Cutstuff Forum

Mega Man 8-bit Deathmatch => Projects & Creative => Topic started by: Tesseractal on October 21, 2011, 12:25:02 AM

Title: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Tesseractal on October 21, 2011, 12:25:02 AM
Download KY NES Classes Version 3 - HOTFIX. (http://wadhost.fathax.com/files/Classes-KY-NESv3h.pk3)
Mediafire Mirror for KY NES Classes Version 3 - HOTFIX. (http://www.mediafire.com/?7fg29cc31pugagt)

Changelog for Version 3:
(click to show/hide)

Changelog from first release to Version 2: (Hyphens denote my annotations; asterisks are Yamato's)
(click to show/hide)

===
Original Post:

(click to show/hide)

Major Changelog from V5Y to First Release:
(click to show/hide)
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Captain Barlowe on October 21, 2011, 12:39:55 AM
I still say these classes are the best, tied to...
...GvH classes.  :cool:
Main classes just got so boring after overuse and LMS spammage.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Tails on October 21, 2011, 01:14:04 AM
For whatever reason, Drillman has two weapons he can switch to. But there does not seem to be a difference.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 21, 2011, 01:19:32 AM
So does Pharaohman.
After testing, there are quite a few classes in this that I do like way more than the ones in YD's, such as Snakeman, Hardman, and Iceman. I'm still not sure about giving Diveman a dash, but eh, accuracy I guess.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: LlamaHombre on October 21, 2011, 01:20:17 AM
King Yamato made Ice Man the coolest guy in the world.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 21, 2011, 01:20:53 AM
I still question what Iceman hover comes from  :|
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: LlamaHombre on October 21, 2011, 01:21:36 AM
Ice Man slowly falls when he's firing his Ice Slashers in MM1.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: -FiniteZero- on October 21, 2011, 01:22:18 AM
I'm sliiiightly disapointed that Bright Man doesn't have some variation of Flash Stopper instead of light bulb throwing, but Dust Man makes up for it.  :D
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 21, 2011, 01:22:33 AM
Huh never thought of that... nice touch then :D
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: LlamaHombre on October 21, 2011, 01:23:21 AM
Quote from: "FiniteZero"
I'm sliiiightly disapointed that Bright Man doesn't have some variation of Flash Stopper instead of light bulb throwing, but Dust Man makes up for it.  :D

Go take some damage and come back to me.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 21, 2011, 01:26:27 AM
HE GETS THE COOL FLASH STOPPER :D AWESOME!
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Tesseractal on October 21, 2011, 01:27:58 AM
Quote from: "FiniteZero"
I'm sliiiightly disapointed that Bright Man doesn't have some variation of Flash Stopper instead of light bulb throwing, but Dust Man makes up for it.  :D
Flash Stopper is an item Bright Man receives when he is at 75%, 50%, and 25%. He can carry all three of them.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: -FiniteZero- on October 21, 2011, 01:35:42 AM
...*facepalms*

Sorry 'bout that. I do love the Dust Man class, though.

EDIT: Also, is Dark Man's "mysterious power" that he has a jump frame?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 21, 2011, 03:57:00 AM
Well, this looks like a fun alternative to YD classes. I'll be checking these out in a bit.
Edit: Dear god, these are horribly unbalanced.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 21, 2011, 06:21:35 AM
You guys were getting so mad...! That can't be healthy.

Anyway, I like this mod. I'd say about as much as YD's, though there are some things I like better here, and some I like better in YD's mod. Dustman deserves special props for being both game-accurate, and ingenious. Mad props for that, yo! Dark Man still feels odd. I can't seem to find what his strength is, beyond hugging with his barrier. That can't be it, though, since Star Man pretty much has that down.

DOES Drill Man actually have two weapons, or is that a glicth? if it's the former, I don't see the difference.

LOVE this Pharaoh Man, by-the-by. Absolutely love this Pharaoh Man.

I still cannot stand that Napalm Man is forced to fire two bombs, though.

Yeah, there is balancing that needs to be done, but all-in-all it's great stuff so far. A fun alternative to YD's mod. It's a bit of a bummer there's no MM7 classes, but that's what YD's mod is for! :D
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: JaxOf7 on October 21, 2011, 07:20:56 AM
Quote from: "Ice-IX"
ACS Sourcecodes no longer on .pk3
How pleasant.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Beed28 on October 21, 2011, 10:20:40 AM
Quote from: "Ice-IX"
ACS Sourcecodes no longer on .pk3

WHY?

I hate the sound of that as well. :( Some people (like me) acually learn by looking at it.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: LlamaHombre on October 21, 2011, 12:42:11 PM
Flame Man is so fucking boss in this version of classes.

And Bik, care to explain which classes break the balance? I really don't see any.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Hallan Parva on October 21, 2011, 02:11:30 PM
Quote from: "JaxOf7"
Quote from: "Ice-IX"
ACS Sourcecodes no longer on .pk3
How pleasant.
^

Well that's just major dicks. Now YD can't add any KY stuff and make his mod suck less.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on October 21, 2011, 02:46:36 PM
I love how Metalman can only shoot 3 metal blades at a time. Nostalgic moment.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on October 21, 2011, 04:25:39 PM
Shmeckie, I actually like the way Napalm was changed, since that's sort of how he acted in-game.

Also, Dark Man's secret is- *snip*
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 21, 2011, 06:51:41 PM
Darkman is so quiet...Can't you at least give him a firing sound?

Also also, Crashman is pretty hax, but only because his altfire requires no ammo and fires at the same rate as his mainfire.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 21, 2011, 07:58:03 PM
Quote from: "LlamaHombre"
And Bik, care to explain which classes break the balance? I really don't see any.

I'm afraid I might've skewed some people's perception of character balance, sadly. Poor Punk is gonna be on the recieving end of some unecissary nerfs due to a few folks' ire, now. :(

I will say that I love this version of Punk, despite the fact that he feels almost toned down from YD's version, what with the ammo-consuming Screw Crusher lob, and the shorter roll distance (and I swear it feels like it takes one extra hit to kill with the thrown Screw Crusher, or maybe everyone was just using more high HP characters than usual last night). This version of Punk just feels more intuitive for some reason. Especially his roll--the shorter distance makes me feel like he goes exactly where I want him to go. He doesn't feel like he's going out of control half the time, and allows me to aim it better. It's the perfect distance.

I will say that Yamato Man and Tomahawk Man need a little tweaking. Nothing major, just tone down Yamato's damage output to something closer to YD's mod, and tone down either Tomahawk's damage with his main weapon, or his speed, because as it stands, he can bum rush you with his high speed and kill you in seconds.

Quote from: "Chimera Man"
Shmeckie, I actually like the way Napalm was changed, since that's sort of how he acted in-game.

Then it would probably be better to make his RoF only allow him to fire two before cooldown kicks in. The forced two shot makes it unnecissarily hard to be precise with him. In YD's mod, if I get in a strafe war as Napalm Man, I can usually do pretty well and pick my shots as I want them. In this mod, the forced firing of two bombs causes me to lob a useless bomb that wastes time and ammo, and the cooldown afterward screws up my rhythm.
Title: Dark Man's secret ability makes some noise, actually.
Post by: Tesseractal on October 21, 2011, 08:30:59 PM
Quote from: "Shmeckie"
I'm afraid I might've skewed some people's perception of character balance, sadly. Poor Punk is gonna be on the recieving end of some unecissary nerfs due to a few folks' ire, now. :(
No worry, this classes mod does not work that way. I posted general guidelines to why the classes are changed in the first post. If classes were nerfed based on such a subjective method such as the whims of a few players, it would likely do nothing but scare off competitive players and result in nerfs abroad.
Quote from: "Shmecke"
(and I swear it feels like it takes one extra hit to kill with the thrown Screw Crusher, or maybe everyone was just using more high HP characters than usual last night).
Punk's screws do 23 damage (primary weapon), a 5-hit kill against most masters, who generally have 100 HP.
Quote from: "Shmeckie"
The forced two shot makes it unnecessarily hard to be precise with [Napalm Man]. In YD's mod, if I get in a strafe war as Napalm Man, I can usually do pretty well and pick my shots as I want them. In this mod, the forced firing of two bombs causes me to lob a useless bomb that wastes time and ammo, and the cooldown afterward screws up my rhythm.
I disagree here on two counts: The first being that the double shot is an example of rewarding precision. If he fired single shots, it'd be easier to use him - which I see as unnecessary because landing both bombs is powerful. The second being that firing single shots would make Napalm Man's bombs hardly different from Mega Man's - it goes against the "differentiate classes" idea. The previous mod had little intention of differentiating classes, which is one reason we have this one.
Quote from: "SmashBroPlusB"
Now YD can't add any KY stuff and make his mod suck less.
YD had his chance. YD decided to give you v4a.

