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Author Topic: Justified Classes v4b Beta 14  (Read 372029 times)

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July 06, 2016, 08:52:16 PM
Reply #1230

Offline Trillster

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i spent way too long on this
« Reply #1230 on: July 06, 2016, 08:52:16 PM »
So recently the MM8BDM Discord shameless plug has been discussing their issues and complaints with JC, and I figured I might as well try to sum all them up here. This is going to probably be quite a hefty post so I'm just going to split it up into different spoiler boxes in order of most to least important.

Flow:
(click to show/hide)

Ammo Management:
(click to show/hide)

Class Diversity:
(click to show/hide)

Canonity:
(click to show/hide)

Chances are I missed a few things and could've worded certain sections better so if anyone else wants to, feel free to expand on this huge post of mine.

July 06, 2016, 09:28:28 PM
Reply #1231

Offline RageBurner

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Re: Justified Classes v3ehh
« Reply #1231 on: July 06, 2016, 09:28:28 PM »
I'm not part of the dev team for JC, but I'd like to pitch in on this saying that I agree with Sonicfam1122 especially on the issue of ammo management. It can be frustrating to run out of juice at the worst possible time, and even though I don't play online, this issue is even more apparent when fighting bots since they don't bother with ammo limits.

On the point of class similarity I'm less inclined to see it as a problem outright: the way I see it, JC is not team based focused, and while archetypes exist (Burner Man is a striker, Frost Man would be a tank), team roles shouldn't be enforced, and classes shouldn't be changed outside of something they could conceivably do. While canonicity and gameplay are both important, both need to walk hand in hand (in other words, classes shouldn't be different just for the sake of being different, or to fill a perceived team role that would be lacking otherwise).

Also, it is not always that canon drives similarity, but the class styles. A good example is Slash Man: in canon, he is modeled after Pluto, but both play nothing alike besides the focus on agility and positioning. What I'm trying to say is that following canon doesn't necessarily make for boring classes.

Lastly, I do agree enforced pauses can be problematic. Perhaps a few invincibility frames could be awarded on these cases (Burner Man is actually my main, so I know how costly a misplaced trap can be. Forest Diver also exposes him a lot due to having a similarly high positioning.

July 06, 2016, 09:39:14 PM
Reply #1232

Offline RageBurner

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Re: Justified Classes v3ehh
« Reply #1232 on: July 06, 2016, 09:39:14 PM »
Quote from: "Zeroprime"
Bass have a bug.when i use pluto or jupiter fought with bass of the other player.i was shot  by bass buster and died  at that time the game window close quickly and the server shut down.sometimes when i nearly die and bass shot me and hit me can also make that bug appeared.i do not know that whether  other character was killed by bass can make the bug appear again...Hope it can be fixed……

Hm... I tried, but I couldn't reproduce this, even with a server filled with Bass bots, or a player controlling Bass killing me (on LAN at least).

July 06, 2016, 10:57:18 PM
Reply #1233

Offline Zeroprime

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Re: Justified Classes v3ehh
« Reply #1233 on: July 06, 2016, 10:57:18 PM »
Quote from: "RageBurner"
Quote from: "Zeroprime"
Bass have a bug.when i use pluto or jupiter fought with bass of the other player.i was shot  by bass buster and died  at that time the game window close quickly and the server shut down.sometimes when i nearly die and bass shot me and hit me can also make that bug appeared.i do not know that whether  other character was killed by bass can make the bug appear again...Hope it can be fixed……

Hm... I tried, but I couldn't reproduce this, even with a server filled with Bass bots, or a player controlling Bass killing me (on LAN at least).
Er......i try it again.in a word ,i found that if someone use bass,megaman or protoman and kill one of the bosses from megaman world 5 ?boss can be a bot or be controlled by player) the game or the game with server and the server will close itself……but if one of bass,megaman,and protoman is bot and kill the bosses from megaman world 5 (boss can be a bot or  controlled by someone). that error will not appear.the game can work normally.

July 07, 2016, 12:34:30 AM
Reply #1234

Offline Fyone

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Re: i spent way too long on this
« Reply #1234 on: July 07, 2016, 12:34:30 AM »
@Sonicfam1102

In response to a lot of classes stopping when using their attacks, we have seen some players complain about this issue and thus we have tried to cut down on some of these classes that stop when using their attacks in v3e. I assume you did not update your list to the most recent version but some examples of these include Crystalman, Starman, and Swordman where they no longer stop when using their class-specific aerial attacks. And for example you listed Springman under slows however he is no longer slowed when firing his Spring Punch but is instead stopped due to the recent improvements to the move as a whole.

