got the correctly colored fake man buster somewhere. I'll share it once I get confirmation that he's going to be in the MM9 expansion.
I've had that skin done forever. It was actually the first skin I made to get into sprite work. Later on, I reworked it to be overall better. It had better be in the expansion :evil:
Splash Woman should have Bubble Man powers; swim in water, andShe could use he "LAND LEGS" ololowalkride her trident on land. She'd use Laser Trident as a main, and stabbing as an alt. She could summon fish using an item.
How is that NSFW?
You can clearly see her... well, you know, her nudity.Way to subtly beat around the bush there.
I'd MUCH rather see her floating around in her trident. It would stay true to the games.
I'd like to propose an idea!Why not make Auto and Doc Bot actual classes and pick some random characters for carrier and terminator. That way Auto and Doc are normal selectable classes.
Make Auto the terminator!
Why? Saxton Hale, that's why.
(I got the idea from playing KY terminator)
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*
*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.
... :shock:Seconded
Gentlemen.
(http://img403.imageshack.us/img403/747/splashman.png)
(http://img403.imageshack.us/img403/747/splashman.png)I have been blinded forever.
I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.
Edit: Btw, I just saw this on tumblr, the background looks familiar.(click to show/hide)
Quote from: "Game&Watcher"*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.
Edit: Btw, I just saw this on tumblr, the background looks familiar.(click to show/hide)
You just made a triple post, the last two both being a responce to me. And I didn't know until I went into the Megaman discussion last night, being the first time I've ventured out of the 8-bit DM subforum in months.Quote from: "fortegigasgospel"Quote from: "Game&Watcher"*cough cough*Time Stopper*cough cough* Skull Barrier*cough cough*I'm pretty sure scripters can set him to not get those and get the alternatives seen in this mod, people have rescripted Eddie to not give certain things.
Edit: Btw, I just saw this on tumblr, the background looks familiar.(click to show/hide)
Dusty made that.
Most likely you've seen
some of his stuff, huh?
Would you mind if I gathered up all those changes and put them into SLumpEd? I need more sprite-work to do, and this is my favorite modification, so I want to help out badly.
Also, I think I have an excellent taunt for Spark Man. If you'd like, I can send it to you once I can figure out how to work Audacity.I can help with Audacity. Just send me the sound file and I will do the rest for you.
Yay, the serve
The shield seems to have the same issue as Junk Shield when you are up against a wall in which they won't rotate around you when a all is there, probably because they don't go through the wall, so its reading the projectile as despawning but still up.Quote from: "Daveris"Yay, the serve
Internet was down, and had router issues after that, but everything's square and the Classes DM server is back.
On the subject of Dark Man 2, I notice he has an issue with his bread-and-butter; his shield hug. The shield does damage just fine, but the problem is getting it to actually hit. I'm finding a lot of situations where the shield missis completely when I'm right up against the opponent, allowing them to strafe away from the shield's rotation and out to safety. DM2 might need some tweaks.
Oh, that reminds me! When Gyro Man spawns for the first time in a match, his alt doesn't function properly. He is unable to fly until he suicides, or someone kills him.
Quote from: "Gumballtoid"Oh, that reminds me! When Gyro Man spawns for the first time in a match, his alt doesn't function properly. He is unable to fly until he suicides, or someone kills him.
Surprised it took someone THIS long to find the deathmatch bug. Most classes have some crazy thing that breaks on them when they start of in a deathmatch. (Gyroman can't fly, Flashman starts off will full ammo, Plantman rage buster, ect.) If I remember correctly, this is a Skulltag related problem with scripts or something, I'm not positively sure. In general, it isn't a huge thing since one death isn't going to ruin you in deathmatch, neither is spectating and rejoining.
Also, making suggestions is cool, show and tell things you would like to see. IE Taunts.
So, what, exactly, is Blizzard Man's taunt supposed to be a reference to?!
Several pointers, opinions and/or suggestions:
1) Spring Man's taunt is too hardcore. Please change it. never
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
3) Enker DIES whenever he tries to absorb weapons like Fire Man's alt. Whenever he does that, he will continue absorbing, causing suicide. FIX THIS NOW
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
5) Add Top beats Needle, Gemini beats Shadow, Hard beats Quint and Stone beats Ballade. Besides that, give Wily more weaknesses, which are the Mega Man Killer weapons and the Sakugarne.
6) Punk's alt is too hard to use. He WILL turn to a spike ball but will not charge at his enemies. You're doing it wrong.
7) ALL Time Stopper(found in the stage and given by Eddie) should be replaced by Time Bender. GET OUT RIGHT NOW
Quote from: "Shmeckie"So, what, exactly, is Blizzard Man's taunt supposed to be a reference to?!(click to show/hide)
1) Spring Man's taunt is too hardcore. Please change it.
I've never had a problem with it.
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
Yeah, that'd make sense.
3) Enker DIES whenever he tries to absorb weapons like Fire Man's alt. Whenever he does that, he will continue absorbing, causing suicide.
Fire Man's alt is supposed to be wicked powerful to make up for the lack of speed and slow recharge. Why would you try to absorb it anyways? Enker isn't invincible. Believe me, I know this better than anyone.
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
Roll Swing doesn't affect the MM1 Masters, weakness-wise. I support this, however.
5) Add Top beats Needle, Gemini beats Shadow, Hard beats Quint and Stone beats Ballade. Besides that, give Wily more weaknesses, which are the Mega Man Killer weapons and the Sakugarne.
I don't think GB weaknesses are necessary, given that they already have weaknesses in the original titles. Wily's weaknesses are fine; he's weak to busters, as well as countless other things.
6) Punk's alt is too hard to use. He WILL turn to a spike ball but will not charge at his enemies.
Don't hold the button; Tap it.
7) ALL Time Stopper(found in the stage and given by Eddie) should be replaced by Time Bender.
Weapons dropped by Flash, Bright, Skull, Gravity, and Centaur are supplements. They weren't given the originals to prevent spamming. The original weapons should still be a reward for reaching them, rather than making it so you wouldn't bother in the first place.
^ This! This, dammit!Quote from: "Hilman170499"1) Spring Man's taunt is too hardcore. Please change it.
I've never had a problem with it.
It's still too hardcore. I will improve it or something :P
2) Stone Man should turn to a pile of invincible bricks whenever he uses his alt.
Yeah, that'd make sense.
YES PLEASE
4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
Roll Swing doesn't affect the MM1 Masters, weakness-wise. I support this, however.
The MMPU weaknesses were added as secondary weaknesses. Don't remember if they trigger the crit sound, but I do know for a fact MMPU weaknesses were added and do slightly less damage than the original weaknesses. IE, Guts is meant to be weak to Bomb and explosives, but Time damagetype is nearly as effective.
Has to do with Deathmatch. Just die once.Or spectate and rejoin.
Aside from that, I did testing. Nothing went wrong.
And Napalm Man's taunt has to be this (http://www.youtube.com/watch?feature=player_detailpage&v=EIrki8SUC_U#t=16s).
And Napalm Man's taunt has to be this (http://www.youtube.com/watch?feature=player_detailpage&v=EIrki8SUC_U#t=16s).
Has to do with Deathmatch. Just die once.
Aside from that, I did testing. Nothing went wrong.
Quote from: "Musashi-COM"And so Jax looked upon such situation...Wrong.
I made Darkman 3.
For the HUDs,
MM8, MM&B, MM9, maybe MM10, with the first two being the most important.
.
Skullman is really hard to play properly. That's all I can say. Slightly more rage duration and a larger clip would help, probably.
Dropping this here because I'm bored:Bump Ice down one level, he is smaller then most others canonly.
Types of Armor Classes:
Hard Armor = x0.4
Hard Man (duh)
Heavy Armor = x0.5
Guts Man
Stone Man
Toad Armor = x0.65
Toad Man (duh)
Dark Man 1 (lol)
Sturdy Armor = x0.8
Enker
Bomb Man
Wood Man
Charge Man
Dark Man 4
Yamato Man
Junk Man
Normal Armor = x1.0
Mega Man
Bass
Quint
Punk
Ballade
Ice Man
Time Man
Heat Man
Bubble Man
Air Man
Flash Man
Crash Man
Snake Man
Spark Man
Gemini Man
Magnet Man
Needle Man
Dust Man
Skull Man
Ring Man
Pharaoh Man
Dive Man
Napalm Man
Gravity Man
Wave Man
Crystal Man
Star Man
Dark Man 2
Plant Man
Tomahawk Man
Wind Man
Knight Man
Blizzard Man
Flame Man
Freeze Man
Burst Man
Turbo Man
Cloud Man
Spring Man
Shade Man
Light Armor = x1.2
Proto Man
Cut Man
Fire Man
Oil Man
Top Man
Bright Man
Drill Man
Gyro Man
Dark Man 3
Centaur Man
Slash Man
Glass Armor = x1.5
Roll
Elec Man
Metal Man
Dr. Wily
Quick Man
Shadow Man
Discuss.
And a weakness/resistance chart by request of Musashi.> Guts Man having a crapton of weaknesses
Cut Man==> Super Arm, Guts/Junk Punch, Power Stone
Guts Man==> Hyper Bomb, Crash Bomb, Drill Bomb, Napalm Bomb, Danger Wrap, Time Slow
Ice Man==> Thunder Beam, Spark Shock, Thunder Bolt
Bomb Man==> Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel
Fire Man==> Ice Slasher, Blizzard Attack, Freeze Cracker
Elec Man==> Rolling Cutter, Cutter Slash, Metal Blade, Shadow Blade, Oil Slider, Dust Crusher, Junk Shield
Oil Man==> Fire Storm, Atomic Fire, Pharaoh Shot, Flame Blast, Scorch Wheel
Time Man==> Thunder Beam, Spark Shock, Thunder Bolt
yeah guess what they're not there MusashiQuote from: "Gumballtoid"4) Add Mega Man Powered Up weakness to the MM1 Classes since Time Man and Oil Man (and Roll Swing) are here.
Roll Swing doesn't affect the MM1 Masters, weakness-wise. I support this, however.
The MMPU weaknesses were added as secondary weaknesses. Don't remember if they trigger the crit sound, but I do know for a fact MMPU weaknesses were added and do slightly less damage than the original weaknesses. IE, Guts is meant to be weak to Bomb and explosives, but Time damagetype is nearly as effective.
Ice could be weak to just Hyper Bomb, like how Guts is slightly weak to just Time Slow
Bomb could be weak to Rolling Cutter, like how Guts is slightly weak to just Time Slow
See, this is what I was going towards. Ice being weak to ALL bomb weapons would just be overkill, and the same could easily be said for Bomb. I was just campaigning for their original PU weaknesses to be included.
If the objective was to add the whole PU weakness cycle...as far as I care, this particular case was mostly about "familiar weakness cycle vs. obscure remake weakness cycle". I guess Jax went with the most known weakness cycle, which is MM1's, while making the PU-only weapons effective against the Robot Masters they were weak to in that game.
... This is where I have to disagree. Honestly the only weakness order I knew for MM1 was the PU cycle, and when the MM1 classes came out it took quite a bit of practice to step away from the quote-unquote "obscure" cycle. Again, it's not like Guts Man is weak to all spacetime weapons, just Time Slow, so why can't the same be done for Bomb Man and Ice Man?
Given that Needle Man already has a taunt, give heavy to Dark Man 1. Also, it looks as if all the current fire robot masters have taunts. There's always Burner Man, though, when he's made.
Also, I found my old list. Use it if you like. Just a suggestion; not trying to force it on you. Posted it because weaknesses came up again.
It includes MM8-10, MM&B, and MMV, as well as MM8BDM-featured Robot Masters.It's funny, because I just realized MMV included Terra in the weakness cycle, bringing it up to nine.(click to show/hide)
I also find it funny that Terra is weak to an earth attack despite being the Stardroid embodiment of Earth.
Colloquially, napalm has been used as the generic name of several flammable liquids used in warfare, often forms of jellied gasoline, such as to be expelled by flamethrowers in infantry and armored warfare.[1]Also Napalm was counted as a fire boss in BN for this reason.
Flash Man and Wood Man aren't especially weak to Metal Blades in Mega Man 2.We do not need more TF2 taunts. We're (well, I am, anyway, where applicable.) trying to use taunts that suit the character the most, not shoe-horning in TF2 just because a class suits a playstyle from that game. Seriously, we've been down that road before. The argument that ensued still remains in our top ten for biggest argument the dev-team participated in.
And on the subject of taunts. We need more TF2 taunts. We could probably get one line from each TF2 class into the game (minus Medic and Engineer).
Given that Needle Man already has a taunt, give heavy to Dark Man 1.
MM10.Thats not his original weakness though. Sorta like how Enker and Punk are weak to the Ballade Cracker and Mirror Buster in MM10, but originally never had weaknesses.
Ballade's weak to Screw Crusher.
I have one thing to say, and that is that in any classes DM, TDM, etc. If anyone plays as yamatoman they automatically won the match
I'd merely suggest a SMALL ammo nerf.
As much as some of you don't want any more TF2 taunts, but Napalm Man NEEDS this for his taunt! (http://wiki.teamfortress.com/w/images/9/94/Soldier_DominationSniper12.wav)
On a related note, nerf Cut Man's speed. He goes way too fast.
More suggestions/pointers/opinions/questions:.
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.
More suggestions/pointers/opinions/questions:1.)ClownMan: "Weakling, this isn't a joking matter!"
1) Since some people are talking about Mega Man 8 classes, make Frost Man's taunt "I'm gonna make popsicles out of you!"
2) For Snake Man's alt, change the obituary to "%o was torn apart by %k.". Using some imagination, you can pretend that Snake Man is tearing his opponents piece by piece.
3) Allow Gyro Man to fire Gyro Attack while flying, much like the original game.
4) Make Ballade Cracker a weakness to Guts Man, Toad Man, Stone Man and Cloud Man since the B Cracker is a bomb.
5) Speaking of weaknesses to bombs, is Flash Man weak to bombs? If no, make Flash Man weak to bombs.
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.
7) Make Dark Man 4 weak to Star Crash since it deals him good damage in Mega Man 5. Maybe add Ring Boomerang because Gravity Man and Dust Man are weak to both Ring Boomerang and Star Crash.
8) Make Spring Man slightly resistant to electricity. If he is hit by electricity, he will become magnetic. Same to Turbo Man but instead of being magnetic, he will turn to an invincible car.
9) For Burst Man's alt, change the damage type to "Bubble" because it is weird seeing classes weak to bombs being weak to Burst Man's alt, which has no bombs.
10) Make Enker weak to bombs, Punk weak to shields and Ballade weak to cutters. This is because Mirror Buster is an energy shield, Screw Crusher is a saw blade and Ballade Cracker is some kind of powerful bomb(see (4)).
11) Make Bass weak to Noise Crush and Super Adaptor. Those weapons work well against Bass in Mega Man 7.
12) Plant Man heals whenever he attacks. If patient, you can cheat by peppering the Plant Buster or leaving the Plant Barrier on to heal slowly.
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.
14) Make Plant Man drop a unique weapon that deals damage. That way, Mega Man, Proto Man and Bass can defeat Tomahawk Man.
15) Why are Dust Man and Gravity Man BOTH weak to Ring Boomerang AND Star Crash?
Actually, I KNOW that Metal Man is weak to Metal Blades in Mega Man 2, but it is not necessary to make it his weakness here. Why IS Metal Man weak to Metal Blades anyway?Metal was at the time supposed to be made out of the most powerful metal ever, and his metal blades could cut anything being made out of the same metal, kinda like the only physical object able to cut a diamond is a diamond.
14.)Better idea, have TomahawkMan be weak to Leaf Shield.
Is there anybody that DOESN'T use Metal Blades against Metal Man in MM2? They're far better against him than Quick Boomerang and it would be a crime to remove that weakness.Hill don't believe EVERYTHING on the Wiki, becuase it says Toad is weak to Rain Flush in the second encounter, yet also says it does 1 damage to him, but is worth a check to confirm.
I'm not saying Metal Blade should be his only weakness, I'm saying he should be weak to both like he actually is in the game.That agree with. Having Quick as a back up weakness at least.
Plant Barrier = Nature/Plant-based ShieldQuote from: "Game&Watcher"14.)Better idea, have TomahawkMan be weak to Leaf Shield.
Actually, that does not make any sense. Furthermore, tomahawks are some kind of battleaxe. Therefore, Silver Tomahawk is a cutter weapon. And, Tomahawk Man is weak to Plant Barrier because:
According to the Mega Man wikia, Tomahawk Man was built specifically for the Robot Tournament in Mega Man 6, therefore a symbol of war while Plant Man is based on a flower, therefore a symbol of peace.
The problem I have is Yamato Man being weak to Hard Knuckle. I thought he was weak to cutters that could pierce his "speed > defense" armor.
weak to knight crush
should be weak to things like rolling cutter, metal blade, etc.
Okay what about Dust CrusherWay I would say it is.
1) Since some people are talking about Mega Man 8 classes, make Frost Man's taunt "I'm gonna make popsicles out of you!"
Yes.
2) For Snake Man's alt, change the obituary to "%o was torn apart by %k.". Using some imagination, you can pretend that Snake Man is tearing his opponents piece by piece.
I like the current one, mainly because it makes me think of Prod (Worms series) and fits pretty well.
3) Allow Gyro Man to fire Gyro Attack while flying, much like the original game.
Do you really want Gyro Man to be even more obnoxious than he already is?
4) Make Ballade Cracker a weakness to Guts Man, Toad Man, Stone Man and Cloud Man since the B Cracker is a bomb. Personal opinion: Every class should have one weakness from each "set" of RM's (MM Killers counting as a seperate set or just an "etc." category or something).
5) Speaking of weaknesses to bombs, is Flash Man weak to bombs? If no, make Flash Man weak to bombs.
...What WAS Flash Man's weakness?
6) Remove Metal Man's weakness to Metal Blade. It may be a popular in Mega Man 2, but that is not his TRUE weakness. It is actually Quick Boomerang.
Metal Man's weakness to Metal Blade is memetic. Removing it would make the mod less awesome.
7) Make Dark Man 4 weak to Star Crash since it deals him good damage in Mega Man 5. Maybe add Ring Boomerang because Gravity Man and Dust Man are weak to both Ring Boomerang and Star Crash.
While we're at it, Dark Man 4 is essentially a better Dark Man 2. If this could be fixed that would be great.
8) Make Spring Man slightly resistant to electricity. If he is hit by electricity, he will become magnetic. Same to Turbo Man but instead of being magnetic, he will turn to an invincible car.
That would render classes that use electric weapons kind of useless because it would be more trouble to kill those two than it's worth. Resistance, maybe. Special effect, maybe, assuming it isn't a massive boost. Invulnerability combined with possibly one of the most broken attacks in the mod, hell no.
9) For Burst Man's alt, change the damage type to "Bubble" because it is weird seeing classes weak to bombs being weak to Burst Man's alt, which has no bombs.
Yes.
10) Make Enker weak to bombs, Punk weak to shields and Ballade weak to cutters. This is because Mirror Buster is an energy shield, Screw Crusher is a saw blade and Ballade Cracker is some kind of powerful bomb(see (4)).
...Maybe? Ballade seems to be weaker to "heavy weapons" (Specifically, Power Stone). Screw Crusher is most likely more of a heavy weapon.
11) Make Bass weak to Noise Crush and Super Adaptor. Those weapons work well against Bass in Mega Man 7.
Not sure on this one. He seems to be more based (no pun intended) on his MM&B/MM10 counterpart, in which case he has no weakness.
12) Plant Man heals whenever he attacks. If patient, you can cheat by peppering the Plant Buster or leaving the Plant Barrier on to heal slowly.
Plant Man has passively regenerating health and gains Vampirism when using Plant Barrier. (This does not apply to LMS.) It's intentional.
13) When Shade Man swoops down on an enemy, he should hold the enemy and slowly absorb health. It is a bit OP on enemies with weak armour but at least it makes sense.
Holding enemies would require more coding than it's worth. I do support the Vampirism idea, though.
14) Make Plant Man drop a unique weapon that deals damage. That way, Mega Man, Proto Man and Bass can defeat Tomahawk Man.
Protip: Shooting Tomahawk Man in the face kills him. Although making Plant Barrier throwable does sound like a neat idea...
15) Why are Dust Man and Gravity Man BOTH weak to Ring Boomerang AND Star Crash?
...Shiny gold things? I dunno.
We should have a class walkthrough topic.That's what the Wiki is for. Speaking of which, I'll be updating the classes page soon, so don't worry about that.
Like, a how-to-use-this-class thing.
Quote from: "Daveris"We should have a class walkthrough topic.That's what the Wiki is for. Speaking of which, I'll be updating the classes page soon, so don't worry about that.
Like, a how-to-use-this-class thing.
Also, Flash Man's intended weakness was Crash Bomber. The order actually is: Metal > Bubble > Heat > Wood > Air > Crash > Flash > Quick > Metal
If its just a class walkthrough why would it go in WIP?Quote from: "Gumballtoid"Quote from: "Daveris"We should have a class walkthrough topic.That's what the Wiki is for. Speaking of which, I'll be updating the classes page soon, so don't worry about that.
Like, a how-to-use-this-class thing.
Also, Flash Man's intended weakness was Crash Bomber. The order actually is: Metal > Bubble > Heat > Wood > Air > Crash > Flash > Quick > Metal
I mean, a full powered GameFAQs-type class walkthrough detailing stages, etc.
I could do one on Skull Man, Shmeckie could do one on Punk, and so on.
Heck, with support, I could start up a project on the WIP Forum.
If its just a class walkthrough why would it go in WIP?I like this idea.
Now if they were to make a mod to the class mod, that basicly works as a tutorial for the classes. Puts you in a tutorial area based on the RM's stage and gives you a run down on the class and pointers on how to use there abilities and weapons.
For instance Cut Man's would inform you about his movement speed, his jump height, give you a spot to test his wall jump, some respawning targets around to test his rolling cutter and melee attack.
Spark Man-
I'm a LITTLE ashamed I didn't think of this before, but in Marvel vs. Capcom 3 Thor has and yells an attack called "MIGHTY SPARK!" PERFECT For Spark Man.
Not a bad idea.
Dive Man-
From the YMCA song, the lyrics "IN THE NAVVVVYYYY!"
Seems a little out of place. I'm thinking part of the Spaceballs "Radar Jam" scene because submarines use radar systems and Dive Missiles track people.
Darkman 3-
The sniper from Team Fortress 2- "Boom, Headshot"
Or FPS Dave's version of the same line. Though now that I think of it, The Sniper's version may fit better.
Centaur Man-
Now theres any number of PONY ones we can do but how bout we do the unexpected one? theres two potential ones here, one being a regular horse neigh OR Mr. Ed saying "Hello! I'm Mr. Ed!"
"Dear Princess Celestia..."
Napalm Man-
In the game Metal Slug when you pick up weapons the game usually tells you in a jaunty voice what you picked up, I figure for napalm man considering he's a walking weapons depot, he could have the quote "ROCKET LAUNCHER!" of course for metal slug fans it's lovingly pronounced "RAWKIT LAWNCHAIR!"
How has no one suggested this yet: "I love the smell of napalm in the morning."
Burst Man
From finding nemo, the little yellow fish that exclaims "BUBBLES!!!!" Granted that might make sense on bubble man but lets face it Burst Man uses Bubbles to attack people >_>
I'm still thinking a quote from Singed (League of Legends) would fit him, but Bubbles would probably work better.
Ballade-
Since Ballade doesn't really have an identifiable "theme" except explosions, I decided to think of one based around his personality, which is very much like Bass, and Vegeta and then a I remembered a badass quote that actually fits around the fact that everyone's a robot. When Vegeta is fighting Android 19, right before he goes super sayian for the first time he says a quote, obviously it's a bit long so it'd be shortened to "Does a machine like yourself ever experience FEAR!?"
and now for the weakest idea, I just couldn't honestly think of something
If Napalm Man gets the Apocalypse Now taunt, Ballade should get "RAWKET LAWNCHAIR!" because Ballade Cracker works like the standard video game rocket launcher.
Darkman 1-
He's a tank, so the only thing I could think of was metal slug again and the begining of the first game it says "METAL SLUG!"
I have no amazing ideas for this one, unless you want to go the extra-silly route and use one of the Left 4 Dead 2 players' quotes for "TAAAAAAAAANK!!"
hey guys
spoilers
taunts are being removed, in a way.
feel free to keep suggesting them, though.
:ugeek:
Let's make a taunt addon WAD =P^ this. The taunts are
Oh dammit they figured it out.Quote from: "Laggy Blazko"Let's make a taunt addon WAD =P^ this. The taunts are
A) Not 8-bit, when this is the main class mod of 8bitdm.
B) Add unneeded size to the mod on top of the classes own sounds. Remember, sounds take up the most space of any files, often over 50% of something is just the sounds.
[Testing those classes Ammo revamp ahoy!]I'm still working on the graphical revamp. Also, many people say the B&F Super Arm clashes badly and they want the old boulder back. Having said this, I advise not using B&F sprites for Pharaoh Man and Crash Man. Do as you will, but I think it won't be wildly welcomed. In any case, I simply need to add transparencies, and I'm finished. I also recolored Pharaoh Shot for Pharaoh Man should you choose not to use the B&F version. Napalm Man is the exception, given that his artwork and his sprite clash. Badly. I'll be doing this with Crash Man and Bubble Man as well. In addition, I have a gray Super Arm boulder you might want to consider, but it's low priority.
I guarantee removing the taunts would be a bad idea as no one would play the mode anymore. however if making taunts an OPTION is whats going to happen. This is good too, as I love the taunts. I love them so much I made a damn comic about them lolIf no one plays because there is no taunts they everyone has forgotten the true purpose of the mod.
Quote from: "Dusty"I guarantee removing the taunts would be a bad idea as no one would play the mode anymore. however if making taunts an OPTION is whats going to happen. This is good too, as I love the taunts. I love them so much I made a damn comic about them lolIf no one plays because there is no taunts they everyone has forgotten the true purpose of the mod.
Its "Classes Mod" not "taunt mod"
Actually, I have to agree. After playing with Protoman for a while, I found it incredibly annoying that he only had his shield when he was using the protobuster. This makes Bass a MUCH better alternative, seeing as he's much faster, double jumps, and has rapid fire shots.
you also forgot that he can easily camp the many tango or treble items, and can easily grab rush coil/jet for a instant super charge
Maybe if Protoman had his shield or something even with Copyweps, it'd be better.
Proto ManThat seems fun.
Whelp, before I go...Quote from: "Human Destroyer"Proto ManThat seems fun.
Dark Man 1
Quote from: "Korby"Whelp, before I go...Gemini ManQuote from: "Human Destroyer"Proto ManThat seems fun.
Dark Man 1
>Play as Starman
>Don't use Star Crash
Also Star Flurry is weak as hell and easy to dodge.Quote from: "Hilman170499">Play as Starman
>Don't use Star Crash
I don't usually insult people's playing styles, but you are doing it way beyond wrong.
Star Crash is a win button in every sense of the word. Armor, huge melee damage, and a decent radius mean that running into a crowd will guarantee you frags. And running into a solo person also pretty much guarantees a frag.
you decide which is better IN GENERAL.There are other factors that must be included into that equation, such as player skill, stage selected and type of game and settings. Therefore, results may vary a lot. If we were to evaluate usefulness for the classes by themselves, it might be redundant because all of their moves are known already.
Quoteyou decide which is better IN GENERAL.There are other factors that must be included into that equation, such as player skill, stage selected and type of game and settings. Therefore, results may vary a lot. If we were to evaluate usefulness for the classes by themselves, it might be redundant because all of their moves are known already.
Or unless you're planning to make a guide of each character with strategies and such, I don't see why not.
when this is done skullman's probably going to be on the bottom due to his being 100% useless if you have a slow connection, he's only useful if you have a fast connection, or damn good prediction skills
Slashmanhave you seen gumballtoid going around one shotting people in a server with him?
have you seen gumballtoid going around one shotting people in a server with him?Wait, so... Slash Man is OP?
Because every class is supposed to work well in every situation.
The reason why he doesn't work well in one area of a fight is because he works well in another aspect of it. Cloud Man is better for crowd control imo.He doesn't work at all in "one aspect of a fight," which just happens to be the aspect that entails 90% of any given game session.
What makes him viewed as UP is his mainfire, which seems to be a 4-5HKO? on most classes. As wide as it is, it takes up WAY too much
ammo.
Freeze: Alt;Freezes self, damaging opponents(?)Daveris here gives me a few ideas to expand upon this, with some of Halo Reach's Armor Lock thrown in. An Alt where Freezeman encases himself in Ice similar to his MM7 boss intro, which boosts his resistance to any non-fire or junk damage type (well maybe). He can then release the alt (or someone breaks it) and rain Icicles around him, which are more numerous depending on how long alt is held down.
This gave me the alt to have a "Point-and-Spawn" alt for him where depending on if he points to the floor or ceiling he spawns Icicles which spike up or fall from the ceiling.
Freeze: Alt;Freezes self, damaging opponents(?)
This gave me the alt to have a "Point-and-Spawn" alt for him where depending on if he points to the floor or ceiling he spawns Icicles which spike up or fall from the ceiling.
Regarding whatever's being discussed at the moment:I was wondering how many frames of animation you need for this.
Sorry, too busy adding/discussing/thinking of new classes/stuff. Mostly classes. Although it's more likely new stuff for current classes comes our way for 6D, which is inevitable now.
Now, for what I came here:
I'd like someone that will obviously not be me to make new animations for Flash Man's HUD.
(http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/flashsheet.gif)
You know how Flash Man does this silly pose where he raises his buster arm and places it in a vertical position? HUDify that, so it's used whenever players use altfire.
Quote from: "Musashi-COM"Regarding whatever's being discussed at the moment:I was wondering how many frames of animation you need for this.
Sorry, too busy adding/discussing/thinking of new classes/stuff. Mostly classes. Although it's more likely new stuff for current classes comes our way for 6D, which is inevitable now.
Now, for what I came here:
I'd like someone that will obviously not be me to make new animations for Flash Man's HUD.
(http://www.sprites-inc.co.uk/files/Classic/MM2/Boss/flashsheet.gif)
You know how Flash Man does this silly pose where he raises his buster arm and places it in a vertical position? HUDify that, so it's used whenever players use altfire.
2) What's the current one?"%o was bounced away by %k's Wild Coil."
Quick Man could block?Quick Man was immune to Metal Blade because he stopped to block them and they did typical blocked bounce off.
Anyway, no, he's already an annoying little bugger, it'd be worse if he was a staller too.
Also, making Cut Man's cutter copywep speed would be more of a buff than a nerf.The thing about Cut Man is, when he throws his cutter, not only is it incredibly hard to dodge, but it does a ridiculous amount of damage, even with the lesser ripping time. In addition, the speed makes it hard to dodge. Nerfing the cutter's speed would not only make it easier to dodge, but it would also make it harder for Cut Man to defend himself. Right now, he can dominate the whole server on just about any map.
