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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 13, 2011 7:36 pm 
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Joined: Sat Nov 27, 2010 5:55 am
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Location: Somewhere on Erf.
Quote:
Sniper joe: Done
Main: buster with a sheild pretty much like protobuster
altfire: Tosses a grenade


Why not just have him shoot 5 quick shots when he charges?


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 Post subject: Re: MM enemy classes
PostPosted: Sat Mar 19, 2011 11:22 pm 
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good news, the darkman 1 and 3 are going in this pack (not doing 2 or 4 cause pointlessness #2 and broken darkman #4)

also reggae is going in too the pack too

any other classes anyone wants to add? (remember, the character has to be able to function in a deathmatch environment)


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 Post subject: Re: MM enemy classes
PostPosted: Sat Mar 19, 2011 11:55 pm 
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Add Apache Joe...he'd be useful

Main:Flight - Fly around enough as he pleases until you stop using the main fire
Alt:Flame Shot - Fires a Small Fireball


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 12:51 am 
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Joined: Sun Mar 06, 2011 4:34 pm
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Location: Kitty! :3
Maybe a Metall K1000?

Main: Ram into target
Alt: Fire off spreadshot

Should be heavy, but be able to move quickly.


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 2:00 am 
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korby did say he was doing the met class, but I havent herd from him in a while, I'll have to PM him to see his progress


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 2:33 am 
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Haven't started. Still have an idea for him. Been busy.


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 6:47 am 
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Looking back at the other post ideas

the joe having the 3 busters, actually he's pretty balanced atm, a main buster is similar to the normal megabuster wish the same fire rate, a grenade (napalm bomb copy) that reloads kinda quickly but not so fast its spamable, and a sheild to boot, although I might make it so if you pick up the power or jet adaptor (proto and bass buster) it'll switch to a machinegun joe.

hothead, thattle work

pipi, that would be a very awkward class as you'll need open gl to actually aim a direct hit, and those little buggers were very spammy (also the poor thing wont have a chance with gravityman and centaurman lurking around),

Apache Joe

a gyro clone? although it could be doable via rushjet pickup...then again I should fix it so the joe changes type depending on what he dose like pick up a wavebike will give a stronger bike buster.

met k1000Image...well I dont know what to think about that, on one hand, I do like trains, but on the other hand it would be just another chargeman clone depends on what everyone thinks

all we need is one more class and V1a will be good to go, maby colton?... that or the spear guy from yamatoman's stage, those are the best canidates i can think of. Also, this dosent have to be souly enemy characters, you could also try ones like auto or maby idk, duo *whathaveIdone.png* or even a animal like beat


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 10:36 am 
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Joined: Fri Jul 09, 2010 8:10 pm
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Location: I NEED HUDS SO BAD omg
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BIGEYE

Mine!


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 3:14 pm 
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Duo and Auto would be interesting to see as Classes

Duo would have his Punch and Ball

Auto would have his Buster and a Fan Smack


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 Post subject: Re: MM enemy classes
PostPosted: Sun Mar 20, 2011 4:51 pm 
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Yellow Devil wrote:
BIGEYE

Mine!

The front page just said no bigeyes


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