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 Post subject: Re: MM enemy classes
PostPosted: Sat Apr 09, 2011 4:51 am 
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Class idea:
Skeleton Joe (Ambush and Deception)
Image
(He has a skin in the Halloween pack)

Primary Fire: Bone throw/club
He throws a bone...
It is also a melee attack...

Secondary Fire: Collapse
Skeleton Joe collapses himself. This crouches him and makes him immobile, even when fired upon. Maybe also regenerate health or take reduced damage? This is actually an ambush tool...

Custom Item: Skeletal Remains (Either start out with a set amount or run on a cooldown bar)
He tosses a collapsed body looking just like his own gorgeous self out on the ground in front of him. Of course, it is completely harmless. It can be destroyed, though it takes a while. It can be used as cover in extenuating circumstances. Skeleton Joe also spawns one of these upon death.


The premise: using his custom item and his deaths, he leaves a bunch of his corpses on the battlefield so they are not exactly an uncommon sight. He then collapses to disguises himself as them to ambush and escape foes as needed.

Poblem: It would be preferable to not have the skeleton joe's name display on mouse over when he is collapsed.


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 Post subject: Re: MM enemy classes
PostPosted: Sat Apr 09, 2011 5:28 am 
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Actualy, I was thinking of having joe become a skulljoe when he picks up skull barrier with a item he gets from it, basicly I was going to make joe a weaker megaman more or less


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 Post subject: Re: MM enemy classes
PostPosted: Sat Apr 09, 2011 10:00 am 
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I can agree with you when it comes to vehicle Joes; I would love to see Sniper Joe hop into an apache or hopping armor midgame. A mm9 machine gun upgrade could also work.

However, having him morph into completely different robots dosn't really make that much sense and detracts from the potential of skeleton, hammer, and crystal joe classes. They're pretty specific (skull barrier is very rare) and not that many, so I doubt Sniper Joe will hardly miss them when he is obliterating foes in his hopping armor.


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 Post subject: Re: MM enemy classes
PostPosted: Sat Apr 09, 2011 5:37 pm 
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I guess I could make the different types of the different classes, also the hopping armor may seem like a good idea at 1st but I dont think it will work in stages with low ceilings, at the moment the only upgrades for joe is the wavebike, apahe, and machinegun


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 Post subject: Re: MM enemy classes
PostPosted: Sat Apr 09, 2011 10:42 pm 
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ice wrote:
wavebike
Wait, what?

As for hopping armor, I didn't intend for them to only hop, that would be silly. They can walk, just slowly and befitting its "slow, powerful ground unit" status. Hops are for occasional bursts of speed and crushing people.
If you meant low ceilings would prevent their entry or use because they can't fit, well, that is actually a very realistic weakness of the armor.


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 Post subject: Re: MM enemy classes
PostPosted: Sun Apr 10, 2011 1:23 am 
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basicly, when joe gets on a wave bike, instead of using his buster he uses the wave bike buster, but goes back to buster when he crashes, and for the armor, I'm going to hold off on that for now, I'm trying to get this as balanced as possible


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 Post subject: Re: MM enemy classes
PostPosted: Tue Apr 12, 2011 4:46 am 
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A random post on the chaos generator gave me an idea. At the moment the only real issue with the met class is busterbeaming, maby make it imposible to fire and shoot at the same time? (then again this might encorage stalling)

what are your thoughts?


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 Post subject: Re: MM enemy classes
PostPosted: Tue Apr 12, 2011 7:26 pm 
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ice wrote:
A random post on the chaos generator gave me an idea. At the moment the only real issue with the met class is busterbeaming, maby make it imposible to fire and shoot at the same time? (then again this might encorage stalling)

what are your thoughts?

either Fire or move, but not do both at the same time, you mean? Go for it.


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 Post subject: Re: MM enemy classes
PostPosted: Tue Apr 12, 2011 7:50 pm 
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Mm, people modifying my codes. This is not something I like~

Met is pretty weak as is, if you ask me. He dies in two hits from any weapon, has a weak three-shot buster, and is slightly faster than Mega. This just seems to be pointless nerfing, if you ask me.


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 Post subject: Re: MM enemy classes
PostPosted: Tue Apr 12, 2011 8:54 pm 
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Korby wrote:
Mm, people modifying my codes. This is not something I like~

Thats why I asked before I do anything to it, anyone want to sprite the colton revolver? I'm almost done with picketman's weapon (just need to skin it) all we need is colton, picketman and darkman 3


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