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Testing the poll... sigh.
Broken 44%  44%  [ 7 ]
Broken 44%  44%  [ 7 ]
YD Dive Man 6%  6%  [ 1 ]
YD Dive Man 6%  6%  [ 1 ]
Total votes : 16
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PostPosted: Wed Feb 08, 2012 2:49 am 
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SmashBroPlusB wrote:

"Masters of Defense"

"Guts Force"

"Machine Gunners"

"Distance Kings"



I have a different idea that is so obviously not taken from TF2:

OFFENSIVE CLASSES: All-around assaulters, heavy hitters and glass cannons.
(Knight, Tomahawk, Flame; KY Napalm, Wave, Stone; Dust, Pharaoh, Drill; Hard, Shadow; Air, KY Metal, Crash; YD Guts, Elec, Bomb, Ice.)

DEFENSIVE CLASSES: Shield masters, huggers and ritcocheters/wall-dependant attackers.
(Plant; KY Crystal, YD Star; Ring; Snake; KY Wood, Heat, Bubble; Oil, Cut.)

SUPPORT CLASSES: Long range attackers, close range attackers and status-inducing masters.
(Charge, Gyro; Skull, KY Bright, Dive; Spark, YD Top, YD Magnet; Flash, Quick; Time.)

4 KY classes, 4 YD classes. dang it


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PostPosted: Wed Feb 08, 2012 3:05 pm 
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I was really hopin' for a "direct" merge where there would be all of YD and KY together. Of course we shouldn't be tweakin' the classes since this project's purpose is to more or less just merge the 2.
Speakin' of which, We need to vote/decide on our direction for this project. And what I mean by direction is like this, KY's direction is to emulate what the NES did as close as possible. YD's direction used to be that, but then it changed into makin' a balanced mod while sacrificin' some faith to the NES.
From what I see, this project has 2 pathways to go. The current path is where this mod selects a few classes from both sides, or just merge all of them so both sides can represent all that they've got. Kinda like MvC, but with a way bigger character roster.


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PostPosted: Wed Feb 08, 2012 3:31 pm 
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SaviorSword wrote:
From what I see, this project has 2 pathways to go. The current path is where this mod selects a few classes from both sides, or just merge all of them so both sides can represent all that they've got. Kinda like MvC, but with a way bigger character roster.
Swordy just hit the nail on the head here.

I was hoping for a fairly large representation (read: more than 9) of both classes teams without using every single class. Some classes are near-clones of one another, like Wind Man and Cut Man (think Fox / Falco in Melee), while some classes are "de-cloned" and have unique quirks in each side, like Dust Man and Fire Man (think Fox / Falco in Brawl). Like in the MvC series, I wanted to capture the community favorites and have them meet up for a grand battle royal. This means some characters will be left out.

As for the "direction", I was going to largely leave the classes untouched. When Yamato X Devil is eventually released, KY Knight Man will play exactly like the "real" KY Knight Man, YD Quick Man will still function like he did before, and so on. The things I was talking about changing were cosmetic effects like the Scrap Metal system, weapon drops, item pickups/drops, team bonuses, and the like.

Really, I wanted to change those things so classes from either side "mesh together" better and don't directly clash with one another. Taking it back to the MvC example, it would be how characters from either side were adjusted to fit the overall game (like how Ryu's Metsu Hadouken was changed into A FRICKIN' LASER BEAM or how Magneto's Magnetic Blast comprises of hand-fired projectiles), and both sides got a few new tricks to help even things out (like the tag-team partner system and X-Factor in MvC3). Not only do the changes help "even" the two sides, but it also lets a Marvel character easily form an effective team with a character from Capcom, and vice-versa.

SmashBroPlusB wrote:
And, above all, which classes would you like to see?


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PostPosted: Wed Feb 08, 2012 4:38 pm 
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Which classes I like to see?
All of them.

As for mechanics, I'd keep'em to which mod they came from. Only YD classes will drop both scrap metal and their weapons and KY won't. That way, KY can somewhat continue to play without riskin' their weapon used against themselves and vice versa for YD where they always have that risk, therefore preservin' playstyles from each class.

And that's my vote for this project's direction.

Also, as a merge, lots of folks would die for bein' able to pit 2 of the same class from different mods against each other, like KY's Cut vs YD's Cut. Which is somethin' I'd LOVE to see.


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PostPosted: Wed Feb 08, 2012 4:53 pm 
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Yellow Devil wrote:
i think a mod where blue is yd and red is ky would be fun haha


Add all of them and nobody is sad


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PostPosted: Wed Feb 08, 2012 6:00 pm 
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So it's a science kind of mod... just adding over 150 classes for the sake of it. No balancing, no testing, just a silly mod.

Ok.


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PostPosted: Wed Feb 08, 2012 9:13 pm 
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7 Classes from each side, plus MM and MM?

KY Flame Man or I don't care


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PostPosted: Wed Feb 08, 2012 10:23 pm 
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Seven classes per side's actually a pretty good number. A Robot Master from each game (or KY's "bonus" classes) on average, plus the Mega Man standard to judge by. There's a good spread of play styles and gimmicks, but it's not overly complex to balance or "even out" against the other team's classes.

And I have to admit KY Flame Man's pretty rad. :cool:


EDIT: new poll woop woop


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PostPosted: Wed Feb 08, 2012 10:35 pm 
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What classes should be in? Sounds like a hurt/heal contest is in order! But alas.


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PostPosted: Wed Feb 08, 2012 10:41 pm 
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There should probably be either 4 dev picks and 3 community picks or vice versa.


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