But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death.This is my point.
This x10 to the 10th powerQuote from: "Hunter_orion"But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death.This is my point.
The mainfire of a weapon should be the....main fire of a weapon. If you're using the altfire more than the mainfire, something is wrong.
The thing about Cut Man is, when he throws his cutter, not only is it incredibly hard to dodge,Jump.
but it does a ridiculous amount of damage, even with the lesser ripping time. In addition, the speed makes it hard to dodge. Nerfing the cutter's speed would not only make it easier to dodge, but it would also make it harder for Cut Man to defend himself. Right now, he can dominate the whole server on just about any map.
Am I the only one who uses Scorch Wheel way more than the car form?! Because the Scorch Wheel is way more effective is most situations...Quote from: "Gumballtoid"The thing about Cut Man is, when he throws his cutter, not only is it incredibly hard to dodge,Jump.
And get hit by the ludicrous hitboxesQuotebut it does a ridiculous amount of damage, even with the lesser ripping time. In addition, the speed makes it hard to dodge. Nerfing the cutter's speed would not only make it easier to dodge, but it would also make it harder for Cut Man to defend himself. Right now, he can dominate the whole server on just about any map.
He has the slower speed in KY Classes, and he's still a source for easy frags.
Slower speed, and an ammo limit
And get hit by the ludicrous hitboxes
Slower speed, and an ammo limit
Quote from: "Hunter_orion"But aside from that, he also has his car, which is a far better alternative than scorch wheeling somebody to death.This is my point.
The mainfire of a weapon should be the....main fire of a weapon. If you're using the altfire more than the mainfire, something is wrong.
actor ScorchWheel
...
Spawn:
SWHE AB 2 A_Explode(19,128,0)
SWHE A 0 A_GiveInventory("Clip",1)
SWHE CDEF 2 A_Explode(4,100,0)
loop
...
In case you don't know what this means, vanilla (and indeed Turbo's) scorch wheel alternates between intervals of 19 damage explosions and 4 damage explosions.Okay, so today I learned Wily + fastweps = BAAAAAAAAD :shock:
I tried mm6 part with tomahawkman from v6c, it's crazy.....Air is easy to handle cause he needs to get up close. Charge in either class mod is the one you need to watch out for, same with Top.(click to show/hide)
I DID IT !!! finaly :shock:
The problem is: Bots have infinite weapons right? It's really HARD to win on the windman map cause chargeman and airman are powerfull and with infinite weapons, they killed everybody quickly, specially CHARGEMAN....
(and tomahawkman need to be more powerfull...a little? .______.)
But i like this tomahawkman cause the tomahawk is more like the megaman tomahawk ^^ FASTER! and the feathers are a really cool shotgun.
I hoped....chargeman can be stunned on this map (no move), it's a way to win this map too....
EDIT: But I understand It can be complicate to find a good way to have a robotmaster who is good at (T)DM AND (T)LMS....
Exemple: Slashman for DM for a lot, stoneman too.
Ballade or Tomahawkman for TLMS (simple lms is crazy ._. )
Yes, KY Bots are better, but i mean, chargeman was boring cause he destroyed everybody in 1s cause no gauge.
And tomahawkman is not so powerfull on YD version. I was always second for a time.
what do you mean O_o
so is it basically for characters who need a full ammo bar to attack or does this just basically give everyone infinite ammoI'd think that you still need the amount of ammo to fire, but if you don't have the ammo yet to shoot you'll still recover it until you can fire even if you press the shoot button, instead of your ammo gauge stopping refilling because you pressed the button and didn't have the ammo to use the attack. I know some classes have a problem with that cause you may by just under the amount of ammo you need to fire but you pressed the shoot button too soon, thus lose a second before you can shoot again. Such as Drill Man, can't tell you how often that happens to me as him.
But then you have those classes whose attacks don't require a minimun of ammo to be fired, which just gives them the ability to mantain an infinite stream of shots with a very slightly reduced rate of fire, by just holding down the fire button. And then you have classes like Charge Man, a class that has a short ammo regen rate and only requires the wee littlest bit of ammo to activate its attacks.
Isn't it possible to have this feature only apply to certain classes?
okay so the Mega Man 8 expansion is right around the corner, metaphorically speakingTwo different Astro and Tengus with a slight visual difference to show difference between them. General ones that use a mix of both attack styles.
and there's Astro Man and Tengu Man in MM8 right
but see here's the thing
they were also in Mega Man & Bass and Astro had WAY different attacks
what do
Astroman planned mainfire: Copy Visiondoes no one read
Does that answer your question?
Seriously you guys.
Yamato Man.
What were you thinking?!
Increase Napalm's ammo consumption? Decrease ammo regen rate?
Make his bombs not explode on enemy contact after bouncing off a wall, increase range, keep current damage for direct hit, nerf bounced bomb damage?
Quote from: "Shmeckie"Seriously you guys.
Yamato Man.
What were you thinking?!
Hey, I still oppose that new ammo regen system.
Quote from: "Musashi-COM"Increase Napalm's ammo consumption? Decrease ammo regen rate?
Make his bombs not explode on enemy contact after bouncing off a wall, increase range, keep current damage for direct hit, nerf bounced bomb damage?
I was thinking in the manner of making his Napalm Bombs cost 1.5-2x the amount of ammo they do AND nerfing his 'rate a bit.
Run up to someone, stunlock them with both missiles and finish with a Napalm Bomb. 1 KO.
W+M1 a crowd. All the KOs.
so hey, proposed napalm man changes.
-Make his normal speed the same/slower(?) than Megaman
-Give him Cyborg-esque Rocket Dash item to make up for this, would not be able to go vertically
-Increase cost of mainfire a bit
-Maybe increase altfire cost a bit
We should hold events with this mod.
"Magnet Golf Duel"
"Quickman Race"
"Dive Missile Challenge"
"Enker Endurance"
so hey, proposed napalm man changes.
-Make his normal speed the same/slower(?) than Megaman
-Give him Cyborg-esque Rocket Dash item to make up for this, would not be able to go vertically
-Increase cost of mainfire a bit
-Maybe increase altfire cost a bit
Thoughts?
I've rarely seen anyone actually win a match by doing that, though.
But its enough to make a difference in the long run, hypothetically lets say he has 100 ammo, and he uses 2 ammo each shot, thats 50 shoots before he is out of ammo.Quote from: "Shmeckie"I've rarely seen anyone actually win a match by doing that, though.
I have. In fact, I've won a few like that. 3 instead of 2 isn't much more.
Hello, I'm Cutman, and my rolling cutter takes a second to return to me if I stand still.
I am a glass cannon with high speed that can score an OHKO with every toss,
but take a few hits to defeat myself. If I need to retreat and I throw my cutter,
it will guard my back but take longer to return.
I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.If Cutman is one shooting you so easily play more evasive around them, they don't always score an OHKO.
I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.In other words, the team envisioned cutman as a instant win condition
Quote from: "Knux"I think there was a very good explanation from Musashi quite a few pages back, but I'm too lazy to go and fetch it. All I'll say is that the current Cutman is what the team envisioned, and that there's apparently no need to change him.In other words, the team envisioned cutman as a instant win condition
Check:
TNT1 A 1 A_GiveInventory("CutterFlag",1)
TNT1 A 0 A_JumpIfInventory("CutterFlag",300,"Return")
Goto Check
Check:
TNT1 A 1 A_GiveInventory("CutterFlag",2)
TNT1 A 0 A_JumpIfInventory("CutterFlag",300,"Return")
Goto Check
In other words, the team envisioned cutman as a instant win conditionVery funny. I never implied this though. Just learn to not get hit. If you get killed so much, then learn to stay away or jump like everyone else. That cutter isn't nearly as damaging as the old one anyway. And you really do not want the old cutter back. That was real rape there with the slow moving and bunch of ticks of damage coupled with Cut Man's high speed.
easier said than done
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt
easier said than doneThis is also assuming everyone must follow a specific strategy. That's bullshit the way I see it, considering I've used the class since released. I've been countered in many ways more than one. This is just whining at it's finest. Move along, everyone.
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt
That was Napalmman, in terms of fearing to make him too similar to Ballade.
Quote from: "Musashi-COM"That was Napalmman, in terms of fearing to make him too similar to Ballade.
What are you talking about? Napalmman hasn't been changed since he was first released, long before you were on the team.
He was made LONG before Ballade and was designed to be Napalmman, not an "instant win condition."
Why is it no one realizes if you stay close (but not too close what with the alt and all) to Cut Man he has a harder time doing major damage? If his Cutter hits, it's less likely to be hanging on you for long enough to OHKO you, and the damage will be notably less than usual. Same goes for fighting Knight Man.But Cutman has a melee attack.
Quote from: "ice"easier said than doneThis is also assuming everyone must follow a specific strategy. That's bullshit the way I see it, considering I've used the class since released. I've been countered in many ways more than one. This is just whining at it's finest. Move along, everyone.
cutman players will always keep there distance and given cutman's speed, catching up to him isnt easy unless you're a class that's health is so low that they are one shotted by his alt
But Cutman has a melee attack.
And it hurts D:
With something with below-average armor, I would say getting up close to melee AND kill someone is quite an accomplishment. Just be thankful he can't get invisible and pop up in your face from nowhere. *hint* :?
so hey guysWho knows. I'd have to test that to see.
tomahawk has infinite ammo now
doesn't that sound fun?
Could he have both out at the same time?Sure, that would make him like Ringman, but that should be Possible, according to Playable Cutman in PU.
Jax's idea for Cutman is two weapons.
*resists the urge to say something snippy*
Give Darkman1's shots more speedNo.
Give Crashman the ScoResNo.
Make Ringman's rings return fasterMaybe.
I was wondering if Wind Man will get a flight cancel. The way it is now, the flight is quite impractical to use. You need to choose to either fly or fight, and I'd much rather fly AND fight, and stop flying when I need to.^
May I be informed of how much damage each of Dark2's weapons deal?Do it yourself.
Could you add an icon to show where theIt IS possible, but it seems kind of silly.
magbarrier is? As in an icon showing Darkman 2 and the position of his rotating shields?
His barrier doesn't work in clipping floorsWe know.
I actually had in mind a right arm animation where he raises the buster and positions it vertically (like the sprite), not a left hand animation at all...I know, Mus. It's just that in the first animation frame, he does have his left arm raised. Though if you don't want the left arm, that's fine then. I'll get to work on the vertical buster. Still, I had fixed the thing by the time you posted, so here it is again:
okayI thought it was obvious...
who uses Freezey Wave exactly?
V6D
- Pressing fire or altfire prematurely no longer puts you in a vulnerable noammo state.
- Buffs: Darkman2 (&Darkman4)
- Nerfs: Slide, Metal, Bomb
- New Freezeman alt
- Yamato revamp
- Wood revamp
- Various visual updates
V6DFunny how my very first class has this. :cool:
- Pressing fire or altfire prematurely no longer puts you in a vulnerable noammo state.
Please tell me one of those visual updates is Magnet Man's pose.
I'm certain I posted frames I made for that here before I deleted it due to not sparking intrest. I think Jax told me that he saved a pic of it. I'm also pretty sure that KY-Cla-*shot*Quote from: "Shmeckie"Please tell me one of those visual updates is Magnet Man's pose.
No rotations for it yet.
But yeah, visual updates. It encompasses many superflous things
I'm also pretty sure that KY-Cla-*shot*
Was going to save magnet alt sprites for when I polished magnet push up some later version.
But since Schmeckie expressed such concern, I have included DarkAura's sprites.
For some reason, the "Underwater" effect for Diveman's stage does not work for Bubbleman and Oilman, but it does work on Bubbleman's stage.Worked fine for me
During LMS (or any game mode where players do not respawn), Copyweps should spawn with only the buster
Copywep tokens DO disappear...after precisely 2 minutes, IIRC. Any lower and we might end up giving copywep classes the shaft :?Pretty much every map in the game has weapon pick ups for them anyway so they don't get too much of an disadvantage by not having a lot of time to grab dropped weapons.
Any lower and we might end up giving copywep classes the shaft :?
Hmm. I've been playin' classes with the Chaos Generator's Zombie mode, just seeing how long I can survive as each class. I think I'll put here the scores I'd give each class on Zombie-Killin'-Effectiveness.
For this, I am doing Shade Man's stage, with the modifiers Zombie (Of course), Reflect (Doesn't affect anything for this), and Explosion Armor (I'm assuming this doesn't effect Zombies.), and with Buckshot mode.
By "extract", are you unzipping the entire file? Can't you just put the pk3 file in as is?
Thanks Musashi
but how do i make those files work on doomseeker?
(click to show/hide)
Ballade doesn't drop his weapon when he dies.
EDIT: Neither does Quint.
I know people don't like things repeated, but because it was left behind with a bare amount of comments, here are the Flash Man HUD animations, from 1 to 4. Remember that feedback helps.(click to show/hide)
(click to show/hide)
To sum it up.
Suck it up. He's not Napalm Man, play him differently.
Flame Man still can't set off the oil in his own stage.Once the next version comes out all fire weapons will set off the oil, so they can easily set it to then. At least, thats what they said about the fire weapons.
How has this not been addressed?!
I just have to say; well done on fixing up Yamatoman. I find him very fun and enjoyable to play as, and he is nice and balanced now.And (I know I know blablabla you think it isn't canon blabla) Quint and R-Shadow are supposed to be identical, and R-Shadow also fired a laser. So it would make sense to give Quint a laser buster shoot too.
There is a bit of an odd question I have though. Have you considered giving Quint a green laser instead of a megaman-style buster weapon with changed accuracy? I bring this up because in a couple models he is shown firing a laser like this.
I.E. This action figure (http://img708.imageshack.us/img708/4456/quintcc.jpg)
Quote from: "Airman_Tengu"I just have to say; well done on fixing up Yamatoman. I find him very fun and enjoyable to play as, and he is nice and balanced now.And (I know I know blablabla you think it isn't canon blabla) Quint and R-Shadow are supposed to be identical, and R-Shadow also fired a laser. So it would make sense to give Quint a laser buster shoot too.
There is a bit of an odd question I have though. Have you considered giving Quint a green laser instead of a megaman-style buster weapon with changed accuracy? I bring this up because in a couple models he is shown firing a laser like this.
I.E. This action figure (http://img708.imageshack.us/img708/4456/quintcc.jpg)
That action figure is a modification of the D-Arts Mega Man figure with a Sakugarne made from scratch. Tell me how to give him a laser shot that is akin to Model A's and not Gemini Laser and how it should work (damage values, properties, gimmicks, firing functionality), and maybe Jax would consider it (despite the fact I believe he won't add anything else to him)
If anything, that pose by itself gave me a ridiculous idea: Quint able to shoot his buster while riding Sakugarne.
(napalm man stuff)
So I think Star Man needs to lose that armor when Star Crash is up.Assuming he can either get up close or land a trap flurry, then yes. Besides that, the thrown shield doesn't go too fast, so I don't see why. I've played against and as Star Man before, and I feel he's fine. That's just me, though.
He already does crazy damage with it, he can fire it for ripping damage, and he can set those star turrets. With all this, he does not need armor when Star Crash is up.
the thrown shield doesn't go too fastThis is a good thing.
Alternatively, the rolled bombs could do just that: roll. Make the alt like the Bomb item in Crash Team Racing. You pick up a bomb, you press the alt, and it rolls forward along the ground at high speed, exploding when it hits a player or a wall. These type of rolled bombs would be harder to aim with at close corners but would have the advantage of distance, assuming you're not playing on a stage like Guts Man. The high speed of the bomb is also a double-edged sword; it can catch someone by surprise, but the bomb will be "active" for a shorter time and won't be so much of a pest as a vanilla Hyper Bomb just sitting around.*cough*Bombman.exe*cough*
Rolling bomb.I suggested that eons ago, and I think it was rejected. >_>
I have a little suggestion for yamatoman.
Bikdark complain about the range of alt (chainsaw thing). So, i remembered that.
(http://themechanicalmaniacs.com/axe/sprites/yamatobattlea.gif)
Can it be good if you put the range like this:
For horizontal ---------- => LESS RANGE.
For front || => MORE RANGE!
Cause you can make the same thing of yamatom in the manga an specially the same fun special attack of YamatomanEXE. And it can be more like the taunt (Ken punchs "tatata" = Yamatoman short range multi spears BUT Ken punchs 'tatata" =/= fast circle spear).
For the move speed with this attack, it will be the same thing.
A second alt can be the circle spears thing who can be like a shield....but it will be better for the EXE version of classe... and anyways...2 weapons and 1 defense weapon for yamatoman is maybe too much, except if you make him (exemple the spears attack from the short range spears can be less powerfull.)
Just an idea to make Yamatoman more epic. (The taunt is pretty fun :lol: )
Except Yamato isn't a melee class.1. Powerful melee alt that doesn't use ammo
Bend the elbows some moreOh hey, I forgot about this:
Quote from: "Orange juice :l"Bend the elbows some moreOh hey, I forgot about this:
(http://img821.imageshack.us/img821/7279/magbg0.png)
Can you bring down Guts Man's armor a bit?I support this
http://img32.imageshack.us/img32/8895/classespics.png
I've begun a side project of making up profile pics for the various classes, this is so newcomers aren't so daunted and serves as a sort of "instruction manual" for the classes mode period.
It will include weapon names, descriptions do etc. etc. U. sword has said that he will be e-mailing/sending me the names/alts and such of the characters and I will be doing up the profiles in due time. I'm using the miniMEGA style i've developed for the comic and what not.
Tell me what you all think of what i've done so far.
Class walkthroughs, anyone?A class walk through would explain what the main fire is, what the alt fire is, speed, jump ability, items, special ability.
Darkman1(click to show/hide)
Can we PLEASE call Junk Man's blocks "RockCube"? :lol:What.
Also, I'm still a bit cheesed about Proto Man's lowered health values. In comparison to Mega Man and Bass, his mobility values are lower (Bass can double jump and Mega's slide is more effective) and his buster is harder to use than both the Charge Mega Buster and the Bass Buster (Mega's projectile is easier to land a hit with and Bass has rapid fire with spread). Sure, he gets a shield, but if Proto Man's whole bread and butter is supposed to be his arsenal of copy weapons, the shield's sort of a moot point.
I'm suggesting either an increase in health to put him on par with Mega Man and Bass, the ability to carry the shield when using copy weapons and neither firing or charging (to prevent shield abuse with things like Atomic Fire or Wild Coil), or gaining slight armor through PowerProtection while the buster is equipped.
Protoman has his advantages and disadvantages, so do the otherthrtwo copies classes. His buster is a direct copy of the vanilla proto upgrade, but with a small changes. (Proto's shield can block proto shots, etc.)
Actually let's look at the things Protoman can do.He has a more powerful buster than Megaman's, small shots 20/10, I don't remember on mini charge shots and both shots doing 50 on full charge.
You need to look at the bigger picture rather than one specific thing, that being his lower armor and his assumed "lower" mobility.
His buster charges faster than Megaman's buster, AND his charge shot is faster.
His dash goes FURTHER than Bass/Megaman's dash can, so he can move around faster.
Shields shields shields.
God if Protoman could use his shield with any weapon...he already can do insane damage fast.
Quote from: "Celebi"Protoman has his advantages and disadvantages, so do the otherthrtwo copies classes. His buster is a direct copy of the vanilla proto upgrade, but with a small changes. (Proto's shield can block proto shots, etc.)
Actually let's look at the things Protoman can do.He has a more powerful buster than Megaman's, small shots 20/10, I don't remember on mini charge shots and both shots doing 50 on full charge.
You need to look at the bigger picture rather than one specific thing, that being his lower armor and his assumed "lower" mobility.
His buster charges faster than Megaman's buster, AND his charge shot is faster.
His dash goes FURTHER than Bass/Megaman's dash can, so he can move around faster.
Shields shields shields.
God if Protoman could use his shield with any weapon...he already can do insane damage fast.
I see your point... but I also see Smash's.
If you try to use a copy weapon instead of his buster, you lose 90% of those bonuses. On a class that is supposed to use everything at his disposal. ...That works beautifully.
I know his buster is pretty ridiculous in the right hands, but unlike the other two copywep classes, he loses any and all survivability if he tries to use anything that isn't his buster. Neither Bass nor Megaman suffers from this problem.
Let's throw some ideas around and see what sticks:
Suggestion 1: Give Protoman the shield for all weapons in exchange for a nerf of some sort. (Health? Speed? Damage? I'll leave this part up to you guys.)
Suggestion 2: Holding down altfire lets Protoman do a sustained slide, giving him an escape mechanism he can use when holding copy weapons in exchange for a nerf of some sort. (I'm thinking Walking Speed, but it's up to you guys.)
Suggestion 3: Give Protoman the Shield Bash (this was mentioned a long time ago, I forget who brought it up, I think it was from Power Fighters/Battles?) as his altfire mobility option for all weapons instead of always having the shield up and sliding.Also I see what you did there with your allusion to that shiny new class that I'm not going to say the name of
Edit: Suggestion from me:
When Rock/Proto pick up Treble they get Tango, and when Bass picks up Tango he gets Treble.
How about giving them their special attacks from Power Fights for picking up the other one?
Megaman gets Up-thrust
Protoman gets Proto Strike
Bass gets the Somersault Kick
Just quick mid damage melee range attacks.
Wahh, buff Protoman!Learn to dodge.
I brought this up in the AwNet devroom but here it is again
THE FOLLOWING IDEA IS SOMEWHAT CRAZY
> remove Proto Man's shield with Proto Buster
> remove sliding altfire
> increase Proto Man's running speed
> hold altfire to place the shield in front of you
> give slight armour while shield is held out
Shield dash
Something that bothers me; why can't anyone else other than Mega Man, Proto Man, Bass and Roll pickup and use Beat Call? In CSCC alone, the various classes could pickup Beat Call. Even KY Classes had a Magfly substitute for everyone else.Thats a good question. Though some classes shouldn't be able to still. Slash Man comes to mind due to A) Wall Jump. B) you don't want that alt flying at your face.
Magnet Man is debatable. His alt is detrimental in that it just stalls the game in DM, and in LMS he can basically shove anyone he wants off the edge for an automatic win. Something needs to be done about that alt.
You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?
That's only a sign of you people not using them enough. Besides, weaknesses are far from the only counters in thisQuote from: "Korby"You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?
Not quite, as weaknesses don't come into play excessively.
Quote from: "Daveris"That's only a sign of you people not using them enough. Besides, weaknesses are far from the only counters in thisQuote from: "Korby"You do realize "tiers" in something where things are built to counter each other is a completely asinine concept, right?
Not quite, as weaknesses don't come into play excessively.gamemod.
Quote from: "Myroc"That's only a sign of you people not using them enough. Besides, weaknesses are far from the only counters in thisgamemod.
...That's what defines tiers, yes? The non-weakness counters.
I would like to add that, yes, one can certainly say that, for example "Class A is on average slightly stronger than Class B". This is not an issue. Class A may very well be stronger than Class B, but he can't excel in all areas of expertise at once. A might be very weak to Class C, since he is very able to take advantage of A's weak points. The real problems arise from when a class is good at everything. This shouldn't ever happen, and if it does happen, chances are we'll fix it in no time.
Your "tiers" solve nothing, as you can never have a class who is stronger (even by a small percentage) than every other class at once.
This is absolutely ridiculous. The community has become way too trigger-happy on the "Declare OP" button.
Let me give you a little tip. The next time you feel for defenestrating your screen in frustration and scream "OP!!!11!!1!1one", instead try and mix up your strategies a little. I see few people who ever use more than one or two of their "personal favorite" classes out there. Insanity is doing the same thing over and over again and expecting different results. Adapt to the situation, use classes that benefit from the current environment and opposing class selection, instead of ramming your head repeatedly into a wall for the rest of your days.
We're not going to hit every villain-of-the-week with nerf bats. We'll step in if things get a little too out of hand, but beyond that it's the law of the jungle. Calling classes OP left and right solves nothing and ultimately serves only to annoy us developers.
Hey, we should all make a list of what classes we as a community think need to be looked at and possibly reworked.
That's a good idea!
This mod is perfectly balanced as is and shouldn't be changed in any way. You guys have no sense of balance....This does not bode well in the slightest. (http://cutstuff.net/forum/viewtopic.php?f=7&t=3818)
I... I think I love you...
I... I think I love you...Coldy you are my hero.
Quote from: "Devs"This mod is perfectly balanced as is and shouldn't be changed in any way. You guys have no sense of balance....This does not bode well in the slightest. (http://cutstuff.net/forum/viewtopic.php?f=7&t=3818)
This mod does revolve around counters. The problem here is, the way you're making your arguments makes it sound like this mod is immaculate and changing anything by even a little bit is a sin. I do recognize that some complaints are unfounded, but that doesn't mean you should just blow off every complaint about the mod and pretend it doesn't have its flaws. It is, indeed, imperfect. Getting better, but still imperfect.
This is not what he said with those "tiers". What he did was say "these classes are too powerful" and "these classes are not powerful enough". That's all he said. He provided no reasoning to back up either side of the argument. The only thing he (and much of the community joined in on it) ended up saying through this mess was "these classes is OP" and "these classes are UP", without adding anything of additional value. This is aggravating.Quote from: "Daveris"Hey, we should all make a list of what classes we as a community think need to be looked at and possibly reworked.
Classes with no good reason to be/to not be placed in a tier will NOT be.
Wasn't original the point of classes to play as your favorite charcter?
Also, Shmeckie, thank you for providing absolutely nothing constructive and just sitting there and sucking up to the people in charge.
A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P
A suggestion before I forget: you know Tomahawk Man's alt, the feather shotgun? How about a HUD animation for it? Heck, I'd do it myself if you wanted. Or is it trouble to implement? Either way, it's fine. It's just a thought in case you wanna snazz it up.
Here's what I mean. (http://spritedatabase.net/file/6399)
I have no idea how to react to this. I've never seen someone blow up so completely in response to a joke.Quote from: "Daveris"A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P
k, that clearly shows that seeker classes are the way to go when playing on big open maps, and there is no other viable way to play because you will be dominated by anyone who plays seeker classes on said maps.
Wasn't original the point of classes to play as your favorite charcter?Meh, I usually choose a class depending on the situation. (I use copyweps when I'm not sure what to choose)
LOL epic overreaction. :lol: :lol: :lol:Quote from: "Daveris"A ton of people and I were playing on MM2AirX with nothing but Dive, Magnet, and Wily :P
k, that clearly shows that seeker classes are the way to go when playing on big open maps, and there is no other viable way to play because you will be dominated by anyone who plays seeker classes on said maps.
You are annoying people in here because we made stuff people "abuse" to get easy kills. That is, WE made stuff PEOPLE "abuse", which is apparently why YOU lose. What are you, 15?.
Fuck the police, get out. Go whine somewhere else.
Quote from: "ice"Wasn't original the point of classes to play as your favorite charcter?
That's why I play it, anyway...
Sure, why not? I don't see any problem with adding more details that just further help players differentiate between attacksJust a quick comment. If you're trying to make Flash Man raise his arm upon using his alt, perhaps you could attatch Knux's buster to an edit of Charge Man's raised arm. Also, maybe Bright Man needs some love in the animation department. :V
Like Helmetless Megaman taking 2x damage? (Stupid idea, I know.)On top of a different but better charge shot (laser, arrow and Mega Arm come to mind) and possible a replacement to the slide (Upthrust comes to mind)
Like Helmetless Megaman taking 2x damage? (Stupid idea, I know.)
Gives double damage, takes double damage!Please direct your attention to Protoman.
Hey Shmeckie, why'd you ban Yamato again? I got kicked from your server for it.
In LMS, the same could be done, or Copyweps could spawn with only their buster, thus forcing them to earn new weapons. The alternative would make playing as a Copywep much more interesting, but that's just me.You're saying that they should like they used to? They used to play like that, but YD gave the three of them the LMS weps
GBT, you have got to be the first person I've seen who's wanted Protoman nerfed.Really? That's odd. I've seen people complain about him in servers before so I thought this was a more prominent issue. To be honest, I just want something done about that buster.
I'm sorry but classes duel will not work, not with SKULLMAN around. He is too overpowered for duel.
Also Skull got nerfed too much, you people are too paranoid :(
Here's the magic about DocRobot:Beautiful... absolutely beautiful. I am in love with your dev team now.
If he grabs a copy weapon and fires it, he gains the attributes of the class the weapon comes from.
Oh lord, please fix the Windman thing in the next update!! Every single flying class except his can move up and down by flying using the actual Fly Up/Down commands.
I've told you many times about it in the past and you just keep ignoring it.
WINB A 1 A_ChangeFlag("NOGRAVITY",1)
He uses NOGRAVITY, which isn't the same as flight, the creator of Windman wanted this, ie King Yamato.
Quote from: "Kackebango"Oh lord, please fix the Windman thing in the next update!! Every single flying class except his can move up and down by flying using the actual Fly Up/Down commands.
I've told you many times about it in the past and you just keep ignoring it.Code: [Select]WINB A 1 A_ChangeFlag("NOGRAVITY",1)
He uses NOGRAVITY, which isn't the same as flight, the creator of Windman wanted this, ie King Yamato.
(http://img855.imageshack.us/img855/7482/autoclass.png)
Discussed this with some people in-game today. Thought I'd do this up.
(http://img855.imageshack.us/img855/7482/autoclass.png)
Discussed this with some people in-game today. Thought I'd do this up.
I'm just gonna bring up the point again-- If you guys want to play TF2, go play TF2. :l^ This.
I'm just gonna bring up the point again-- If you guys want to play TF2, go play CSCC. :l
I just thought of something...Or maybe, make it based on armor. The armor type you have would determine what kind of E-Tank you would receive. Of course, it might not be the best course of action because of class abilities, but yeah. Food for thought.
Why not have multiple E-Tanks for different classes?
The 30 HP tank can stay for classes that can grab it easily (flying, high jump, etc) while a better grade of E-Tank (50 / 60 HP?) can be available for classes who might have a harder time reaching it.
I can see why the vanilla E-Tank remained the same for the copywep classes, but making all other classes only restore 30 HP seems a bit silly when Gyro Man / Gravity Man / Quint / whatever can just fly right over to the darn thing.
have TomahawkMan be weak to Leaf Shield.Also, this is unrelated:
have TomahawkMan be weak to Leaf Shield.
Quote from: "Game&Watcher"have TomahawkMan be weak to Leaf Shield.
I second this.
Also, this is unrelated:
Custom Taunts (v1b) (http://dl.dropbox.com/u/7191767/G%26W's%20Custom%20Taunts!%20(v1b).zip)
Includes:(click to show/hide)
It doesn't change the fact that the gemini clone is practically an aimbot that can snipe people from across Gyroman <_<
Quote from: "A long time ago, I"have TomahawkMan be weak to Leaf Shield.Also, this is unrelated:
Custom Taunts (v1b) (http://dl.dropbox.com/u/7191767/G%26W's%20Custom%20Taunts!%20(v1b).zip)
Includes:(click to show/hide)
Is Gemini Man's clone OP or what
But yes, Flame Man could use a change.
