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PostPosted: Fri May 11, 2012 4:28 pm 
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Whelp, before I go...
Human Destroyer wrote:
Proto Man

That seems fun.

Dark Man 1

The tank sentinel from Megaman 5 returns with some new tricks up his sleeve.

Dark Man 1 uses the "Toad" armor class, giving him 0.65 damage reduction. This gives him about 165 health. When he spawns, Dark Man 1 is slow and shoots 2 shots every 12 tics. However, Dark Man 1 is a berserker, and at 20(33) health increments, being 80(132), 60(99), 40(66), and 20(33), his fire rate and movement speed increase immensely. Using his altfire allows Dark Man 1 to boost himself into the air quickly and higher than most jumps. This may sound incredibly powerful, but Dark Man 1 has several weaknesses. He cannot jump whatsoever, so jumping and shooting at the same time is impossible, and his strafe values are worse than Napalm Man. As his only source of jumping is a jetpack, he suffers from an indirect weakness to Gravity type weapons, and he also suffers a more direct weakness from Wave type weapons.

When I play him, I usually rush into fights when I have high health, but when I'm low and have way more mobility, I just fire shots into the crowds and run away if anyone comes for me. Dark Man 1 is an amazing duelist and is incredibly hard to defeat if the player has good aim, because the lower health you get him, the higher your chances of dying are.


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PostPosted: Fri May 11, 2012 6:18 pm 
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Korby wrote:
Whelp, before I go...
Human Destroyer wrote:
Proto Man

That seems fun.

Dark Man 1


I think I'll do one

Gemini Man

This Dynamic Duo from both Megaman 3s bring unison attacks to 8BDM.

Gemini Man uses his main fire buster to pick off enemies from a distance and his slow moving but powerful Gemini Laser alt to handle enemies near by and around corners, but his real ability comes from his item the Gemini Clone. While the clone is out the player and only use the buster, but his alt fire changes the clones formation between follow and sentry. When the clone first comes out he will spawn in front of the user and follow from that position, when the alt fire is used he will stay where is was when used, and again he will return to the front position. The clones only use the buster and have a decent firing rate but go down easily. The clones HP is the weapon energy gauge for Gemini Man, and returning the clones cuts the gauge in half, but fear not for the gauge will refill again.

Gemini has megaman movement, jump and speed making him a rather balanced character, and Search Snakes make quick work of him, and more of his clones, who can't jump with the player. A good strategy is to have the clone lead around corners to get preemptive shoots on opponents around them. Also leaving the clone behind to fight off players while you look for some well needed HP can come in handy for a Gemini Man. During a fire fight if the clone dies it is a good idea to switch strategies and start using the Gemini Laser for its better damage while you wait for your clone's hp to recover before bringing him back out for added fire power.

(probably not the best description for the class, but it should work)


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PostPosted: Fri May 11, 2012 11:47 pm 
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Image


This has happened to me a few different times


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PostPosted: Sat May 12, 2012 12:09 am 
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fortegigasgospel wrote:
Korby wrote:
Whelp, before I go...
Human Destroyer wrote:
Proto Man

That seems fun.
Dark Man 1

Gemini Man


Seems my idea got into SOMEONE'S subconscious.

Skull Man

This Barrier-enhanced warrior is troubling indeed.

Skull Man is equipped with the extremely weak Skull Buster for offense. While the damage is low, the shots travel fast, and they have massive stun. This doesn't exactly sound great, but Skull Man has an ace up his ribcage.

The Skull Barrier has a quick reload and short activation period. While it may be the worst of the barrier weapons for both offense and defense, triggering it right as Skull Man is hit by a bullet puts him into Rage. His Speed, RoF, and Damage are doubled for an occasionally fluctuating period of time, allowing him to score a frag on an enemy player or perhaps harass a crowd?

