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PostPosted: Wed Feb 29, 2012 1:49 am 
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Shmeckie wrote:
just about anyone can tell you this clone issue is a problem.


*runs back in* I kinda agree *sprints out of room*


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PostPosted: Wed Feb 29, 2012 1:52 am 
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Shmeckie wrote:
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.

I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.


I'll agree with you here; Megalad seems to have 100% accuracy with those bombs.


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PostPosted: Wed Feb 29, 2012 3:26 am 
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MM8BDM MM8 Contributor (1)
Daveris wrote:
Shmeckie wrote:
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.

I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.


I'll agree with you here; Megalad seems to have 100% accuracy with those bombs.


Wow, i'm flattered ^w^

When the bombs blast you from far away they do nearly nothing. If you're feeling that bombman is hitting you too well, it's because the user has amazing aim (that'll be me).

bombman doesn't even need that change anyway. hitting people within that radius is only to finish them off.


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PostPosted: Wed Feb 29, 2012 6:51 am 
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It still seems unnecessarily large. I was pretty stunned when I nailed an Ice Man with a bomb while he was a sizable distance away from the actual explosion. I can understand a large hitbox radius with a character like Napalm Man or Ballade, because the actual animation of their explosion is pretty basic, and to some degree small, but Bomb Man's bombs make a pretty large boom when they go off. It should be fine to keep the hitbox in the range of that boom.

Also, I'm gonna retract something I said awhile back; Guts Man slowing down while holding a rock doesn't hamper him. After seeing what he can do (in both Classes mods), I both understand and condone this mechanic.


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PostPosted: Fri Mar 02, 2012 3:27 am 
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I have some suggestions about diveman to stop him from being op a little bit

1) Maybe make it so that he can only move straight ahead when dive charging instead of being able to steer.

2) Make it so that he can only dive charge on the ground to avoid escapes over cliffs but allow him to glide in the air (like bass in the previous classes mods)

3) make the dive charge do more damage to make the dive charge more of an offensive attack.

But, this is just a suggestion. You don't have to follow me if i'm wrong IwI.


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PostPosted: Fri Mar 02, 2012 3:49 am 
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He steered and Dive Charged in the "air" in the games, though. It'd probably be a better idea to slow down the charge and make it eat more ammo to do. If you watch him do it in MM4, he does NOT move that fast, and that far.


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PostPosted: Fri Mar 02, 2012 6:33 pm 
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actually, he never steered the charge at all. all he did was dive straight at the target, stop, and turn around and do it again. And he actually moved quite fast when he did so. if this is to be made, the charge will be made more for an attack rather than a speed technique, kind of like turboman's mowing car move.


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PostPosted: Sat Mar 03, 2012 12:01 am 
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If Dive Tackle is slowed down, the attack will become stronger. A second bar for him may be optimal. I am also considering one for Centaur. (I do not really want double bars to get out of hand... Otherwise "Bar Man" might be a reality.) Both of these characters would have a bit more generous ammo for their main attacks and steeper ammo regen on their second bar, if they did.

Air Man was "double dipped" - the ammo nerf on the alt was done first, the damage nerf later. Probably the alt ammo will be returned to previous.

Drill Man gains massive power with just a tiny damage increase, so his ammo will probably be changed instead. (He will be given more or lose the minimum ammo requirement)

The change I had for Gemini clones (which was to give them a timer, a la roboenza zombies) was unsuccessful, and I have not found a more satisfying way to prevent "clone spam". (Yamato does not want to make them useless.) I have considered either giving clones 10-20 HP as well as making the clone item not spawn until Gemini has < 50% HP.

Bright, Skull, and Bomb I am unsure on what to do with them at this point in time.


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PostPosted: Sat Mar 03, 2012 1:08 am 
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Argh what about Charge Man

and I made a suggestion for Bright Man a while ago

and what about those Stone Man crumbling sprites


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PostPosted: Sat Mar 03, 2012 4:12 am 
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Ice-IX wrote:
Drill Man gains massive power with just a tiny damage increase, so his ammo will probably be changed instead. (He will be given more or lose the minimum ammo requirement)


WHOOOOOOOO!

Quote:
The change I had for Gemini clones (which was to give them a timer, a la roboenza zombies) was unsuccessful, and I have not found a more satisfying way to prevent "clone spam". (Yamato does not want to make them useless.) I have considered either giving clones 10-20 HP as well as making the clone item not spawn until Gemini has < 50% HP.


Is there really no way to make them die when Gemini dies? Like his having 0 HP triggering the clone to die or something?

Quote:
Bright, Skull, and Bomb I am unsure on what to do with them at this point in time.


The earlier suggestion for Bright is aces and you guys should do that. Skull is fine as is, he just makes people whine when someone using him does not play like a tru spartin waryur. Bomb? Just a blast radius reduction should be fine.

Speaking of animations (Star Dood is right, Stone needs to crumble), why does Cut Man have a jumping animation, but not other characters?


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