How is Flameman OP again?
How is Flameman OP again?
4 hit kill main and alt
Reload speed,
This is the new ammo regeneration system's fault. I TOLD JAX THIS COULD BE AN ISSUE THE VERY SAME DAY THIS WAS ADDED.
damage,
Mainfire is kinda unexcusable unless I'm forgetting something. But the altfire's projectile is somewhat unpredictable, as it travels in an erratic pattern. I guess the damage is fine if you manage to hit someone.
and ease of aim.
I hope you're talking about the mainfire...and still, that's just ludicrous! So I guess DocBot's buster is unbalanced because it's easier to aim than Mega's?
The fireballs are mainly slightly faster projectiles than most other things. Any decent player who knows of the Flame Man's presence shouldn't have a hard time dodging them unless he charges the Flame Man.
Snake Man is landlocked. He's not a good comparison to ANY class.
If you say so.
The point is the pillars are spammy as heck and the main does way too much damage.
View the bottom for my state-all end-all response to this.
You've based your argument off the idea that the pillars are hard to aim.
They're not hard to aim, they're just inconsistent and you have to get used to that. Flame Man isn't as mindless as you believe it is.
The mainfire obviously isn't, does 25 damage, travels fast enough, and has essentially limitless ammo.
If it'd make you that happy, I'd be fine with more ammo consumption for the fire ball. It's still a straight moving projectile, though, and that alone makes it easier to dodge if you don't have armor and you suddenly take 8 hits from it.
Yet the pillars themselves require no aiming whatsoever
"View the bottom for my state-all end-all response to this."
I can do this nonstop, covering a wide range at no detriment whatsoever.
Your image is broken, you might want to see a doctor about that
Two seconds later, I can spam 5 sets of pillars again. It requires no precision whatsoever.
They don't require precision because you need to manipulate your opponent into them. You need to use your fireballs to scare your opponent into moving towards the flames. If you're running into them, it's your fault. Using 3 or 4 of those waves and then using fireballs the rest of the way is the way Flame Man's meant to be played. Using all 5 is a waste of ammo.
With the new palette in MM8BDM v3, are you guys planning on giving the Robot Masters their original NES colors? I seriously hope so. The current shade of yellow used on Gutsman, Bombman, and Docrobot metaphorically stab me in the face.THIS. SO HARD.
I don't know what happened here:
(http://img18.imageshack.us/img18/9586/screenshotdoom201208171.png)
When Metal Man died from the Force Beam, he left behind a ghostly image that couldn't be interacted with. I think this also happened with Proto Man the other day on Chaos Generator (It was Spring Man Remixed, I think one of the effectswas Random Force Beams, but I remember there was Jelly World and Dead Rising in play).
EDIT: I remember now. It was Evil Yashichi, which also cause the victim to immediently explode instead of a delay. Prehaps there's something amiss with the Instagib death states.
Copywep nerf: -9% damage dealt, +11% damage taken, copywep v copywep essentially remains the same. (Mega, Proto, Bass, Doc)
EDIT: Regardless of all this...despite the Leaf Rain being boss (except for being slow), Woodman himself has a delay for summoning the Leaf Shield AND firing it, as well as the Leaf Rain itself having a delay before firing away. The shield (and therefore the rain) also lose effectiveness when the player doesn't have any ammo at all. After all, what are you gonna do with a 1-second Leaf Shield against an enemy that outwaits it until you're exposed? Run?Or you could just tackle them to death if you're in a small area
Quote from: "MusashiAA"EDIT: Regardless of all this...despite the Leaf Rain being boss (except for being slow), Woodman himself has a delay for summoning the Leaf Shield AND firing it, as well as the Leaf Rain itself having a delay before firing away. The shield (and therefore the rain) also lose effectiveness when the player doesn't have any ammo at all. After all, what are you gonna do with a 1-second Leaf Shield against an enemy that outwaits it until you're exposed? Run?Or you could just tackle them to death if you're in a small area
as for stoneman, I have a few ideas to tweak that mainfire.
so Wood Man sucks but we don't know what to do with himhey how about that revamp that one nerdy guy posted up here (http://cutstuff.net/forum/viewtopic.php?p=182477#p182477)
While I'm here, I'm also proposing an increased distance for the Log Roller alt. As it stands, the attack has a dreadfully short range, and it's a real pain to use for any practical purposes. The alt should be a viable means of attack so Wood Man players won't have to spam the shield so much.please read what the nerdy guy said, thanks :ugeek:
Quote from: "In the revamp idea, I"While I'm here, I'm also proposing an increased distance for the Log Roller alt. As it stands, the attack has a dreadfully short range, and it's a real pain to use for any practical purposes. The alt should be a viable means of attack so Wood Man players won't have to spam the shield so much.please read what the nerdy guy said, thanks :ugeek:
Some more stuff.
(http://img26.imageshack.us/img26/46/teleb0.png)
+Rotations for the "weaker" Thunder Beam.
+Magnet skin sprites for when he is charging his alt.
still say it should be bluePowered Up accuracy
Nobody's been on servers since the Foxhorde.
Quote from: "Daveris"Nobody's been on servers since the Foxhorde.
I still get a good amount of folks in mine. Moreso since I stopped hosting map packs to make it more accessible to new folks.
http://wadtemp.fathax.com/files/ClassesBalance-v6e-v2.pk3[/size]
new copywep class "change" sucks harder than Dust Vacuum
Quote from: "Daveris"Nobody's been on servers since the Foxhorde.
I still get a good amount of folks in mine. Moreso since I stopped hosting map packs to make it more accessible to new folks.
What should be done about this "copywep classes r op" issue, then?DM: Robot Masters don't drop weapons
DM: Robot Masters don't drop weaponsWhat? NOOOOO!!
LMS: Copyweps don't spawn with weaponsThis or spawn with less weapons.
LMS: Copyweps don't spawn with weaponsDidn't people use to complain about this when IT WAS THE CASE?
Copyweps should only be allowed to pick up one weapon per slot, and picking up another weapon of that slot would remove your previous weapon.
Say I have Needle Cannon, if I pick up Yamato Spear it'll remove Needle Cannon from my inventory until I pick it up again. Then it'll remove Yamato until I pick it up again and rinse and repeat.
SV_BossWeaponDropQuote from: "Gumballtoid"DM: Robot Masters don't drop weaponsWhat? NOOOOO!!
Copyweps aren't a problem in DM, IMO.Quote from: "Gumballtoid"LMS: Copyweps don't spawn with weaponsThis or spawn with less weapons.
Copywep classes take 12% more damage only from Robot Masters' attacks: 12% seems a bit much...maybe just 10%?Basic math says 10% is the amount that would make attacks from other copyweps do normal damage, but testing showed it had to be 12% for some reason.
I'm kinda willing to wait for vanilla v3a and see if there are any additional buster upgrades, as well as any nerfs on the special weapons. Maybe we could dumb down the copywep classes' default weapon and attributes, and have them obtain their current abilities through item replacements of said buster upgrades. If anything, Mega would be the one most dumbed down; reverting him into the vanilla class.If I may suggest...
If I may suggest...
Removing Jet and Power adapters. They would bring the grand total of Mega Man's power-ups to five. Three is more than enough (Arrow, Laser, Super Adapter) and replacing Proto and Bass upgrades with a special buster upgrade for Mega Man, Proto Man, and Bass. I agree with replacing Jet and Power adaptors with special upgrades for each copywep class (not docrobot) because Megaman is the one raking in all the upgrades, while Protoman and Bass have ABSOLUTELY NONE.
Now, this may receive some opposition, but remove the slide/dash completely. It gives all three unnecessary mobility that they shouldn't have, since they're jack-of-all-trade classes and not movement-based classes. The reason Mega, Proto, and Bass have the dash/slide is to be original and have that extra mobility but mostly originality. It adds to the feel of being Megaman, Protoman, or Bass. Plus, some of the RMs have incredible mobility as well, whether it be speed (Quickman), jumping ability (Springman), or both (Cutman), so it's only fair these guys have SOME mobility.
Copyweps should only have a maximum of eight weapons, plus their buster and any support items they have. In removing the slide, the altfire can be used to drop the weapon they have equipped (using it with a buster would do nothing). The same logic could apply to Doc Robot; drop the weapon with the altfire, thus forcing him to take on the armor and speed values of the weapon he has equipped. First off, the Weapon Archive in CTF already goes by your DocRobot logic, and I feel that as an unnecessary nerf of Docrobot, so just no. I agree with the eight weapons idea, though. Unlike your idea of the altfire (since I'm supporting the slide/dash), the weapon you have equipped will be the one swapped. It'd be nice to have a counter of how many weapon you have so you don't accidentally swap out a weapon you have equipped, like TheBladeRoden's Flame Mammoth class had with the oil. If that doesn't work, an item to drop your weapon (like Weapon Archive) would be great.
Robot Masters do not drop weapons. It kind of defeats the purpose of having weapons placed on the map beforehand, and it just gives copyweps more weapons than they really need. This would also make weapons such as Gravity Sphere and Skull Sniper LMS-exclusive. RMs are supposed to drop weapons. That's the foundation of Megaman. NO.
Mega Man should spawn with the vanilla Mega Buster. If he grabbed an Arrow or Laser upgrade, he could use those in addition. Upon grabbing a buster upgrade, Mega Man gets his current charge buster. His strength would be having three additional weapon upgrades (Arrow, Power, Super Adapter) in addition to copying weapons. Proto Man should spawn with a buster akin to his MM3 appearance. Upon grabbing a buster upgrade, he gets his current buster (with nerfed damage, hopefully). Proto Man would retain his lower armor, but would (don't kill me) get a shield with every weapon. His strengths would be taking a bit more of a defensive stature (shield) but at the cost of taking more damage. Bass would spawn with a dumbed-down version of the Bass Buster; lower ROF, damage, projectile speed. Grabbing a buster upgrade would give him his current buster. He would still get all his different assist items (Sentry, Item, Boost, and Rescue (?)) and his double jump, since he's Bass and all. His strengths would be being able to get in someone's face and spam shots, but he wouldn't have any real effectiveness at range without use of a copied weapon. Wha-NO! When I said a special upgrade for each copywep class (again, not docrobot), I didn't mean that they spawn in with nothing and get their regular buster through an upgrade. I wanted something unique for Proto and Bass since they have no buster upgrade. Why would Mega, Proto, or Bass NOT have their buster? What if the map doesn't offer you that upgrade? YOU'RE SCREWED!
In LMS, Mega Man, Proto Man, and Bass spawn with pre-upgraded busters (Mega Man would randomly spawn with either charge, Arrow, or Laser busters). However, they would only spawn with two random copied weapons (including weapon supplements made by Jax), thus forcing them to earn additional weapons from defeated Robot Masters without being grossly underpowered at the beginning of the round. Weapons like Centaur Flash and Flash Stopper would be exclusive to Deathmatch. However, any weapons dropped by Robot Masters will never despawn, and only disappear when they're picked up. Ok, let's say that everyone's a copywep class. 2 weapons is it. How about if there are 4 players and two are RMs. The copyweps are still very limited. If the RMs don't drop weapons in LMS (it been awhile since I've played it), then I'd like to see them drop them, but the copywep classes should begin with the normal 5 weapons.
Also can use the adaptor modules that replace the buster and the slide, as well as all items
I'd say leave megaman's charge buster as it is now or just make it a 3 hit kill
as for Bass, that sounds more like a buff then a nerf
Waitwaitwait, you're saying that if he (Mega Man) uses the upgrade, he loses ALL HIS ITEMS? I think I'm misinterpreting this.
Proto Buster's charge shot does 33 damage (top tier 4HKO), the rest such as projectile speed and hitbox stays the same.Now I like it...
Nerf the Mega Buster charge shot to 28 damage (mid tier 4HKO), with an added knockback on firing akin to Hard Knuckle.... Now I don't.
[Proto's] Charge is lost if you're hit.
I fail to understand how Mega's "new" buster is better than the Bass Buster.
Bass Buster deals 9 damage per shot. Three shots (under a second of attack) deals 27 damage.
Mega Buster would deal 28 damage at full charge... which takes a little while to prepare. Oh yeah, don't miss.
Am I the only one who thinks that Mega's constantly getting the short end of the stick? :?
it only reduces 40% of incoming damage, not 50%.I didn't know that, I thought it was 50%. Thanks for the tip.
I could see RnC classes as a separate patch.
I could see RnC classes as a separate patch.
I could see RnC classes as a separate patch.You are correct.
I could see RnC classes as a separate patch.
v1 -> v2Link's dead...
Leaf counter requires 25 damage to release.
Gyro flight ammo consumption doubled
Doc armor more accurate, armor bug fixed, buster can alt.
Dust spawns with less ammo and gets less ammo from junk pickup. Can make people drop junk with alt. Dust buster more resembles dust bitter. Defense buffed to sturdy armor. Team Pull fixed.
Junk gets less ammo from junk pickup. Has a slow regen when junk shield is not up. Junk block has a proper ammo cost and junk throw produces the same amount of junk it costs.
http://wadtemp.fathax.com/files/ClassesBalance-v6e-v2.pk3
Just thought I'd throw the balance patch up on the front page because the old link died.
I personally suggested that the RNC classes could be super versions of the MM2 classes. Grabbing a Super Adaptor token gives them a temporary transformation into their RNC counterpart.
Though, Jax and Korby want them to be separate classes, so I was outnumbered.
Ummmmmmmmm..........ahhhhhhhhhhhhhh........what's the balance patch?
(http://zwinglisblog.files.wordpress.com/2012/06/facedesk.jpg)
v1
Copywep nerf: -9% damage dealt, +11% damage taken, copywep v copywep essentially remains the same. (Mega, Proto, Bass, Doc)
Ballade nerfed to light armor
Gyro speed 1.0 > 0.93, double gyro damage fixed
Flame reload slight slowed, alt nerfed to 25 damage, main costs 2 ammo with reduced speed and hitbox but now leaves a flame pillar upon hitting ground.
Geminiman spawns with half ammo, Clone's fire delay upon being summon/moved increased.
Quote from: "JaxOf7"v1 -> v2
Leaf counter requires 25 damage to release.
Gyro flight ammo consumption doubled
Doc armor more accurate, armor bug fixed, buster can alt.
Dust spawns with less ammo and gets less ammo from junk pickup. Can make people drop junk with alt. Dust buster more resembles dust bitter. Defense buffed to sturdy armor. Team Pull fixed.
Junk gets less ammo from junk pickup. Has a slow regen when junk shield is not up. Junk block has a proper ammo cost and junk throw produces the same amount of junk it costs.
I still say the copywep nerf needs to die in a fiery pit somewhere
it would help if celebi would host the patchI did before, very few actually got into the server, there were a ton of people joining without the correct things. (Was only hosting classes/patch) EVEN when I provided as much help as a server can in directing players to where the patch was, I will host it later once I get home.
The amount of damage reduced isn't as worrying as the amount of damage copywep classes now take from the rest of the classes, which is 11%. And still, it shouldn't make enough difference to bump 3HKOs into 2HKOs.See, you're just focusing on the obvious things. While it may be true that a typical 3HKO may remain a 3HKO, we now have things like a 9HKO turning into an 8HKO. "Oh, but that's such a tiny difference! SmashBro's just being a bitch again!" Well, the truth of the matter remains that a tiny change can make a huge difference. For example, what would happen if Rolling Cutter's damage was reduced by exactly one point? It might not look like much, but being a ripper, that one point can make a dramatic difference in the weapon's damage output.
I'm not asking for a huge buff, but a "just enough" one; a hit or two from Wind Storm will still appear to be fairly weak, but if you somehow manage to pull of that Air Combo, it will do noticeably more damage overall.Sure, the big boys will remain to do their thing, but that's just it. They're the big boys for a reason. They were supposed to do that much damage in the first place. What I see suffering are the weapons that nobody ever uses, the "average guys" like Needle Cannon or Bubble Lead. Instead, the all-around damage nerf to every weapon will do nothing but cement the pattern of using solely the "big boys" like Hard Knuckle, Atomic Fire, Power Stone, Magnet Missile, and whatever else. Everyone will continue to break Mega Man in the ways he was broken in the first place. This so-called "nerf" does nothing to fix the problem, and by discouraging the use of weaker weapons, it can effectively make the problem even worse.
Atomic Fire is no longer a one hit killIT IS A 255 DAMAGE RIPPER
I hit Woodman with a fully charge Atomic Fire and it didn't kill him, but it kills other people. Woodman is the weakest to Atomic Fire and now he's one of the most resistent to it. WTF.Gonna guess he had his shield up/ it outright missed and there was desync. That is otherwise quite impossible and I encourage you to replicate it.
barely stronger than a charged shot now.45 damage (he did mean mega buster right? "charged shot" is a pretty vague term.)
One has infinite ammo and a soft charging animation, and charges in about 40% of the time Atomic Fire does.Quote from: "SmashBroPlusB"barely stronger than a charged shot now.45 damage (he did mean mega buster right? "charged shot" is a pretty vague term.)
90 damage
Yeah no difference at all, what was I thinkingThat's a good question.
IIRC, the MM8 Classes are basically done, no?
[At worst, you're gonna have to wait until vanilla updates to v3a for the MM8 classes.At best*
IIRC, the MM8 Classes are basically done, no?Not at all. The only ones with tangible betas are Sword, Frost(?), Grenade, and Astro.
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 1:
Parent type 'MegamanC' not found in RockmanC
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
"player.startitem" requires an actor of type "PlayerPawn"
Execution could not continue.
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
Unexpected 'GlassHealthBar' in definition of 'RockmanC'
Doom didn't seem to like this version.QuoteScript error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 1:
Parent type 'MegamanC' not found in RockmanC
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
"player.startitem" requires an actor of type "PlayerPawn"
Execution could not continue.
Script error, "ClassesBalance-v6e-v3.pk3:rncclasses/actors/rockmanc.txt" line 4:
Unexpected 'GlassHealthBar' in definition of 'RockmanC'
Light armor.okay why do you all get hard-ons over light armour
Also, I just got an idea for him (yet another one that sucks): instead of getting the copywep variant, he gets a bosswep variant of the weapon he grabs that uses ammo and can't be recharged. Once it runs out of ammo, it dissapears. In this scenario, I'm gonna take Smashbro's 3-weapons-only idea: three template busters that are generally weak, and are replaced with the bosswep whenever W-Mega Man picks up a weapon.This should have been Doc Robot.No weaknesses are gained from picking up the bosswep, but you also don't get the stat bonuses like Doc Robot does.
It's pretty bad, I know. Plus, there are some bossweps that don't even use ammo, as they have infinite.
He would have a high armor with his buster. Then when he gets a bosswep, his armor changes accordingly.Makes sense... so his weak point will change based on what weapon he gets so if he gets icemans weapon he will take on icemans weakpoint and then if he gets firemans weapon then he gets both icemans and firemans weakpoints?
i have found a bug
you need :
plantman
a weapon what you win bij beat enker punk or ballade (aka the megaman killers)
use the plantman shield until its emty
when its fire the shield use normal fire (or first attack)
then you gonna get the weapon you got by beat the megaman killers (ballade,s weapon)
you can fire it entil its emty and cant refull
if you want go back to plantman,s weapon just do next weapon
Quote from: "sipfried"i have found a bug
you need :
plantman
a weapon what you win bij beat enker punk or ballade (aka the megaman killers)
use the plantman shield until its emty
when its fire the shield use normal fire (or first attack)
then you gonna get the weapon you got by beat the megaman killers (ballade,s weapon)
you can fire it entil its emty and cant refull
if you want go back to plantman,s weapon just do next weapon
Plantman shouldn't be able to pick up any copy weapons. Are you using an older version of classes? Because Plantman was one of the several able to "rapid" fire copy weapons.
Pretty sure he's talking about the campaign and the Megaman Killer special weapons you can get in them.yes
Bass would be weak to either Spread Drill at top damage or Wave Burner, since he was not weak to anything in MM7 and MM8, and these are the most damaging attacks in MM&B. So I guess he's weak to FireHe was too, weak to a, no, two MM7 weapons. He was weak to Noise Crush and Super Adaptor (As Normal and Super Bass respectively). (Not sure about MM8.)
However, MM9 is almost finished.So is there an estimated release date? What can we expect weapon and gimmick-wise?
Well I don't really think that the Classes are really for much use in the offline campaign, to be fair
and restart working on the MM8 classes.
Quote from: "MusashiAA"and restart working on the MM8 classes.
Restart, eh?
playable Frost and Swordmen classes
Bubbleman can flood
Quote from: "Korby"Bubbleman can flood
Wait wat?
This place needs flooding.And one of his two victory lines:
Yes! Now, let's flood this place and hang out.
the classes wad is not implemented in the patch, Mr.Shadow.YOU DON'T SAY??
Just a little something I thought up I wanted to share.(click to show/hide)
Just a little something I thought up I wanted to share.Just a quick thought--instead of putting one big picture with all the Robot mugshots on it to show which room you're in, maybe separate them up and place one above each teleporter to show which class it displays.(click to show/hide)
Yes, the RNC classes will be in a separate file, and can be played alongside the MM2 classes.That may be so, but the bosses as they are in RNC are generally just harder forms of how they are in MM2.
And to be honest, RNC classes don't have a "clear superiority" over the MM2 classes just because they're from Rockman no Constancy. They play at their own pace: some might be better (Metancy>Metal), some might not (theoretically, Flash>Flancy). This was the first design decission: we could've turn them into super forms of the current MM2 classes OR, as we did, make them separate classes that don't outclass the MM2 classes.
Quote from: "fortegigasgospel"Just a little something I thought up I wanted to share.Just a quick thought--instead of putting one big picture with all the Robot mugshots on it to show which room you're in, maybe separate them up and place one above each teleporter to show which class it displays.(click to show/hide)(click to show/hide)
CBMTST.....This is the Class Based Modification mod, so CBM, and it is a class test map, so TST.
żwill that have a separate wad/pk3?
Thus far it looks fine, but... The quality on those screenshots makes me gag.I had these laying around for a while so go ahead and use 'em if you like.(click to show/hide)
The Wily icon was an edit from MM6's ending because it looks nice.
On the Wily Mugshot, why not use the one used in RM7FC?
I don't really like the Wily Mug that Gumball posted. Why not use the mugshot from RM7FC?
. I actually suggested for it to be either longer or travel faster after each bounce.
I actually suggested for it to be either longer or travel faster after each bounce.
Why ? What is his armor actually? He is weak, except in TLMS -large map- ....IIRC, he has normal armor. I actually think he's fine. I suggested Magnet Missiles being destroyable after they travel a certain distance, but it was rejected because Magnet Missile is already way too innacurate because of its speed. its also too fast so good luck destroying the missiles that can reach mach 7 in 0.01 seconds
Would Skullman with light armor a good idea, by any chance?
give him zoom?no
Quote from: "Daveris"Would Skullman with light armor a good idea, by any chance?His MM&B profile says he's a well balanced combat robot.
Why would he get a weak armor when you need to aim everything you shoot? Skull Barrier Rage needs timing as well, so if you're getting owned by a Skull Man, that means it's a damn good playeror you just suck. :ugeek:
Why would he get a weak armor when you need to aim everything you shoot? Skull Barrier Rage needs timing as well, so if you're getting owned by a Skull Man, that means it's a damn good playeror you just suck. :ugeek:
Quote from: "Mr.shadow"give him zoom?no
Skullman no longer rages off of friendly fireMY BODY IS READY
Fixed bubble flood lag
Plant man armor nerfed to light, Buster rof reducedwait never mind
Not sure if praising.
Or failtroll.
There are a few ways to defeat a Skull Man. Primarily, don't just go Rambo on them if they are facing you. Try to surprise them, run away, repeat. If there is little cover and the Skull Man player knows what they're doing, chances are it's gonna hurt.
Not sure if praising.
Or failtroll.
neither. Its this magical thing I call... sarcasm
There are a few ways to defeat a Skull Man. Primarily, don't just go Rambo on them if they are facing you. Try to surprise them, run away, repeat. If there is little cover and the Skull Man player knows what they're doing, chances are it's gonna hurt.
Anyway, is there a possibility for MMV classes at any point?
HeyQuote from: "Galactan"Anyway, is there a possibility for MMV classes at any point?
Skull's damage is garbage without rage, and his only survivability comes from that barrier. If you shoot him while he's running, yeah, he's going to use that speed to get away. If you shoot him while he's got his barrier ready, yeah, he's going to gun you down if he's got great aim. If you actually plan around it and juke him into wasting the barrier, then he's helpless. Only change I can see being reasonable for skullman would be a hitstun nerf, seeing how easily he can lock you down without rage.
Skull's damage is garbage without rage, and his only survivability comes from that barrier. If you shoot him while he's running, yeah, he's going to use that speed to get away. If you shoot him while he's got his barrier ready, yeah, he's going to gun you down if he's got great aim. If you actually plan around it and juke him into wasting the barrier, then he's helpless. Only change I can see being reasonable for skullman would be a hitstun nerf, seeing how easily he can lock you down without rage.
So Sniper Joe's buster's getting buffed?No, but there are plans for improving the class.
Now that a "certain skin" has been made, can we have that "certain class"?"This is... my DESTINY!!"(click to show/hide)
Quote from: "tsukiyomaru0"Now that a "certain skin" has been made, can we have that "certain class"?"This is... my DESTINY!!"(click to show/hide)
Main Weapon: Mega Buster
Fire: Mega Buster (can charge; charging stops movement; full-charge shot is devastating)
Alt: EX Mega Buster (fires a full Mega Buster charge instantly; charge for Mega Cannon; uses half the ammo bar)
Alt: Mega Cannon (a slow-moving OHKO that fades after enough distance; uses the entire ammo bar)
Sub Weapon: Variable Buster
Fire: Special WeaponBackwards on ground: Ice Slasher (slow-moving mid-damage projectile that freezes foes)
Alt: Super Arm (pick up an enemy, then throw 'em for good damage) (((THIS IS POSSIBLE BTW)))
Forwards in air: Thunder Beam (up, down, and forward shots that stun foes)
Everything else: Mega Buster (doesn't charge and instead auto-fires at a good rate)
Ammo regenerates by landing hits on enemies. Weapon Energy cannot charge the ammo bar.
Whoa whoa WHOA.... WHOA! this is a class not saxton hale! no one hit KOs!Guts Man's Super Arm.
Well, class skin colors are mostly fixed.Please, please, PLEASE tell me they use their original colours now. Napalm Man's colour made me want to throw myself at a wall.
"This is... my DESTINY!!"Quote from: "tsukiyomaru0"Now that a "certain skin" has been made, can we have that "certain class"?(click to show/hide)
So... what dafaq is this then? :ugeek:I'm no expert, but to me it looks like a crappy attempt at quoting something.
Quote from: "Mr.shadow"So... what dafaq is this then? :ugeek:I'm no expert, but to me it looks like a crappy attempt at quoting something.
Let them adjust to Zandronum before they get back to work on v7You mean Jax, right?
Is it possible for YD Grenade to..."pull his own pin?"
Kamikaze atack.
You mean Jax, right?
Don't listen to Musashi he's not sure what he's saying.
I've fully intended Grenademan to explode on death since creating him.
Quote from: "Galactan"Let them adjust to Zandronum before they get back to work on v7You mean Jax, right?Quote from: "DarkAura"Is it possible for YD Grenade to..."pull his own pin?"
Kamikaze atack.
Maybe? Itemfire triggers a huge explosion that leaves Grenademan with very little HP, but deals very high damage at point blank? But then again, it's a pretty dumb idea to begin with...an intrussive kamikaze attack that is triggered by the same button that activates E-Tanks and Carry, a cheap high damage-high risk attack that isn't in any way conceptually workable with the current concept of Grenademan...
I would be against it. It's not doable with the current concept of Grenademan.
Can you please hurry up with the classes modification?I think a class can take a long time to be finish so you must wait for it.
I'm too angry of waiting
I think a class can take a long time to be finish so you must wait for it.Damn so i must wait like 1 month?
Damn so i must wait like 1 month?
Valve Time, or "you will wait as long as we wish to make you suffer" ;)
Jax is updating the mod for v3a. That means reorganizing and/or recoding everything. That takes a while.
Report this post
Quote from: "MusashiAA"Quote from: "Igorthecrafter"Damn so i must wait like 1 month?
Valve Time, or "you will wait as long as we wish to make you suffer" ;)
Jax is updating the mod for v3a. That means reorganizing and/or recoding everything. That takes a while.
So this means 1 week?
Be patient, Igorthecrafter, I know how you feel, (this is my favourite mod/wad) but you have to wait....Hello TheUnlosingQuint
You're right
I'm playing with megaman x classes which has epic classes
and is updated for v3a
Well since with buckshot ins't too annoyingQuote from: "Igorthecrafter"You're right
I'm playing with megaman x classes which has epic classes
and is updated for v3a
Is not updated for 3a i was dowloading it today and din't show me mm8 weapons ammo.
Yes, MM8BDM V3 broke classes.MM8BDMV3c is evilll. :O
Hmm. MM8BDM v3c breaks classes huh? I'll have to make note of that for the v3c update :ugeek:
*twitch*Don't post one word posts please.
classes was ninja'd...Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.
Quote from: "Daveris"*twitch*Don't post one word posts please.Quote from: "Mr.shadow"classes was ninja'd...Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.
Quote from: "Daveris"*twitch*Don't post one word posts please.Quote from: "Mr.shadow"classes was ninja'd...Oh calm down you guys. I'm making a joke because YGP1111 said MM8BDM v3c breaks classes.
I think he's trying to draw the connection between the fact that V3C and ShadowbladereturnC both have capital C's in them.
I don't know either.
This is an awesome birthday present. Two things I noticed so far; the tornadoes for Air Man's Air Wall are missing the death sprites from the Air Shooter tornadoes, and the Tank pickups don't change colour along with the colour of the class. Oh, and the Rockman class is missing a corresponding bot.
EDIT: Also(click to show/hide)
Spawn:
EBAL E 0
EBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
EBAL EF 6
Goto Spawn+2
They're missing this function:EBAL E 0 Thing_ChangeTID(0,999)
The script that changes their colour requires them to have a Thing TID of 999, or they won't change colour. It should look like this in the end:Spawn:
EBAL E 0
EBAL E 0 A_JumpIf(ACS_ExecuteWithResult(975,0)==3,"Death")
EBAL E 0 Thing_ChangeTID(0,999)
EBAL EF 6
Goto Spawn+3
(http://fast1.onesite.com/capcom-unity.com/user/sonicmega/4ccba0626acdaac9e34f4428b9de1b1e.png?v=179584)THHHHHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANNNNNNNNNNNNNNNNNNNNNNNNNKKKKKKKKKKKKKKS SOOOO MUCH!!!!!!