It is hard for me personally to pinpoint which classes you would like to see stopping removed on so it would really help if you could post what classes you would like to see the stop removed on rather than all classes that stop when attacking since this really only helps very little on actually fixing the problem. From what you named I like the idea of Burnerman no longer stopping when setting up his traps or Slashman and will definitely make this change for next version. I also could see us lowering how long Gutsman stops to ready his Super Arm.

In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement speed to a specific amount akin to YD. We felt this would help the classes as a whole in combat because instead of being easily kited by faster classes they can somewhat hold up rather than giving them a whole bunch of armour to compensate. However one thing we could do is maybe make the classes who have slows not slow as much if this really comes down to be a big issue. We could for example make Gutsman only slow down to the base movement speed value of YD Gutsman and maybe we could do this for all the classes with slows that work similar to Gutsman.

As for the 'ammo-lock' thing you mentioned, we felt that this wasn't very detrimental to gameplay at least in our point of view and therefore balanced a lot classes with it in the past. We have it so that some classes get their normal ammo regeneration rate when they attack, some at a decreased rate, and some with no gain at all. If you find that this really ruins the flow we could have it so that all attacks regain their ammo at a normal rate while holding fire however we compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

As for class diversity, I'm gonna assume based on your previous lists that you haven't played v3e to its entirety. Because right now every class is very diverse in how their moves are used and the type of different moves each class has. This is again where a generalization helps very little if at all. From the examples you gave me Drillman and Groundman's only similarity is that they both dig at least from what I can perceive. Shademan and Jupiter only share their swoop (which like you said work differently to begin with) and flight. Gutsman and Uranus only both share moves with start ups. I see that you like to compare YD and Justified Classes with a lot of these but if you look at YD they have many classes which have similar mechanics that are shared between classes like Drillman and Groundman as you said, Megaman and Protoman, Gyroman and Windman, and many more.

If you want classes made more unique or improved please post in this thread with the ideas and suggestions that you want to see happen so we can put them into fruition instead of just posting some generalized opinion because we can't make changes if we don't know what you want. Post the resolution that you want to see happen instead of just posting the problem!

In terms of canon we try to include all or close to all the moves that the class had in their original game and then build upon it to make the class fun and entertaining by a gameplay standpoint. If you had brought up for example Burnerman as a suggestion in the past I would have seen your complaint and fixed it accordingly but if you don't post we can only do what we see fit.

I really appreciate these suggestions guys and I hope more suggestions can be given so we can make this mod even better!

EDIT: @Zeroprime I'll look into that bug and try my best to fix it, thanks!

July 07, 2016, 02:58:48 AM
Reply #1235

Offline RageBurner

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Re: i spent way too long on this
« Reply #1235 on: July 07, 2016, 02:58:48 AM »
Quote from: "Fyone"
In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement...


Personally I agree with this. In a game as frantic as MM8BDM having low base movement is dire, hence why
staying in motion whenever possible is a must. After playing Burner Man on the new version I felt the reduced base speed
wasn't as bad as I thought it would be, so I guess it is worthwhile to be able to use Forest Diver without self-stun.

As for the relative slowdown of attacks, it wouldn't make much sense to make them uniform, IMO, although "heavies" do suffer a lot, their masses are far from the same (Hard Man has a much heavier body than Stone Man, and Stone Man is probably actually a little lighter than Dive Man despite their height difference, at least that's the impression I get.

Quote from: "Fyone"
We compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

I'm against nerfing power in general, except in a few glaring cases, such as Aqua Man's water cannon (I'm not sure if it's a ripper or not, but maybe the duration or reach of the water stream could stand to be reduced.

July 07, 2016, 04:24:42 AM
Reply #1236

Offline Trillster

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Re: Justified Classes v3ehh
« Reply #1236 on: July 07, 2016, 04:24:42 AM »
I'd like to start off this post by actually quoting Jax here, not sure if you saw this as you didn't acknowledge these bugs. This post is also where those two lists came from, which I believe were made before v3e so I apologize for that.

Quote from: JaxOf7
Bug: performing Astro Crush once allows Astro Man to perform Astro Crush at any ammo level.
Bug: was able to move a MM1FIR pillar somehow. Still trying to determine cause...

Suggestion: Prevent "ammo lock"- holding main or altfire to do nothing and stop ammo gain.
(Example: Holding alt with FireMan in CBM will have him still gain ammo and do his overdrive asap. Holding alt with FireMan in Justi will stop his ammo gain, you would never want this.)
CBM has had this for a while. All ammo-locks do is enforce execution skill in an online fps prone to lag and desync.

