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PostPosted: Tue Mar 06, 2012 5:26 pm 
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Shmeckie wrote:
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.

This is kind of late but...
Meanwhile, at the Hole of Justice...
Spoiler:
Image
Image

However, we all agreed to do that. The Gemini popcorn machine was damn funny. :lol:

And folks, this is the kind of stuff you see at late hours. In any case, it did grind the Deathmatch to a halt. >________>

/me runs.


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PostPosted: Wed Mar 07, 2012 12:09 am 
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Another thing i thought about. Why not make it dive man's dive missiles disappear when they reach a certain distance or maybe time them to make them disappear if fired for a certain period of time.

That would stop the op diveman from running away to home in on you better. Diveman would have to stay close enough and aim them good in order to make contact.


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PostPosted: Wed Mar 07, 2012 12:24 am 
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That sounds like too much trouble for a projectile that does so little damage.


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PostPosted: Wed Mar 07, 2012 1:55 am 
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MegaLAD1514 wrote:
op diveman .

op diveman
op diveman

Has this been known?


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PostPosted: Wed Mar 07, 2012 2:00 am 
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Daveris wrote:
op diveman
op diveman

Has this been known?


well, thats what people say. And maybe you can buff the damage....


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PostPosted: Wed Mar 07, 2012 2:10 am 
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He's only OP in duel situations, where he can become uncatchable in any stage that isn't tiny and confined.


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PostPosted: Wed Mar 07, 2012 2:14 pm 
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i think doc robot needs a little work. his leaf shield ROF is ridiculous, considering the size of the projectile and the damage it does. it should function as an actual shield, like wood man's shield (minus the leaf rain). and possibly slightly buff heat tackle, as it doesn't do a whole lot for him atm.


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PostPosted: Wed Mar 07, 2012 8:09 pm 
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I've been saying the same thing about the RoF on his Leaf Shield. The attack itself should be as-is (the idea is that Doc's versions are inferior to the Robot Masters' versions of their own attacks, so a Leaf Shield that's only up for about a second before automatically firing makes sense), just cut the RoF so he can't cheese his way into nigh-invincibility.

I can go for a Heat Tackle buff, but it's more meant for escape and covering distance for Doc than it is the rushdown of doom it is for Heat Man.


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PostPosted: Tue Mar 13, 2012 4:59 am 
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The other day, I was playing this mod and we were at CSCM26. When I climbed one of the towers outside, there was what apparently looked like a Tango Summon. I got a little more than annoyed because there was Tango already somewhere else in the map, and I thought Messatsu had changed it. Then I used Megaman and it was one of those Attack Item things.

Long story short: It annoyed me so much, that I went ahead and did this little thing:

Image

Use it if you'd like. No credits required as it took a minute or two.


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PostPosted: Tue Mar 13, 2012 8:38 am 
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Bombman's bot spams way too much of those massive bombs. Also in Instagib, the bots don't morph into Metalman properly.

Also in the bot rush, when Quint appears, it says he's a Mega Man Killer when he acually isn't. It would be better if it said "Warning! An unknown oppenent is approching!" instead.


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