I have decided to give you King Yamato's classes.
Title: Re: Dark Man's secret ability makes some noise, actually.
Post by: Shmeckie on October 21, 2011, 08:52:13 PM
Quote from: "Ice-IX"
No worry, this classes mod does not work that way. I posted general guidelines to why the classes are changed in the first post. If classes were nerfed based on such a subjective method such as the whims of a few players, it would likely do nothing but scare off competitive players and result in nerfs abroad.

*whew*
Because I really like this version of Punk. He feels perfect.

Quote
Punk's screws do 23 damage (primary weapon), a 5-hit kill against most masters, who generally have 100 HP.

So I was right, unless I'm wrong about it being a 4 hit kill in YD's mod. Either way, 5HKO seems just right. Like I said; this Punk is perfect. And perfection is what I like when I'm playing as my favorite Mega Man boss!

Quote
I disagree here on two counts: The first being that the double shot is an example of rewarding precision. If he fired single shots, it'd be easier to use him - which I see as unnecessary because landing both bombs is powerful. The second being that firing single shots would make Napalm Man's bombs hardly different from Mega Man's - it goes against the "differentiate classes" idea. The previous mod had little intention of differentiating classes, which is one reason we have this one.

I see where you're coming from, but Napalm Man's bombs are already different in that they have a larger blast radius (unless that's not the case in this version). The double-shot seems to force a momentary spam of the move, and it just feels unintuitive and clunky. Maybe if they both fired simultaneously, rather than one after the other, it would work better...
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 22, 2011, 12:38:06 AM
When I coded the original Napalm Man, I didn't give them a larger radius. Dunno if that was done afterwards. One thing they DO do is fly way farther than normal ones.

My personal opinion on KY's is that it should have two busters on either side of the screen and fire two bombs at the same time. That way it's still different, and still somewhat similar.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 22, 2011, 12:57:38 AM
I might be thinking of the blast radius on the head missile...
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 22, 2011, 02:41:29 AM
That reminds me.
Perhaps you could give Napalmman an item, he'd probably spawn with three of it, that fires the shoulder rockets?
Title: deposting $0.02 in exact change
Post by: Hallan Parva on October 22, 2011, 03:16:21 AM
Speaking of attack items, I noticed that Bright Man only gets three Flash Stoppers per life. If you get reduced to 43 health, for example, then heal back to 100, you have to wait until you're all the way down to 25 to get the third item. You also can't get any more after you receive the 25 Stopper.

This next part's a bit off-topic, but I'm asking anyway. As a fellow modder, I can understand your concern over sharing or not sharing the source code for the project. Trust me, I'd want to know if my things were being used in another project or changed into something else. However, I am interested in a single, small aspect of the project, and was wondering if you would be kind enough to share the source with me (maybe through PM or Skype or what have you).

The very first thing I noticed when playing the KY classes (hell, even back during 5Y) was the sheer cleanness of class weapons. Robot Masters can pick up other Master Weapons only ONCE (like Mega) but they can't use them! How the hell did you get this to work!? I realize you can use the "no switch" flag, but you've also made it possible for dual-weapon RMs to pick up and NOT USE other weapons as well! YD's "take away X weapon" method is also a bit messy since it can lead to possible glitches and exploits (like the infamous Forever Skull Barrier).

Possibly because of the clean weapon control system that's been implemented, I've also noticed another thing: every RM has a fully functional ammo bar. VERY occasionally, when playing with Mega.EXE his ammo charge actor won't spawn right or something, and his gauge doesn't fill. I have to collect another Master Weapon (and get it taken away by YD's method) before the gauge starts to charge up. Have you ever encountered this problem, and do you know how to fix it?

The last item I'm discussing is the item handling system that's used. Whoever got this to work, let me tell you that it's sheer genius. It seems that characters are literally "locked" into picking up only certain items! For instance, RMs walk straight through W-Tanks, and even though Proto / Bass can collect Attack Items they cannot pick up Armor Adaptors. Speaking of Attack Items, how did you get Bass to work so damn perfectly? All Treble Sentries are replaced by Tango Rolls, but when Bass grabs a Tango it turns into the Sentry. However, Bass can't pick up a Tango item if he's holding a Treble one, even though they are two very different pick-ups! What's the secret!?

If you don't trust me with your information that's perfectly understandable. I could also just give you my file and have you put in "the stuff" instead of the other way around since you know what you're doing. I just need a way for it to work / compile EVERY time I do a build (e.g. updating Styles, adding in items, or making completely new Navis). Thanks for taking the time to read all this and even consider it for a second. If you are willing to help I would LOVE it.

Sorry for advertising! And hey, I made an actual suggestion so this post is completely relevant! :p
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shade Guy on October 22, 2011, 03:42:42 AM
The whole thing about Bright Man only having 3 Flash Stoppers per life is basically so in a DM situation, you can't lose 25 health, grab a big health, lose 25 more health and so on to get infinite Flash Stoppers.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 22, 2011, 03:55:07 AM
You know since Brightman has the good Flash Stopper... Maybe Flash Man should have I don't know the good Time Stopper once at 25% and it don't even have to last as long.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 22, 2011, 03:58:58 AM
The more I play this mod, the more I start to like it a little better than YD's. Like SBP pointed out, it's very clean and well put together. Plus I'm a sucker for game accuracy.

Quote from: "Shade Guy"
The whole thing about Bright Man only having 3 Flash Stoppers per life is basically so in a DM situation, you can't lose 25 health, grab a big health, lose 25 more health and so on to get infinite Flash Stoppers.

Well it's not like anyone plays DM with Classes anyway.

HAY-OOOOOOOOOH!

Seriously, people, why the obssesion with LMS?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shade Guy on October 22, 2011, 04:03:47 AM
To me, real Time Stopper has two uses: to run and for the lulz. If you make it last for less time, you effectively remove the first use...Perhaps there's some balanced way to add it, but it would either have to be full use or not in at all.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 22, 2011, 04:39:54 AM
I find TLMS to be my favorite mode in the game, so I don't mind people only playing in that.
Title: Inb4 my account explodes from flam comments
Post by: Sora on October 22, 2011, 05:35:31 AM
WARNING: OPINIONS INCOMING
READ AT YOUR OWN PERIL j


I honestly don't find a superior difference in either KY or YD classes.  No, I'm not saying "GUISE KY CLASSEZ IS NEW AND ISN'T AS GOOD!!!!11", or, "GUISE YD CLASSEZ HAZ SLOPPY PROGRAMATION!!!1111111"; I just don't see any major difference between the two that can have it safely be said that one is better than the other.  The point of all this bickering between the two "factions" of classes is completely ridiculous, saying one trying to best the other, when in reality there are only minor differences in the gameplay between the two.

I don't really have a problem with the coding of YD's mod; although KY is programmed better on finer points (such as item and weapon pick-ups), they both function about the same in the heat of battle.  I don't stop and think "Wow, I only picked that up once!" when Diveman is barreling towards me.  YD's coding has no major flaws, and to say KY's is better because Bass gets a purple dog instead of a green cat (?)seems a little absurd to me.

In the aspects of the classes themselves, I don't really see that major of a difference between the two.  Some classes are virtually untouched in both versions (Fireman, Airman, Megaman), and, while some are much better in KY's Classes (Quint, Gravityman, Starman), I tend to think some classes are better handled in YD's Classes (Needleman, Iceman, Shadowman).