Some class property lists I made (don't get too caught up in semantics and if everything is right):
(click to show/hide)
(click to show/hide)
(click to show/hide)

Anyway, with that over, I'd also like to say that my last post was made from the complaints of a ~50 person Discord server, meaning many different opinions of what should be changed and what shouldn't be changed. In fact, I invite you to join it so that you can hear everyone's opinion and reply instantly for quicker discussion Found right here. I swear this isn't meant to be just a shameless plug. With that being said though, I will post my own opinions here on what classes should be changed in regard to slowing and stopping attacks.

Heat Man:
(click to show/hide)

Flash Man:
(click to show/hide)

Needle Man:
(click to show/hide)

Snake Man: (Not a stop/slow suggestion but just a bug I found, woops)
(click to show/hide)

Napalm Man:
(click to show/hide)

Venus:
(click to show/hide)

Cloud Man:
(click to show/hide)

Duo:
(click to show/hide)

Grenade Man:
(click to show/hide)

Burner Man:
(click to show/hide)

July 07, 2016, 04:59:34 AM
Reply #1237

Offline Fyone

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Re: Justified Classes v3ehh
« Reply #1237 on: July 07, 2016, 04:59:34 AM »
Sorry I did read JaxOf7's post but completely forgot to mention it in my post since I had to leave to do something when I was in the middle of writing, my mistake I'll fix those bugs thanks! (Not sure about the MM1FIR pillar one though.)

Also I prefer to just respond to any suggestions here rather than on a chat since it's personally much easier for me, I hope you understand.

All of your suggestions sound great though so I'll try my best to implement all of them, thanks for your suggestions SonicFam1102!

July 07, 2016, 05:44:29 AM
Reply #1238

Offline Zeroprime

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Re: i spent way too long on this
« Reply #1238 on: July 07, 2016, 05:44:29 AM »
Quote from: "Fyone"
@Sonicfam1102

In response to a lot of classes stopping when using their attacks, we have seen some players complain about this issue and thus we have tried to cut down on some of these classes that stop when using their attacks in v3e. I assume you did not update your list to the most recent version but some examples of these include Crystalman, Starman, and Swordman where they no longer stop when using their class-specific aerial attacks. And for example you listed Springman under slows however he is no longer slowed when firing his Spring Punch but is instead stopped due to the recent improvements to the move as a whole.

It is hard for me personally to pinpoint which classes you would like to see stopping removed on so it would really help if you could post what classes you would like to see the stop removed on rather than all classes that stop when attacking since this really only helps very little on actually fixing the problem. From what you named I like the idea of Burnerman no longer stopping when setting up his traps or Slashman and will definitely make this change for next version. I also could see us lowering how long Gutsman stops to ready his Super Arm.

In terms of a lot of classes slowing down when using their attacks we decided to take this approach rather than just lowering the base movement speed to a specific amount akin to YD. We felt this would help the classes as a whole in combat because instead of being easily kited by faster classes they can somewhat hold up rather than giving them a whole bunch of armour to compensate. However one thing we could do is maybe make the classes who have slows not slow as much if this really comes down to be a big issue. We could for example make Gutsman only slow down to the base movement speed value of YD Gutsman and maybe we could do this for all the classes with slows that work similar to Gutsman.

As for the 'ammo-lock' thing you mentioned, we felt that this wasn't very detrimental to gameplay at least in our point of view and therefore balanced a lot classes with it in the past. We have it so that some classes get their normal ammo regeneration rate when they attack, some at a decreased rate, and some with no gain at all. If you find that this really ruins the flow we could have it so that all attacks regain their ammo at a normal rate while holding fire however we compensate by nerfing a lot of the attacks in various ways. For example, either lowering ammo regeneration rate as a whole for some classes that have this or nerfing the attacks themselves mostly the former though. So I can see us doing this for the next version.

As for class diversity, I'm gonna assume based on your previous lists that you haven't played v3e to its entirety. Because right now every class is very diverse in how their moves are used and the type of different moves each class has. This is again where a generalization helps very little if at all. From the examples you gave me Drillman and Groundman's only similarity is that they both dig at least from what I can perceive. Shademan and Jupiter only share their swoop (which like you said work differently to begin with) and flight. Gutsman and Uranus only both share moves with start ups. I see that you like to compare YD and Justified Classes with a lot of these but if you look at YD they have many classes which have similar mechanics that are shared between classes like Drillman and Groundman as you said, Megaman and Protoman, Gyroman and Windman, and many more.

If you want classes made more unique or improved please post in this thread with the ideas and suggestions that you want to see happen so we can put them into fruition instead of just posting some generalized opinion because we can't make changes if we don't know what you want. Post the resolution that you want to see happen instead of just posting the problem!

