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Sniper joe (allaround assault): +Done Main: buster with a sheild pretty much like protobusteraltfire: Tosses a grenade(might make it so he changes with interactions)Mett: (Bum Rush) Korby DoneAttack: Mettaur spread, shoots 3 shotsspecial (no alt this time): when you stand still you will be invulnerable (also allows you to survive pitfalls and any instant death terrain, but useless as once you move or fire, you're dead)Changes: Lowered the shot spawn height and player veiw height, now you'll feel more like a short guy, Ive also added custom shot sprites and added the mm1 fireing sound, and I fixed the walking animation, before it played the walking animation then went to idle and back (didnt change the speed yet, I'll do that once testing come around)Bigeye:Attack: jump, jumps straight forward crushing anything under youalt: high jump, same as mainfire only higherWatcher:attack: shoots 2 beamsspecial: Can fly
//Sniper Joe*The boss of busters, the machine gun master! Normally I'd be all against having an enemy type be a playable class, but I think Joe could add some much-needed balance.Weapon 1: Joe BusterWeapon 2: Sniper ShieldWeapon 3: Vulcan Sniper...Let me explain. Joe's main weapon is pretty much a restyled/recolored Mega Buster that says "Joe Buster" in the obituaries. The other two weapons are restyled/recolored versions of the Proto Buster and the Bass Buster, respectively. Joe will be able to switch between the three buster types on the fly at any time, but he will not be able to pick up weapon drops like Mega Man or Proto Man. This way, Joe has a weapon to fit every situation, without being incredibly overpowered (coughTOPMANcoughFIREMANcough).One more note: I think Joe should have low health (slightly more than Top) like his in-game counterparts... buuuuuuut it should sloooooowly auto-regenerate when not taking damage. Like, he's Master Chief, dood!
have the grenade be the alt-fire for all three busters.
Sniper joe: DoneMain: buster with a sheild pretty much like protobusteraltfire: Tosses a grenade