No, he's happy about 6f :ugeek:
Not sure if he should have that bouncing meteor attack, though.Maybe his shoulder slam instead? Just a forward dash that knocks opponents back some distance but does like, 5 damage?
Yeah, pretty much make him like his Power Fighters version. That one was BEAST.Quote from: "Beed28"Not sure if he should have that bouncing meteor attack, though.Maybe his shoulder slam instead? Just a forward dash that knocks opponents back some distance but does like, 5 damage?
I've recently noticed that Gemini Lasers from Gemini Man last for an extreme amount of time (until they're blocks moving slower than a snail). Is this a bug?
So guys. What should Duo be weak against? Keep in mind that the fight against him in Mega Man 8 lacked an onscreen health bar. Currently he is weak against the weapons of the initial four Mega Man 8 Robot Masters (Ice Wave, Flash Bomb, Tornado Hold and Thunder Claw), but the wiki and Robot Master Field Guide both say he's weak against Ice Wave. So should I make him weak against ice weapons in general?Gotta agree with Korby, since he will be a copy wep I don't think weaknesses would be good, unless he had ridiculous armor or something.
Also, should I make Grenade Man as well? Or has someone else taken him?
The clone friendly fire is probably just an engine limitation; I don't think there's a way to make a sentry that can scan for targets without its projectiles hitting everyone. (CSCC's Troll Sentry and Tsuki Clones do the same thing; Fenga Papit is even weak to his own sentry shots.)CSCC Nis Fo Noci. The "Sentry" is a projectile rather than a monster, and only checks within a cone based on the FOV the player had when spawning them. Uses M-Staff Track and, if it moves even one unit, it spawns a projectile and spawns a dummy in the previous position.
The invisible corpse has always been a thing, too. It's how CutmanMike cheated around not being able to erase bodies.
Thankfully, it's painfully obvious when he does this, so it's not too much of a problem.Don't forget the funny variant that involves using certain weapons to camp one end of those teleporters.
Thankfully, it's painfully obvious when he does this, so it's not too much of a problem.
When will you add classes for the robots in of MM8?
i really want to use aquaman class badly atm DX
People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?
Quote from: "Mr.shadow"People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?
1. Complain to best evers servers, not here. I've already talked with someone, well, someone who spoke from server. They acknowledge the problem, but it seems like they're going to do nothing.
"oh" sorry then
2. Duel. Why. Just why.
CUZ YUS MANG
3. watermelon is a silly fellow, why are you frightened by him?
Ask T.Zero. He said it :lol:
4. If you don't like it, go make your own server or join a different server. It's really not that hard of a fix.
But they won't be full 24/7 :(
Quote from: "Mr.shadow"People can we please stop HAVING SAXTON WITH CLASSES!? there are three damn servers with this, THREE. we only need 0 of them since its team kill crappy.
1. we need a classes duel server not that shit
2. didn't i hear someone by the name of "watermelon" is going to be upset if we abuse this?
1. Complain to best evers servers, not here. I've already talked with someone, well, someone who spoke from server. They acknowledge the problem, but it seems like they're going to do nothing.
Well, who started the server is likely to look in here...
2. Duel. Why. Just why.
I wish I knew that as well...
3. watermelon is a silly fellow, why are you frightened by him?
The problem is that there are two types of players likely to troll around because TeamKill can happen: Those who Teamkill on purpose and those who will votekick a teamkiller, even if the teamkilling happened by accident (which is very easy because Saxton mod has no compatibility with Classes anymore)
4. If you don't like it, go make your own server or join a different server. It's really not that hard of a fix.
It is not about joining another or starting their own, it's about not having a decent amount of players to play with. I still wait to play around in a 2 Teams Classes DM, for example.
But this not includes MM9 classes for some unnaparently reasonMM9 or MM8?
Question: What's the point of Rockman? He's like a weaker Megaman.His copy weapons deal more damage as a trade off to his lower def. I think.
SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites
No,his copy weapons deal less damage but mega buster does moreQuote from: "TheDoc"Question: What's the point of Rockman? He's like a weaker Megaman.His copy weapons deal more damage as a trade off to his lower def. I think.
Quote from: "fortegigasgospel"No,his copy weapons deal less damage but mega buster does moreQuote from: "TheDoc"Question: What's the point of Rockman? He's like a weaker Megaman.His copy weapons deal more damage as a trade off to his lower def. I think.
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown
No,his copy weapons deal less damage but mega buster does more
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown
That has been sitting there for a rather long time.Quote from: "Yellow Devil"SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites
Something tells me that they already plan on adding an adaptor to Bass >_>
Like this,Rockman is going to be the most balanced class in-gameQuote from: "Rozark"That has been sitting there for a rather long time.Quote from: "Yellow Devil"SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites
Something tells me that they already plan on adding an adaptor to Bass >_>
We DO need some Stone Hand sprites for Stoneman, luckily, Duo Fist is plainly Stone Hand but without the "coming out of the ground" part. Seriously, Stoneman WILL get Stone Hand IF we get some sprites.
Now Rockman is very simple. He is plainly a normal copy class but doesn't have the "copy nerf," but has GLASS armor, as in he takes 50% more damage from everything. (Also can't use buster upgrades ) The "copy nerf" is every other copy class (Mega, Proto, Bass, Doc, Duo) takes 11% more damage from robot masters and deals 9% less damage to robot masters. This nerf doesn't apply when they are fighting each other. (IE Bass vs Doc) Also, yeah Rockman will probably be the only one able to use the RNC weapons when those classes get finished and the patch is made. (Its going to be a patch of classes, not going into the core.)
Like this,Rockman is going to be the most balanced class in-gameQuote from: "Celebi"That has been sitting there for a rather long time.Quote from: "Rozark"SPRITES NEEDED!
Bass-RM7FC and Bass-SGC dashing and Treble Boost/Super adaptor for RM7FC sprites
Something tells me that they already plan on adding an adaptor to Bass >_>
We DO need some Stone Hand sprites for Stoneman, luckily, Duo Fist is plainly Stone Hand but without the "coming out of the ground" part. Seriously, Stoneman WILL get Stone Hand IF we get some sprites.
Now Rockman is very simple. He is plainly a normal copy class but doesn't have the "copy nerf," but has GLASS armor, as in he takes 50% more damage from everything. (Also can't use buster upgrades ) The "copy nerf" is every other copy class (Mega, Proto, Bass, Doc, Duo) takes 11% more damage from robot masters and deals 9% less damage to robot masters. This nerf doesn't apply when they are fighting each other. (IE Bass vs Doc) Also, yeah Rockman will probably be the only one able to use the RNC weapons when those classes get finished and the patch is made. (Its going to be a patch of classes, not going into the core.)
Maybe the weapons do more damage but he haves also armor[/quote]Quote from: "Mr.shadow"No,his copy weapons deal less damage but mega buster does more
And as like Oliver told me,he has a type of glass armor
Thats why his health is Light Brown
thats not it. they copywep deals more and has light health... I don't think Oliver knows what glass amor is :geek:
anywho... Can we buff shadowman? We keep nerfing him down to nothing
roz, that belongs in Future bots and taunts
Quote from: "Mr.shadow"roz, that belongs in Future bots and taunts
The keyword being future, while this has already been made. There were no problems with it before, and unless notified, there shouldn't be any now. The attitude of you to EVERYONE lately has been.. interesting. However, now is no time to speak of that. Thanks, but have a nice day.
although I may eventually just have to put this in some other topic that relates to all the misc stuff that I do create..
I know this is long overdue, but uh, Quick Man's altfire is lame. It feels like its only purpose is DOHOHO JUST LIEK IN DA ORIGINAL GAME. I can't say I've ever found it legitimately useful.Why not make them fly out, stop, then fly toward the owner? This could help for ambushes.
Why not make it function like actual boomerangs. It can do weak ripping damage in a 3-shot spread (the projectile would be fairly slow), and then return.
Learn to Gravityman.
That, or as Knux said, time your shots better. It's extremely possible to hit Quint players.
I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.Quint's performance depends on the stage, really. Randomly scoring frags by spamming the fire key is hilarious, and most unfortunate to whoever gets under Quint for some obscure reason.
Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.
For fuck's sake, even Gravity Man can't deal with Quint if he moves around quickly, or you got like 4 Quint around. This isn't a problem in LMS/TLMS but in DM/TDM Quint is a pain in the ass, I used Quint, and everyone started to use Gravity Man and even Quint. Give him some ammo or something.I second that! but yes quint needs ammo bad he is broken right now! unlimited sakugarne is just insane! Fun but insane...
Quote from: "Mr.shadow"I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.Quint's performance depends on the stage, really. Randomly scoring frags by spamming the fire key is hilarious, and most unfortunate to whoever gets under Quint for some obscure reason.
Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.
Also, fuck who? I never even implied that. Way to go, son. There are plenty of ways to screw Quint over. Suck it up.
There are plenty of ways to screw Quint overAs in... what? 2 ways? plenty indeed. :ugeek:
"Also, fuck who? I never even implied that. Way to go, son."I never said you said that. i said "basically saying" never said you said that directly. LRN2READ :ugeek:
I love how you two play devil's advocate when someone reports a broken class but really, more classes are being broken and the classes that are being nerfed don't need it.I don't play as Quint, so I don't see how I'm saying that at all. While yes, Quint does need nerfing, he IS beatable, especially when playing as a demolition class. Considering I play mostly as classes that use explosives, I don't have all that hard of a time with Quint. There are several other classes that don't have that much difficulty with Quint either, and if you're smart, then you'll keep moving so that you're not an easy target.
Yes quint NEEDS an ammo bar. what you two are saying basically is "Fuck new players or other players who are trying to have fun with classes, lazy ass classes is all we need.
And as for a quickman ranged attack: Home in a little- stop -home in a little again.
Quint thrives in chaos and high enemy counts.THIS.
Why not just make the alt freeze Quint in mid-air for a split second before he slam dunks the ground? That way, if you're paying attention you have time to get the heck out of there before he drills your brains in.*chuckles internally cause that totally sounds like R-Shadow, minus the teleporting*
Then perhaps they aim when they land? That'd seem the best answer to me. (And if they can't hit when he lands, well, perhaps the player needs better aim >_>)
I just simply suggested giving him an ammo bar giving people a reason to actually use the buster
Again we had this argument before over skullman: I don't pray to the heavens for chances and unlike you, i don't depend on the roll of the dice.That's completely irrelevant.
As in... what? 2 ways? plenty indeed. :ugeek:- Danger Wrap
I never said you said that. i said "basically saying" never said you said that directly. LRN2READIt doesn't matter. The fact that you're mad because a Quint owned you in a server only shows that you know squat about balance. While having an ammo bar would limit the fragging momentarily on small maps, it already is difficult getting people on bigger maps outside of frag stealing. And even then, smart players know to run somewhere where they don't see a pogo stick when they hear the Sakugarne sound. Quint Buster isn't the most reliable of things, either.
QuoteAgain we had this argument before over skullman: I don't pray to the heavens for chances and unlike you, i don't depend on the roll of the dice.
That's completely irrelevant.
So, you know what map comes in at randomized order in a server?Quote from: "Knux""Quint's performance depends on the stage, really"I guess THIS is irrelevant too.[/color]QuoteAs in... what? 2 ways? plenty indeed. :ugeek:- Danger Wrap
- Gravity Hold
- Crash Bomb
- Air Shooter
- Rolling Cutter
- Shadow Blade
- Anything you can hit him with when he lands.
You clearly have no idea what the hell you're talking about.
Yea, I think you are forgeting the debris Quint spread around. You haven't been playing classes lately have you? And even if so, you are the frist one to complain about these things in game.QuoteI never said you said that. i said "basically saying" never said you said that directly. LRN2READIt doesn't matter. The fact that you're mad because a Quint owned you in a server only shows that you know squat about balance.
1. If it didn't matter why did you mention that? :ugeek: 2.If i know squat about balance, why im i not the only one saying "give quint an ammo bar"? I don't think you know what balance means... Quint is not what i call balance, its called "lazy-ass gaming". I see the posts above are in favor of ammo bar. Why don't you say to them they don't know anything about balance too? 3. I've noticed most of you used the word "mad" to summerize the guy who disagrees with you. However, Knux, you are not only 'mad' now but you are 'mad' anytime someone reports a broken class. You are right here acting like you know EVERYTHING about classes, did you make this classes mod all by yourself? Thats right, you didn't. Its a magical thing called "opinion"
While having an ammo bar would limit the fragging momentarily on small maps, it already is difficult getting people on bigger maps outside of frag stealing.
That is the point. are you fucking kidding me?
And even then, smart players know to run somewhere where they don't see a pogo stick when they hear the Sakugarne sound.
And they are killed cuz panic. quint can drop anytime.
Quint Buster isn't the most reliable of things, either.
way better than "lazy ass fraging"
Llama's comment on hitstun also has a major effect on ripper weapons. Now that they don't hold you in place, they're much more hit or miss (and when I say that, I mean they now do either 20 or 80 damage as opposed to 40), so maybe find a way to regulate damage they do (This applies to vanilla as well)Is this why I've been having a harder time using certain weapons? That definitely clears some stuff up...
(click to show/hide)
Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.
Gutsman I agree with entirely; massive armor, OHKO ranged weapon, melee weapon.
Airman I recall something was gonna happen to him but it was a long time ago
Slashman automatically clinging to walls and then dashing off of them sounds incredibly clunky and otherwise agonizing to control.
Same goes for Magnetman.
Gravyman's usability already been slashed on low gravity maps thanks to the formula nerf, he doesn't need to be outright useless on open-sky maps.
Can you imagine jumping, accidentally touching a wall, jumping to get off, and rocketing across the map?
Having to click twice would be more of a hassle for Magnetman. He's made to fire off shots from afar so aiming isn't as big of an issue, unlike vanilla Gyro Attack.
Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.
Windup isn't anywhere near long enough to justify the damage, but a longer windup wouldn't do much. Nerf the Needle damage.
Gutsman I agree with entirely; massive armor, OHKO ranged weapon, melee weapon.
Airman I recall something was gonna happen to him but it was a long time ago
He needs a small damage reduction on the altfire, if anything
Slashman automatically clinging to walls and then dashing off of them sounds incredibly clunky and otherwise agonizing to control.
Same goes for Magnetman.
Gravyman's usability already been slashed on low gravity maps thanks to the formula nerf, he doesn't need to be outright useless on open-sky maps.
NOQuote from: "Orange juice :l"Needleman's got very heavy damage, but the windup makes him a massive target. He doesn't even have strong armor to take the hits, so he's not a huge threat.
Windup isn't anywhere near long enough to justify the damage, but a longer windup wouldn't do much. Nerf the Needle damage.
I've found Dr. Wily to be OP as well (in all modes). Some people say that he's bad in deathmatch however I found this not true due to his altfire and capsule.
DEATHMATCH:
His altfire does way to much damage which allows him to get easy frags in deathmatch if he shoots in an area with a large amount of people (not saying he's bad at 1 on 1).
Since when was 25 (20 [iirc, around this] if, god forbid, you keep firing into that crowd) "way too much?" :? There are plenty of other classes that can shoot into a crowd and mow them down. Almost all of them, actually.
Dr. Wily's mainfire can pick off random damaged players from a distance and get frags that way as well (not as good as the altfire for deathmatch standards).
Surprise it's a dive missile ripoff
Should we nerf magnetman and diveman too?
Dr. Wily's capsule is the best part about this guy. He can freeze people with lots of frags to delay them while he frags others (downsizing competition). He can also spam fire in people's faces which is usually a definite kill (due to delayed movement when hit by fire). After the capsule is used up he'll be vulnerable to attacks but this doesn't really matter in deathmatch because he can just respawn when he dies and go frag more people.
That's because Deathmatch is an awful mode to balance around for that very reason. The capsule's strong, yeah, but it takes forever to build up and it's a very tight window of opportunity to take advantage of. Miss one ice shot and you're not going to get as much time as you need to lay into them with fire thanks to the freeze time on the ice shot. I can see removing the hitstun on fire, though.
LMS/TLMS:
Dr. Wily is the best in this mode (probably what he was made for, I don't know) compared to other modes. His mainfire is proven to be OP here due to spamming a constant better-aiming magnet missile and more powerful dive missile (the ammobar doesn't really make a different except take away ammo for the altfire if someone gets close and it can still be spammed due to ammo regeneration cool down being short). In TLMS the mainfire is the best because Dr. Wily can use his team as a wall and spam in the background depleting the other team's health slowly but surely.
See above, except Wily's got less armor. Magnetman and Diveman BOTH have close range counters as well. If you're losing to homing classes in TLMS modes, you're SERIOUSLY doing something wrong. The damage is so pitiful you're not going to accomplish jack. You're going to get pummeled by classes with higher armor, speed, or anything with long-range competence.
His altfire isn't used that much, but still is a strong attack if someone gets close (still OP damage).
Better reduce slashman to 40 flat damage in that case since they've got the same armor and all
Capsule is used in desperation when all else fails (can kill a lot of people that surround Wily if it ever happens). Freezing weapon can freeze the opposing team and let the foe left to die as the other team members gang up on the sorry fellow.
Flashman does the same thing, but much more reliably.
Possession and terminator he is still OP but kind of the same stuff apply.
Since when were these modes possible to balance around while keeping others in mind? ?_?
In conclusion, mainfire homing annoyance (magnet/dive), altfire spam and kill (needle/napalm), capsuleFOE WILL DIEfire - spam slow down rip (stronger iceman altfire)
MAGNET AND DIVE: Normal Armor, Homing Mainfire, Counter-Melee Altfire
NEEDLE: Normal Armor, Huge DPS in frontal cone, Counter-Melee Altfire
NAPALM: Normal (I believe) Armor, Counter-Melee Mainfire, Finisher Altfire
WILY: Lower Armor, Homing Mainfire (Not nearly as useful as you're making it out to be), Counter-Melee Altfire, Capsule on a huge cooldown which basically equates to a chance to kill. (Please note there are even classes that can survive almost a full UFO's worth of fire) Get better at dodging the ice and Wily can't touch you with his erratic flamethrower. Try a speed class. You can dodge the ice, get out of range of the fire, and chase Wily down while he's got the hueg armor reduction. There's your counter.
freeze - backstab with another weapon or leave to be annoyed (flashman altfire without cool down but aim needed).
I do not think that word means what you think it means.
If proof is really needed, I'll post a deathmatch pic when I get home.
How many times does it need to be said that Deathmatch balance has little to no weight? A class can be broken for Deathmatch but garbage in other modes cough hack quint cough
Quote from: "Fyone"I've found Dr. Wily to be OP as well (in all modes). Some people say that he's bad in deathmatch however I found this not true due to his altfire and capsule.
DEATHMATCH:
His altfire does way to much damage which allows him to get easy frags in deathmatch if he shoots in an area with a large amount of people (not saying he's bad at 1 on 1).
Since when was 25 (20 [iirc, around this] if, god forbid, you keep firing into that crowd) "way too much?" :? There are plenty of other classes that can shoot into a crowd and mow them down. Almost all of them, actually.
Dr. Wily's mainfire can pick off random damaged players from a distance and get frags that way as well (not as good as the altfire for deathmatch standards).
Surprise it's a dive missile ripoff
Should we nerf magnetman and diveman too?
Dr. Wily's capsule is the best part about this guy. He can freeze people with lots of frags to delay them while he frags others (downsizing competition). He can also spam fire in people's faces which is usually a definite kill (due to delayed movement when hit by fire). After the capsule is used up he'll be vulnerable to attacks but this doesn't really matter in deathmatch because he can just respawn when he dies and go frag more people.
That's because Deathmatch is an awful mode to balance around for that very reason. The capsule's strong, yeah, but it takes forever to build up and it's a very tight window of opportunity to take advantage of. Miss one ice shot and you're not going to get as much time as you need to lay into them with fire thanks to the freeze time on the ice shot. I can see removing the hitstun on fire, though.
LMS/TLMS:
Dr. Wily is the best in this mode (probably what he was made for, I don't know) compared to other modes. His mainfire is proven to be OP here due to spamming a constant better-aiming magnet missile and more powerful dive missile (the ammobar doesn't really make a different except take away ammo for the altfire if someone gets close and it can still be spammed due to ammo regeneration cool down being short). In TLMS the mainfire is the best because Dr. Wily can use his team as a wall and spam in the background depleting the other team's health slowly but surely.
See above, except Wily's got less armor. Magnetman and Diveman BOTH have close range counters as well. If you're losing to homing classes in TLMS modes, you're SERIOUSLY doing something wrong. The damage is so pitiful you're not going to accomplish jack. You're going to get pummeled by classes with higher armor, speed, or anything with long-range competence.
His altfire isn't used that much, but still is a strong attack if someone gets close (still OP damage).
Better reduce slashman to 40 flat damage in that case since they've got the same armor and all
Capsule is used in desperation when all else fails (can kill a lot of people that surround Wily if it ever happens). Freezing weapon can freeze the opposing team and let the foe left to die as the other team members gang up on the sorry fellow.
Flashman does the same thing, but much more reliably.
Possession and terminator he is still OP but kind of the same stuff apply.
Since when were these modes possible to balance around while keeping others in mind? ?_?
In conclusion, mainfire homing annoyance (magnet/dive), altfire spam and kill (needle/napalm), capsuleFOE WILL DIEfire - spam slow down rip (stronger iceman altfire)
MAGNET AND DIVE: Normal Armor, Homing Mainfire, Counter-Melee Altfire
NEEDLE: Normal Armor, Huge DPS in frontal cone, Counter-Melee Altfire
NAPALM: Normal (I believe) Armor, Counter-Melee Mainfire, Finisher Altfire
WILY: Lower Armor, Homing Mainfire (Not nearly as useful as you're making it out to be), Counter-Melee Altfire, Capsule on a huge cooldown which basically equates to a chance to kill. (Please note there are even classes that can survive almost a full UFO's worth of fire) Get better at dodging the ice and Wily can't touch you with his erratic flamethrower. Try a speed class. You can dodge the ice, get out of range of the fire, and chase Wily down while he's got the hueg armor reduction. There's your counter.
freeze - backstab with another weapon or leave to be annoyed (flashman altfire without cool down but aim needed).
I do not think that word means what you think it means. <_>
If proof is really needed, I'll post a deathmatch pic when I get home.
How many times does it need to be said that Deathmatch balance has little to no weight? A class can be broken for Deathmatch but garbage in other modes cough hack quint cough
Your results mean nothing to a class's balance.Even more so considering it was in 4Team DM, not normal DM.
It's sounds like an interesting class gimmick, but I wouldn't use it for Blademan.It will be awesome
Nope, I've already got an idea for Blademan, and I've already made a berserker(Darkman 1/Tank Sentinel), sorry.no prob
Gemini is already weak you know (Underpowered)..... The clone don't do a lot of damage and you can kill him quickly.
Yeah, unless it's TLMS, then you've got a meatshield that fires back.
But you can nerf the OPs, like Airman (first weapon is so powerfull and easy to use for the noobs)
Again I'm pretty sure there was a fix in the works but I don't know if anything ever came of it
Needleman (same thing)
He's bugged at the moment
and Skullman super shot (a big rape).
Erm... Skullman only has one shot. Unless you're talking about the rage shots, in which case get better at not setting off rage.
Quote from: "Stonefunk"Gemini is already weak you know (Underpowered)..... The clone don't do a lot of damage and you can kill him quickly.
Yeah, unless it's TLMS, then you've got a meatshield that fires back.
But you can nerf the OPs, like Airman (first weapon is so powerfull and easy to use for the noobs)
Again I'm pretty sure there was a fix in the works but I don't know if anything ever came of it
Needleman (same thing)
He's bugged at the moment
and Skullman super shot (a big rape).
Erm... Skullman only has one shot. Unless you're talking about the rage shots, in which case get better at not setting off rage.
So, you are not so good! Cause you can kill the clone with one shot of Airman or Slashman (or wily)!, just try to not to be near the clone.> Kill clone with Air Shooter/Slash Claw.
No, when the clone is created, it needs a little "time" before his first shot, sooooo.....you have the time to 1 shot him.
But you can use easily cutman, or elecman to kill the player too. ;)
Where was Jax's Tier ListThat list was for KY classes. Too bad that doesn't exist anymore and KY's a bit too depressed to ever work on it again.
Gemini Man was "S" alone, if I recall properly
We also have playable Frost and Swordmen classes, but I know at least in the case of the latter that they're incredibly early builds and need a lot more work.
Also, the Astro class has to be revamped, as its current build isn't very good.
In other news, Jewel Man is the only MM9 class left to make.
It was Dr.Wily's item that got changed into skull suit some time later. I think it was due to the MM7 Update.R.I.P. Old Wily.
Some robotmasers are pretty balanced and interesting to play: Geminiman,
iv never had trouble with geminiman...everDouble this. In fact, I had trouble AS GEMINIMAN against very specific classes that had previously been deemed OP.
>No problems against Gemini
He has an aimbot what the hell can you do
>Problems playing as Gemini
You get an aimbot what more do you need
Like holy shit, give him some turning time or some penalty for calling him over or some shit
>No problems against Gemini
He has an aimbot what the hell can you do
>Problems playing as Gemini
You get an aimbot what more do you need
Like holy shit, give him some turning time or some penalty for calling him over or some shit
I have never played with geminiThere is your issue. Before you talk about a class's overall balance, you should probably play them first.
There are and will always be classes MORE troublesome. For example, Wily. Get his capsule, chase your enemy, corner them and burn them to crisps. This reminds me of back when Wily was more amusing... Well, except for his persisting seeker blaster.?_?
Well, if you look this way, it could be possible to deem every class "OP because they cannot announce their presence" (except for that one class).
Whoops sorry I didn't know every class got an infinite treble sentry.
I don't find any use for the clone other than to use it as a Treble Sentry replacement, and I think the basicmost "Sentry" function isn't really THAT neat, even if you can move him with you or anything.
Aaaaaand treble sentry is/was one of the most powerful things in the game, forcing its removal from duel and hatred from a good majority of the playerbase. Now imagine old treble that you can use/pull back on the spot with a very slight damage nerf. Do you really want that?
It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.
This is not Quake, this is not an arena shooter. Dodging is NOT always an option. You do not move very fast, and it can literally be set up right in front of you, and once it gets damaged the owner can just pull it right back, use it as a meatshield and put it right back in your face. And don't even think about giving me that "Play a faster class or one that can shield" bullshit. To take down a class, you should NOT be required to switch to another class.
The actual defensive and support weapon is the clone. The laser? It's a GREAT way to attack, specially if you are aware of enemies around the corners or needs that surprise element.
Yes, it it a good SUPPORT weapon, not an offensive weapon. It would work great in tandem with the actual clone itself. You cannot reliably hit with this weapon. It is slow and easily noticable. It's not like crystal eye that flies everywhere at mach speed and is unnoticeable, it's a big, slow, flashing laser.
There are and will always be classes MORE troublesome. For example, Wily. Get his capsule, chase your enemy, corner them and burn them to crisps. This reminds me of back when Wily was more amusing... Well, except for his persisting seeker blaster.
It takes a damn good player to know when to actually use the capsule. It leaves you with absolutely nothing once it's over.
Anyway, thing is the clone is NOT that difficult to deal with, there are more difficult classes to play or fight off, it all depends on who uses what and how.
That is EXACTLY like saying "X class is not broken because there are players who use the class badly"
Quote from: "tsukiyomaru0"It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.
This is not Quake, this is not an arena shooter. Dodging is NOT always an option. You do not move very fast, and it can literally be set up right in front of you, and once it gets damaged the owner can just pull it right back, use it as a meatshield and put it right back in your face. And don't even think about giving me that "Play a faster class or one that can shield" bullshit. To take down a class, you should NOT be required to switch to another class.
Quote from: "Duora Super Gyro"I have never played with geminiThere is your issue. Before you talk about a class's overall balance, you should probably play them first.
Quote from: "Jigsaw"Quote from: "tsukiyomaru0"It has the downsides of being easily predicted because it does what a sentry/monster does: fires straight at their target. They don't even bother predicting, because they can't. Now, you don't really see many people doing this but this is what I LOVE to do: set the sentry in a supposed camp spot, wait for people to acknowledge it, then gun them with your buster.
This is not Quake, this is not an arena shooter. Dodging is NOT always an option. You do not move very fast, and it can literally be set up right in front of you, and once it gets damaged the owner can just pull it right back, use it as a meatshield and put it right back in your face. And don't even think about giving me that "Play a faster class or one that can shield" bullshit. To take down a class, you should NOT be required to switch to another class.
you should NOT be required to switch to another class? , I dont know about you but im not gonna use Grass robotmaster against a Fire robotmaster every match. and im not gonna use Hardman against Darkman3 or Magnetman. Switching my class to handle certain classes or switching to a class that has an advantage at the stage im on is important to me, Im not gonna use Gyroman in a stage where his flying doesent help because the place is small.
Quite frankly, Gemini puts all but a few classes in check, thus your "Grass V Fire" line could perhaps be changed to
Electric/Ice vs. Anything else; Water/Ground is the only combination resisting it.
As Grass or Fire have many obvious weaknesses, a combination of Ice/Electric is sufficient to metalimit.
I think it'd be cool if the clone had to walk back to you before it started doing stuff again.Give it the ability to shoot while walking but get shot itself and possibly die, and I'd take this in a heartbeat.
KEEP IT SANE - Unlike most forums I have little to no tolerance for retarded posts. What I mean by this is simply replying to a thread with pointless (i.e I lol'd) will result in a warn, ESPECIALLY if you just post a single picture. This isn't 4chan. Have a reason before you post, other than to humour others with stupid comments.
- Gemini Laser is slow as balls
- clone can take shots and shoot things himself
- clone takes a bit of time to recharge, emphasizing its strength
- "a negative to using the darn thing"
I'm sorry what
something else has got to change then
I have a hard enough time worrying about the clone having his own mock health bar, but I especially don't want to worry about him taking my health, unless you're implying there's a halfway cut-off, like it would be in MM3.
Quote from: "Hunter_orion"I have a hard enough time worrying about the clone having his own mock health bar, but I especially don't want to worry about him taking my health, unless you're implying there's a halfway cut-off, like it would be in MM3.
You could make it so the clone shares 25 percent of the players health.
How about have a "Clone Break"? As in:Ooooh, I like this idea. It's not a direct nerf, and it causes the player to actually put thought into how they use the clone.
As you summon and unsummon it, a 3rd bar will increase. If it fills completely, you won't be able to use the clone unless you get enough weapon energy (For DM) or you wait a LONG time for it to go down (for LMS). If the clone is destroyed by damage, it should cause the break INSTANTLY.
How about have a "Clone Break"? As in:You know, I almost liked this idea until you said this part right here:
As you summon and unsummon it, a 3rd bar will increase. If it fills completely, you won't be able to use the clone unless you get enough weapon energy (For DM) or you wait a LONG time for it to go down (for LMS).