Probably the best solution for this Classes madness is to have KY's and YD's Classes merge the best between the two, and work together to produce superior classes, instead of having people argue on both sides constantly, saying "NO, X'S CLASSES ARE BETTER, BECAUSE OF REASONS A, B, C, etc."  Instead of constant arguing between the two, much more work could get done if everyone put away their petty reasons and worked together to make the well-sought for "perfect classes mod".

tl;dr: I don't see either of the two classes being superior to the other in any major, game-changing way, and although a merge between the two would solve everyone's problems, it will probably never happen lololololololol
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ivory on October 22, 2011, 05:39:11 AM
Actually Sora, Star Man in KY's classes is based on my original Star Man in YD's. Back when he had no alt fire and only the slow moving death shield toss.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ice on October 22, 2011, 06:07:08 AM
(already knows how it's all done)

while playing around with megaman I noticed charge kick has no ammo bar, other than that there seems to be nothing else wrong
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 22, 2011, 07:17:39 AM
The more I play this mod, the more I love it. Primarily because its more game-accurate style appeals to me more. Also, this version's Metal Man is the bee's knees!
Title: Re: Inb4 my account explodes from flam comments
Post by: Max on October 22, 2011, 08:49:10 AM
Quote from: "Sora"
Probably the best solution for this Classes madness is to have KY's and YD's Classes merge the best between the two, and work together to produce superior classes, instead of having people argue on both sides constantly, saying "NO, X'S CLASSES ARE BETTER, BECAUSE OF REASONS A, B, C, etc."  Instead of constant arguing between the two, much more work could get done if everyone put away their petty reasons and worked together to make the well-sought for "perfect classes mod".

(http://i270.photobucket.com/albums/jj107/MaxPower7137/derp.png)
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Myroc on October 22, 2011, 09:07:31 AM
Quote from: "Yellow Devil"
Quote from: "Sora"
Probably the best solution for this Classes madness is to have KY's and YD's Classes merge the best between the two, and work together to produce superior classes, instead of having people argue on both sides constantly, saying "NO, X'S CLASSES ARE BETTER, BECAUSE OF REASONS A, B, C, etc."  Instead of constant arguing between the two, much more work could get done if everyone put away their petty reasons and worked together to make the well-sought for "perfect classes mod".

(http://i270.photobucket.com/albums/jj107/MaxPower7137/derp.png)
Which, if you ask me, is not as bad as the probable alternative, which is a major split in the community of what version of classes is better, tons of arguing etc etc. I can see where Yamato is coming from, but really. Both of you are grown men, is it really that hard to work together for the greater good?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shade Guy on October 22, 2011, 09:23:32 AM
Perhaps they can pull a Beatles and say it's due to "creative differences".

In other news, Classes is reported to be bigger than Jesus.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 22, 2011, 10:03:43 AM
...There's a conflict going on?! If so, I'm not seeing it.

At this point, I'm starting to come to the mindset that KY Classes > YD Classes, but YD's Classes are still great, and it's pointless to bicker over which is better, anyway.

Also, Shade Guy? Marvelous response.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Jc494 on October 22, 2011, 01:50:19 PM
Quote from: "Myroc"
Quote from: "Yellow Devil"
Quote from: "Sora"
Probably the best solution for this Classes madness is to have KY's and YD's Classes merge the best between the two, and work together to produce superior classes, instead of having people argue on both sides constantly, saying "NO, X'S CLASSES ARE BETTER, BECAUSE OF REASONS A, B, C, etc."  Instead of constant arguing between the two, much more work could get done if everyone put away their petty reasons and worked together to make the well-sought for "perfect classes mod".

(http://i270.photobucket.com/albums/jj107/MaxPower7137/derp.png)
Which, if you ask me, is not as bad as the probable alternative, which is a major split in the community of what version of classes is better, tons of arguing etc etc. I can see where Yamato is coming from, but really. Both of you are grown men, is it really that hard to work together for the greater good?

Impossible with Yellow Devil's way of "nerfing" classes. Merging the two versions of classes would make this conflict worse, not solve it.
Title: q
Post by: Sora on October 22, 2011, 02:08:54 PM
Quote from: "Jack Corvus"
Impossible with Yellow Devil's way of "nerfing" classes. Merging the two versions of classes would make this conflict worse, not solve it.

I honestly don't see how YD's method of nerfing classes is any worse than KY's method.  YD simply hears how many people are complaining about X class, and gives him Y nerfs. So really, if you pepole would stop complaining so much about "OP" classes, classes wouldn't be nerfed into oblivion.  R.I.P. Top Man. So really I see YD's method of nerfing much more responsive and generally better than someone who only listens to the testers and hardly checks what other people are saying on these here forums.

Also:
Quote from: "Myroc"
Which, if you ask me, is not as bad as the probable alternative, which is a major split in the community of what version of classes is better, tons of arguing etc etc. I can see where Yamato is coming from, but really. Both of you are grown men, is it really that hard to work together for the greater good?

Myroc, you're my hero.
Title: Re: q
Post by: Jc494 on October 22, 2011, 03:26:21 PM
Quote from: "Sora"

I honestly don't see how YD's method of nerfing classes is any worse than KY's method.  YD simply hears how many people are complaining about X class, and gives him Y nerfs. So really, if you pepole would stop complaining so much about "OP" classes, classes wouldn't be nerfed into oblivion.  R.I.P. Top Man. So really I see YD's method of nerfing much more responsive and generally better than someone who only listens to the testers and hardly checks what other people are saying on these here forums.

Thats his second way of nerfing classes. His main way is to play online games, and if he gets killed by the same class over and over again, he nerfs it. Nuff said.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Max on October 22, 2011, 03:52:35 PM
HAHA what no
Title: Re: q
Post by: Sora on October 22, 2011, 04:35:05 PM
Quote from: "Jack Corvus"
Thats his second way of nerfing classes. His main way is to play online games, and if he gets killed by the same class over and over again, he nerfs it. Nuff said.

Then why are Quint, Napalm Man, and Cutman still so amazingly powerful lolololol

Also, if this were the case, YD could just as easily fix a UP class if people complain enough about it.  The problem is that people complain about Classes being OP too often, and too few actually say certain classes are UP when they really are. I'm looking at you, Metalman and Knightman <_>

Also, you're totally ignoring what I said at the very first.  Ahem:

Quote from: "Sora"
WARNING: OPINIONS INCOMING
READ AT YOUR OWN PERIL
j


I honestly don't find a superior difference in either KY or YD classes.  No, I'm not saying "GUISE KY CLASSEZ IS NEW AND ISN'T AS GOOD!!!!11", or, "GUISE YD CLASSEZ HAZ SLOPPY PROGRAMATION!!!1111111"; I just don't see any major difference between the two that can have it safely be said that one is better than the other.

You're talking like I think YD is vastly superior to KY.  And, as I said in my first post, I think there are good points to both versions of classes.  The problem is that both sides can't put away their own personal pride and actually combine the best of the two.  To say that one is superior to the other is completely biased, especially when there are only minor differences between the two,  And, again:

Quote from: "Sora"
WARNING: OPINIONS INCOMING
READ AT YOUR OWN PERIL
j

I rest my case.  /me drops my briefcase on my foot.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Mr. X on October 22, 2011, 04:56:27 PM
I can't believe nobody has mentioned this in this topic yet so I figure I'll have to:  Gravity Man walking on the ceiling is pretty much the coolest anything I've seen in a mod yet.  Bravo for figuring that out!
Title: Yellow Devil is a great guy. But he can't improve classes.
Post by: Tesseractal on October 22, 2011, 09:44:00 PM
Quote from: "Myroc"
Quote from: "Yellow Devil"
Quote from: "Sora"
Probably the best solution for this Classes madness is to have KY's and YD's Classes merge the best between the two, and work together to produce superior classes, instead of having people argue on both sides constantly, saying "NO, X'S CLASSES ARE BETTER, BECAUSE OF REASONS A, B, C, etc."  Instead of constant arguing between the two, much more work could get done if everyone put away their petty reasons and worked together to make the well-sought for "perfect classes mod".
(http://i270.photobucket.com/albums/jj107/MaxPower7137/derp.png)
Which, if you ask me, is not as bad as the probable alternative, which is a major split in the community of what version of classes is better, tons of arguing etc etc. I can see where Yamato is coming from, but really. Both of you are grown men, is it really that hard to work together for the greater good?

