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Topics - IamaMedalHunter

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Closed / [Bug] MM2BUB misplaced bottomless pit sector
« on: March 16, 2017, 05:04:33 PM »
I can't seem to find anything about this in Bugs/Suggestions.
MM2BUB has 2 places where you'll die by falling even though they're not a pit. Indicated by the Shadowman logs in the images below.
(click to show/hide)
There's a little probability there's more of these.

2
Rejected / [Suggestion] Indicate time left for assist items
« on: May 30, 2016, 11:40:40 AM »
The assist tools are an important aspect of this game. Some help you get somewhere, some help you attack your enemies. While it's not important to know how long until your attack-assisting pet's energy is drained, I feel like it's needed for mobility items that last a while.

For Rush Jet, Beat Call and maybe for Treble Sentry, Tango Roll, Beat Assist and Reggae : display an icon on a corner with an ammo bar that drains for the time the assist is being used.

For Item 1, since it doesn't strictly "belong" to the player, have it blink as it's about to disappear.

3
Closed / [Bug/Suggest?] How not to ignite oil pools with fire weapons
« on: December 05, 2015, 10:29:31 AM »
Discovered this while messing around offline :
It works for every vanilla fire weapons except Scorch Wheel ; and it works on every "oil ground", in both vanilla and custom maps.

All one has to do is equip a fire weapon, stand inside the oil pit, aim down enough and shoot ; it'll result in the oil not burning. So you can just hang out inside oil and literally play with fire.

For those who don't know, it's not really the fire projectile itself that ignites pits. It's an invisible and harmless projectile that is "infused" with the visible projectile. This invisible projectile's job is to indeed ignite oil pits/Oil Sliders and explode oil canisters.

By aiming down enough while standing in oil, you'll shoot these projectiles "inside" the floor, effectively not giving a chance to the igniting projectile to reach the oil floor and so to light up the oil. That's also why Scorch Wheel is an exception as the wheel will still be launched and roll on the oil regardless of how you aimed down. I'm gonna assume it occurs for custom fire weapons too.

So I know that in a deathmatch situation, shooting the ground is absurd. But fire weapons should still light up oil pits in this situation (?)

Another wierd thing is Scorch Wheel itself : holding S.Wheel boosts your speed but it doesn't light up oil pits even though it's clearly showing graphics of flames surrounding the player. The held S.Wheel doesn't even damage anything that grazes the player.
In Scorch Wheel's case, I won't say anything about whether or not it should have a damaging radius when held, but I'll say the held wheel should light oil.

4
Closed / [Suggestion] Time Stopper with "offensive" power
« on: September 16, 2015, 04:24:25 PM »
It is very known that Time Stopper is exclusively used for critical situations. In MM2, it froze everything on place I can't remember if it could freeze bosses though.
But the level where it was the most useful is indeed Quickman's stage which featured insta-death traps and the one and only boss in the game to get his health drained in The World of frozen time.

But why does Time Stopper only hurt Quickman and does nothing at all on the other bosses ? Well maybe it'd be due to how Quickman runs FASTER than the others. Sure the other robots can move too but not enough to be affected by Time Stopper (counting out Heatman's tackle since he's invincible in this state). So since Quickman can reach a fast enough speed to be weakened by Time Stopper, if he ran even faster, he'd have more health drained, to the point where he could be insta-KO'd if he ran twice as fast as he did in MM2. *looks at Ra Thor*

So, I think you know where I'm getting at : Time Stopper in MM8BDM with killing potential. But let's not forget that Time Stopper is rare to find and hard to reach, and that is because its role is primarily allowing you to nullify threats around you for a while so you can get to safety. And especially it affects EVERY PLAYERS. You can easily imagine that giving too much offensive power to this weapon will make it fatally over-powered, occasionally resulting in many kill steals and in other players helplessly watching their health go away and complaining about that.

However, and fortunately, players normally move around at standard speed, which means they'll have next to no health drained from a Time Stop. Now let me explain how I see it working : the amount of health drained out of an enemy is proportional to this enemy's speed when time was stopped. That simply means that the faster you were running and/or falling when Time Stopper was used, the more health you'll lose ; this implies that you'll be completely safe if you were standing still when Time Stop takes effect. An enemy who was running with SR50 would have 5 or maybe 6 health points drained.

Giving killing power to Time Stopper would first finally give a reason for the weapon's obituary a chance to appear, and also give the escaping player slighty better comeback options, even though it's just few health. But this tiny drained amount could count, who knows.


And Time Stopper's sound effect doesn't play when activated. I'd like to hear it when time stops. I definitely remember this being suggested on another thread.

5
Closed / [BUG & Suggestions] Evil Robot Boss
« on: September 08, 2015, 08:38:06 PM »
Yesterday, I replayed the campaign boss fight VS the MM8 final boss, the Evil Robot.

-Bug report :
Came the moment when the mighty foe casted Giga Thunder Claw and spun and spun and spun. And then there were none : the boss wouldn't stop spinning, making the fight impossible to win. I've replayed the fight several times to make sure I wasn't imagining this and I can now confirm that Evil Robot won't stop spinning with Thunder Claws selected.

-Suggestions :
There are exploitable safe spots in Giga Tornado Hold and Giga Flame Sword.

Giga Tornado Hold : You just have to stay in a corner of the arena as tornados can't reach these corners
Giga Flame Sword : You just have to not "fly". Standing still and not flying up/not holding down the jump key will result in the boss dramatically missing his 4 swings.

These safe spots don't require any effort from the player. They make it too easy to "dodge" these attacks and they don't feel like they were intended to exist in the first place.

6
Closed / [Misalignment] Gutsman's skin
« on: May 09, 2015, 03:23:30 PM »
I can't help but look at this skin in a wierd way when I see it ... There are sprites that seem misaligned ... It just disturbs me. Here are screenshots to illustrate it :

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"Hello it's Medal. Welcome to the sanctuary of the Forbidden Forest. Take a break here - and also a look at my holographic disguises (at my player skins)."



    Last Updated: May 13th, 2023
    -Youmu lost her way around (Touhou Skins Project)

Campsite content:
    -Medal's SHIFT Databank (18 entries)
    -Super Robot Mini series (4 entries)
    -Touhou Skins Project (6 entries) **NEW**
    -Medal's MEDALs

"Maybe there are some extra things you want to know about skins, or about my creations?"
(click to show/hide)


____________________________________________________________________________________________________



Medal's SHIFT Databank
    Last updated: May 1st, 2023
(click to show/hide)

____________________________________________________________________________________________________


Super Robot Mini
    Last Updated: May 1st, 2023
(click to show/hide)

____________________________________________________________________________________________________


Touhou Skins Project **NEW**
    Last Updated: May 13th, 2023
(click to show/hide)

____________________________________________________________________________________________________




Medal's MEDALs
    Last updated: May 1st, 2023
(click to show/hide)

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