If the clone is destroyed by damage, it should cause the break INSTANTLY.Now, that seems fine and all, but look at this part right here:
you wait a LONG time for it to go down (for LMS).That seems... like an extremely hard nerf in LMS to me. If the clone broke and generated, say, 40% Assist Break, that would be fine. Or, if the clone caused an instant Assist Break and the Break Gauge depleted at a decent rate, that would be fine as well. However, keeping the clone exactly the same -- which, I remind you, is pretty easy to take down his health -- and giving a supernerf to his frequency unless the Gemini Man player happens to be an MLG elite ninja mind reader... that's not the way to go.
If the clone is destroyed by damage, it should cause the break INSTANTLY.
Again, I keep coming back...
What I had in mind was something like making Gemini Clone either:
a - Invulnerable to damage and each shot it makes depletes the ammo.
b - Not invulnerable to damage and each shot it makes depletes the ammo, while all damage does a flat reduction of the ammo.
In both scenarios, the clone's shots should not damage you, and to be honest it should always spawn to your left.
Gemini Clone gives trouble mostly because of its aimbot accuracy. A way to approach this was making its shots able to hurt you in general so the follow up mode. But then you have the sentry mode that shoots just as fast as you do, does as much damage as you do with that pea gun, and has a better aim than you do: but it can't dodge so it's a sitting target. Maybe another way to approach this problem would be making the clone have a limited field of player detection so it could only shoot you from a certain distance.
Mind me, I'm just making suggestions to further develop the current discussion just like you all, and perhaps reach a proposed solution that might or might not even get accepted.
Also, remember when someone mentioned Airman for OP?
~two hits in pointblank to kill, altfire creates a super wall of death.
balance patch v4 -> balance patch v5
Air man speed reduction but main costs no ammo.
Quote from: "JaxOf7"balance patch v1
Geminiman spawns with half ammo, Clone's fire delay upon being summon/moved increased.
I would find it better if Air Man's alt (which I can barely hit with despite speed and spread of the tornados) had infinite ammo and a slower rate of fire and his main used up ammo instead.
I would find it better if Air Man's alt (which I can barely hit with despite speed and spread of the tornados) had infinite ammo and a slower rate of fire and his main used up ammo instead.
Why are sprites of the Shade Man zombies there alongside Pharaoh Man's sprites?He can spawn them in Power Fighters.
After playing as Mega in DM I do know one thing that probably should be done, make his power adaptor turn him into the power adaptor skin, not blinding you with his "power adaptor arms" that are right next to him, constantly coming in your eyesight.What about if Megaman's using a different weapon and has Power Adaptor as his buster?
After playing as Mega in DM I do know one thing that probably should be done, make his power adaptor turn him into the power adaptor skin, not blinding you with his "power adaptor arms" that are right next to him, constantly coming in your eyesight.
The jelly bombs? I never considered it, seeing as I literally said "I'm making Slashman a demoknight," though I do recall a few people having some nice ideas for a Slashman that does have the jelly bombs. I recall a certain concept for KY Classes that was particularly interesting...I know in the second arcade game he had an attack where he did a rolling slash and went along the ground, which is when he used them, perhaps use that as his alt instead, could probably be similar to the current if done right.
actually, i can't download this. the link doesnt work.
here it is, download classes V6finalfantasy
http://www.mediafire.com/?3apga4owdvww59w
Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.I get that, but why doesn't he use the Arrows himself?
why not give himUNTHINKABLE![/sarcasm]
TWO WEAPONS!?!?!?!?
Or an alt Centaur Man who uses the Arrows and Naginaga with Shield instead?Why have two classes of the same character? I sort of prefer Smashbro's Idea of giving Centaur a second weapon.
Personally, I would prefer Battle & Fighters attacks being left out unless the class in question is outright unbalanced or useless.Sort-of agreed, as this may be the case for Stoneman, but it would be neat of Centaurman got the arrows, but it isn't unnecessary.
Swordman is close to being finished in terms of mechanics, he just requires one more thing to be put on his altfire, then I need to graphic him up and we'll have to balance him somehow.So, does Astroman use astro crush and copy vision?
Grenademan still needs a notification that he's going to explode after death.
Astroman will get some slight aesthetic changes on his Copy Vision, but that's about it.
Searchman and Tenguman need a lot of work, and Frostman mostly needs polishing.
Everyone else isn't started, but we have ideas for them.
Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.
I guess you won't be disappointed when you play him! ;)Quote from: "Korby"Swordman is close to being finished in terms of mechanics, he just requires one more thing to be put on his altfire, then I need to graphic him up and we'll have to balance him somehow.So, does Astroman use astro crush and copy vision?
Grenademan still needs a notification that he's going to explode after death.
Astroman will get some slight aesthetic changes on his Copy Vision, but that's about it.
Searchman and Tenguman need a lot of work, and Frostman mostly needs polishing.
Everyone else isn't started, but we have ideas for them.
Also, Centaurman drops Centaur Arrow because dropping Centaur Flash would be broken and annoying.
Another thought, what even happened to the magnet beam in elecman's stage and the super arrow in MM5?This isn't where to ask.
Well, this is where the power and jet adapter were added to the gameQuote from: "ChaoticChao"Another thought, what even happened to the magnet beam in elecman's stage and the super arrow in MM5?This isn't where to ask.
it's a shield not really a primary means of attack
Woodman's not a frontal assault class. He's not made to win Deathmatches.
he [Megaman] has a whole arsenal of other weapons and items he can pick up with it active
Megaman's whole purpose is to collect lots of weapons. If you think that's a problem, then it's not Woodman's fault.
The main effect only activates if the opponent is stupid enough to shoot at it
Skullman's shield's main effect only activates if the opponent is stupid enough to shoot at it.
meaning they could just wait till you're out of ammo
Woodman's ammo lasts a LONG time, and regenerates very quickly. That's on top of your stronger armor.
them spam you to death while the only means of of attack is a leap with a long wind-down
You're using the leap wrong. If you've been brought to the point where you're relying on the leap to not die, you've already lost.
and if you do try to jump at them, the opponent can still keep shooting you point blank
Guess what happens when you put up the shield when you're being shot at point blank?
he's painfully slow, so slow that even if you have the shield active and try to run, the opponent can easily keep up until it runs out.
You've got plenty of time to get into a strategic position. Launch the shield off and combo leaps (They're not as slow as you claim if you can connect just as it starts)
You could instead of using it for a shield you could fire it only as it deals 30 damage, but the hitbox is so small and the sprite is so huge, AND the projectile is so slow, the opponents can see it coming from a mile away rendering it borederline useless as an attack.
Errr... it's called Leaf SHIELD. Not Leaf Cannon, or Leaf Knuckle, or Leaf Shotgun.
In other words, he's only usefull if the opponent happens to be a retard or just plain careless
Man, that's some awesome reasoning there. I could say with just as much authority that Woodman's only useless if the player has the same traits.
Quote from: "ice"it's a shield not really a primary means of attack
Woodman's not a frontal assault class. He's not made to win Deathmatches.
I'm speaking from a playability point of veiw, junkman isnt made for deathmatches either, yet he's still fairly useful in deathmatch. Then with lastman standing, he isnt exactly that usefull in that mode either due to no health pickups, and with the points I already made and the ones below. And with team lms, he's mostly just usefull as a destraction *and if team shooting is still in, a cannon that team mates can shoot at activating the effect* god forbid if you end up being the last person left on the team *wich is usually the case due to the nature of the class* You'll have the same problems like in lms only multiplied by the opponent's team
he [Megaman] has a whole arsenal of other weapons and items he can pick up with it active
Megaman's whole purpose is to collect lots of weapons. If you think that's a problem, then it's not Woodman's fault.
It's more of a comparison, megaman's version is more as cover (made slightly more usefull with his higher speed), as a bomb cannon, or as a griefing weapon *running in the way of attacks for laughs, as with woodman, it's just there as something to either force the player to try to pray that an opponent's attack activate the effect, or as cover to run away at a slow pace, the only main upside is being able to walk in death pits
The main effect only activates if the opponent is stupid enough to shoot at it
Skullman's shield's main effect only activates if the opponent is stupid enough to shoot at it.
yes, but the skullman user actually has to have timing to even use the effect, plus with the exact timing nature of the barrier, it also suprises opponents if skullman happens to be good at faking out, but for woodman, the barrier's out in the open, making alot of noise, telegraphing that it's time to stop shooting
meaning they could just wait till you're out of ammo
Woodman's ammo lasts a LONG time, and regenerates very quickly. That's on top of your stronger armor.
Define regenerates quickly
them spam you to death while the only means of of attack is a leap with a long wind-down
You're using the leap wrong. If you've been brought to the point where you're relying on the leap to not die, you've already lost.
"If you've been brought to the point where you're relying on the leap to not die, you've already lost." Case and point, unfortunatly, this also seems to be the case with most people that uses him
and if you do try to jump at them, the opponent can still keep shooting you point blank
Guess what happens when you put up the shield when you're being shot at point blank?
Oh I don't know, the opponents get several shots in due to the long wind up before the protection even takes place
he's painfully slow, so slow that even if you have the shield active and try to run, the opponent can easily keep up until it runs out.
You've got plenty of time to get into a strategic position. Launch the shield off and combo leaps (They're not as slow as you claim if you can connect just as it starts)
not really a good strategy if the opponent likes to keep there distance as they chase
You could instead of using it for a shield you could fire it only as it deals 30 damage, but the hitbox is so small and the sprite is so huge, AND the projectile is so slow, the opponents can see it coming from a mile away rendering it borederline useless as an attack.
Errr... it's called Leaf SHIELD. Not Leaf Cannon, or Leaf Knuckle, or Leaf Shotgun.
If that was the case, then why have it fire as a projectile at all? or better yet, remove the shooting from plant barrier, and junk shield. Point I'm making is that the hitbox is misleading, that is all I ment by that
In other words, he's only useful if the opponent happens to be a retard or just plain careless
Man, that's some awesome reasoning there. I could say with just as much authority that Woodman's only useless if the player has the same traits.
Nice try at trying to take a cheap shot
I actually wouldn't mind the Log Roller alt if it didn't suck ass with its pissy one-tile rangePfftch. Yeah, give him a barrel roll! That way we'll have the "Nope Woodman".
give him a longer jump or make him do a short dash along the ground or SOMETHING
-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again?Flash Stopper deals no damage to him in game, and the buster still does one damage a hit, its the fact he is stopped by it that beats him not the light.
-Have Airman have some weakness to weapons such as ring boomerang, dust crusher, &/or junk shieldOr maybe Super Arm due to weakness in Power Fighters, breaking his fan as apposed to jamming it.since wood man is hardly a good offensive class, can weapons like dust crusher/junk shield/ring boomerang be good on air man. looking at how theyre suppose to be the bosses weakness, airmans weak to leaf shield because it jams his blower apperatus, while dustman is weak to ring boomerang because it jams his...sucker apperatus? if so, wouldnt it make sense that in the absence of an actual good counter/grass/plant offensive weapon, these weapons be able to be used as a subsitute?
My ideas/Questions for some classes: OOOOH, IT'S TIME
-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again? Not all that flashes is made of light, but let me check the latest beta...yup, he's not weak to it. Maybe because Flash Bomb is the worst kind of weakness to have...I'll mention it in the devchat
-Have quint perform 2/3 "digs" (where he creates the debree) before he can jump again. the main problem i see people having about quint is the fact that the pogo is too spammable,without really any downside. I have addressed this complaint numerous times already. There are downsides to being Quint, namely being innefective at long range, not being able to see your inmediate surroundings without moving, the unreliability of Sakugarne's hitbox, and not being fast enough to catch up in a chase. There was one particular downside that is non-existent in ZDN, and that is the lack of hitstun...IIRC, there is some work going on regardng the replication of hitstun for Quint and all classes that may require such downside.
-Give Ring man (in someway/shape/form) a close quarter Ring like the ring boomerang copy version, or have him able to switch between the 2(giving him SOME chance out in the open). Ive been using ringman for a long time in this version and while he technically DOES have short ranged ring boomerangs, that's only if your able to button mash REALLY fast while you run around in circles like a retard waiting for one of your rings to come back so you have another shot at your foe, in which case the whole cycle repeats =/, or give him an item that calls both his rings back to him. I actually support this idea. Why not having an item that switches from close-range boomerang to long-range boomerang, the former being weaker than the latter?
-Have Airman have some weakness to weapons such as ring boomerang, dust crusher, &/or junk shieldsince wood man is hardly a good offensive class, can weapons like dust crusher/junk shield/ring boomerang be good on air man. looking at how theyre suppose to be the bosses weakness, airmans weak to leaf shield because it jams his blower apperatus, while dustman is weak to ring boomerang because it jams his...sucker apperatus? if so, wouldnt it make sense that in the absence of an actual good counter/grass/plant offensive weapon, these weapons be able to be used as a subsitute? Hmm, seems like a good suggestion. Currently he's weak to Copy Leaf Shield, Woodman's Leaf Shield and Leaf Rain, and Plantman's Plant Barrier. If we follow the "stuff getting stuck in his fans" weakness logic, Dust Crusher and Junk Shield would also be his weaknesses. Maybe I'll suggest that...
-(id ask if tomahawk man could be weak to saku based on something cele(r)bi said a while ago, but since almost everythings about as susceptible to sakugarne as flash bomb, it would kind of be redundant.)To be honest, I've always thought Tomahawkman was weak to Plant Barrier because shield weapons simbolized peaceful self-defense and not offense. So maybe making Tomahawkman weak to all shield weapons?
Quote from: "Neo"My ideas/Questions for some classes: OOOOH, IT'S TIME
-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again? Not all that flashes is made of light, but let me check the latest beta...yup, he's not weak to it. Maybe because Flash Bomb is the worst kind of weakness to have...I'll mention it in the devchat
http://megaman.wikia.com/wiki/Pharaoh_Man[/url]"]He was created with high resistance and agility to avoid traps in pyramids and has very sensitive eyes to be able to see in dark places, but this also makes him weak to strong lights like the Flash Stopper, which could blind him easily.
Quote from: "MusashiAA"Quote from: "Neo"My ideas/Questions for some classes: OOOOH, IT'S TIME
-Make pharaoh man have some weakness towards the FLASH bomb, because how is he NOT weak to this again? Not all that flashes is made of light, but let me check the latest beta...yup, he's not weak to it. Maybe because Flash Bomb is the worst kind of weakness to have...I'll mention it in the devchat
actually, let me pull up the Rockman wiki, cause i remember reading something along the lines of this.Quote from: "[urlhttp://megaman.wikia.com/wiki/Pharaoh_Man[/url]"]He was created with high resistance and agility to avoid traps in pyramids and has very sensitive eyes to be able to see in dark places, but this also makes him weak to strong lights like the Flash Stopper, which could blind him easily.
in that case, i think ive come up with an idea.
Wynaut give pharaoh man only a 1.05-1.1 damage factor to flash bomb, but also have it blind him similar to how flash stopper blinds him, which would keep it remaining true to what hes suppose to be weak against (the 1.05-1.1 damage factor thing is mainly just to signify that "hey, hes weak to this!" sound effect thingy, or if the blinding part makes it too op, you could give him a damage factor below 1.0 (like maybe .85) to make up for that)
Also, other idea(s) i forgot to mention previously:
-have Plantman, when hit by his weakness(s), temporarily stop his health regeneration, because (IMO) classes with that kind of trait should have there weakness NEGATE said kind of trait, or atleast counteract it, not just do more damage(also, have you ever seen anything from the jungle(s) grow well in a blizzard?)
-Give Mega man (or Rock man), a "weapon" that, much like in the cartoon, lets him grab/touch a robot master, and temporarily "copy" that weapon/ability, which would completely(more or less)empty the foes ammo for said weapon (implying that he actually "Took" there power). He would only be able to hold one at a time and it would wear off, but this would give him a neat "gimmick" like how he was in the cartoon (my only request for this is that pharaoh man gets some kind of punch weapon when that happens, just for the lolz XD)
-Enker be able to temporarily create a "Mirror" wall for a brief moment that would reflect projectiles back, much like how the copy version is, though you can/could have it take some of his ammo he gets when he takes damage
-give Ringman something similar to what i mentioned above, only instead of having it reflect projectiles back, he could use it to bounce his rings off of, which could also be used as a sub for the close quarter ring boomerang i also suggested
-Much like how mega, proto, and bass have there alt/slide maneuver usable even on copy weapons, give Rockman the same kind of thing, only instead of it being a slide, it would be a basic buster shot(basically what megaman did in megaman 8, even with a RM weapon selected)
-Include a Powered Up Protoman class(which would be like the protoman from MMPU), where instead of being a copy class, he instead has higher jumps, moves faster(then the base copy class), and just uses the proto strike (damage nerfs would be needed if the same one from the original PU expansion was used)
-With classes where they use to have (an) alternate skin(s), Wynaut bring that back? just have it be the same class, just be able to switch between the skins, much like how we do in vanilla 8BDM(having it make use of the "skin" option just below the class)
-take away Doc Robots inability to not pickup weapon energy capsules in DM game modes, cause it really is kind of unfair(IMO) for him =/.
also, can RM's have SOME kind of use for weapon energy capsules(as well as having there own seperate versions of the M and W tanks)?
To be honest, I've always thought Tomahawkman was weak to Plant Barrier because shield weapons simbolized peaceful self-defense and not offense. So maybe making Tomahawkman weak to all shield weapons?Star Crash is strictly an offensive shield, so probably not that one.
Quote from: "Mus"To be honest, I've always thought Tomahawkman was weak to Plant Barrier because shield weapons simbolized peaceful self-defense and not offense. So maybe making Tomahawkman weak to all shield weapons?Star Crash is strictly an offensive shield, so probably not that one.
-take away Doc Robots inability to not pickup weapon energy capsules in DM game modes, cause it really is kind of unfair(IMO) for him =/?Hey now, when he can regain weapon energy AUTOMATICALLY and CHANGE his STATS whenever he fires a different weapon, I don't think he needs weapon energy capsules. And I'm sure he refills weapons he doesn't have equiped either, so if he has plenty of weapons he has no need for the energy pick ups.
Tomahawk's weakness is not based off of "offence vs. defence." It's based off of "war vs. peace." It's based off the fact that Plant Barrier is a nature weapon, not the fact that it's a shield. So Tomahawk would be weak to nature-type weapons, however that would limit his weakness to Wood, Snake, Plant, and Hornet. I'll fuel the discussion no more than this.
If I may suggest, perhaps you could base the weaknesses off of this (http://www.cutstuff.net/forum/viewtopic.php?f=17&t=4471&start=30#p224741)?I did something similar before. I analised the robots and gave possible weaknesses from ALL games. M&B, WV, M&B2, both DOS games, and Strategy included. But I did it over a year ago on my Compass man RP blog on tumblr. Should be tagged "Robot Master Analysis" or something like that. I did it in character too so mind it looking like a log entry if you find it before I link it. Oh and pay mind to the reply from Crash man regarding his, did make sense.
After having dissected each weapon and Robot Master, it should be fairly accurate.
Stop, I meant how shields symbolize defense, which symbolically oppose Tomahawkman's very own purpose: offense.Ahahah, no. I was talking about how Star Crash doesn't give the user any sort of defense and is meant to, as the name implies, CRASH into the opposition. It doesn't block shit. That makes it strictly offensive.
Quote from: "MusashiAA"Stop, I meant how shields symbolize defense, which symbolically oppose Tomahawkman's very own purpose: offense.Ahahah, no. I was talking about how Star Crash doesn't give the user any sort of defense and is meant to, as the name implies, CRASH into the opposition. It doesn't block shit. That makes it strictly offensive.
...I don't mean to sound like I thnk you're wrong: I think you're right when calling out on those flaws. But despite those flaws, Tomahawkman is lacking weaknesses, and I'd rather make him generally weak to some weapons based on a flawed yet convincing position, than just gnaw at the flaw and decrease the number of proposed weaknesses from 12 to 8 (by removing all shield-like weapons that don't block projectiles or aren't plant-related: Star Crash and Junk Shield).Oh, now I'm understanding where you come from. He does have too few weaknesses.
Change the shield counter to where it only counters on a perfect block (sort of like skullman), but buff the damage of the leaf rain in the process.Know what? Woodman wood probably benefit from that more than Skullman ever has. I'm all for it.
Honestly, I think woodman needs a complete change. He's not fun to play as or play against at all. He used to be the incredible woodman before his attacks changed earlier. Here's a good compromise though.
Reasons for change:
-Too reliant on shield
-Acts as a "dummy counter", so his main method of attacking only works on trigger happy opponents. Woodman is usually a sitting duck against smarter enemies.
-Very low damage output, and has almost no methods of ranged attack
Suggested Changes
-Buff the shield shot to have a greater projectile speed, and slightly more damage as well.
-Nerf the shield ammo to where it doesn't last as long when being held up.
-Change the shield counter to where it only counters on a perfect block (sort of like skullman), but buff the damage of the leaf rain in the process.
Wood can serve well as a tankish melee range class. Which is something you don't see very often, and can be effective (evident with DA's many wins that day)
I honestly still think he should do a barrel roll with his alt
also he rolled along the ground in Power Battles :ugeek:And in Super Adventure Rockman, too
Swoop is pretty darn powerful, so buffing that is probably not a good idea unless you want it to get nerfed damage-wise.
By that logic, Atomic Fire should have its charge time reduced.
As it is, whenever you see Megaman flashing red, you know he's going to use Atomic Fire.
Furthermore, it cannot merely be pulled out in a fight due to the excessive delay between the beginning of charging and use.
Of course, the fact that it's an OHKO that takes but charging to use makes the meaning of my phrase totally different; by swapping but one word, you've altered the meaning.
The swoop has excellent damage and the flight makes you hard to hit while lining up your shot.
I'll willingly concede that players in flight are harder to hit while on land.
Saying that, they're certainly not impossible to hit, and Shade Man's slow flight makes him easier than most.
There's not much you can do to counter it, bar running away, but then he can simply snipe you with noise crush.
Noise Crush is a slow-firing, slow-moving projectile dealing 15 damage.
and I believe it can also ohko.
Quote from: "Orange juice :l"and I believe it can also ohko.
If you swoop on top of someone that's running in the same direction that you're moving in, it does it quite easily.
on the subject of cloudman, if his main was buffed, then his alt would have to be nerfed due to the fact that as he stands now, in a server full of people, all you have to do is spam the alt while flying and you win
EDIT: asdf Smash whynusI know this isn't contributing much but
So much TF2 in ma Megaman. So who's gonna be Medic?
Also will we be seeing V7 as the next release?
I may as well give my opinions on how to "fix" these classes.
Gutsman: I personally think that Gutsman's rocks should have hit points (around 30-40?), and make the little pieces that are summoned in the rocks death state do less damage.
Needleman: If possible, make his needles do less damage based on how much ammo he has, like Wily?
Quint: I think Poker Man hit the nail on the head with this one.
But still, just my two cents.
quint should have a glass armorThe thing is that, if people have to be limited to an innacurate buster and Sakugarne (which in the case you fail to hit with it, you'll regret it), which is better? The hero classes. Megaman, Bass and Proto Man have WAY more versatility and that includes access to Sakugarne on some cases such as maps that have them and LMS weapons. Not to mention their dash altfire (Mega and Proto) and double jump (Bass) for mobility. See, giving Quint an armor nerf would make what little he has to attack with into dead weight. Ways to screw him over include all kinds of AoE (especially Gravity Hold durr), timing shots when he lands and having Sounds On so you can hear that damn unique clicking sounds that Sakugarne does, so he doesn't surprise rapes you.
I say Duo should not be a copywep class. I think he'd be better with only two weapons: his PF Fist and Dash, and his MM8 Ground Punches and Meteor Tackle.
Power Fighters is a canon game fyi.Quote from: "Game&Watcher"I say Duo should not be a copywep class. I think he'd be better with only two weapons: his PF Fist and Dash, and his MM8 Ground Punches and Meteor Tackle.
True.
He is a copywep only on mm power fighter, right?
But in the true story, it's only megaman, protoman and bass..
Swordman
guise
i made a a server with this
I think there will be classes of them but we only have 5 skins done only.
The only problem I see with the MMV classes is Venus's weapon. It normally floats upwardVenus' weapon drop does, the attacks of Venus don't. As for copy weapon Bubble Bomb anti-air weapon, good for maps like Elec, Grav, Star, Spring. KY made all 9 weapons from the game already too.
I,m gonna ask again, how is V7a going today?
(I think a lot of people want to know this...)
Those icons make my face hurt. Please make them less obtrusive so they don't get in the way when someone's trying to kick your teeth in.Hey you, yeah you, take a look at these.
The colors are honestly a bigger problem than the size. Make them some cool color instead of mustard yellow and neon (ish) green.A black outline should be needed too...
what is the 120%, 100% stuff for?Speed and Jump Height variation
Quote from: "TheDoc"what is the 120%, 100% stuff for?Speed and Jump Height variation
IN OTHER NEWS, development's been stuck in this for ages:So they are close to done?(click to show/hide)
Quote from: "MusashiAA"IN OTHER NEWS, development's been stuck in this for ages:So they are close to done?(click to show/hide)
Astroman needlots of polish
Is it normal you can't pick up weapons when you run this mod or is that a bug?Hello newcomer and no you can't pick up weps with anyclass except megaman, protoman, bass, docrobot, and rockman all other classes are unable to pick up weapons so your stuck using that classes powers i hope this clears your confusion.
(http://fast1.onesite.com/capcom-unity.com/user/sonicmega/4ccba0626acdaac9e34f4428b9de1b1e.png?v=179584)
Version 6F updates Classes to v3a and incorporates the past balance patches, but does not include MM9 Classes for some unapparent reason!
Download V6F! (http://wadtemp.fathax.com/files/Classes-v6f.pk3)
Download Classes-Tauntsv1! (http://www.mediafire.com/?xfgir7ewhzls4kp)
NOTE: You must put Classes-Tauntsv1 in your skins folder!
For tips, or just plain questions, please visit the wiki page dedicated to this mod. Thankers. (http://mm8bdm.wikia.com/wiki/Class_Based_Modification)
Other Versions!(click to show/hide)
SPRITES NEEDED!
Duo tackling and "Stone Hand" Rotations
Hey the link for the newest version isnt working right.Have a mirror:
Quickman need to be a little slower and have a better control of himself XDDDD (and a little little better armor?)I think his lack of an ammo gauge makes up for his armor.
Also, some more feedback on the new weapon dropping system would be great.Oh right, this thing. Discussed the problem of weapon clutter with team (read: Mus) a while ago. Surprised I remembered actually.
It can be a good way to go in some others part of some maps....But it needs to be made on special pack map..Actually I've had an idea of a code where if you crouched, it launched you forward emulating the slide, but unfortunately crouching is always disabled in servers rendering it useless
But the "hitbox can be lower? (sorry for my english.)
Quote from: "MusashiAA"Astroman needlots of polish
what
I just noticed that Quint's bot doesn't even ride his Sakugarne. It's really not in his character when he just runs around shooting. Can this be fixed?
uwotm8
KEEP IT SANE - Unlike most forums I have little to no tolerance for retarded posts. What I mean by this is simply replying to a thread with pointless (i.e I lol'd) will result in a warn, ESPECIALLY if you just post a single picture. This isn't 4chan. Have a reason before you post, other than to humour others with stupid comments.
If THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:(click to show/hide)
QuoteIf THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:(click to show/hide)
I lol'd xP
QuoteIf THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:(click to show/hide)
I lol'd xP
Quote from: "YGP1111"QuoteIf THAT wasn't cryptic enough, in-house testers (that is, Celebi and me and not Jax because Jax is a dumb) just saw the latest beta release, thanks to the efforts of Gordon Freeman. Cel and I partied hard:(click to show/hide)
I lol'd xP
Bug... :|
ACTUALLYhttp://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/ (http://www.sprites-inc.co.uk/files/Classic/PowerBF/Wep/)
I heard Duo Fist's charged shot is literally an edited Power Hand. Try working from that first ... ???
...A KYD classes mod created by voting on each individual master?
You realize that that probably wouldn't be a good idea due to each of the mods having their own purpose, and by mixing them would result in breaking that beyond numerous levels. For instance, KY classes are based more on NES accuracy while YD classes are based more on.. creativity?
You realize that that probably wouldn't be a good idea due to each of the mods having their own purpose, and by mixing them would result in breaking that beyond numerous levels. For instance, KY classes are based more on NES accuracy while YD classes are based more on.. creativity?
It would be nice if someone just took control of the KY expansion.Like Jax and this mod?
Yet there's not much difference other than the fact that one is more similar to the original game.
With the MM8 classes coming up, I don't see how the two wads will be different.
Quote from: "Zerokk"Yet there's not much difference other than the fact that one is more similar to the original game.
With the MM8 classes coming up, I don't see how the two wads will be different.
KY, in order to stay relevant to NES accuracy, will of course need to only have things used in the games.
These classes however can experiment and while may use attacks from the games, can have moves that weren't in them but
could still relate to the robot master.
you could always open the file with SLADEI...have no idea what that is. :? Could you perhaps elaborate a bit?
EDIT : What does the altfire of the first weapon of Needle Man do ?
while the DocRobot HUD is sweet for the eyes, is really having a jump of 90%, 100% or 110% from the normal one important to know ?It makes a difference when you're not sure if your jump goes high enough to reach some normally-inaccesible platforms. There's a crucial difference between normal jump height and Bombman jump height (which is what most of Docbot's gained jump stats usually oscillate between): oddly, having the latter just barely allows you to reach most generally inaccesible platforms, and given that Docbot's stat boosts aren't steep it is a good piece of information to know precisely what your new mobility stats are.
Finally, a new version is out!!
* Doesn't see any mention of Duo or Alien in the patch notes *
Aww. :cry:
From spur of the moment thinking on Skype:
Colonel Servbot class idea: MMX4 and MvC2 edition(click to show/hide)
I would make this so hard if approved.
The problem with Sniper Joe is that he is just not worth playing. He needs some sort of rework.
I can probably list a few things to pick from.
- Holding ALTFIRE will throw the grenade farther based on how long you charge. If you wait too long, it explodes on you.I suggested that a long time ago (minus the "explodiong on you" bit, was rejected IIRC. Jax is a dumb, I tell you.
- Give him a bar that fills up somewhat slowly, and gives him an item when it is full. This item puts him in a helicopter with a minigun. Like, make it shoot thin and really fast projectiles. (Hey, make it balanced.) Joe wouldn't be put into a weaker state after the helicopter.Neat idea. Imagine getting the vehicles from Rockman 4 MI temporarily. Still, the main concept regarding Sniper Joe was to have a very simple support class, so making him more complex isn't really the right idea.