Things like "the way YD nerfs classes" and "the best solution" are clearly too subjective for us to define at this point. There is a reason I said "YD had his chance". YD's current mod is already a "merge". By comparing the "original classes" YD receives from others to their current forms, it's clear that YD isn't satisfied with classes when he receives them others. Here's some examples of classes that have been modified by YD as part of a "merge".

-King Yamato's Quint (original class, submitted to YD): Has Sakugarne as an effective main weapon.
-King Yamato's Quint after being sent to YD: Sakugarne becomes ineffective as a weapon, Quint is given "Quint Buster" to compensate.

-King Yamato's Ballade: Can drop one bomb and leap forward from the ground.
-King Yamato's Ballade after YD has it: Can drop three bombs and jump from mid-air, emulating flight. (I call him "superman" for a reason.)

-Ivory's Crystal Man: Can use main and alt-fires effectively.
-Ivory's Crystal Man after being edited: Main fire and alt-fire have reduced effectiveness.

-Ivory's Star Man: Can use Star Crash effectively and regularly without difficulty.
-Ivory's Star man after YD's molestation: Can not use Star Crash with ease. Is given "Star Cereal / Frosted Flakes / etc." to compensate.

Notice a similarity between "YD's" Quint and YD's Star Man? Yellow Devil reduced the effectiveness of the Main Fire of both classes, and compensated by inventing an alt-fire for them. Whether or not you like the alt-fire is irrelevant; the purpose of it is identical in both cases.

YD takes classes that are effective in their original forms and makes them ineffective. King Yamato's Mod is a result of Yellow Devil having zero input over the classes. Is desiring effective classes a "petty reason" or a "constant argument"? Does a grown man feel inclined to diminish the work of everything he touches? History repeats itself; people are not inclined toward change. If you want to visualize the results of a merge, do not base it on your petty ideals such as "greater good" or "grown men". Look at what has already happened with respect to YD taking control of other people's classes, and you generally find the same result: a diminish in quality.

Using the empirical examples above, I would reason that YD's mod is incapable of improving under YD's control. If you really saw where King Yamato is coming from, you'll see that King Yamato has no incentive to attach himself to a parasite.
Title: Aarg, why did I start a war again?
Post by: Sora on October 22, 2011, 10:09:49 PM
...Roc, I repeat:

Quote from: "Sora"
I honestly don't find a superior difference in either KY or YD classes.  No, I'm not saying "GUISE KY CLASSEZ IS NEW AND ISN'T AS GOOD!!!!11", or, "GUISE YD CLASSEZ HAZ SLOPPY PROGRAMATION!!!1111111"; I just don't see any major difference between the two that can have it safely be said that one is better than the other.

Having played both modes, I can say that neither feel quite right.  YD's are nerfed to the point much skill is required to make them work effectively, while KY's are buffed to the point that almost no skill is required to play some classes.  Point is, neither KY's or YD's are perfect at this point.  To say one is better than the other requires proof; and so far, on servers of either KY's classes or YD's classes, have I heard "Guys, these classes are perfect, nothing needs to be changed!" or "Guys, these classes are totally unplayable, why do they even exist?"  Currently, one mod being superior over the other is completely subjective; I find both fun to play for different reasons: KY's classes are a blast to play on DM/TDM servers, while they do leave some classes out in the cold in LMS/TLMS.  To say that one work in progress is superior to another work in progress is simply being hasty and impatient.  I personally want to see the final product of both before making judgment on what classes are better. Remember, something being better will always be subjective

Also, a point no one looks at are the MM7 Classes.  YD's team did an amazing job with these, and to say that, just because a few of the old classes are lacking currently (which is the point of YD updating his), the entire mod is not fun to play, is completely ridiculous.

tl;dr:  I don't find either YD's or KY's classes totally superior to the other.  To compare the two mods of classes is completely pointless at this point in time, since neither are totally finished.  I am simply trying to suggest, although KY does have some definite improvements, YD still has some points I do appreciate more.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: SaviorSword on October 22, 2011, 11:35:13 PM
KY's mod vs YD's mod just brin's back too many bad memories of StarCraft Brood Wars vs StarCraft 2 debates...

The only thin' that has a connection between the 2 mods is the title: "Classes".

Sure there are many similarities between the 2, but when it comes to bein' able to transfer one strategy (not mechanics, which is true in any case) on a certain class from mod to the other's equivalent, it typically won't work (Unless there is no difference from the classes of course). Ya can't really say which is "better", it's comparin' apples and oranges for the most part. Imbalances still lurk around in both mods, but if he hypothetically assume that one day that all classes are created equal (in terms of balance), both of the mods will still differ by a huge margin. Since in this scenario where balance can not be argued, it comes down to taste of which gameplay folks like better and there is no true "better" version.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 23, 2011, 12:50:14 AM
Both YD's classes and KY's classes are equally unbalanced Complete lie, KY's is less balanced. Aheuaehua. The only difference is one of them is new, so people automatically think it's better than the previous. The main things people bring up about the mods are the small things, including but not limited too: Gravityman Sky walking and Quint being slightly faster on sakugarne. Quint can still kill effectively in YD's version, and Gravity sky walking is more of an aesthetic than actual balancing/changing.
 These small things lead people to believe they emulate the games better, and therefor BE better. This however is not true, as making the RMs exactly like the games but with worse balance than a previous version that was less canon, but more balanced is bad. If people are told enough that their version is better, they will start to believe this no matter what.
 Either way, both mods are equally fun, KY's emulating the games more, making you feel like you're playing as the masters better, and YD's having better balance. I also applaud KY for having the balls to release an unapproved changed version of a mod publicly.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: xColdxFusionx on October 23, 2011, 01:16:02 AM
English motherf***er do you speak it?

Please try to not contradict yourself every other sentence. It makes you impossible to understand. It also makes your argument much less valid.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Tesseractal on October 23, 2011, 02:13:44 AM
Quote from: "Sora"
To say one is better than the other requires proof; and so far, on servers of either KY's classes or YD's classes, have I heard "Guys, these classes are perfect, nothing needs to be changed!" or "Guys, these classes are totally unplayable, why do they even exist?"
Shmeckie has described Punk's class as "perfect" in this thread. Since you haven't heard it, allow me to share: This mod is my way of asking "Why do YD's classes exist?"
Quote from: "Sora"
Currently, one mod being superior over the other is completely subjective; I find both fun to play for different reasons
I have proved that certain classes in this mod are more useful; and I can argue for more of them. Whether or not you find useful classes fun is subjective.
Quote from: "Sora"
To compare the two mods of classes is completely pointless at this point in time, since neither are totally finished.
Your opinion is also unfinished. If I followed your logic, it would make both yours and Savior's opinions "completely pointless."
Quote from: "Bikdark"
Both YD's classes and KY's classes are equally unbalanced Complete lie, KY's is less balanced. Aheuaehua. The only difference is one of them is new, so people automatically think it's better than the previous. The main things people bring up about the mods are the small things, including but not limited too: Gravityman Sky walking and Quint being slightly faster on sakugarne.
This appears to be an attack on the community. I believe the community can make judgments regardless of the time proximity; and you are passing an unfair judgment. There's a problem here: You've stated that the mods have only one difference (time), and yet listed multiple differences between the mods immediately afterword! I will also that: The entire mod is made up of "small things". And it's small things that cause a huge difference: Being able to throw Search Snakes versus not being able to means Snake Man becomes suddenly more useful. Trying to marginalize these differences suggests inexperience in your judgment. Balance is subjective and you cannot "prove" it; rendering any arguments of it pointless. Calling both mods "equally unbalanced" is rather implausible, however.
Quote from: "Bikdark"
Quint can still kill effectively in YD's version
Less effectively. Both the Mega Buster and Needle Cannon can kill people "effectively". Needle Cannon is more effective. You cannot argue against that. (You can nerf Needle Cannon, though.) Are they "balanced"? I do not wish to argue over such a vague term. Needle Cannon kills people faster. It's more effective. By the same token, I have already compared from YD's to KY's: Quint, Star Man, and Crystal Man. KY's is more effective each time.  Generally, Yamato's counterparts will prove more effective. Hard Man. Yamato Man. Dust Man. Punk. Yamato's mod has more examples of more effective classes.

