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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……
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).
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...
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.
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)Classes that stop when performing an action:YDGutsMagnetHardBrightToadStoneNapalmBlizzardFreezeCloudSpringTurboAstroGroundMagmaBurnerHyper Storm HEnkerPunkQuintJustiElecGutsTimeEnkerHeatFlashQuintDocRobotHardTopMagnetNeedleBuster Rod GPunkSkullDiveDrillToadCrystalStoneMercuryUranusCentaurWindCloudTurboDuoClownFrostSwordGroundBurnerClasses that slow when performing an action (and not in Stop):YDNeedleDynamoJustiBombWoodBrightWavestarVenusJupiterSaturnFlameBlizzardSpringGrenadePirateDynamoKing (click to show/hide)Classes possessing an overdriveRequiring and using a full bar for a single actionYDWilyFireTimeQuickFlashHardBrightSkullGravityBlizzardFlameKnightFreezeColdPiratePunkjustiCutElecIceFireBombOilTimeHeatFlashQuickHardHyper Storm HMega Water SBuster Rod GPunkSkullBrightChargeDarkman3MercuryTerraUranusNeptuneCentaurBlizzardFreezeBurstJunkSlashClownGrenadeSwordAstroTenguGroundPirateBurnerColdKing (click to show/hide)Justi classes that avoid "ammo lock"Classes without timed ammo regenMegaProtoBassRockRollSniper JoeToadDarkman1Darkman2Darkman4KnightFrostDynamoMagicClasses with timed ammo regenTimeBubbleGeminiMega Water SBrightDarkman3JupiterUranusYamatoCloudDuo
@Sonicfam1102In 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!
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?
Also, can we maybe get some sort of info on what kinds of robot masters give Sniper Joe which weapons?