- Do something similar to before, but with a different vehicle. Not that there are many options. MM2 has the Sniper Armor (http://images4.wikia.nocookie.net/__cb20100502210437/megaman/images/b/b0/MM2SniperArmorArt.jpg) (the hopper mech). MM5 has both Apache Joe (http://images3.wikia.nocookie.net/__cb20100502222316/megaman/images/5/53/MM5ApacheJoeArt.jpg) (the helicopter) AND Rider Joe (http://images1.wikia.nocookie.net/__cb20120726154719/megaman/images/c/c9/Mm5_riderjoe.png) (Waveman bikes). MM7 has Trucker Joooooooooooe (http://images3.wikia.nocookie.net/__cb20120813143538/megaman/images/c/cc/Mm7_truckjoe.png) (a giant ramming truck). The Gameboy games has Gunner Joe (http://images2.wikia.nocookie.net/__cb20090304171849/megaman/images/5/5a/GunnerJoe.jpg) (a flying spaceship. We also don't need to stick to vehicles: Sniper Joe could probably morph into different kinds of Joes, each with its own stats and advantages/disadvantages.
We still need to add the Megaman? class to the Next V7a class.We once had one, but it was identical to the regular Megaman class. We also had Breakman, both skins for Napalm, and 2 Ballades. All were identical to the other, so they got rid of them for that reason.
Ballade has his Alt as a skin? But how?
Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.
So Megaman? may return as a skin for the Megaman class.
I'd hope that sounded dumb cause as I stated, if you remove slide and charge you are left with the vanilla megabuster and copy weapons.Quote from: "fortegigasgospel"Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.
DOS Megaman sounds dumb, we already have Rockman for that.
Quote from: "MusashiAA"I'd hope that sounded dumb cause as I stated, if you remove slide and charge you are left with the vanilla megabuster and copy weapons.Quote from: "fortegigasgospel"Exactly, there is no difference between the two as it is just a skin.
Though I would rather see Megaman? as his own class instead of a skin, they would need to make him different then the other Megaman classes. Perhaps his own variables, a 4MI class would be interesting and using Megaman? for it.
Maybe even add BBA who has much higher stats, for the trade off of lacking copy weapons.
And if it ever happens, DOS Megaman, who has no charge or slide (basically the vanilla class) for people who want a challenge.
Breakman could be added to have moves like Protoman uses in MM7/PF.
The number of things alternate versions of classes could do is surprisingly high.
DOS Megaman sounds dumb, we already have Rockman for that.
And Rockman has stronger copy weapons so it is risk and reward. Risk of lower armor, with the reward of stronger weapons over simply being the vanilla 8bdm class, regular non-chargable buster and nothing special done to copy weapons.
Oh. Well then nevermind. I thought he was just Megaman with less armor and stronger Copy Weapons. Never play copy weapon classes anyway. Please ignore my little derp there.Quote from: "fortegigasgospel"Quote from: "MusashiAA"DOS Megaman sounds dumb, we already have Rockman for that.I'd hope that sounded dumb cause as I stated, if you remove slide and charge you are left with the vanilla megabuster and copy weapons.
And Rockman has stronger copy weapons so it is risk and reward. Risk of lower armor, with the reward of stronger weapons over simply being the vanilla 8bdm class, regular non-chargable buster and nothing special done to copy weapons.
Rockman has no charge, no slide, and NO COPY WEP RESTRICTIONS. That is, if he had normal armor, he would take the default amount of damage everything should deal, and his copy weapons deal the default vanilla damage (and said values are taken into account when damaging foes with lower armor tiers). He is essentially vanilla class with Proto armor.
I know the heavy and hard armor types now, but does Junkman still get 0.4 armor from his shield?
On an unrelated note, what will Frostman and Duo's armor be?
I know the heavy and hard armor types now, but does Junkman still get 0.4 armor from his shield?I still don't know those new armor values. :? Is anyone feeling a little more forthcoming about them now? I'm still curious...
On an unrelated note, what will Frostman and Duo's armor be?
Frostman will be Hard if I recall and Duo is sturdy[?]^That. That would be their armor values. Not precise, but it's the best you're probably going to get methinks.
I think Pharaoh Man should have Pharaoh Wave, since him using Pharaoh Shot is kinda redundant and that's what he charged up in Mega Man 4.That is why KY classes uses Wave instead. His Pharaoh Shot was actually the attack he did when jumping, and in PF it was the one he used that arched downward.
I still don't know those new armor values. :? Is anyone feeling a little more forthcoming about them now? I'm still curious...Heavy armor (Gutsman, Stoneman) is now 0.55 instead of 0.5 and hard armor is now 0.5 instead of 0.4
Quote from: "Ivory"What can I say? I liked Megaman 5. It's the underdog of the NES games. :ugeek:
I hated it.
Well not hated it, but it's the worst of the NES games.
What is the point of the Windstorm exactly ? It's like 50% of the energypoint...not really effective.It's for use in cramped hallways, like the indoors of Yamato Man's stage.
it's to do like Roll's broom? :)
I have 2 questions regarding future MM8 Classes:1.) Use SLADE3 on the main tauntpack.
1)If Frost Man had a taunt, what would it be?Possibly popsicle related stuff, right?
2)Would Sword Man have the ability to detach his top from his legs for a limited time?
I see no one cares about what I said... so here is the diference...(click to show/hide)
Here is the download: http://www.mediafire.com/download/f60xg ... hudfix.pk3 (http://www.mediafire.com/download/f60xg4tocif811c/classes-v6g-quinthudfix.pk3)
I know is something trivial (or something pretty stupid for you) but I wanted that Buster to look the same as the skin colors...
Also żWill be those colors I cahnged in future expansions?
o and will be cool for quint bot to change the currently equiped weapon every 30 seconds/1 minute, if is there a way to do that of course. (with tics or something, i dont know)
:: [BE] New York :: Team Deathmatch CLASSES V6G Megaman
IP:
108.61.83.66:15030
Execution could not continue.
1 errors during actor postprocessing
btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...
Here is an unofficial fix for that
Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)
All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.
------------------------------
actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}
-------------------------------
btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...
Quote from: "cybersavior"Here is an unofficial fix for that
Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)
All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.
------------------------------
actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}
-------------------------------
btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...
OMG, YOU'RE A HERO! :D
I can't see that being implemented. Roll is already unique enough, and to tack on a protobuster w/o shield doesn't seem right at all.geno made a Mobile Roll skin, that's good enough for us.
Also, you made a double post, and proceeded to make a triple post.
In the same day in the same thread.
(http://fc01.deviantart.net/fs71/f/2013/198/2/a/untitled_drawing_by_diegogamer1820-d6dy9lq.png)
Quote from: "cybersavior"Here is an unofficial fix for that
Classes v6g (3b compatible) (http://www.mediafire.com/download/xonury2ywoei9i4/classes-v6g%283b%29.pk3)
All I needed to fix it was put the code below into the oilsliderboss.txt
no other changes were made.
------------------------------
actor OilSledAmmo : Ammo
{
inventory.amount 1
inventory.maxamount 32
}
-------------------------------
btw, who is in charge of this mod now anyways?
I wouldnt mind helping out...
OMG, YOU'RE A HERO! :D
(http://fc01.deviantart.net/fs71/f/2013/198/2/a/untitled_drawing_by_diegogamer1820-d6dy9lq.png)Quint doesn't need dash sprites because he has the sakugrane for transportation.
I like this idea. The first weapon makes me happy, and the second weapon is very unique.Yeah, I aimed to please Greeks and Trojans: Those who like NES Shadowman will have his Weapon 1, those who like an original Shadowman will have his Weapon 2, it would no longer be Kotrollru Fuuma with invisibility, and could no longer stall a game for ages unless the player was skilled with timing.
except you could never stall for ages because the invis timer is rather shortYou have never seen a stalling Shadowman, right? They can stretch a battle for 5 minutes with no problem. And what if he's glassy? He's a ninja, not Yoku Man or Invisible Man (if it exists within Mega Man canon), and this would perhaps also be a good chance to increase his resistance a bit and make him less of a coward's class and more of a skill class.
and Shadow Man is glassy as fuck so he kind of needs it
getting rid of the invisibility for a log is like making him a worse Skull Man
Well, the thing is, Shadow Man is probably the class most removed from his original NES class. What's the point of having a Robot Master class if he plays nothing like the Robot Master?If that's what you're worried about, you should be complaining about a lot more classes than shadowman. YD classes are about creativity and fun not so much the latter.
Well i had an idea to the Breakman class.Kind of sounds like a boring swap for Protoman, only difference is lower charge speed for faster RoF.(click to show/hide)
Well?
Speaking of metal man jump height, why doesn't snake man have jump height like him?
Now, I don't want to seem the stupid guy, but I'm sure a lot of people wants to know hows V7a going, now that V3b is out....
How about you like
don't actually add Breakman at all
if
How about Breakman...
if I were to make a breakman class, it'd have to stand still while charging but have a ludicrously huge and long charge shot chain.
also shield bash.
Speaking of metal man jump height, why doesn't snake man have jump height like him?snakeman[and needleman] actually used to have a super jump much earlier in the mod. it was replaced with the climbing because it was cooler.
Here are just some ideas I think are interesting changes to some already completed weapons, while not deviating from their source of inspiration.
I wanted to try a couple unofficial modifications to a patch, just to play around with some values.
I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.
and made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.
Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..
Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.
So you removed how Flashman AND Fireman are almost supposed to get kills and made them.. useless.. nerfed Bass despite him being fine.. hnng... By the way, Fireman was in Megaman 1, not Megaman 2; not to mention that this mod isn't NES accuracy, go to KY if you want that.
I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6.
So you removed about half of Flashman's damage, and left him with almost no kill potential, great.
and made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.
Do realize that probably fewer than half of those shots will hit on average, due to the player being able to move again right as they're hit.
Also changed Bass' damage to be exactly half of Megaman's reducing it from 6 to 5, so he isn't such a beast (as he was too easy even for inexperienced players to pile up frags and be top contender's regularly) also made him stop moving while shooting..
meanwhile, copywep damage reduction
Would also like to see a second cool down after each of the slides and dashes, and turf the forcefield around Fireman when he uses his primary fire, as that too is dangerous for when someone plays as him and jumps in a pile of guys and is able to finish of most of the players in the pile if they are somewhat low, not to mention he doesn't do it in Megaman 2.
How about
You just
don't get near fireman.
He's squishy and has .8/.78(?) speed, if he kills you at melee range, you probably deserved it.
Who posted that thing about Astroman's hands before? I'm sure I've seen it on these forums.
I was not too happy with Flashman being able to easily frag anyone he comes up close to with his blaster.
I made it so it only fires 6 shots like in the game instead of its former barrage, there is a cool down of a second after each 6. And made his Flashstopper become a combo, having him not only freeze the player, but fire those same 6 shots of his blaster while the player is still frozen, just like is done in Megaman 2. It seemed to balance him out and make playing him more fun.
I'm just trying remind youFinally, someone else who thinks this wouldn't be a bad idea!
:?
I also wondered if it could have another atl fire for cutman
but put that next cutman for now I will present RM7FC bass.(click to show/hide)
Giving Bass a charge attacks kills Megaman's unique aspect making him different from Bass, so no.
But MM8.5/MM&B gave him two Bass Buster Upgrades: one that allowed it to pass through walls (which, in this game, could instead be just faster ripper projectiles with lower damage) and one that increased his firepower (wider projectiles that causes more damage).Quote from: "Ceridran"Giving Bass a charge attacks kills Megaman's unique aspect making him different from Bass, so no.
Also I guess the chargable Bass Buster was retconned in MM8.5, where it was established as being a rapid fire aimable blaster.
(http://www.sprites-inc.co.uk/files/Classic/Bass/BF16/bass7sheet.gif)
to finish someday RM7FC/MM7 bass.
I get it but not that great
Please, keep your spritework on a topic for yourself, don't post it here. The sprites you are showing are not needed, we are fine with graphics right now. You can create a topic for your spritework on a different subforum. This topic is for discussing and showing more important stuff.
If you wish to help with new graphics, we need sprites for Duo tackling like in the Arcade games and for Stoneman using the "Stone Hand" attack from the Arcade games
Class OilSledAmmo referenced but not definedWhat is this problem I'm having?
I just wondered why wasn't there this red dinosaur egg attack (if the dash could be a little nerfed since he'd get a new attack, it could be great too, so he wouldn't have tooooo much way to get closer to his target).
A Demoknight? The heck is that?
Slash Man should play like Slash Man, in my opinion. Giving the guy a red dinosaur egg attack would be a good move.
Not necessarily. The range could be similar to Charge Man's Coal Shot, and used with the item-use key, yes. When it hits an opponent, the opponent would have their vision and speed impaired.
Not necessarily. The range could be similar to Charge Man's Coal Shot, and used with the item-use key, yes. When it hits an opponent, the opponent would have their vision and speed impaired.
And yeah, pharaohman need a nerf or a gauge for his "flying" thing....I think, because he can go far always and run (like Slashman when he dashs)... (yeah, not so "canon" but it's a good style for a pharaoh guy) :)I'm okay for a bar, not only for him, but all the classes that have these "infinite moves" (Metal's alt, walljumpers, etc...) :I
żWill have to wait until V4 comes to see MM8 classes?
On my own way, I was rather thinking at a kind of "invisible sniper", like Burst Man's altfire (which spawns a bubble at the aim). The egg could fall where Slash Man aimed-- althrough it should still have a range limit, and share the same ammo bar as the Dash.
It could still be a "demoknight" (didn't know this term, too), the eggs shouldn't replace the dash, of course.
Quote from: "Emmanuelf06"And yeah, pharaohman need a nerf or a gauge for his "flying" thing....I think, because he can go far always and run (like Slashman when he dashs)... (yeah, not so "canon" but it's a good style for a pharaoh guy) :)I'm okay for a bar, not only for him, but all the classes that have these "infinite moves" (Metal's alt, walljumpers, etc...) :I
Quote from: "TheunlosingQuint"żWill have to wait until V4 comes to see MM8 classes?
Last time I scarcely joined the devchat, Jax was in the process of updating everything to v3b.
I think that the more classes that get jump sprites, the better.Somebody please correct me if I'm wrong, but I believe the reason jump sprites aren't used now is because of it can look very strange when you're going up a ladder.
Quote from: "-FiniteZero-"I think that the more classes that get jump sprites, the better.Somebody please correct me if I'm wrong, but I believe the reason jump sprites aren't used now is because of it can look very strange when you're going up a ladder.
YD's is also spy from TF2; they're literally both the same thing.
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.Or maybe just keep Megaman, Protoman, and Bass as selectable characters. (Maybe Roll, but IDK)
I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.
Quote from: "-FiniteZero-"I do think that getting rid of that single-player class-selection menu is a good idea. Really, there's no reason to have it there.Or maybe just keep Megaman, Protoman, and Bass as selectable characters. (Maybe Roll, but IDK)
I think it might be. I remember that KY classes did it.It's because, in the KEYCONF, they added "NoMenu" to the end of every "Addplayerclass". but YD classes lacks that parameter.
They're working on the MM8 classes.
One day ago, Musashi spoiled gameplay designs of the new classes, as well as rebalancement and new features for older classes, in GiantMega's hotel server.
Progress is slow.(click to show/hide)
This dude's not even finished yet.
just wanna know somewhat will have sprites quint mounted on sakugarne?.
So yeah here goes if anyone cares for it I guess. some taunts might be quiet while others are loud. Not my best work but I plan to update it at a later point in time.
Second are some taunts I made for Classes (not included is taunts for Knight, Tomahawk, and other stuff for future classes.)
http://www.mediafire.com/?n67zq22yh7yn4qw (http://www.mediafire.com/?n67zq22yh7yn4qw)
Can RM8FC Bass become a skin for bass?
Strike Man: "Home freakin' run!" (The Scout)What Ceridan said. Also no, Strike's taunt should never be that and that shouldn't have crossed your mind for it cause he is a PITCHER, his job is to strike the person out and excitedly saying home run would not be something the pitcher would do (least not while out on the field).
I had this odd glitch with burstman where He couldn't regenerate ammo at all. I'm guessing it has something to do with his alt. Anyone else had this happen?
1 errors during actor postprocessing
I have a suggestion involving Bass.
I think you should him look and feel more cannon.
(http://i.imgur.com/Ckz3YTM.png)
To an actual bit of discussion, it's hard to work with fragile Bass only being able to attack by standing still.
fun is a higher priority than canon for this mod. being a sitting duck and firing weak projectiles is not exactly fun for many people.
if you'd like a mod that prioritizes canon over fun, I'd suggest KY classes, but I'm unsure if there's a compatibility patch for 3b
could you post the errorQuote from: "OtakuAlex"I have a suggestion involving Bass.
I think you should him look and feel more cannon.
(http://i.imgur.com/SwYBgR9.png)
is this better
could you post the errorQuote from: "OtakuAlex"I have a suggestion involving Bass.
I think you should him look and feel more cannon.
(http://i.imgur.com/SwYBgR9.png)
is this better
on a more serious note, I think Jax had a reason why Bass wouldn't stop while firing.
OS: Windows XP 5.1 (Build 2600)
Service Pack 3
M_LoadDefaults: Load system defaults.
W_Init: Init WADfiles.
adding C:/Documents and Settings/brown29181/My Documents/MM8BDM/zandronum.pk3 (553 files)
adding megagame.wad (605 lumps)
adding Custom skins from my folder
adding C:/Documents and Settings/My Documents/MM8BDM/skins/Classes-TauntsV1.pk3 (90 files)
adding MM8BDM-v3b.pk3 (7648 files)
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adding C:/Documents and Settings/brown29181/My Documents/MM8BDM/classes-v6g.pk3 (1978 files)
I_Init: Setting up machine state.
CPU Speed: 1496 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Atom(TM) CPU N550 @ 1.50GHz
Family 6, Model 28, Stepping 10
Features: MMX SSE SSE2 SSE3 SSSE3
I_InitSound: Initializing FMOD
FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009.
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
P_Init: Checking cmd-line parameters...
G_ParseMapInfo: Load map definitions.
S_InitData: Load sound definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Class OilSledAmmo referenced but not defined
Execution could not continue.
1 errors during actor postprocessing
I keep having random HUD bugs where there's no HUD unless I'm shooting. I have no idea what causes it and it's really inconsistent. I think it might just be a random bug on my end, but has anyone else had this happen?Instead of Cannon Bass, call it Bass Cannon.Quote from: "Korby"could you post the errorQuote from: "OtakuAlex"I have a suggestion involving Bass.
I think you should him look and feel more cannon.
(http://i.imgur.com/SwYBgR9.png)
is this better
Korby, I demand a Cannon Bass class for v7
It must be done
I'm not quite sure if this has been discussed yet, but Drillman's Drill Bombs should behave like the vanilla weapon already does. Why bother using Drillman for any purpose other than stalling?
Spamming it is rarely useful. It's like an attempt to replicate the Rocket Launcher functions in TF2, except with a awful slow projectile speed, so everybody can dodge it.Well, here's the thing:
I apologize for the lacking quality on the last few. I literally finished this at like 4:30 am(click to show/hide)
Sniper Joe needs some kind of buff, definitely. As some people have said, he's "a poor man's Melee." I've seen people discuss giving him a special transformation a la Wily, but I'm not sure if that would make him too powerful.
Toadman has been problematic since he was first created. Originally, I didn't want to do this because I thought it would severely nerf the dude, but how would you guys feel about his attack being canceled if you shot him while he was "channeling" it? There would be a few weapons that wouldn't cancel it[like centaur flash] so that Toadman still has a chance to attack AOE classes like Toadman. At the very least, it would require more thought to play the guy and make positioning really key to playing as him.I would be in agreement if Rain Flush wasn't literally the only way to deal damage as Toad Man. Explosions are notoriously wonky in Zandronum, partially due to their tendency to randomly stop working at elevation differences, partially due to only dealing scratch damage near their edges. Toad Man in every mode except for LMS was, in fact, a class that involved a bit of mind games to properly utilize. Nine times out of ten, unless you manage to ambush somebody, you're going to get shot in the face when you use Rain Flush. Most classes can, in fact, out-damage a trigger happy Toad Man, and have shots fast enough to hit Toad reliably every time he attacks.
No, I'd say his mainfire is a definite problem, and something I only really noticed recently. It's too good. You can just get sniped by it over and over; in Duel, it means you constantly have to health farm (and with his good recovery alt he can do the same) and in LMS you're fucked.
I agree with almost 100% of this. the only area where I'd disagree is with Punk; the problem isn't with his mainfire, it's with his secondary weapon. Infinite bounce crushers that can instantly wreck an opponent if you can throw a whole truckload of them at an opponent. Hell, half the time you don't even need to use his alt to get kills in a crowd, just run up to them with bounce crushers equipped and hold M1. At least with the straight crushers there's some aiming involved, and it's not as strong as many other Robot Master mainfires (if I'm remembering correctly, it's a 5HKO), and his alt veers off course most of the time if you actually hit someone with it. The bounce crushers are just a nightmare. Punk's my favorite Robot Master, I love playing as the guy, but these things just make him feel unfair. Takes some of the joy out of using him. Plus it just doesn't feel like you're playing as Punk. It doesn't feel like you're just wrecking people with this brutal killing machine, it feels like you're just dumping a bunch of bouncy balls on people's heads and somehow that kills them.
Geminiman has an idea that was agreed[?] upon and that'll probably happen sometime after MM8 classes. While I don't remember exactly what it does, the main goal of it was to remove the sentry aspect of the clone.I don't like the sound of this idea. While I'll begrudgingly admit it's a little broken (begrudgingly, because I enjoy using him like a sentry and don't want to see it go even if it is broken), it's rather risky to have him always follow you just because you can hurt your clone and your clone can hurt you. If you don't have him in a set position in a firefight, it's harder for you to avoid him, and you and your clone will hit each other at once, working against each other.
Toad is fine as is in my opinion. If you can keep your distance from him and lead his jumping, you can stay out of rain flush range and still be able to unload damage on him provided you're using a ranged class.Oh there's your problem.
When I was practice dueling with Smash the other day, he brought out Toadman and I was able to keep safe, consistent damage using Ringman while taking little damage.
the dev team's goal atm is to finish mm8, not fix silly palette issues.
Quote from: "Bikdark"the dev team's goal atm is to finish mm8, not fix silly palette issues.
This. I'm sorry, but graphical issues are probably at the lowest priority right now. Maybe someday, when new classes haven't been pending for a long time.
Quote from: "MusashiAA"Quote from: "Bikdark"the dev team's goal atm is to finish mm8, not fix silly palette issues.
This. I'm sorry, but graphical issues are probably at the lowest priority right now. Maybe someday, when new classes haven't been pending for a long time.
It'll take 5 minutes tops to get the HUD swapped out. What's up?
Don't worry. Jax or Korby can do that themselves once MM8 classes are out and working. In the meantime, why don't you compilate a list of HUDs that don't have the proper color scheme? That kind of stuff is always useful. But do realize those might have to wait for later.
Technically Quint's colors have been fixed for quite some time, you'll have to wait till MM8 classes for it though.(click to show/hide)(click to show/hide)
I find it funny how you get the Centaur Arrow from Centaurman even though he never uses it in any of his attacks (He fires his Centaur Buster, teleports, or uses Centaur Flash).
Toadman could be altered so if he attacks with multiple Toad Rains in succession, his dance summons the rain much faster.
Needleman could also deserve a buff, so he fires his needles more straight (mostly since he has to rev up the Needle Cannon before shooting, making him very vulnerable to targets unless he's right next to them, even though in MM3 he could fire needles from such a distance with 100% accuracy.)
P.S. Any thoughts on updating Roll to Mobile Roll?
I find it funny how you get the Centaur Arrow from Centaurman even though he never uses it in any of his attacks (He fires his Centaur Buster, teleports, or uses Centaur Flash).It was apparently from a spin-off fighting game.
Speaking of which, is there any way Centaur Arrow could get buffed? I'm not sure what specifically, damage output would probably be the simplest, but as is the weapon is completely useless, which saddens me since Centy is my favorite class and it's bad to use his weapon when I'm a copy weapon class and another Centy player drops it, just because it's so weak.
*Does Quint have any registered weaknesses?
It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.Huh. The More You Know.
You call that a bad sprite? Really? Its they are just in MM7 quality, so basically they were simply better quality.Quote from: "fortegigasgospel"It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.Huh. The More You Know.
I've only seen the sprites for that game, and they were bad enough for me not to look further into it.
(http://static1.wikia.nocookie.net/__cb20110406185520/megaman/images/c/c7/Centaurman_pb.png)
Something about the sprite just looks really stretched out.Quote from: "Linnie"You call that a bad sprite? Really? Its they are just in MM7 quality, so basically they were simply better quality.Quote from: "fortegigasgospel"It also wasn't a fighting game, to many people think this and clearly don't know anything about the 2 arcade games. They were simply boss battles. Think Megaman minus the stages, and with co-op with the bosses being much more advanced, so more like MM8 bosses.Huh. The More You Know.
I've only seen the sprites for that game, and they were bad enough for me not to look further into it.
(http://static1.wikia.nocookie.net/__cb20110406185520/megaman/images/c/c7/Centaurman_pb.png)
Something about the sprite just looks really stretched out.
Here's a thought; shouldn't Bass only be able to use one Treble item at a time? Using Treble Sentry and Treble Boost at the same time seems wrong for obvious reasons...Well, we can have more than one player of the same class, and different players both use one of the support animals at the same time, maybe there's a mass cloning device in the realm of MM8BDM similar to that of TF2?
Oh.Quote from: "Linnie"Something about the sprite just looks really stretched out.
Because it's a sprite from an arcade machine. All the Power Battle/Fighters sprites are stretched horizontally on the rips.
Here's a thought; shouldn't Bass only be able to use one Treble item at a time?
Quote from: "Superjustinbros"*Does Quint have any registered weaknesses?
In this mod nope, but he should be weak to Hard Knuckle, Crash Bomb and Photon Misile (photon misile is not featured yet ingame)
Quote from: "TheunlosingQuint"Quote from: "Superjustinbros"*Does Quint have any registered weaknesses?
In this mod nope, but he should be weak to Hard Knuckle, Crash Bomb and Photon Misile (photon misile is not featured yet ingame)
Well that explains why a good number of people in the Hotel servers really have a thing for Quint.
Ionno, shouldn't Mega Man only be able to use one Rush item at a time, adaptors included?
That seems odd, why wouldn't they try to correct such a thing after ripping it? It explains the awkwardness of the sprite, though.
I was working on some sprites of extension
but I am missing extensions as M1 to M5 and N6N4, N7N3, N5 of Duo
(http://fc02.deviantart.net/fs71/f/2013/353/3/4/sprites_de_adelanto_by_diegogamer1820-d6ykffb.png)
It should already be compatible, I thought. I'd assume they might wait for V4 to come out -- it should be out in about a month if there haven't been any major setbacks, right? -- so they can get compatibility for that without having to release a second version.
laying Bear Traps as well.
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/BurnerHUD_redraw_zpsbb83208a.png)
Last ones were too big. so I downscaled those and redrew them, then added Grenade throwing and Beartrap laying.
THIS CAPCOM HAND OF MINE IS BURNING.... GREEN!
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/BurnerHUD_redraw_amidoinitrite_zps2edc5c21.png)
I totally got it this time! What? a 20 minute recolor and frankensprite? yer crazy this took hours!
I'm not in the devchat so I dunno what goes on there.
Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/TenguHUD_amidoinitrite_zps1d17639e.png)
To be fair, burnerman did have huge hands compared to most RMs. Same goes for coldman, plus duo's hand was HUGE and we saw how the duo fist turned out
Quote from: "ProjectHazoid"I'm not in the devchat so I dunno what goes on there.
Meanwhile
(http://i977.photobucket.com/albums/ae258/ProjectHazoid/TenguHUD_amidoinitrite_zps1d17639e.png)
Looks exactly like I thought it should, and again: your previous design was better. This one is just cattering to a simpler audience.
Could you try to make Frostman's HUD a bit bigger, like Duo Fist bigger? My first impressions of the fists were "these doesn't look like Frostman's fists" and "these look too wimpy to be Frostman's fists". They were also still too similar to Stoneman's fists, so I thought you didn't make it at first.
Astro does not drop crushAh, are we saving that for Copy Vision for when MM8BDM-v4 releases? ;)
EDIT 2 : How do Duo's meteor attack works ? Can it bounces on walls ?
or Duo his meteor transformation?Go pick up a Super Adaptor and then use the item it gives you for a surprise. ;)
* Sword man's main. It OHKOs so many things it's not even funny. (It OHKOs his weakness for god's sake!) His alt is largely useless as it leaves you open and barely does any damage.
Quote from: "Gummywormz"* Sword man's main. It OHKOs so many things it's not even funny. (It OHKOs his weakness for god's sake!) His alt is largely useless as it leaves you open and barely does any damage.
Taking away his altfire, you only have a melee attack :/
His torso can be directed with the direction Sword is looking at (I think), so if you're in a situation where you can leave your body safe (i.e behind a wall, for instance), you can switch of camera and control your head properly, like, throw it into the battlefield ; and if your legs are hidden you should be alright, and won't take damage.
If you can't hide through, just throw the head, but keep the camera on Sword man. You can still redirect the torso when controlling Sword's legs, not as much accurately as by swaping of camera, but at least you can control your health and your head at the same time.
That's what I understood from using him while half an hour :P
How the hell is Tenguman supposed to be played? You lift people with Tornado Hold, then slam them down with the Tengu Smash: yes, the melee range mainfire has GHold properties, so it deals a lot more damage based on the altitude of the enemy. You can also just damage them with Kamaitachi, that one other projectile that he fires with mainfire, or Tornado Hold.
Yeah so I also noticed that Frostman's main freezes you to the ground even if you're not on the ground. Yeah gotta fix that.
Wow, these classes are really OP. You'd think that after a whole year of development, no balance issues would show up on release, right? Yeah. We released this just for the sake of releasing because it's been a year: once all the 8 were done, we would release it as v7a. Yes, even with questionable balance: we knew what we were getting into.
What's up with Aquaman? His homing attack is wayyyyy too hard to dodge. But Aquaman's Water Cannon is working the way it should, and it's actually relatively easy to dodge: a slow-moving homing ripper projectile. It's slow enough for most classes to outrun it, so if you hear the projectile coming (and believe me, I made sure you would), just run away and hunt down the Aquamen or, if you're one on one against Aquaman, just circlestrafe and shoot him until the water laser dies off. The Water Cannon doesn't last forever, an Aquaman can only shoot one projectile at a time, and it's easy to outrun it, but once it hits you there's barely any escape. It was dubbed "the scariest attack in the game yet" by Korby for a reason. You have to be extra careful: that was the idea.
* Frost Man's ice waves stun for far far too long. Meant for it to allow slowass Frostman to punch you to death. I guess just stunlocking people forever is the optimal way there, since you can just spam the mainfire without limitations. Which leaves you open for...
* Sword man's main. 100% with you on that. The current damage it deals is copywep's IIRC, and it's been that way since the class was created...that should've not stayed that way.