Are they balanced? I am tired of that word; I can't guarantee it. I can guarantee they are useful. You can argue that the Mega Buster is more balanced than Needle Cannon. You cannot argue that Mega Buster is more useful than Needle Cannon!

Quote from: "Bikdark"
and Gravity sky walking is more of an aesthetic than actual balancing/changing. These small things lead people to believe they emulate the games better, and therefor BE better. This however is not true, as making the RMs exactly like the games but with worse balance than a previous version that was less canon, but more balanced is bad.
Are people not allowed to have preferences? You seem to be attacking the community, and not the mod. If people like playing as classes that better emulate the games, that's a preference. Balance is a preference. It cannot be argued. You are simply attacking the community for their tastes. If you think that your preferences are more true (e.g. outweigh) the community's, I will assure you that your mod will also be only preferred by you.
Quote from: "Bikdark"
If people are told enough that their version is better, they will start to believe this no matter what.
Again, this appears to be an attack on the community. I believe the community is capable of forming their own preferences! If I did not, I wouldn't have provided them with an alternative. But there's a bit of hypocrisy here: You appear to be the only one "telling" anyone which mod they should prefer. I am simply telling them which mod will let them play as more useful classes.
Quote from: "Bikdark"
Either way, both mods are equally fun, KY's emulating the games more, making you feel like you're playing as the masters better, and YD's having better balance.
Balance is a preference. Only the latter can be argued.
Quote from: "Bikdark"
I also applaud KY for having the balls to release an unapproved changed version of a mod publicly.
[10/7/11 2:40:20 AM] Ivory: Well. The MM8BDM community is a tree branch of the Doom Community, where stuff like this is a commonality. Generally I'm fine with it so long as credit is given where credit is due.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 23, 2011, 02:52:35 AM
Ice, you know I'm with you for the most part, but you keep talking like Gomez Addams or something. It's wierd.

There are a few things that need toning down in KY's mod, but in general there's not much to gripe about. The only things I can think of off-hand are Yamato Man's damage output (at least for his projectile attack. I can understand his melee attack doing lots of damage), and Tomahawk Man's speed or damage output (one or the other needs toning down, but not both). Dark Man could probably go for a little buffing here and there, as well. Also that Napalm Man double shot... >.> Otherwise, it's an overall solid mod. Perfect balance just isn't going to happen in a FPS like this, and it's not terribly necissary anyway. It's not like a fighting game, where it's just the two characters on even footing. The environments, the crowd, sneak atatcks vs. direct assaults, etc.

Perfect balance is near impossible because the concept itself doesn't work in this context. There are too many variables in a situation like this. Let's say YD's Slash Man was in this mod, up against Yamato Man. If Slash Man went up against Yamato man head on, he'd get slaughtered. "Yamato Man is OP", the Slash Man player would whine. Until he gets a OHKO sneak attack off on the Yamato Man and turns things around.

Each character has situations and environments in which they excel and suck at. Gyro Man will do terrible in tiny stages, but excel in large, open ones. Punk is a killing machine in cramped spaces, but has a harder time in stages where the opponent has room to avoid his roll. The way you can tell if a character is OP or UP is if they don't suck or excel, respectively, in any situation, or too few situations.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 23, 2011, 03:05:53 AM
Real quick tip so we don't get confused because there's another member named "ice," call mr. Ix "Roc" or "Roc's Creation."
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shade Guy on October 23, 2011, 03:33:01 AM
Just to clarify things, Shmeckie: What is it about Napalm firing two bombs at once that you dislike? Is it that you're being forced to shoot more than you want to? Do you think it's overpowered?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 23, 2011, 03:48:53 AM
Forced to shoot more than I want to, and the fact that he fires two consecutively feels awkward and screws up my timing and rhythm, and uses ammo needlessly. I'd prefer if he either fired one at a time, or both at once, but the one-two punch just feels unintuitive.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on October 23, 2011, 04:22:25 AM
Quote from: "Shmeckie"
Forced to shoot more than I want to, and the fact that he fires two consecutively feels awkward and screws up my timing and rhythm, and uses ammo needlessly. I'd prefer if he either fired one at a time, or both at once, but the one-two punch just feels unintuitive.

Agreed, but 4 a diff. reason. If u want one at a time, go play YD`s. But since this is a recreation of MM5`s Napalmman, he should fire 2 at a time. Also, I think he should fire 3 rounds of missiles, not 2 stop......1.
Title: Roc, how long does it take you to type those long-ass essays
Post by: Bikdark on October 23, 2011, 04:30:22 AM
Pfft, I fucked my post up hard. Thanks, cold. I'm too lazy to fix it, though.
Roc, as soon as you stop typing essays, I'll be happy to respond to that. :ugeek:  :ugeek:  :ugeek:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shade Guy on October 23, 2011, 04:32:53 AM
Argue with Roc and you've got to run the full marathon.

It's why he usually ends up winning :ugeek:
Title: Essays =/= winning. Actual points = winning.
Post by: Bikdark on October 23, 2011, 04:44:55 AM
Quote from: "Shade Guy"
Argue with Roc and you've got to run the full marathon.

It's why he usually ends up winning :ugeek:
Other person refusing to rebut argument due to confusing post/confusing arguments =/= winning argument. He just doesn't supply straightforward responses, which is essential to arguing. The other person needs to actually understand you to see if there's things wrong with your argument.
Title: Re: Essays =/= winning. Actual points = winning.
Post by: Chimera Man on October 23, 2011, 04:58:28 AM
Quote from: "Bikdark"
Quote from: "Shade Guy"
Argue with Roc and you've got to run the full marathon.

It's why he usually ends up winning :ugeek:
Other person refusing to rebut argument due to confusing post/confusing arguments =/= winning argument. He just doesn't supply straightforward responses, which is essential to arguing. The other person needs to actually understand you to see if there's things wrong with your argument.

Well... I just read what he said and I saw his point, even with my ADD.

Are you sure it's his problem? And not yours?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 23, 2011, 06:35:26 AM
I understood it fine...after reading the entire post 40 times. It's also trying to cope with his insults as well as his thinking he's much better than you. It's annoying as hell, really :l
Title: Looking through a glass onion~
Post by: Shade Guy on October 23, 2011, 07:45:32 AM
You do not know how much I am tempted to reply wittily using your own post against you, but a thought occurs. This topic is about King Yamato's Classes. Since this argument has now boiled down to how you dislike intellectuality and big words, there is no longer any relevance in your posts to Classes.

Please move your childish personal commentary elsewhere.

[/acting like a mod]
Title: Re: Yellow Devil is a great guy. But he can't improve classe
Post by: Myroc on October 23, 2011, 07:51:42 AM
Quote from: "Ice-IX"
YD takes classes that are effective in their original forms and makes them ineffective. King Yamato's Mod is a result of Yellow Devil having zero input over the classes. Is desiring effective classes a "petty reason" or a "constant argument"? Does a grown man feel inclined to diminish the work of everything he touches? History repeats itself; people are not inclined toward change. If you want to visualize the results of a merge, do not base it on your petty ideals such as "greater good" or "grown men". Look at what has already happened with respect to YD taking control of other people's classes, and you generally find the same result: a diminish in quality.

Using the empirical examples above, I would reason that YD's mod is incapable of improving under YD's control. If you really saw where King Yamato is coming from, you'll see that King Yamato has no incentive to attach himself to a parasite.
That's it? You're unwilling to take YD's management of Classes seriously because of you being blindly fixated on what he's done in the past? Things change, Roc. Sometimes for the better, sometimes for the worse, sometimes not at all, sure, but focusing solely on what's happened previously just results in you looking like a blind shut-in, even by my standards. I expected better from someone such as you.