In terms of canon we try to include all or close to all the moves that the class had in their original game and then build upon it to make the class fun and entertaining by a gameplay standpoint. If you had brought up for example Burnerman as a suggestion in the past I would have seen your complaint and fixed it accordingly but if you don't post we can only do what we see fit.

I really appreciate these suggestions guys and I hope more suggestions can be given so we can make this mod even better!

EDIT: @Zeroprime I'll look into that bug and try my best to fix it, thanks!
You're welcome! It is my honor to do that.Thanks for your hard work! I really like it!

July 07, 2016, 09:29:20 AM
Reply #1239

Offline RageBurner

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Re: Justified Classes v3ehh
« Reply #1239 on: July 07, 2016, 09:29:20 AM »
Quote from: "Promestein"
I'm a bit confused about Mercury's new mechanics. Sometimes I snap to another location, and I can't pin down exactly what it's all about.

Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?

I don't know about Joe, but as far as I've tested with Mercury, if you manage to score hits with at least two mercury blobs, then you can move to a new location yourself while you reform. Otherwise all four blobs will coalesce in one place and the camera will snap before Mercury's body reforms.

July 07, 2016, 09:38:54 AM
Reply #1240

Offline RageBurner

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Re: Justified Classes v3ehh
« Reply #1240 on: July 07, 2016, 09:38:54 AM »
By the way, there is something I'd like to suggest about Pirate Man. The way remote mines are controlled and detonated feels awkward, at least to me. Instead of holding mainfire to keep it flying and letting go for it to attach (pressing it and again to explode), it should work more like the copywep variants (fire, let it fly on its own, it attaches, then fire again to detonate).

July 07, 2016, 03:35:26 PM
Reply #1241

Offline Fyone

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Re: Justified Classes v3ehh
« Reply #1241 on: July 07, 2016, 03:35:26 PM »
Pirateman's Remote Mines are done like that so that you can stop it in mid air easier (copywep Remote Mines cannot be stopped in midair), I've heard from a lot of people they preferred hold and release as opposed to double click when it comes to detonation in mid air (Dustman, Drillman, and Gyroman all follow this) but if more people presently prefer double click I have no problem with swapping it.

Quote from: "Promestein"
Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?
Here is a rough list:
(click to show/hide)

July 07, 2016, 07:09:06 PM
Reply #1242

Offline RageBurner

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Re: Justified Classes v3ehh
« Reply #1242 on: July 07, 2016, 07:09:06 PM »
I have a question not directly related to the mod, but that I feel is worth asking: it seems the wiki for MM8BDM is no longer maintained and that includes the article about JC. Will there be a different repository of information for JC classes and strategy?

Also, I believe someone mentioned before that Snake Man gets stuck when jumping into corners. Uranus does also, when using altfire.

Another thing I noticed: In Gemini Man's stage, every time Proto Man dies, a  completely immobile Proto Man that does nothing and stays stuck in place. It seems to happen every time and many "Proto Ghosts" get created. I don't know if this happens in other maps where Proto Man spawns yet. I have a screenshot if needed.

Edit: the "Proto Ghosts happen on any map Proto Man is present, it seems, at least to me, and don't happen if the game is played without the mod active.

July 08, 2016, 09:55:21 AM
Reply #1243

Offline RageBurner

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Re: Justified Classes v3ehh
« Reply #1243 on: July 08, 2016, 09:55:21 AM »
I've been considering a few thoughts on some of the robot masters that I'd like to share:

Crash Man
(click to show/hide)

Aqua Man:
(click to show/hide)

Gyro Man:
(click to show/hide)

Turbo Man:
(click to show/hide)

Centaur Man:
(click to show/hide)

That's all I can think of at the moment, sorry for the long post and thanks for hearing me out, JC team.

July 09, 2016, 01:44:29 AM
Reply #1244

Offline Fyone

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Re: Justified Classes v3ehh
« Reply #1244 on: July 09, 2016, 01:44:29 AM »
I'll fix those bugs you mentioned for Snakeman, Uranus, and Protoman for next version. Thanks for reporting them.


We will most likely just increase Crashman's jump height for next version, however I can't see us buffing his armour because that would be too big of a buff even if he is supposed to have higher armour.

Water Cannon may feel strong against bots, but in online play it's very easy to avoid so it needs to do good damage to catch people off guard/zone.

Turboman gains a speed boost when he has his Scorch Wheel up so we can't have him be able to hold it indefinitely.

For Centaurman's galloping I'm not 100% sure if you can mute it for the player using the class only but I personally feel the galloping noise isn't that annoying especially considering when you use your item use you won't hear it all. However if more people find that it's bothersome we can see about doing something to it.

EDIT: I forgot about Gyroman; when flying your Gyro Attacks don't consume any ammo so I don't feel like ammo should be an issue for him.