When I play Skull Man, I attack enemies with the buster to get them to notice me. When they inevitably counterattack, I catch their bullet on my shield and frag them. In crowds, I lure players out to frag them alone. With practice, Skull Man can get quick but nerve-wracking 1sts in any server, regardless of people.

Detail; Skull Man has the highest skill floor of any class but one of the lowest ceilings, leading to him being called "Skill Man" on occasion. The trick is to wait for the bullet to come at you, and only then put up the barrier. Don't predict when shots will come. Besides this, only his buster may take practice.

I've hit the skill ceiling for Skull Man. I need a new main >.>


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PostPosted: Sat May 12, 2012 1:02 am 
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Location: You know how they say small changes make a big difference?
I want to do that too.

Star Man

The Star of Mega Man 5 has returned cooler.

He has regular armour and if I'm not mistaken he jumps high. His main is Star Crash, a weapon that projects three star shaped projectiles to surround you. You can run into enemies to deal damage. You can also throw it. A catch is that the attack depletes a lot of ammo. His alt is where the fun comes, STAR FLURRY! He will leave a formation of stars behind. And eventually, they will spin rapidly and fire a lot of stars.

When I use Star Man, I personally do not like the Star Crash. When I accidentally start a Star Crash, I will throw it ASAP. Then I will spam Star Flurry at the most strategic location. I like going all out and do so. Then I will wait for it to recharge. Despite me being easily defeated, Star Man is a fun class overall.


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PostPosted: Sat May 12, 2012 1:50 am 
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I wanna try

Slash Man

Slash Man is a class all about getting into people's faces, but he does also require a bit of finesse to use. He is very agile and and an expert of quick movement and rapid assassination. His primary is a close range slash claw, similar to the copywep version but with a faster rate of fire. His alt is a high speed dash that can traverse long distances.

When using Slash Man, always keep your dash in mind. You can cover huge distances with a dash and a jump. You can sneak up on people and ambush. In 1v1 you can launch a fast offense on an enemy. It's the most useful assest in your arsenal so use it often. Be careful with it though, as you can send yourself flying off a cliff or into water if you're careless.

The walljump is also an often-overlooked tool with Slash Man. In conjunction with the dash, you can cover more distances, pull off crazy manuevers, confuse opponents, and escape quickly. It is a difficult move to master but worth the trial.

When in a fight with an enemy, your timing is crucial. He has less health so he needs to strike and kill quickly. Multiple opponents are hard to fight with him, so try to pick them off one by one. If you're charging at them and they stop you with stunning attacks, you can always cancel by attacking and retreat. You will be weakened though, and your dash will be depleted, so running will be hard until you either find health or wait for your dash to recharge.
Strike quickly with precision and you wont have to worry.


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PostPosted: Sat May 12, 2012 1:55 am 
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Hilman170499 wrote:
>Play as Starman
>Don't use Star Crash


I don't usually insult people's playing styles, but you are doing it way beyond wrong.

Star Crash is a win button in every sense of the word. Armor, huge melee damage, and a decent radius mean that running into a crowd will guarantee you frags. And running into a solo person also pretty much guarantees a frag.


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PostPosted: Sat May 12, 2012 2:00 am 
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xColdxFusionx wrote:
Hilman170499 wrote:
>Play as Starman
>Don't use Star Crash


I don't usually insult people's playing styles, but you are doing it way beyond wrong.

Star Crash is a win button in every sense of the word. Armor, huge melee damage, and a decent radius mean that running into a crowd will guarantee you frags. And running into a solo person also pretty much guarantees a frag.

Also Star Flurry is weak as hell and easy to dodge.


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PostPosted: Sat May 12, 2012 3:26 am 
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So, is there a reason Dust Man can't pick up large scrap blocks? Because that can screw him over if that's all a fallen enemy drops.


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PostPosted: Sat May 12, 2012 4:34 am 
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I'm honestly not sure, but he might just not be coded to pick them up.
Pretty easy to fix.


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