I can assure you that YD is a lot more open to ideas than he used to be. Hell, nowadays most of the class mechanics, tweaks, and changes are handled by the rest of the team, YD just implements stuff based on our argumentation and idea-pitching. Sure, he sneaks in some things himselves, but atleast he points it out to us, which allows us to judge whether or not it's a sound change or not.

Additionally, if a merge were to happen, and KY would still be largely ignored by YD (which the rest of the team would likely try to prevent), the community would know, and he would lose every sliver of respect he has earned. He couldn't afford to ignore him.

And really. You're trying to pitch to me the idea that KY's classes are a lot more effective? Some of them, sure, but for each gem I find in this mod I find an equally major flaw in another class. You are once again trying to pass off these classes as superior in mostly any way to YD's, and I won't have that.
Title: Rival teams can still give each other constructive criticism
Post by: Shade Guy on October 23, 2011, 08:15:01 AM
Quote from: "Myroc"
For each gem I find in this mod I find an equally major flaw in another class.
While I understand this is not the point of your post, it would really help to clarify further on which classes have flaws and what they are.

This goes for everyone else, too. Saying "these classes are unbalanced" without stating any reasons why is just plain stupid and gets you nowhere except further down my scale of respect.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Myroc on October 23, 2011, 08:35:05 AM
Fair enough then.

Being a mobility class most of all, having Bass freezed in place to fire his buster seems a little counter-productive. Rather minor, though.

Enker's alt was replaced by a simple melee, which also deals little to no damage at all, and is suspiciously hard to hit with. It might as well be nonexistant. Although him regenerating ammo slowly on his own has some merit to it, I'll admit.

Shadow Man is rather ridiculous in this version. It's basically a more coherent version of v1a's Shadow Man, which compared to the current YD one (even more so the one that's coming in the next version), isn't all that great. It seems now he currently has the slide and the smoke bomb just for the sake of having it.

The so-called "Needle Man idea" always has and always will be ridiculous. I was also made aware of by KY himself that he only added this because no one else suggested an alternative. I said this a long time ago and I'll say it again, Needle Man's playstyle was perfect as it is, the issue here was mostly a thing of numbers.

Doc Robot. A semi-rapid buster that randomly fires projectiles from all MM2 classes? An alt that equally spams random alts from those classes, including freaking Time Stopper? This is a completely luck-based class, and I'm trying to do away with luck-based things in classes.

Ring Man had his reverse ring-throw replaced with a bland melee sweep attack. The fact that this class was modified without seemingly taking into account the one who made the class also results in some slight irony, but that's rather irrelevant.

Centaur Man's galloping sound, while true to the games, is severely annoying, and also makes it rather impossible to stealth as him.

Is that enough flaws for you?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 23, 2011, 08:45:20 AM
Actually I think Doc Robot is fine as is. The random nature of him makes him unpredictable and fun to play, much like Gilgamesh in Dissidia Duodecim. The only thing I'd change would be dropping the rate of fire for his alt. Make the primary perfectly spammable, but give the alt more cooldown time.

And Shadow Man is fine as is, except that i do agree he should lose the smoke bomb. He has plenty of tools from his original appearance. He's not Bright Man or Skull Man, where he's a base carbon copy without the made-up attacks. Slide and Shadow Blade are fine. Even the invisibility's alright, I guess.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shade Guy on October 23, 2011, 08:57:42 AM
Having played the KY Enker, one must keep in mind that he has a somewhat different playstyle to the one in Mainstream Classes. As Enker gains ammo from being damaged, Enker becomes a much more close range class. His altfire reflects this, and helps him do damage while waiting to get hit.

...Although, it does stop the passive ammo regen, which means you would probably end up doing more damage by not using your alt and instead waiting to get enough ammo. So your argument may have some merit there. However, it seems that Enker's passive ammo regen is too excessive at the moment (at least I think so), so that might be changed.

Also, I don't find his alt difficult to hit with, and I play with 300 ping on average.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: xColdxFusionx on October 23, 2011, 11:29:49 AM
Quote from: "Bikdark"
I understood it fine...after reading the entire post 40 times. It's also trying to cope with his insults as well as his thinking he's much better than you. It's annoying as hell, really :l

There are no words to describe how ironic this statement is.
Take a look in the mirror, bro. Your entire argument was one big shot at the community.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ? Manibogi ? on October 23, 2011, 02:08:17 PM
Well, first of all, this mod is great and, in my opinion, better than YD's, however, I do have some things to complain about:

(click to show/hide)
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 23, 2011, 03:38:23 PM
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
I understood it fine...after reading the entire post 40 times. It's also trying to cope with his insults as well as his thinking he's much better than you. It's annoying as hell, really :l

There are no words to describe how ironic this statement is.
Take a look in the mirror, bro. Your entire argument was one big shot at the community.
And since when is pointing out a flaw in how some people think a bad thing?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Magnet Dood on October 23, 2011, 03:45:50 PM
I've never thought it was a bad thing.

Let people be entitled to their own opinion.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 23, 2011, 03:53:40 PM
Manibogi, 28 isn't divisible by 3.
You can wait a second and fire a third after firing two though.

In other news, I'm apparently the only person who likes Centaur's galloping.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Davregis on October 23, 2011, 03:54:19 PM
Quote from: "Manibogi"
Well, first of all, this mod is great and, in my opinion, better than YD's, however, I do have some things to complain about:

(click to show/hide)

^This.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Magnet Dood on October 23, 2011, 03:55:10 PM
That noise that he makes?

I thought it was hilarious.

IN OTHER NEWS Why isn't it compressed into a .pk3? I can't play it.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ? Manibogi ? on October 23, 2011, 04:50:59 PM
Quote from: "Korby"
Manibogi, 28 isn't divisible by 3.
You can wait a second and fire a third after firing two though.
Quote from: "TheDoc"
Also, I think he should fire 3 rounds of missiles, not 2 stop......1.
Apparently I'm not the only one who thinks that way.

I didn't say it had to be perfect. They could consume 9 energy each, it ain't perfect, but that way you could fire 3 without having to wait.

Quote from: "Star Dood"
That noise that he makes?

I thought it was hilarious.
It is hilarious, but it's impossible to sneak behind your opponent beacuse of it.
Quote from: "Star Dood"
IN OTHER NEWS Why isn't it compressed into a .pk3? I can't play it.
THIS. I didn't know how to play it until I found out that you could upload other files besides .wads and .pk3's.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: -FiniteZero- on October 23, 2011, 04:58:13 PM
The pk3 is in the zip.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: xColdxFusionx on October 23, 2011, 05:01:58 PM
Quote from: "Bikdark"
And since when is pointing out a flaw in how some people think a bad thing?
Let's take a look at what you actually said, shall we?

Quote from: "Bikdark"
The only difference is one of them is new, so people automatically think it's better than the previous.
Quote from: "Bikdark"
These small things lead people to believe they emulate the games better, and therefor BE better.
Quote from: "Bikdark"
If people are told enough that their version is better, they will start to believe this no matter what.
The thing is, you treat us as if we're sheep that don't know a good thing when we see it. The problem with this is that we do.  Sure, they both have their perks and downsides, but most people generally agree KY's classes are better by a small margin.

The problem I see with your argument is that you don't actually believe a word you're saying about KY's classes being as good as YD's classes. Give it some consideration instead of being a YD fanboy. You might like it more than you think.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 23, 2011, 05:10:24 PM
Quote from: "xColdxFusionx"
Give it some consideration instead of being a YD fanboy. You might like it more than you think.
Actually, cold, I've been playing KY's classes a lot, online and off. I've played enough to know which one I like more. If I was just a YD fanboy, I would've been pushed more toward KY classes as soon as Ken backstabbed me and kicked me off the team. This however was not the case, I still enjoy YD's classes over KY's.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ? Manibogi ? on October 23, 2011, 05:12:33 PM
Quote from: "FiniteZero"
The pk3 is in the zip.
It wasn't there when I first downloaded it. All I saw were all the files scattered all over the place.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: -FiniteZero- on October 23, 2011, 05:13:28 PM
Wierd, it works fine fer meh...
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ? Manibogi ? on October 23, 2011, 05:24:13 PM
Quote from: "FiniteZero"
Wierd, it works fine fer meh...
Maybe it was re-realeased, who knows.