* Something also appears to be causing immense lag. I suspect it's aqua man's water cannon but I'm unsure. Others think it's search man's something. Speaking of water cannon, yeah it's homing and when you touch it you die. Not fun. EDIT: I'm pretty sure the lag is from Clown Man's thunder claw pegs. I first suspected of Searchman's reticle (it spawns a reticle graphic wherever you aim), then of Aquaman's Water Cannon, THEN Clownman's pegs are probably the cause of that, since Clownman was made just 2 days ago...no optimization whatsoever on him yet.
You lift people with Tornado Hold, then slam them down with the Tengu Smash: yes, the melee range mainfire has GHold properties, so it deals a lot more damage based on the altitude of the enemy. You can also just damage them with Kamaitachi, that one other projectile that he fires with mainfire, or Tornado Hold.Wait what
Quote from: "MusashiAA"You lift people with Tornado Hold, then slam them down with the Tengu Smash: yes, the melee range mainfire has GHold properties, so it deals a lot more damage based on the altitude of the enemy. You can also just damage them with Kamaitachi, that one other projectile that he fires with mainfire, or Tornado Hold.Wait what
Tengu Smash + the melee thing doesn't smash them like ghold, it lifts them up them up like the alt.
I do have to say, some of the weaknesses set for the different RM's do seem questionable in a few cases. Like say, Grenade's weakness to punching weapons. For the record I consider Thunder Claw more of an Electric-type attack than a Punching-type, so that'd make Grenade weak to Elec, Spark, and Cloud, along with Clown, and for me that'd make more sense.
Thunder Claw, thus melee. Jax thought of it as a whip of sorts too, so we went with Grenademan being weak to melee weaponry. And now that I think about it, if Grenademan was weak to electricity, his stun frame (he doesn't have one, he just said "hee hee") would've been kind of like this guy's (http://www.sprites-inc.co.uk/files/Classic/PowerF/Boss/RescueRoll/divepfsheet.gif) or this guy's (http://www.sprites-inc.co.uk/files/Classic/RNF/Boss/StageBoss/rnfColdman.gif) or this guy's (http://www.sprites-inc.co.uk/files/Classic/MM7/Boss/8Boss/mm7junksheet.gif). In fact, if we followed MM8's damage chart on Grenademan, he would've been weak to all explosive weaponry...
Different death messages for when you score a frag with the RM's alt weapons would be a good feature, for example Frostman scoring a frag with his alt would call the weapon "Frost Punch", and Aquaman's alt where he makes a stream of water would be labeled "Aqua Flow" or "Aqua Stream". It's Water Cannon. And Search Disk. And Fire Slash. And soon to be "said hello to player's cute bombs", "crushed by player", and "tazergrabbed by player", but I make no promises.
You could give Aqua a weakness to Copy Vision, since it's used by the RM that uses Astro Crush. We believed that Aquaman was weak to Astro Crush because that attack was composed of huge rocks falling down and colliding with huge force, which is precisely what meteors are, and what causes Aquaman's belly pod to break (and then recompose, as it seemed). So we made Aquaman weak to rocks instead of space, or in Copy Vision's case, I-don't-even-know-anymore type.
I-don't-even-know-anymore type.I suppose you could give Copy Vision whatever element you gave Brightman's Bright Buster, Bulbs, and Flash Stopper.
If you do come up with a good weapon for what Astro Man drops on death, that'd be swell. Also about the Centaur Arrow, I find it should be a double-spread weapon like Timeman's arrows (that fires a normal buster shot in the center, but faster and more powerful so it's not a crap weapon.
Quote from: "Superjustinbros"If you do come up with a good weapon for what Astro Man drops on death, that'd be swell. Also about the Centaur Arrow, I find it should be a double-spread weapon like Timeman's arrows (that fires a normal buster shot in the center, but faster and more powerful so it's not a crap weapon.
I can almost 100% guarantee that it will be the soon to be existent Copy Vision if I had to take a guess. :ugeek:
Also there's an odd glitch with Search Man; in LMS, if you switch to him during the countdown phase, when the game begins he can't charge his Homing Sniper. It just fires a missile as soon as you hit fire.
Sword altfire camera crashes in duel.Didn't test duel, sorry~
Some bugs:The attacking animation for Frost Man's sprite does not match up for when he does Ice Wave.
That is on the list of the polish update.
The Rockman class still does not have a bot defined.
Do we even have our own bots? If we do ok, if we don't, why?
The readme file in the .pk3 has not been updated.
Ok.
Duo can pick up Treble Sentry, when it should be limited to Bass.
Intended.
When Mega Man dies, he explodes from his feet.
More information please, cannot reproduce. (And that is not even a big deal)
Classes leave behind invisible corpses, as shown with am_cheat 2, and it's not just the dropped weapon and scrap metal. Add A_CheckPlayerDone (http://zdoom.org/wiki/A_CheckPlayerDone) to the classes.
Ok.
You may want to check on RM classes being able to collect Ring Boomerang.More information please, because I do not get what you mean.
Quote from: "Superjustinbros"You may want to check on RM classes being able to collect Ring Boomerang.More information please, because I do not get what you mean.
Quote from: "Celebi"Quote from: "Superjustinbros"You may want to check on RM classes being able to collect Ring Boomerang.More information please, because I do not get what you mean.
From the situation where I had this, Duo can collect Ring Man's Boss weapon. I don't know if Ring Man always drop his BossWeapon when he dies, and if it's actually visible (because there were many weapons drop on the hotel server), but I managed to use Ring Man's Boss Wep as Duo.
Quote from: "Celebi"More information please, because I do not get what you mean.
From the situation where I had this, Duo can collect Ring Man's Boss weapon. I don't know if Ring Man always drop his BossWeapon when he dies, and if it's actually visible (because there were many weapons drop on the hotel server), but I managed to use Ring Man's Boss Wep as Duo.
Also, Tenguman, while fun most of the time, can be very frustrating to play. The combination of having to land your alt, not having a visible projectile on your melee, and having a restriction on your flight angle makes for a very difficult time dunking people. Doesn't help that the only thing he has over Gravityman is the ability to actually lift people up. More work, same result.
Quote from: "Bikdark"Also, Tenguman, while fun most of the time, can be very frustrating to play. The combination of having to land your alt, not having a visible projectile on your melee, and having a restriction on your flight angle makes for a very difficult time dunking people. Doesn't help that the only thing he has over Gravityman is the ability to actually lift people up. More work, same result.
Yeaaaa sure, but Gravity Man isn't as fun to play as Tengu Man. Gravity's ALT is AoE, so no aiming skills are involved.
Also Tengu Man has a melee projectile, it's about 150% of Saxton Hale's fist's range, and you can actually see it, but it quickly disappears. His melee projectile is actually a reversed green tornado (like his Tornado Hold, but reversed), that quickly travels forward before the Kawaisha... the wind ball is thrown.
Still on Tengu Man, question. I saw that for some reasons, the gravity code when you use Tengu Smash isn't the same used from Megaman's Gravity Hold. It uses a bunch of scripts that just made my brain melt, I just gave up reading the code.
I just want to know if in a nutshell, the higher the opponent is when he's smashed, the more damage he'll get ?
actor GutPunch : SlashClaw
{
damagetype "Punch"
Obituary "%o was punched by %k."
damage (9)
States
{
Spawn:
TNT1 AAAA 1 A_Explode(15,75,0)
//SCLA L 1 A_Explode(5,90,0)
stop
}
}
actor GutPunch
{
PROJECTILE
Radius 20
Height 20
scale 2.5
Obituary "%o was punched by %k."
speed 60
damage (60)
reactiontime 1
damagetype "Punch"
States
{
Spawn:
POWW E 0
POWW E 1 A_CountDown
goto Spawn+1
Death:
POWW E 0 A_Explode(60,40,0)
goto XDeath
XDeath:
POWW E 0 A_Stop
POWW EFED 2
stop
}
}
Why was Guts Punch buffed so much?
Still on Tengu Man, question. I saw that for some reasons, the gravity code when you use Tengu Smash isn't the same used from Megaman's Gravity Hold. It uses a bunch of scripts that just made my brain melt, I just gave up reading the code.
I just want to know if in a nutshell, the higher the opponent is when he's smashed, the more damage he'll get ?
How does Grenade Man's death explosion work exactly? I've died plenty of times with full / 75%+ rage and it still doesn't trigger sometimes. And I wouldn't call Grenade Man an upgraded Crash Man. Crash Man can create traps because he can leave and trigger his bombs whenever he wants to.Crashman is not TF2's Demoman. Leaving traps for people then walking away is very difficult and unrewarding, as the bombs stand out, have a small explosion radius, AND you have to predict when an enemy will walk through them. Even if you DO catch someone in a trap you set some time ago, you almost never get the full damage off, because they can still move a small amount inbetween the four explosions that go off when they detonate. Playing Democrash isn't worth it.
Swordman's sword is too strong, maybe the rolling sword faster and nerf the power of the primary?
Grenademan looks ok for me except the power of the grenade and he can spam it.
How does Grenade Man's death explosion work exactly? I've died plenty of times with full / 75%+ rage and it still doesn't trigger sometimes. And I wouldn't call Grenade Man an upgraded Crash Man. Crash Man can create traps because he can leave and trigger his bombs whenever he wants to.
I die pretty much every time I play as Chargeman, so I can't say I think he's overpowered. Plus, you never see one. Instant kill coal shot? I don't think I ever got a kill with it.
Quote from: "Ceridran"I die pretty much every time I play as Chargeman, so I can't say I think he's overpowered. Plus, you never see one. Instant kill coal shot? I don't think I ever got a kill with it.
I don't know how to fire a minigun, ergo it's worthless in combat. I also never see people using miniguns in local crime.
Anecdotal evidence isn't evidence- coal shot can and has scored instant kills in melee range on normal armor classes. High speed, strong armor, instant kills. Exactly how it sounds.
Charge Man: I heard something about Coal Shot being turned into a short-ranged Rain Flush. I like this plan, and I want to see it made; the current Coal Shot is unreliable and stupidly broken when it works, and (as I said above) that's terrible attack design.
I also like the Coal Line idea, though I feel like it should be like Frost Man's Ice Wave where it's 3 lines side-by-side. It would certainly be more interesting to try to line up tracks as opposed to blindly running at people and dousing them in instakill coal dust.
It would be funny if Charge Man's main attack would send people flying.No thanks. Dealing with Chargeman's mobility is already difficult enough. Adding a disorientation mechanic would only make him more unfun to play against.
He's got his armor and his fast charge for that. He's got a lot more than he needs- fast speed, strong armor, melee attack, instant firing, instant kill aoe, all on a rather unrestrictive ammo bar. Right behind Frostman and Grenademan, Chargeman is easily the most egregious class in the pack and needs to be toned down desperately.
Astro Man is just plain irritating to play as or against. He's hard to kill while he's floating around invisible, and his Copy Vision barely does any damage in return. If he dares to attempt an Astro Crush, he often dies while he's frozen in place, and the Astro Crush itself isn't even that impressive.
You forgot Ring Man. Two rapid fire rings that shred most classes and pretty much kill weak armored classes the instant he nails them.
HeatmanUnfortunately, Heatman falls in a rather awkward gap that this mod seems to be suffering from. He's on par with other classes... but the amount of player input is grossly disproportional. For example, a great Heatman is on par with a mediocre player of a number of other classes. While "buff heatman then lel" certainly seems like a good idea, that great Heatman suddenly might be miles beyond a great player of another class. I suppose the problem is that classes can't all scale linearly with how good the player is (You gotta have your Metalmen and Needlemen), so some fall through the cracks in that "as is, he's too weak for most players, but if he was changed, he'd be far too good in the hands of a few" scenario.
I wouldn't go so far as to call Heatman outright underpowered...
ASTROMANI tried using him in DM once and my opponents casually strolled away.
Quote from: "Everybody"ASTROMANI tried using him in DM once and my opponents casually strolled away.
I haven't gotten the opportunity to try him in LMS yet, but I expect him to perform atrocious things. :ugeek:
Quote from: "Orange juice :l"Quote from: "Everybody"ASTROMANI tried using him in DM once and my opponents casually strolled away.
I haven't gotten the opportunity to try him in LMS yet, but I expect him to perform atrocious things. :ugeek:
I'm sorry: astrocious things
Really now, Astroman is only good in a team game, but he can't do anything there, either.
Also, I think modified gravity breaks Astroman, because I had a match where he would keep trying to fall to the ground when he's flying.
Its not really broken, cause if you fly over a texture that could instakill ya in a particular map, it will drop him like a fly, and sometimes textures do different things depending on the map (slash man on top of the burned trees rings a bell as one spot where astro derps).Yep. Astro Man can fly, but he cannot fly above instant death pits. As for Slash Man's map, this is because the tops of the burnt trees use the BLACK texture, which is blacklisted on Astro Man's
Quote from: "Ukiyama"Its not really broken, cause if you fly over a texture that could instakill ya in a particular map, it will drop him like a fly, and sometimes textures do different things depending on the map (slash man on top of the burned trees rings a bell as one spot where astro derps).Yep. Astro Man can fly, but he cannot fly above instant death pits. As for Slash Man's map, this is because the tops of the burnt trees use the BLACK texture, which is blacklisted on Astro Man'santi-gravity deviceflight script. The laser hallways in Quick Man's map also have a BLACK floor, so don't try flying over the lasers or you'll meet a sticky end. :cool:
Oh, and due to a bug he can't fly above 3D floors placed above such pits either (best example of this is in Wily Tower 1).
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Alright, so this is terrible. The fact that Astroman has flight which he can't get over pits with is like giving someone a fancy dinner but denying them any bites beyond the first one.
I say: add a timer for how long he can be above pits. Say, 5 or 7 seconds.
Now I question: if Ringman is OP because it can shred a normal armor class apart with proper aim, why isn't Cutman OP too?
if Ringman misses, the whole game changes from "uber ripper class" to "defenseless light armor class", which kind of is the game of most boomerang classes.*Normal armor.
Now I question: if Ringman is OP because it can shred a normal armor class apart with proper aim, why isn't Cutman OP too?Armor issue aside, I think the biggest problem is that Ring Man has two boomerangs to Cut Man's one--essentially twice the firepower. It also doesn't help that Ring Boomerang seems to have a significantly larger hitbox than the Rolling Cutter and tends to pause in its movements when it bounces off a wall rather than flying off at the same speed. It's easier to hit people with the Ring Boomerang and you're not left open for nearly as long in between throws (assuming you're using the short-range rings).
We never intended Astroman to fly freely: he only floats, and that's that.
RINGMAN
Frost probably needs to be reworked entirely. With the 3 second stun he's broken as hell, without he's utterly useless.I agree with this. He had more moves in the MM8 battle, too. Skip to 5:13 in this video for it.
Can I just ask how Charge Man's coals work? Do the coals themselves do separate damage?
If that's the case, you really should just nerf the damage on each one, and maybe just give him a set number in a certain pattern instead of spawning wherever they want. If you gave him 8 coals that do 15 damage each, the most someone could get hit by is maybe 2 or 3 if he's not standing on top of you. That'd be about a... 4-hit kill, essentially? Besides, I always thought the coal should be a more supplementary attack to his charge, either a softener to chip down his health, or a finishing move.
Altfire: Shoots three coals in front of Chargeman in a line, much like Heatman's mainfire (except, of course, Chargeman's coals fall from the sky)
He had more moves in the MM8 battle, too. Skip to 5:13 in this video for it.oh my god Frost Man is so cool there how did you manage to screw up his class so badly
What if...
Mainfire: Roots self, and allows you to charge for 0 to 3 seconds. Releasing will cause you to plow forward for slightly longer than you charged for, however, you can only plow forward in a straight line, much like how Punk's alt works. However, Chargeman can cancel mid-charge. Striking an enemy will deal significant damage and smack them out of the way.
Altfire: Shoots three coals in front of Chargeman in a line, much like Heatman's mainfire (except, of course, Chargeman's coals fall from the sky)
I honestly do not agree with OJ's idea, since Charge Man would have absolutely no range whatsoever.Chargeman is broken, please accept it.
oh gee a melee range class that has no ranged attacks what a concept!!!!
If you miss either of his attacks, he's a sitting duck-
>implying this is a bad thing
>miss both your attacks
>get punished for it
and he can't use his charge to escape since it only moves in a straight line, and you have to charge it to go anywhere. His main would be too similar to Turbo's alt- only he can't move in any direction while using it, and his alt would have such a small hitbox it would be absolutely impossible to hit anyone. I'd expect it to do upwards of 40 damage if it's got such a small margin for error.
Please note that none of the ideas mentioned before are final. They're just throwing around ideas that lead to other ideas that lead to an overall healthier class.
I would rather keep the charge the same- charging while holding down the mouse button- if you just want him to move forward while using it. He should also keep his coal shot the way it is albeit with lowered damage. He needs some sort of cover for mobile opponents- otherwise guys like Quick Man and Elec Man are going to run circles around him.
Have you ever considered that's what elec and quickman are supposed to do?
Chargeman in his current state is not healthy for the mod. He is far too forgiving, and simply far too GOOD. You can fuck up all you want while playing him, but you can still get ezpz kills and live forever just because of that ridiculous dash.
Also, please stop bringing up the more "faithful to games" approach. MM8BDM's stages are not straight lines.
Well gee, we have a class that is very unfun to play against, and is in need of a rework... I think the original games are a good starting point.
I'm not arguing that he isn't broken- he is and needs fixing. What I am arguing is that using this class template will make him useless in any situation that isn't four people standing in a crowd.The thing I don't believe you understand, Magnet Dood, is the fact that Chargeman should not be uncounterable. You're listing things off like "he can't duel" "quickman and elecman will do well against him". Well yeah no shit, classes doing well against other classes.
Wow lol what template? They're just throwing ideas around. nothing is final. If you can't hit anything that's not in a straight line, you're useless in a 1 vs. 1 situation.
If YOU can't hit anything. If YOU can't do this. If YOU can't do that. Wow what is individual skill
At least other classes with limited range don't have to charge their attack or hope to God their opponent happens to be in one of three spots for a coal shot projectile to hit them (assuming they spawn at set points- if they spawned at random points it'd be even worse).
wow cool wow different classes doing different things
If you do hit someone with the charge, then you have to cancel the one you're already in and charge up another one, or you could try to hit someone with the coals. Either way, it makes Charge Man clunky and unreliable to kill anyone on his own.
You can't make this assumption. There isn't a "new" chargeman yet.
Also, is there any reason why he doesn't move his arms while chugging forward like he does in MM5? I think I still have frames for it while I was working on another project.
Bah, whatever. I won't beat this argument any more. I'll just wait until he's changed to give my thoughts.QuoteAlso, is there any reason why he doesn't move his arms while chugging forward like he does in MM5? I think I still have frames for it while I was working on another project.
YD Classes are not made for Duel anyways....Duel classes is really for the fun, basically, i think YD classes are made for TLMS (not TDM because a lot of classes are not effective in DM, like Ballade or Diveman), and Chargeman is not so OP for TLMS.
Also, Quickman or Elecman havent a strong armor, they can be killed in 2 hit by Chargeman (coal thing but it's really with short range).
Only strong rm in short range can beat him, like airman or freezeman (or frost?) (:
Quote from: "Emmanuelf06"YD Classes are not made for Duel anyways....Duel classes is really for the fun, basically, i think YD classes are made for TLMS (not TDM because a lot of classes are not effective in DM, like Ballade or Diveman), and Chargeman is not so OP for TLMS.
Also, Quickman or Elecman havent a strong armor, they can be killed in 2 hit by Chargeman (coal thing but it's really with short range).
Only strong rm in short range can beat him, like airman or freezeman (or frost?) (:
It works best in TLMS, LMS, and Duel.
Yes, Classes is really bad for Deathmatch, as Deathmatch only works with a certain amount of the classes.
Aside from that, why is everybody still calling it YD Classes? Max doesn't go by YD anymore, and has little part in the mod by now.
Say, what type of weapon is Flame Sword classified as? I tried it on Slash Man and he didn't take additional damage form it.Slash Man's weak to ice type weapons (Freeze Cracker actually froze him solid in Mega Man 7, if I remember).
So not all bosses have secondary/tertiary weaknesses to weapons of other types? Like Wood being weak to Atomic Fire and Metal Blade?Quote from: "Superjustinbros"Say, what type of weapon is Flame Sword classified as? I tried it on Slash Man and he didn't take additional damage form it.Slash Man's weak to ice type weapons (Freeze Cracker actually froze him solid in Mega Man 7, if I remember).
You could always add a delay on his Time Stopper (think Day in the Limelight 2).
This has gone on long enough. It's time someone said something about this monstrosity.
Flashman. Is. Bullshit. It was about time someone came up and had the balls to say that.
Yeah no.
Why? Yeah, why? On a whim, all he has to do is flash, and you're dead. I play Flashman because I can't kill for shit so I'd rather support. The instance where I can actually kill a player is rare, and it usually involves outsmarting them. It actually requires skill to rack up kills as Flashman. it's far from being "flash and you're dead". Unless you're a class that can quickly escape or counter, you're as good as gone. Flashman is weak to explosives, which are generally hard hitters and spam weapons. His buster's spread is fixed but awkwardly huge, and its barely mid-range, and so is his Time Bender. And his buster is the least of your worries. Yes, it can be cumbersome if the Flashman can aim his shots (which requires enemy player movement prediction, which is a skill), but the fact that you're frozen for about 4 seconds and completely open for Pharaoh Shots or Flash Bombs or Slash Claws/Flame Swords or Hard Knuckles (all one-hitters or rippers that deal tons of damage on the spot and at point blank) IS the most controversial aspect of Time Bender: it's one of the best support abilities. There's also how just taking one hit is all it takes for unfreezing people, which means that the Flashman MUST be good to be able to kill you by himself (implying resistance here). That, or you didn't counter him, WHICH ALL CLASSES CAN, from Slashman to Hardman, going through Ringman, Crystalman, Flameman and Sniper Joe...just about any class that's on the top of my head can counter Flashman.
Keyword though, on a whim. I'm not saying his flash should be removed or nerfed in the slightest, but it needs a rework. How so? Here's a suggestion: make it to where he has to manually charge the flash, and while doing so, he can't fire his buster. That's a nerf. He also has to charge the ammo all the way, or the ammo is lost. Time Bender's recharge time is long, and it's not halted by shooting for that reason: why postergate Flashman's main way of dealing damage/doing something?
tl,dr, Flashman is annoying but a wuss and a tin knight.
Also regardless of what happens, could you please make Time Bender stop all horizontal momentum to stop cheap deaths from classes like Oil Man and Turbo Man being unable to steer away from pits after Time Bender's activation?I'm more concerned by the forced wave bike crashes on Wave Man's map. You're practically forced to pick Time Man or Bright Man if you want to be able to venture out on the water, lest you get frozen and find yourself drifting face first into a wall.
On a whim, all he has to do is flash, and you're dead. Unless you're a class that can quickly escape or counter, you're as good as gone.just seems anecdotal with no regard for the obvious drawbacks of the class.
Flashman may be annoying to fight in his current state, but if we take a step back we notice a problem.
He's a normal speed class with no attacks that go beyond a very short range.
This does not make up for the fact that Flashman is innately broken, and has a mechanic that should not be present within any mod worth its salt. Having the ability to impair someone's movement via any means is extremely powerful, but having such a skill in an AoE with a short charge up time is very poor design. There is a reason why vanilla Spark Shock has such a small hitbox, low firing rate and low damage. It is an extremely useful weapon, despite those downsides.
Basically, this means that if an enemy is literally any normal speed or above class with a ranged weapon and knows how to backpedal (and pays attention to the map), Flashman can't catch him.
This goes both ways. Someone chasing Flashman CANNOT catch up to him due to the unreliable nature of projectiles. Flashman also has a spectacular backpedaling tool, being his mainfire, if straferunning proves to be inefficient. His mainfire is rapid, and has a sizable spread that can be focused if one decides to turn while firing. Because his alt takes such a short time to charge up relative to its power, Flashman will not need to run for very long until his alt is back up.
Back to Flashman chasing someone.
If you really are chasing someone as Flashman, you're quite obviously straferunning until you get into alt range. If your speed is the same as Flashman's, you won't be able to hit him AND stay a sizable distance away, since straferunning puts you at a large angle. This forces you to move slower in comparison to Flashman if you choose to try and kite, assuming you don't just straferun away yourself, which in the long run will not help you against Flashman.
Assuming the player is not foolish and understands that a slightly shorter ranged class is not to be used in the front lines, he will only do poorly if the map being played on is extremely open, and disallows alternate routes leading to players.
In other cases, the slow and tanky classes can typically survive the burst damage Flashman brings to the table and are almost all very happy that he decided to bring himself into melee range (Gutsman, Hardman, Woodman, Needleman, the list goes on)
Gutsman is slow, Hardman is slow, Woodman is slow, Needleman is slow(?). Slower classes are at a distinct disadvantage when matched up against Flashman. They cannot catch up to him, they're easier to juke around, and because they're slower, are easier targets to hit. The armor values slower classes bring to the table aren't an issue for the massive dps Flashman has.
Assuming Flashman does not win a fight against a tanky class, he has an easy time getting away, as well as an easier time getting to health.
In short, Flashman almost plays more like Shadowman than anything else, just with a flash instead of invis. If you're not paying attention and he gets the jump on you, you're probably going to lose, just the same as any other melee class. If you keep an eye on him, you can outrange and possibly even outburst him if you're playing certain classes.
Shadowman is extremely punishing, while Flashman is extremely forgiving. Shadowman has an unreliable source of damage, low armor, and is unable to go invisible again for a a period of time after coming out of it. He also has no form of stun or slow, and if he fails to kill his target, he'll most likely be blown up due to his 1.5x weakness to all forms of damage.
On the other hand, Flashman's damage source is MUCH more reliable, he has a form of AoE crowd control, has normal armor, and can effectively run away, even if there were multiple people adjacent to his target that were caught in his flash.
Also, "keeping an eye" on Flashman is not always an option. In duel, sure ok cool you have one person to keep track of, but the mod isn't balanced around duel. In team modes, you have other people you need to deal with.
The whole idea ofQuoteOn a whim, all he has to do is flash, and you're dead. Unless you're a class that can quickly escape or counter, you're as good as gone.just seems anecdotal with no regard for the obvious drawbacks of the class.
You previously stated that if Flashman jumps on you, you'll most likely lose. That doesn't sound too far off from "all he has to do is flash, and you're dead."
Any drawbacks he may have are unrelated to the fact that he is mechanically unhealthy for the mod, and should be reworked to make for a more interactive experience for both the Flashman player as well as the one playing AGAINST Flashman, rather than a wild goose chase.
Just a minor suggestion here, but would it be awfully inconvenient to increase Frost Man's ViewHeight (how far off the ground his eyes are)? Since Centaur Man and Yamato Man already have raised perspectives (though I'm not sure why Yamato of all classes gets to feel tall), I just feel like it would be appropriate for the big guy as well, assuming it doesn't somehow make him ten times more awkward to use.
Its called classes with science and its made from a very outdated versionWhere might I find this "Science" Pack?
Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completelyyou forgot Pharaoh Puss :ugeek:
:^) Kappa Kappa Kappa
Would be nice if something were also done about Shade Man and Astro Man so it doesn't take over 5 minutes to frag them using non-homing non-AOE classes.Quote from: "Bikdark"Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completelyyou forgot Pharaoh Puss :ugeek:
:^) Kappa Kappa Kappa
Quote from: "SmashBroPlusB"Would be nice if something were also done about Shade Man and Astro Man so it doesn't take over 5 minutes to frag them using non-homing non-AOE classes.Quote from: "Bikdark"Daily reminder that Gyroman, Gravityman, DM3, Oilman, Airman, Woodman and Enker are abominations of balance and need to be redesigned completelyyou forgot Pharaoh Puss :ugeek:
:^) Kappa Kappa Kappa
You're essentially not allowed to ascend within eyesight of a Gravityman.This. So much this.
Many classes rely on this to be useful, or just to fight.
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I love doing this. <3 #0000FFQuote from: "Koal"(click to show/hide)
Why would I want to use the mainfire to try to damage one person in front of me when I can use the Alt and deal damage to everyone around me for the measly cost of waiting 3 seconds to fire it again?
You guys are seriously underestimating Elec's side beams. Justsupersayin'. If you run circles around the opponent while firing, those side beams have a pretty good chance of mauling a lot of things which discards the need to stand there dodging, waiting for Elec to be wrecked with the cardboard armor he has. His speed helps with this, and you can't tell me otherwise since I play as Elec nearly all the time.
You'll still get rekt against people who can aim and aoe. hue
Compare it to classes who have great firepower, yet infinite (or near infinite) ammo (Darkman3)
You could always make it spawn damager actors instead of being a "true" ripper, but damagers make people break out into hives.
I just thought of something. Shouldn't Darkman 4 be able to disguise itself as other classes, given the plot of Mega Man 5?(http://25.media.tumblr.com/0a9b53ba42effd5268460ab9959bf144/tumblr_mww2506Zkh1smcbm7o1_500.gif)
Thematically dm4 disguising himself works, but it has no real place gameplay-wise considering all he has is a buster clone and an unreliable dps shield. Fix what he already can do first, then weave in the disguise mechanic.
dm2's getting buffed/changed iirc
what are you talking about I didn't dissapear
I thought of a use for junkmans cubes
what if he could use them as platforms, and if he punched while standing on one
junk cube surfing
Might wanna look at Grenademan's mainfire with little to no ammo. Doesn't have the "try to use attack with no ammo and instead of wasting your time holding mainfire/altfire you'll regain ammo until you can shoot again, then you'll shoot" mechanic.
also nice job galaxy pulls teammates 10/10
May as well keep Gravity, since he exists now.
I only really have a problem when you're squeezed in between two black holes and it's literally impossible to move. Maybe having only one out at a time would fix this.You can only have one out at a time, actually. Have you tried Galaxyman yet?
I absolutely missed this small mistake. Names are so confusing.Quote from: "Ceridran"May as well keep Gravity, since he exists now.
Yup I agree. Gravity should always exist. I can't imagine the game without gravity, eveyone would be flying!11!!
No matter how bad the player may be at aiming black hole bombs, he WILL hit one due to that enormous hitbox, and you WILL either die or be taken down to 25 hp because of it. Not very fun.
Galaxy needs major tweaking.
Probably the best way to make Galaxy more well-rounded is to make the BHB faster, do more damage, but have way less staying time.That'd probably be the best thing to do. And it'd even solve the problem of him being an absolute disaster in team modes!
[*]Classes no longer grunt from falling and taunt-cancel.
Simply change grunt to dsnoneQuote from: "Korby"[*]Classes no longer grunt from falling and taunt-cancel.
How did you do that?
Also I think this update could be called in a nutshell "Galaxyman + Gravity nerf".
