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PostPosted: Tue Feb 28, 2012 5:21 am 
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Because there's a difference between "how he should be played to be effective," and "how he should be played because people annoy me online and I demand they change the way they play."


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PostPosted: Tue Feb 28, 2012 5:52 am 
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Shmeckie wrote:
Because there's a difference between "how he should be played to be effective," and "how he should be played because people annoy me online and I demand they change the way they play."


And how do you square that up with your earlier justification for the change being needed, "For the Gemini player, it's fun, but for everyone else it's obnoxious as hell"?


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PostPosted: Tue Feb 28, 2012 6:05 am 
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Um, saying that it's annoying? What's your point?

You said he had nothing else going for him. I said he did, and stated an effective strategy for Gemini Man to demonstrate he indeed had an effective playstyle that doesn't revolve around clone spamming.


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PostPosted: Tue Feb 28, 2012 6:47 am 
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My point is that this tactic being something you find annoying was your stated reason for wanting to change it, which is exactly what you were complaining about before when others thought Skull was annoying to play against.


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PostPosted: Tue Feb 28, 2012 7:01 am 
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I simply said it wasn't fun for everyone else.

The reason it needs to be changed is because it disrupts the entire game. Someone playing "dishonorably" with Skull Man is one thing, but if someone decides to troll with a Gemini army, it forces the entire room to drop what they're doing and take care of all the clones or they plain and simply can't continue playing. The clones are a massive interference for any game, in any mode, the second someone decides to be a douchenozzle and flood the arena with them. A Gemini clone army grinds any match to a halt.


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PostPosted: Tue Feb 28, 2012 1:40 pm 
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Can't really agree with that. Unless it's a smaller map, people always avoid the Geminis, and fight elsewhere. Sure, they might be annoying, but all they do is a 15 damage or so buster attack? It's so simple to take them out by chucking a few Hyper Bombs between them, or just firing an Atomic Fire through them and then finishing with another weapon.

Technically, since Gemini is so OP with clones, the logical way to deal with it is to make every class have clones, amirite?

Let's get back to Stone Man's crumbling animation I posted a while ago


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PostPosted: Tue Feb 28, 2012 8:25 pm 
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Either way, you still have to drop what you're doing and take care of the clones. And how weak their buster is doesn't mean much when there's a huge crowd of them all firing at you.


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PostPosted: Wed Feb 29, 2012 1:19 am 
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*pokes head into the argument* don't forget the annoying hitstun *runs out of the room*


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PostPosted: Wed Feb 29, 2012 1:41 am 
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Shmeckie, lately you've adopted the "my way or the highway" point of view.
Just tellin' ya if you don't realize it.
You should be able to play a class as you want to play it.

If you cannot limit clones, then how about simply nerfing them? Give them low-level bot A.I. and 50 HP, just like in the game.


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PostPosted: Wed Feb 29, 2012 1:46 am 
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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.

Daveris wrote:
Shmeckie, lately you've adopted the "my way or the highway" point of view.
Just tellin' ya if you don't realize it.


Except that I haven't and just about anyone can tell you this clone issue is a problem. People have been asking to have the clone die with Gemini for how long, now? And for both Classes mods, to boot.

if you don't like what I have to say, address it. Complaining about me does nothing for the mod and feedback for it.


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