Moving on,
Quote from: "xColdxFusionx"
Quote from: "Bikdark"
The only difference is one of them is new, so people automatically think it's better than the previous.
Quote from: "Bikdark"
These small things lead people to believe they emulate the games better, and therefor BE better.
Quote from: "Bikdark"
If people are told enough that their version is better, they will start to believe this no matter what.
The thing is, you treat us as if we're sheep that don't know a good thing when we see it. The problem with this is that we do.
Exactly, you think we are dumb and we can't distinguish a good thing when we see it, but we do, and not only can we do that, but we can also distinguish a bad thing when we see it, just like I did and just like many people did.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on October 23, 2011, 05:55:40 PM
Quote from: "Bikdark"
If I was just a YD fanboy, I would've been pushed more toward KY classes as soon as Ken backstabbed me and kicked me off the team. This however was not the case, I still enjoy YD's classes over KY's.

Please, refrain from including your own (and others) unrelated problems from this topic.

On-topic: I see the point about Enker, Dark Man, Shadow Man and Napalm Man. Hopefully KY will fix them, it's just minor fix issues.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ivory on October 23, 2011, 06:02:13 PM
Alright everyone. This thread is supposed to be about KY's classes. Not talking about the community's preferences, not talking about YD Fanboyism or anything else. Stay on topic. If I see this thread go off topic again there could be consequences.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 24, 2011, 09:23:07 AM
Figured I should bring this up...

Dark Man is largely useless at this point. His shots fire too slowly to justify their damage, his barrier reflects his own shots, and when his barrier is fired, it's fired in an impractical direction (directly to his left and right, where his opponents will rarely be). If his slow blaster is supposed to be used in conjunction with his shield, the reflection issue needs to be resolved. As for firing his barrier, maybe if it was somewhat aimable it would be better, like if it fired off in whatever direction the two pillars were facing at the time you pressed the button.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Jennifer on October 24, 2011, 09:54:06 AM
Quote from: "shmeckie"
As for firing his barrier, maybe if it was somewhat aimable it would be better, like if it fired off in whatever direction the two pillars were facing at the time you pressed the button.

Like the boss version of darkman's weapon?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ? Manibogi ? on October 24, 2011, 06:41:04 PM
Quote from: "Shmeckie"
Figured I should bring this up...

Dark Man is largely useless at this point. His shots fire too slowly to justify their damage, his barrier reflects his own shots, and when his barrier is fired, it's fired in an impractical direction (directly to his left and right, where his opponents will rarely be). If his slow blaster is supposed to be used in conjunction with his shield, the reflection issue needs to be resolved. As for firing his barrier, maybe if it was somewhat aimable it would be better, like if it fired off in whatever direction the two pillars were facing at the time you pressed the button.
It's good to see that people agree with me for once.Why isn't Dark Man 3 in this?
BTW, I found out that Wood Man's problem is worse than what I thought, not only can you get up to 32 leaves, but you can also recharge them. If this was intended then you might as well give him infinite leaves.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Magnet Dood on October 24, 2011, 08:12:34 PM
Quote from: "Shmeckie"
Figured I should bring this up...

Dark Man is largely useless at this point. His shots fire too slowly to justify their damage, his barrier reflects his own shots, and when his barrier is fired, it's fired in an impractical direction (directly to his left and right, where his opponents will rarely be). If his slow blaster is supposed to be used in conjunction with his shield, the reflection issue needs to be resolved. As for firing his barrier, maybe if it was somewhat aimable it would be better, like if it fired off in whatever direction the two pillars were facing at the time you pressed the button.

You are aware that Dark Man is a joke class, right?
Title: Failing assumptions fail.
Post by: Kenkoru on October 24, 2011, 08:13:57 PM
He shouldn't be aware, because it's not a joke class.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on October 24, 2011, 08:16:17 PM
The only joke class is Doc Robot. Sometimes a lethal joke.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on October 24, 2011, 10:49:41 PM
Personally, I think it would make sense if his shield DID reflect others' shots. That's why its called a SHIELD.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: ? Manibogi ? on October 24, 2011, 11:09:58 PM
Quote from: "TheDoc"
Personally, I think it would make sense if his shield DID reflect others' shots. That's why its called a SHIELD.
The problem is, it reflects Dark Man's OWN shots.
(click to show/hide)
That's the best image I could find, seriously.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on October 25, 2011, 12:04:27 AM
Quote from: "Manibogi"
Quote from: "TheDoc"
Personally, I think it would make sense if his shield DID reflect others' shots. That's why its called a SHIELD.
The problem is, it reflects Dark Man's OWN shots.

Well, yea, I still think that's a problem, especially because Darkman's shields rotate in front of you a lot and his buster doesn't shoot very fast. I liked his original one in V5Y, where you could shoot Darkman in between the shields, but not through them. Without the ability to reflect, it loses its title as shield and is completely useless because
Quote from: "Shmeckie"
it's fired in an impractical direction (directly to his left and right, where his opponents will rarely be).

and that's all it does.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Proto Man on October 25, 2011, 01:23:18 AM
Quote from: "Ice-IX"
This mod is an entire revision of the Classes Mod, made by King Yamato and Chimera Man. All classes have been coded more efficiently, and nearly all classes have received edits to their attacks, resulting in either power or ammo changes, with some classes having entirely different attacks. All robot masters from the NES titles are present, including Doc Robot and Dark Man. The major changes behind these attacks follow basic guidelines: Can the class be accurate to his game-counterpart? Is this class differentiated from other classes (not a clone)? Does this class give have some limits on his ability (he does not give "free" or limitless attacks)? Hopefully these guidelines will explain the ideas behind most of the changes. If you do not understand, I can explain any changes from the previous class mod myself.

Download King Yamato's Classes Mod here. (http://www.wadhost.fathax.com/files/Classes-KYvNESFinal.pk3)

For those familiar, this is the complete / first release of the King Yamato's Classes Mod, which was distributed as V5X / V5Y. I would like to thank all of the testers of this mod - I consider anyone who played V5Y a tester. Particularly my co-hosters, Ryuta and Cup Noodles.

Major Changelog from V5Y:
(click to show/hide)

Can someone tell me what DarkMan's mysterious new ability is?  It would have been nice if you could have transformed into ProtoMan as an item(kinda like Dr.Wily and his alien form.)
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 25, 2011, 01:24:55 AM
His lulzy taunt is his special ability, Protoman.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Proto Man on October 25, 2011, 01:37:17 AM
That's kinda lame......he could have put the taunt in KY and put a ProtoMan transformation item as his new ability instead...
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 25, 2011, 01:44:07 AM
Because that totally wouldn't be overpowered.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Bikdark on October 25, 2011, 03:13:32 AM
Because that's totally not a horrible idea.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 25, 2011, 03:26:58 AM
TURN. DOWN. THE GEMINI CLONES'. HEALTH.

This crap is ridiculous. Who thought that was a good idea?! Seriously, I want to know the reasoning for this.

Also; encountered a glitch where Metal Man and Snake Man had infinite mainfire ammo. Not sure how.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on October 25, 2011, 03:33:17 AM
Did you have infinite ammo on in the gameplay options?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 25, 2011, 03:47:28 AM
I had the same problem when I was on the server with Metal Man so I don't think its a problem with the options.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: zblueboltz on October 25, 2011, 02:31:16 PM
Great guts-man is more useless than he was before.
Could cut man have his special jump from powered up?

Think it might be a good idea if metal-mans alt fire could throw blades horizontally? They'd be a bit more accurate, maybe easy to jump over though.

Needle man's melee attack could have his needle-head thing actually extend.

