Cutstuff Message Board

Cutstuff community forums
It is currently Sat May 25, 2013 10:35 pm

All times are UTC




Post new topic Reply to topic  [ 277 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 28  Next
Author Message
 Post subject: Re: MM enemy classes
PostPosted: Thu Apr 14, 2011 5:53 pm 
Offline
User avatar

Joined: Sun Feb 06, 2011 12:35 am
Posts: 51
Location: 'Nam.
Is this project still active?

Because I've been working on a Moby class, and I only just now found this.
Quote:
Moby: (The Uber-Class)
Main: Dive Missile
Spoiler:
(Nothin' special. Same ROF, same damage. May take out homing if it becomes too OP with the massively buffed health. >_>)

Altfire: Inhale
Spoiler:
(Having some trouble, here. I want it to work like YD's Magnet Pull, but having it only work from the front and (maybe) instakilling when the pulled enemy makes contact with Moby's mouth. I've tried reversing Air Man's v4a wind altfire, with limited results.)

Who doesn't want a whale on their team? Moby may not have much firepower, but he certainly has a load of health to make up for it. His altfire can suck opponents in and give them a good chomp. It'll take a whole team to take down this whale! He's rather slow, however...


I can see it now;

"Metallix was eaten alive by A Moby." :mrgreen:


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Thu Apr 14, 2011 9:13 pm 
Offline
User avatar

Joined: Tue Oct 05, 2010 5:09 pm
Posts: 2066
Location: Tapped in RL with no internet connection...
Medals: 2
MM8BDM Extender (1) MM8BDM MM8 Contributor (1)
Didnt I just say no titans!?
ice wrote:
...I'll consider bigeye in the next release, I just hope this will be mostly balanced (but no titans: mecha dragon, gamma, [knows people will start to whine] moby, and so on)


besides, moby would have a massive hitbox and would get trapped in small stages (cutman, wily 1, wily 2, yamatoman, etc.)


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Fri Apr 15, 2011 3:06 pm 
Offline
User avatar

Joined: Sun Feb 06, 2011 12:35 am
Posts: 51
Location: 'Nam.
ice wrote:
Didnt I just say no titans!?
besides, moby would have a massive hitbox and would get trapped in small stages (cutman, wily 1, wily 2, yamatoman, etc.)


Oh, derp. Didn't see that.

Ah, well. Doesn't mean I can't still work with Moby myself.


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Sat May 07, 2011 5:32 am 
Offline
User avatar

Joined: Tue Oct 05, 2010 5:09 pm
Posts: 2066
Location: Tapped in RL with no internet connection...
Medals: 2
MM8BDM Extender (1) MM8BDM MM8 Contributor (1)
I havent forgotten about this project, today I sent test wads to my testers and this is what i will change according to feedback Ive gotten.

Reggae: he will go back to using his original altfire, he drops fake items when ammo is full, but will fly if you hold it down, he will now have a new mainfire, he will have a flying ramming attack that pushes enemies out the way like star crash in roboenza

Sniper joe: no complaints, he's balanced, I just have to increase damage he takes slightly

hothead: not sure about him, according to a tester, he's more of a jump in the middle of a croud to get frags character.

darkman 3: increase jumping height and maby buff damage from his spread gun and/or buff his hp (he IS a fortress boss afterall)

met: might consider giving him a ammo bar that recharges if his buster beaming is a huge issue

Also, any ideas for colton? (might ditch for fakeman)


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Sat May 07, 2011 5:50 am 
Offline
User avatar

Joined: Thu Mar 04, 2010 3:36 am
Posts: 8549
Location: ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ ζ-'ヮ')ζ
Medals: 6
MM8BDM Contributor (1) MM8BDM Extender (1) Cutstuff Plumber (1)
MM8BDM MM7 Contributor (1) Cutstuff Warrior (1) MM8BDM MM8 Contributor (1)
Colton or Fakeman, they both are only aloud to have 6 shots then have to reload(Shown with HUD sprites, of course.)
That would just be amazing.


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Sat May 07, 2011 5:54 am 
Online
User avatar

Joined: Sun Nov 07, 2010 5:01 pm
Posts: 2088
Location: Anywhere a casual game mode is hosted
Medals: 1
MM8BDM Extender (1)
ice wrote:
Also, any ideas for colton? (might ditch for fakeman)

Colton:
Main: Normal shot, but very accurate and fast.
Alt: Quickdraw stance. Makes him stop in a place until you press fire. But, when you press fire during quickdraw stance, the shot will hit instantly. But, if you miss, you'll be unable to shoot for three seconds (but will be free to move).


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Wed May 11, 2011 2:23 am 
Offline
User avatar

Joined: Wed Mar 23, 2011 3:56 am
Posts: 279
Medals: 2
MM8BDM Extender (1) MM8BDM MM8 Contributor (1)
Colton>Fake Man

Primary fire: boolet shoot.
Alt fire: Lasso. Toss a ring of rope to tie up an opponent and immobilize them. Super effective against Centaur Man.


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Fri May 13, 2011 1:31 am 
Offline
User avatar

Joined: Tue Oct 05, 2010 5:09 pm
Posts: 2066
Location: Tapped in RL with no internet connection...
Medals: 2
MM8BDM Extender (1) MM8BDM MM8 Contributor (1)
Can a mod PLEASE move this to projects as this is starting to use alot of custom sprites/weapons/actors items and so forth aaand to get more attention?


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Fri May 13, 2011 1:34 am 
Offline
User avatar

Joined: Tue Aug 25, 2009 8:17 am
Posts: 4762
Location: ζ(,ヮ,-ζ ζ(,ヮ,-ζ ζ(,ヮ,-ζ ζ(,ヮ,-ζ ζ(,ヮ,-ζ ζ(,ヮ,-ζ
Medals: 5
MM8BDM Extender (1) GVH Engineer (1) MM8BDM MM7 Contributor (1)
Cutstuff Architect (1) MM8BDM MM8 Contributor (1)
As requested, it has been moved.


Top
 Profile  
 
 Post subject: Re: MM enemy classes
PostPosted: Sat May 14, 2011 6:18 pm 
Offline

Joined: Thu Nov 04, 2010 3:08 pm
Posts: 320
ice wrote:
Also, any ideas for colton? (might ditch for fakeman)

Why not do both? Colton would be able to shoot faster, but Fake Man would be able to take more damage. As well as both of them having a different altfire.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 277 posts ]  Go to page Previous  1 ... 5, 6, 7, 8, 9, 10, 11 ... 28  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 6 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group