Also I think this update could be called in a nutshell "Galaxyman + Gravity nerf".>chargeman gutted
after I decide what else needs changing aside from galaxy fixesI dunno maybe Gravity could use that rework :^)
[*]Skullman nerfed.ok guys I'm not playing mm8bdm anymore :^)
Out of curiosity, how exactly was Skull nerfed and how much was Pharaoh's damage reduced?
Out of curiosity, how exactly was Skull nerfed and how much was Pharaoh's damage reduced?
"Skullman nerfed.Yeah too bad he was literally nerfed by one tic.
VERY GOOD ! :D
Skullman was really a pain in TLMS/duel.
I checked it and yep you're right, megaman takes 1.12 from everything
HornetWoman needs to be HornetMAN, and make it so the class changes depending on what gender you have in the options.
Also I want a hornetman skin
Just think of it like that Skuntank skin that was in MMU classes, it's only a placeholder for when the actaul skin is made.
You may need this for future versions...I don't think skins will be a problem for them. It took until close to the release of &Bass for the 8 skins to finish, so I doubt we'll have to worry about MM10 classes being made before the MM10 expansion.
https://www.mediafire.com/?6osakvf8bt40vns (https://www.mediafire.com/?6osakvf8bt40vns)
to be fair, part of the reason 8 took so long is because I wanted to work on 9 instead, which is why they're pretty much all done except for like two or three of them.
I'm holding off on updating for a little while because a tournament is about to start (and because the next version is 7c and I want some more stuff in that than just buffs and a new 9 class)
.. Stuff. Stuff like more than just buffs and a new 9 class.
Like more buffs and another 9 class. Or tons of rebalancing and maybe some new features.
gravity and tengu, that is alldude you don't know what you're talking about.
And there is where I begin to present my counterargument to Otaku. If gutsman is being a problem, simply be any flying class."If gutsman is a problem, simply be any flying class"
Also, if someone was getting flawless victories with gutsman it's one of two things; One, the gutsman player is good with him, or two, the person fighting gutsman has hard times dealing with him.
There is gonna be a Mega Man and Bass classes?What are you talking about? There are already classes for Mega Man and Bass. Mega Man is the very first one after Random, and Bass is just a couple of spaces later.
I need reallyyyy know pls answer meee
:?
that's niceBut, he will be able to work on it, not release it, right?
this won't be updated for a while to allow for vanilla to be played
i'd also prefer if people didn't update for me
Amm I want know when is gonna be released the next version of classes?
I need really know plss
that's nice
this won't be updated for a while to allow for vanilla to be played
I'd also prefer if people didn't update for me
How do I activate this modification?downgrade to v3b then use launcher
actually it was more like a week or two
jax is working on converting it to v4, i don't remember if we're releasing 7c for compatibility. i'll start working on my &B classes when it's updated.
Quote from: "sa173533"How do I activate this modification?downgrade to v3b then use launcher
Quote from: "Davregis"Well,how do I do that?Quote from: "sa173533"How do I activate this modification?downgrade to v3b then use launcher
So, uh...how long until it's released?
Really? Cool. On a scale of 1 to Impossible to describe, how OP will Dynamo Man be? Because the Lightnig, yes, Lightnig, Bolt is y'know, Zeus' bolt of magic lightning powerwise. If you keep him the way he is, I will be happy. If you nerf him slightly, I will be happy.
I'm just wondering if we'll finally get rid of Eletoad man only to bring in Dynamo Man doing more or less the same thing with his Lightning Bolt. :lIn case we don't get Dynamo within the next few months, Eletoad is good and close enough for me. Definitely less op than Justified's Wootoad Man.
I'm just wondering if we'll finally get rid of Eletoad man only to bring in Dynamo Man doing more or less the same thing with his Lightning Bolt. :l
Only thing I noticed so far, is where Galaxy man appears in the selection order.
You just made a worse Magmaman.Sounds more like a better Tomahawkman, given it's a powerful single shot and a weaker spread shot, though with the limitation of having limited ammo. I'm pretty sure I'd still never use Dustman even with this change, but maybe it'd be less grating when random classes gives him to me if he were like this.
Dustman needs a few more changes than "stand still while sucking but large aoe + spread buster". He's ripe with potential, and needs a lot more thought put into him.
Speaking of Magma Man, I was going to suggest his ammo bar going down slowly if not used after some time because that weapon hits extremely hard after being charged.
Also a bug; Doc Robot using copyvision blows up the game on Turbomans map.More information is needed, can you reproduce this everytime? Were you online? How many players? What gamemode was it? (You get the idea, but mainly can you reproduce it.)
If I could request something, could Topman get some sort of movement nerf? He can move as fast, if not faster, than quickman, with a top shotgun that does 15 damage, is spammable and a topspin that tends to rape things. A movement nerf would be enough, because his low armor doesn't really compensate for how much stuff he can dodge with his speed alone, not to mention his 'top dash' which lets him cover ground even faster than he already does.I'd rather see some sort of nerf to the top throw. Top Man is supposed to rely on melee to really dish out damage--which, I'm guessing, is why he is not one but two tiers above Quick Man and Oil Man in armor--but it is very easy to end up relying on the low-risk top throw instead. It has decent power behind it, it doesn't leave Top Man vulnerable, and the spread makes it easy to hit things with it. It all adds up to make Top Man more of a threat at range than he really should be, and because he's so fast, he can easily keep his distance if he wants to.
You must have received a DDOS (http://en.wikipedia.org/wiki/Denial-of-service_attack) attack. You were playing online at this moment right? If so, the server usually just crashes, but sometimes on rare occasions the internet network is slowed down to nothing or even breaks completly (yet some stuff like Skype still work somehow...)
In my opinion it would have something to do with the place where you spawned it, like a Wheel, a baccone, or a roader (or a map outside portion).
If you can remember of the most details as possible when you did it, it would help, even what you judge not needed may be helping : other players' classes (maybe it's not Doc's fault after all), the last actions you were doing, the place of the map you were, your Copy Vision ammo...
Smash 4 Mega Man :ugeek:alright guys I'm back
So I just updated the wikia page of CBM (http://mm8bdm.wikia.com/wiki/Class_Based_Modification_%28By_Yellow_Devil%29) with the current class information, or at least with as much as I could remember. Just so you don't say I don't do a damn thing.Um, yeah, that was me, actually. I had intended to add the stats for all the classes available at the time, but I got interrupted and forgot to finish the job. Whoops. :( Thanks for finishing it.
EDIT: Whoever added speed, armor and jump information to each class up to MM5 before I added the rest. thank you. And also, weakness calculation changed, so the multiplier values in there were not the same as the current ones, and the way weakness damage calculation is handled now makes looking for these multiplers a bit harder, so I just removed the multipliers and just listed the weapons each class is weak to in no particular order.
So last night, I was playing as Turbo Man for a bit, and right after I mowed down a Flash Man as I came out of a Time Bender trap, my opponent commented that the Crash Drive seemed to charge very quickly. I replied that it was random, as far as I knew; sometimes it's fast and sometimes it's normal. However, that got me wondering about why such a thing would occur, so I decided to poke around in the code to figure out just what was going on. Well, as it turns out, the Crash Drive has been bugged since version 7b (the version in which its duration got cut in half).
This may be old news to some of you, but I figured that I ought to give an explanation to those who were unaware (and a reminder to those who had forgotten please fix this).
Long explanation here:(click to show/hide)
tl;dr version here:(click to show/hide)
[9:25:17 PM] Celebi: Oh that
[9:25:22 PM] Celebi: Thats because Korby broke it
[9:25:53 PM] Celebi: Easy fix really, just not right now, we're all busy in our own rights
Iceman could use one small change that would make him a lot more reliable: Swap his main and alt cooldowns. Currently, there is a massive lag after using altfire which wastes a good portion of the slow before you can get Ice Slashers off, while mainfire has almost zero lag after firing. There is no benefit to going from mainfire to altfire, so swapping the cooldowns of the two weapons would be extremely beneficial to Iceman.
snipI just wanted to thank you for all your work on this mod, as it's always been my favorite. It's sad to see you go, but you have your reasons. Best of luck!
agreed, youre one of the bests...Quote from: "Korby"snipI just wanted to thank you for all your work on this mod, as it's always been my favorite. It's sad to see you go, but you have your reasons. Best of luck!
As of this message, the previously planned v7d compatibility release has been delayed to be a part of v8a (with MM&B and maybe hopefully WT classes added into the mix), unless we see some player demand for a v7d release with only the fixes to current v7c classes...which we didn't see that one time we asked in that one server.Wait, v7c is compatible with Zand 2.0? I thought this mod was waiting on a compatibility release, which I would personally want even though I don't play much.
Quote from: "MusashiAA"As of this message, the previously planned v7d compatibility release has been delayed to be a part of v8a (with MM&B and maybe hopefully WT classes added into the mix), unless we see some player demand for a v7d release with only the fixes to current v7c classes...which we didn't see that one time we asked in that one server.Wait, v7c is compatible with Zand 2.0? I thought this mod was waiting on a compatibility release, which I would personally want even though I don't play much.
What about merging the two class based mod into a single community mod? Justified Classes has a way more classes and more options for attacks, while this mod has more balanced gameplay and better weapon controll. This has some possibilities.Yes, it has some possibilities. Mostly involving making people angry. What if somebody prefers one mod over the other? I prefer JC, myself, and it's not because it has more classes or weapons or whatever. I just prefer the way they do things. Likewise, there are people who prefer how things are done with CBM. It's all gravy, either way, but mixing the two would just mess with what each mod is supposed to be.
Yes, it has some possibilities. Mostly involving making people angry. What if somebody prefers one mod over the other? I prefer JC, myself, and it's not because it has more classes or weapons or whatever. I just prefer the way they do things. Likewise, there are people who prefer how things are done with CBM. It's all gravy, either way, but mixing the two would just mess with what each mod is supposed to be.
Variety is the spice of life, anyways.
That is sad, King is just too cool to miss. It is fun to play with him by changing the playstyle. XDYou weren't here for the original idea of merging KD and YD classes. I say leave them separate.
What about the Stardroids?
===EDIT===
What about merging the two class based mod into a single community mod? Justified Classes has a way more classes and more options for attacks, while this mod has more balanced gameplay and better weapon controll. This has some possibilities.
Wait, are they really not making King?
That sucks. I was planning on doing that before the thing happened, guess I was the only one interested in him.
I believe what Musashi meant to say is that in the next update the 6 MM&B classes and 3 WT classes were the only new ones. We wanted to put it out sharpish for compat and because its been so long since the official MMB update in core we felt it was necessary, while King is secondary to that and will come later.
MagicmanMagicmanMagicman
Is it possible to get a quick explanation of the new guys?
also to quote musashi "the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds." It doesnt seem to do that at all
pirateman , not sure what the heck is the point of the treasure counterTo tell you how many things you've stolen. Cause those items don't respawn until you die. And you drop them all when you die.
No, it just keeps track of how much value you stole, it does nothing else. It was done because YD asked for it. Also Sniper Joe's grenade launcher is more place holder. Its there to get you used to getting kills/collecting balls for the bigger stuff to come later.Quote from: "ice"pirateman , not sure what the heck is the point of the treasure counterTo tell you how many things you've stolen. Cause those items don't respawn until you die. And you drop them all when you die.
Have you considered shooting him when he's on the ground?
Sakugarne is simple to deal with; if you can't deal with it then you're just being outplayed.
Also that jump cancelling thing is indeed a feature if core is anything to go by.
One thing I noticed about Charge Man, when you use the primary of a cliff of sorts, you can't walk anymore, unless you use primary again.
Quint talk
We already know he's getting a bunch of changes
stop suggesting shit and complain about something else that's broken
[04:48:15 a.m.] Celebi: Mush when you return, you need to update the Best Ever file with this one
It has Burnerman team colors and a fix to an ammo problem for Clownman on teams.
Search Man is fine as is. He falls into the typical homing class niche in that he's extremely powerful on open maps, but struggles in close quarters. His biggest draw is that you have to actually accumulate a lock on a target, and if said target ventures out of your sight, it's for naught, since Homing Sniper will target enemies through walls and subsequently be destroyed immediately. Couple that with lackluster mobility, weaker armor, and a kit that encourages literally setting up camp, the problem either lies with the map itself, or the player's inability to outplay him.
In open maps, even when Search Man isn't locked onto an enemy, his Homing Snipers still seek targets, albeit at a worse rate than locked on targets, worse enough to be able to dodge them. The locked on missiles however, home at an absurdly good rate. This design is supposed to make Search Man real good at long range, but lacking in close range. The Search Disc exists for the sole purpose of giving the class a somewhat useful tool at mid/close range, and in small rooms. It deals 24 damage, which is more than what each missile can deal individually, and the fact that it also bounces off walls is one of the reasons I think Search Man can be as dangerous in small rooms as in open maps: 24 damage bouncers is nothing to simply scoff at. Dare I say that sometimes, I can't help but notice how the lockon takes a long time to wear off on me, even when I'm not directly within Search Man's sight.
I would like to point out that, despite the hitstun nerf, Toad Man still requires no effort on the player's part whatsoever. I personally think his biggest issue is the ability to initiate Rain Flush mid-jump. Take that away, and I think he'd be fine.
I personally agree with Toad Man being too accesible for the power it sports, though I think the removal of jump rain might make Toad Man a less interesting class to PLAY AS, in favor of players who can't fight AGAINST IT. IMO, Toad Man's counterplay is a very simple one (long range attacks), but the fact that he can close the long range gap really easy makes me think that the biggest problem with him is just that: a mobility issue.
Search Man is fine as is. He falls into the typical homing class niche in that he's extremely powerful on open maps, but struggles in close quarters. His biggest draw is that you have to actually accumulate a lock on a target, and if said target ventures out of your sight, it's for naught, since Homing Sniper will target enemies through walls and subsequently be destroyed immediately. Couple that with lackluster mobility, weaker armor, and a kit that encourages literally setting up camp, the problem either lies with the map itself, or the player's inability to outplay him.You cannot possibly be serious. I'd like you to play a few rounds of Searchman and tell me all that with a straight face.
Glass [x1.5] < Proto [x1.333] < Light [x1.2] < Mega [x1.12] < Normal [x1.0] < Duo [x0.896] < Sturdy [x0.8] < Doc Toad [x0.728] < Toad [x0.65] < Heavy [x0.55] < Hard [x0.5]You listed Heavy twice.
Thats a my bad, that weapon had a different method for controlling it when I first did it. I never updated the altfire to use the newer method its currently using. So it goes to the wrong state. Sadly, I'm not seeing the need to do a hotfix/another version because of this one thing. Thank you for the report.
The bombs are like that so they are harder to detect, and replacing them with those massive jellyfish things would make any bombs he places down way easier to see and avoid.
Also IIRC, it's his direct bomb explosion that causes hitstun, and not the placed bomb explosion, so there is more incentive for direct hits than mines.Direct hits do not cause hitstun, ground mines do. More incentive for planning ahead and playing the "which way will my enemy move" minigame.
Quote from: "MusashiAA"Also IIRC, it's his direct bomb explosion that causes hitstun, and not the placed bomb explosion, so there is more incentive for direct hits than mines.Direct hits do not cause hitstun, ground mines do. More incentive for planning ahead and playing the "which way will my enemy move" minigame.
Can somebody explain to me how magic man's magic cards work? Im really confused on itI haven't played with him too much, but i think they work like in the core, except that they steal life if they hit someone.
Magic Man has two weapons: one is for his set of Magic Cards, and the other is for his Magic Ball trick. Each weapon has a mainfire and an altfire attack that look similar, but are not: one is real (mainfire), and the other is fake (altfire). Mainfire cards will consume ammo, and will steal the enemy's life if they hit; the altfire cards are fake cards that don't deal any damage at all. The mainfire Magic Ball will teleport you to where you aim your ball at, while also leaving birds behind that home into enemies; the altfire Magic Ball will not teleport you to where you aim your ball at, but it also fires homing birds.
-Reduce damage on big drill. While it does feel super great to chunk people for 50+ (also makes Groundman usable), power needs to be shifted away to make room for other changes. Med and small drills most likely will not need changesThis is a tricky thing to balance due to it being a giant slow ripper. Vanilla's big drill has gravity and after taking the initial 30 damage, you get a 3 tic PowerProtection making you take 3 (0.1x) ripper damage from further hits. Groundman's Big drill uses a different damage type and different protection level. His big drill does 20 damage, and further hits are reduced by 0.2x damage making you take 4 damage. (Also Groundman's big drill is faster, meaning less hits) This is done because armor exists. Any less damage/more protection means Hardman and friends would become immune to further drill damage. This would cause them to take the full 20 damage every 3 tics, making the damage inconsistent and more powerful on any class with armor. The only way this is going to be balanced is if armor is removed from tanky classes and is changed to increased HP. (IE, Hardman becomes 200hp or Woodman becomes 120hp)
-Have tank mode require 65-75% ammo, not 100%. Ground can deal with faster/campier enemies by chasing with his tank mode/underground mode, but he feels a lot less fluid when you need to wait for ammo to recharge after a skirmish if you need to chase.Yeah sure, only worry is desync.
-The dropped drill split should follow the crosshair's position entirely rather than only relying on horizontal position. At the moment, they're super clunky and hard to use, and that change would allow them to be a bit more usableOnly problem with that is then aiming up/down can mess up long hallway shots, otherwise 'yeah sure.'
-Giga drill is borderline useless in non-clusterfuck scenarios. Should probably be changed into an area control/set it and forget it tool rather than something you need to click and hold. Maybe one time use > let player switch weapons to drop > giga drill still there? Giga drill could block escape routes/force enemy movements for easier shotsOriginally I wanted to have item use split all your drills in flight and make the GIGA DRILL drop from the ceiling and dig into the ground spitting rocks everywhere for damage. But the dev team did not like the idea of item use to be that heavily used for splitting.
-Both huds look the same minus the inventory icon. Make tank hud different so I dont need to take my eyes away from what I SHOULD be paying attention to.'Yeah sure.' Although, Crash left the dev team over personal issues. So we don't have a spriter on hand to edit the drill idle hud to something better. (Like maybe some drills popping out of his hands to show this is drill weapon)
-Big drill is fucking massive and is nearly impossible to use in even semi-closed spaces. Is there any way for the big drill to NOT get completely fucked over by walls/floors, or would that require reducing hitbox size and therefore killing what makes spread drill unique? Maybe for the first ~20 tics make big drill have a smaller hitbox that explodes, then have it turn into normal huge as fuck drill? What about allowing players some alternative method of firing while holding alt (shoots single med drill)? If neither of those ideas sound attractive, tank mode's excavate damage should probably be given some more power so Ground isn't worthless in hallways or maps like MM5NAP.First these screenshots (http://imgur.com/a/INbD5) will be referenced for GIGA DRILL stuff.
Technically, GIGA DRILL works perfectly fine with close range walls/floors. In these screenshots, I made the drill explosion 'visible' via showing a Groundman sprite. You can see the explosions in action in all the screenshots except #1/#4 working well near walls/floors. In screenshot #4, you can see the explosion hitbox moves with the drill when its comes out/goes back in. What could be done is adding more explosion hitboxes to the full drill size. (see screenshot #1 and imagine 2 more explosions above it) However, this would spike the damage due to the explosions noclipping up floors if the drill was used in a low ceiling area.I'm sorry, I was very unclear with all my terminology.
I'm saying in general, unless you're playing TLMS or LMS, Plantman has near-immortality thanks to this regen coupled with the speed.>near immortal
So, it's been like two years since I've played MM8BDM. So I decide to go on a classes server and all I see is Ice Wall spam, getting falcon punched, fucking Punk, and other classes that did not need buffs.You should have seen the Ice Wave spam at some point. Everyone was using Frost Man and obliterate everyone. Great times!
And I remember when some really good classes used to suck.
I forget the reasoning Jax told me when he added it, but I believe it was something along the lines of using springs and gyro pads easier.
In addition, it allows him to quickly evade downwards, and knowing when to do that adds a new degree of mastery to the class.
The coding for the infinite flight isn't "sloppy;*" it simply doesn't take into account custom maps using non-core standard pits which is, unless I am horribly mistaken, essentially impossible to account for in the first place.
As for why he has it in the first place, it helps separate him from other flying classes, it's an interesting mechanic that had not been done before, and it's thematically appropriate.
That, and he's rather weak otherwise.
Honestly, why does he even have the item to turn off flight? There's no reason to turn it off since stamina can be regained without turning it off, and being able to dodge floorhuggers and low bouncing projectiles by default is incredibly powerful.
I suppose that's fair, but the fact remains that infinite flight shuts down floorhuggers and classes focused on slow projectiles. Maybe a compromise could be made to where, after taking a certain amount of damage (somewhere between 20-40), Astroman loses his flight. This would work similarly to the counter Woodman currently has, where the counter would be active as long as the flight is active, but it would reset if he manually shut it down (incentivizing the Astroman to deactivate his flight in order to preserve it for future skirmishes). To compensate, maybe he could get a movespeed buff to allow him to still get in for Astro Crushes, since he's entirely reliant on flight to get it to hit.
you need to jump deep gaps otherwise impossible to float over
So are we gonna ignore topman's 20-damage-driveby's?
The patch to balance stuff is called "bandaid" and is a lot more enjoyable than vanilla CBM -- you should try it some time.
SCRATCH ALL THAT
http://www.best-ever.org/download?file=classes-v8c-beta.pk3
This is classes v8c beta. This is meant for a public beta testing session. The changelog so far is:(click to show/hide)
If we forgot to add, remove, or change anything, or if you find something noteworthy, please let Celebi, JaxOf7 or myself know about it. I will put up a BE server so I can actually see the chatlog for your input. After this testing session, we will delete this and then release v8c with the input gathered from this testing session.
A team of well coordinated players (ranging from 2 to 4-5) using the same weapon/class can and most likely will curbstomp matches back to back to back, barring some exceptions, and unless some counter coordination sparks from the opposite team. Sadly, this is something I wouldn't recommend balance to be driven by, since it could lead to classes being individually incompetent for the sake of fixing class stacking as a balance issue. Doesn't mean we shouldn't try, but I don't have much hope about it.You are correct. Any type of team coordination is usually going to destroy the opposition, however, as Orange pointed out, the cases that are more like to happen in the server aren't really in the category of 'well coordinated'. In my observation, teams spawned together, went to the best spam area, or simply performed monkey-see monkey-do. Of course, I don't believe a class has to solely be balanced according to instances such as this, but there is always room for some level of mitigation.
As for Magnetman himself as an individual, and most homing classes in general IMO, their deadlyness falls short when they face a relentless assault at close range, where their projectiles lose their prime effectiveness, or when opponents make use of their abilities to navigate through the battlefield and make use of cover to lead projectiles into them. IMO, I'd still consider an ammo-related nerf for Magnetman himself, so that his deadlyness at long range is gated by ammo, but damage nerfs are also an option, even though I still believe an individual Magnetman can't fend off a consistent offensive tactic.An ammo related nerf is probably the best route to go if the current behavior of the projectile is to stay the same. Additionally, there could also be a reduction in the firing rate if a damage nerf isn't really desired. From my experience, adding or removing a couple of ticks can actually make a difference.
Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.Yeah, you can get it here (http://www.mediafire.com/download/3putu80qnk7j1y6/classes-tauntsv3.pk3).
Quote from: "Game&Watcher"Anyone got a mirror for the Vanilla tauntpack? The Bestever link is down.Yeah, you can get it here (http://www.mediafire.com/download/3putu80qnk7j1y6/classes-tauntsv3.pk3).
Yellow Devil (Max), mind updating the first post with this link?
you must update this mod for v5a, this mod is great! pleasseMost mods tend to wait after major version updates to give people time to play the new version.
ok, thanks!Quote from: "MetalMasher"you must update this mod for v5a, this mod is great! pleasseMost mods tend to wait after major version updates to give people time to play the new version.
classes-v8d-beta is outI'm loving how Trio's working in both concept and execution, but I'm not sure I understand the logic behind certain weapons getting certain rages (Super Arm getting Giga Homing Sniper, Needle Cannon getting Giga Water Balloon, and a few others that I'll have to refresh my memory on).
CHANGELOG:
http://pastebin.com/raw/jD28Kirh (http://pastebin.com/raw/jD28Kirh)
Rock and Rockman don't have bots.That's because they're using the Vanilla botlist. Alien's bot probably had a MUCH older version of Wily's Class in mind and has yet to have been updated. And there is no Rock(man) in the vanilla botlist, but I'm sure the classes team could easily add them.
Also, the Alien bot uses the Dr. Wily class for some reason.
Think it would be a good idea to remove the jumping ability from Trucker Joe? Atleast give a reason to use apache joe other than getting to high areas to spam grenades from considering how powerful the power up isThe problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.) Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.
Now if only he could somehow steal the weapon pickups as well to add to his haul, that will be golden.Pirateman can steal weapon pickups dropped by players, but not the map placed ones.
I'm loving how Trio's working in both concept and execution, but I'm not sure I understand the logic behind certain weapons getting certain rages (Super Arm getting Giga Homing Sniper, Needle Cannon getting Giga Water Balloon, and a few others that I'll have to refresh my memory on).Jax decided most of the Giga attack to weapon type, other than the bonus weapons which I did. They're grouped to best match types (fire weapons = Flame Sword) while also following the system of every weapon from that 'game' is a different Megaman 8 like weapon. (e.g. All the Megaman 3 weapons combined can use all eight different Giga attacks.) Otherwise the weapons were matched with the general style of the MM8 weapon. An example being Needle Cannon, its a rapid weapon similar to Water Balloon.
The problem with that is it makes it useless in many scenarios. (Example with the screenshot below, the Trucker is trapped without a jump.) Even a half jump (like HyperStormH running) would be awfully limiting and could result in the player being trapped in certain maps.Why not give Trucker Joe Darkman1 physics to compensate?(click to show/hide)
Why not give Trucker Joe Darkman1 physics to compensate?There is no available method to change the MaxStepHeight of a class other than through morphing. (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.) Otherwise Joe would have the same step height all the time.
There is no available method to change the MaxStepHeight of a class other than through morphing. (There will be in the distant future after Zdoom adds version 1d286d5 and Zandronum incorporates it.) Otherwise Joe would have the same step height all the time.Huh, TIL.
Now that V5 is out, I assume we're going to have updated classes for the robot masters of Mega Man 9?We already have Magma Man, Galaxy Man, and Hornet Man. They're working on the rest atm iirc.
https://www.sendspace.com/file/7j3rsaWhat if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?
So, something I hacked together in a few hours. This makes it so that each character has their own "designated theme", so to speak. For example, playing as Cut Man plays the Cut Man stage theme, playing as Dive Man plays the Dive Man stage theme, playing as Evil Robot plays the music for when you face him in the campaign, and so on.
The cvar YD_NoCharacterThemes will prevent the character themes from overriding the stage music.
Don't know how well it'll play if hosted online, though.
What if you decide to play as Mega Man (and his variant classes), Proto Man, Roll, Dr. Wily and the Alien?I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.
I gave Mega Man/Rockman the MM7 Ruined Street music, Rock the music from the Wood Man's Revenge CTF map, Proto Man his boss theme from the campaign, Roll the Dr. Light's Lab music, Dr. Wily the music from the Edge of the Dam CTF map, and the Alien the MM2 Wily Castle interior.Two other things:
Two other things:For Tengu Man, I used his MM8 Saturn theme. For Astro Man, I used his MM&B stage theme. For Duo, his remodelled form uses the MM8 intro/middle stage music, while his original form is his theme.
1.) Which themes did you give Tengu Man and Astro Man?
2.) Do Remodeled Duo and Original Duo share the same theme?
player.startitem "WaterWaveWeakness2", 1
//player.startitem "DustCrusherWeakness", 1
player.startitem "WaterWaveWeakness", 1
player.startitem "NoiseCrushWeakness", 1
player.startitem "IceWaveWeakness", 1
Celebi - Today at 7:25 PM
Starman is weak to wave burner and protoman slide sprites renamed to Y from I
Celebi - Today at 7:28 PM
The point is who else in mm5 would be weak to wave burner
I'm not seeing anyone else
So its fine for Starman to be weak to it since it doesn't break the weakness rules
Because WATER Wave was his original weakness, so look at other water weapons.He's not weak to water weapons, he's weak to Waves, like Ice Wave and Noise Crush (a sound wave).
snipWait, Star Man was weak to Dust Crusher?
I honestly have no clue who's weak to Black Hole Bomb in this mod aside from the upcoming Jewel Man.I think aqua man, since he's weak to astro crush.
Shouldn't it be considered a "Space Weapon?"
I think aqua man, since he's weak to astro crush.I tried that. It didn't work.
I have frames for Flame's alt fire and all of Charge's animations, and I got started on Burst's bubble frames and Shade's swoop (that thing's a bitch). I'm not sure if they're on this computer, though; if they aren't, the quickest I can get them to you is around Thanksgiving.
Edit: Also have Bright's Flash Stopper frames somewhere, just wish I knew about this over the weekend while I was actually home, haha
This is intentional, but you should also notice that 0-bar dashes don't go as far as normal ones.
Also here is a bug with Bass but it may occur with any other classes that have "dash gauge". Even if you have no bar in that gauge you still can dash.
This is intentional, but you should also notice that 0-bar dashes don't go as far as normal ones.
The "Dash Ammo" bar is more like a stamina meter than a true ammo bar.
Can someone explain me how Proto Strike works?It's supposed to be a reference to how it works in the Power Fighters. If it worked like it did in Powered Up, it'd be absolutely overpowered.
I know that while charged proto buster press altfire but i'm wondering that it's only short ranged upgrade and it's impossible for it to expand it's range?
is there gonna be an updated version for v5bYes, but you'll have to be patient. 5b JUST RELEASED.
You gonna make to the v5b?
All of the latest version bring me to suspicious websites. Can you please fix this?That link is old as dirt. Go to the discord server or TSPG for the wad (classes-v9b as of now)
Do you know where I can find the discord server (or TSPG)?
@everyone
Didn't take ages this time for a set of changes, but it should of come sooner!
Changes can be seen in the internal changelog, the pastebin (https://pastebin.com/raw/z2NYbGpY), or in the #changelog channel.
TSPG download for classes-v9dh.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-v9dh.pk3)
The taunt file was fixed for a taunt or two. Along with a set of bonus taunts for the main eight MM8 classes.
TSPG download for classes-tauntsv7.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-tauntsv7.pk3)
v9e announcement
This release features a bunch of tunes ups for several classes, along with two new classes, Auto and RaThor!
v9eh announcement
A hotfix was done to quickly fix some team related ACS for specific classes, along with touching up the two newest classes. So enjoy version 9 eh?
Changes can be seen in the internal changelog, the pastebin (https://pastebin.com/raw/eSdNyiNK), or in the #changelog channel.
TSPG download for classes-v9eh.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-v9eh.pk3)
Taunt file has been updated to include RaThor's taunts and volume++ Pump's taunts.
TSPG download for classes-tauntsv8.pk3 (https://allfearthesentinel.net/zandronum/download.php?file=classes-tauntsv8.pk3)