Dark Man's shield could deal damage. Darkman 2 also seems to run faster than Megaman, so that's something to take into account. The shield that rotates around dark man could spin in front and behind of him and then fire. His gun could fire two smaller projectiles on either side like Darkman 3.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: SaviorSword on October 25, 2011, 03:00:01 PM
Has the phantom Bomb Man glitch been reported? It's when yar Bomb Man holdin' a bomb in yar hand ya die (I think killed by someone else not suicide?), it leaves a clone of Bomb Man stuck in the spot where the player died and the clone is transparent, meanin' that ya can walk through it as if it wasn't there. I'm not 100% clear on the details though...
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 25, 2011, 03:09:40 PM
Yea on the server Mess and I were testing that out and yea its when you are holding a bomb and they die before they toss it, sometimes only you can see it, other times everyone can. Seems like a infinite number can be spawned that way, I had made 5 and Mess could only see 2 or 3 of them.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: SaviorSword on October 25, 2011, 03:12:50 PM
Quote from: "Ukiyama"
Yea on the server Mess and I were testing that out and yea its when you are holding a bomb and they die before they toss it, sometimes only you can see it, other times everyone can. Seems like a infinite number can be spawned that way, I had made 5 and Mess could only see 2 or 3 of them.

I think ya meant Musashi, right?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on October 25, 2011, 03:14:46 PM
Crap your right lol, I get people confused sometimes... but anyway the main point was that is how it is  :)
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Proto Man on October 25, 2011, 03:35:27 PM
Quote from: "Korby"
Because that totally wouldn't be overpowered.

Why not take away charge shot and slide?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ivory on October 25, 2011, 03:50:58 PM
Maybe because the Proto Man Class isn't Dark Man?
Title: "Blindly fixated" is a bit oxymoronic, isn't it?
Post by: Tesseractal on October 25, 2011, 06:42:48 PM
As for Dark Man: His shields do damage on contact ("hugging" damage). The shield blocks attacks when in passes in front of him. Note that it was changed from reflecting shots to simply blocking because if the shield was reflective, it would reflect Dark Man's shots at him and kill him. Dark Man did have sounds in V5Y; sounds will return to Dark Man. Aside from his mysterious ability, of course. And no, Dark Man will not receive a "Proto Man" transformation or anything like that. (That WOULD make him a joke class.) The idea behind the Dark Buster is that it does damage regardless of armor; so it actually does the same damage to all masters. Dark Man will get some tweaking overall.

Quote from: "Shmeckie"
TURN. DOWN. THE GEMINI CLONES'. HEALTH.
This crap is ridiculous. Who thought that was a good idea?! Seriously, I want to know the reasoning for this.
Also; encountered a glitch where Metal Man and Snake Man had infinite mainfire ammo. Not sure how.
At the moment, Gemini clones have 300 HP. The reasoning is that Gemini clones can't regain health, they don't dodge like human players and so they "sponge" damage in effect. It can be toned down. (I've been unsatisfied with how difficult it is to kill clones, for a while.) Thanks for the bug notice. (The Phantom Bomb glitch has also been noted; thanks Sword.)

Enker will be tweaked as far as ammo absorption / regen goes.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 29, 2011, 02:35:19 AM
If you're going for a damage sponge, the most I can see being sensible is 150 HP.

Also, I don't know how you're changing Enker, but if he's going to gain ammo gradually as time goes on, I think his fully charged Mirror Buster should be nerfed. I can see it doing damage like that if he has to take damage to get meter like that, but if he's just going to gain it as time goes on, then it's a little much. An Enker who's bee left alone long enough is joing to jump into the fray with ridiculous killing potential at his disposal.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: SaviorSword on October 30, 2011, 01:43:35 AM
This might be an annoyin' question, but is there a projected date for the next version?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Davregis on October 30, 2011, 01:51:38 AM
Has anyone considered giving Doc Robot more health/armor?
Might make him OP though,
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 30, 2011, 02:36:41 AM
Played with some more classes people were whining about being UP...

I'll agree on Guts Man. Drop the whole "walk slowly while holding a rock" thing. It's holding him back big time, pun not intended...

Needle Man, however, is ballin' and not UP. If your Needle be suckin', use altfire more. Mix that shit in with his mainfire for maximum rapeage.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on October 31, 2011, 05:57:25 PM
Sorry for not answering before, but we are testing them practically every other day.

We are spending quality time on improving and reworking the classes - including graphic fixes.

There will be changes. :geek: I don't know if they will be welcome, though...
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on October 31, 2011, 06:56:45 PM
Will you be changing the yellow used for shading most classes' HUDs? The color Doom decides to use is incredibly ugly, and it looks much better if you shade it with an orange, a la Napalm Man.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on October 31, 2011, 08:20:10 PM
Quote from: "Korby"
Will you be changing the yellow used for shading most classes' HUDs? The color Doom decides to use is incredibly ugly, and it looks much better if you shade it with an orange, a la Napalm Man.

That's a thought to consider, indeed.  :ugeek:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 31, 2011, 10:17:27 PM
Quote from: "Chimera Man"
I don't know if they will be welcome, though...

They why make those changes?

Wanted to point out a few more things...

First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!

Also, I'm thinking you might want to tone down the range on Shadow Man's smoke bomb. As of now, it has a bigger range than Bright Man's flash bang, and considering blinding people should be more Bright Man's thing than Shadow Man's, that's something to consider.

As for Pharaoh Man, is it at all possible to change his charging pose so that when he's fully charged and can fire a Pharaoh Wave, his animation changes from holding an open hand in the air to the charging-and-flashing finger point pose? It was his signature pose, after all.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: LlamaHombre on October 31, 2011, 10:57:12 PM
Quote from: "Shmeckie"
First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!
Shmeckie knows what the fuck he's talking about.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on October 31, 2011, 11:30:32 PM
Quote from: "Shmeckie"
Quote from: "Chimera Man"
I don't know if they will be welcome, though...

They why make those changes?

Because no matter what you do: someone will complain about things, unfortunately.  :cry:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on October 31, 2011, 11:57:13 PM
I do have to say this: Heat Shield/Tackle needs a nerf. People are just exploiting that shit for free frags. Tone down the damage, the hitstun on the shield, or make it take longer to recharge.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Davregis on November 01, 2011, 01:49:49 AM
Quote from: "Shmeckie"
I do have to say this: Heat Shield/Tackle needs a nerf. People are just exploiting that shit for free frags. Tone down the damage, the hitstun on the shield, or make it take longer to recharge.

You refer to Heatman?

Why not just add more startup time to the charge?Allow people to possibly frag him before hhe begins charging?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on November 01, 2011, 01:51:49 AM
When he starts up he is immune to damage and I think he remains immune throughout the charge.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 01, 2011, 02:32:29 AM
Quote from: "Ukiyama"
When he starts up he is immune to damage and I think he remains immune throughout the charge.

Hmmm... I see the problem of Heat Tackle, then.  :geek:

Any other suggestions?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on November 01, 2011, 02:58:15 AM
Gravityman goes WAAAAAY too slow when on the ceiling. Im practically a sitting duck and too easily killed. I dont see why theres should be such a big difference in speed.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 01, 2011, 05:34:36 AM
Yeah, he is pretty much a sitting duck when he's on the ceiling.
Title: Well, let's see if you like the changes. More are unrevealed
Post by: Tesseractal on November 01, 2011, 06:17:15 AM
Quote from: "Shmeckie"
First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!

Also, I'm thinking you might want to tone down the range on Shadow Man's smoke bomb. As of now, it has a bigger range than Bright Man's flash bang, and considering blinding people should be more Bright Man's thing than Shadow Man's, that's something to consider.
Unfortunately, Flame Man's alt is bugged in this version. The result of the bug meaning it's much easier to hit with alt-fire than it's supposed to... Making him OP. The next version has fixed this bug, so Flame Man's alt may seem more difficult to hit with. No change on his damage output, though. If you can aim the alt, he should play exactly the same.

Shadow Man doesn't have a second weapon any more (meaning no flashbang or invisibility). Just his original attacks, Shurikens and Dash (which are unchanged). In response he'll have a bit more defense and won't die as easily.

I've noticed the problem with Heat's alt as well.
Title: Re: Well, let's see if you like the changes. More are unreve
Post by: Shmeckie on November 01, 2011, 07:37:39 AM
Quote from: "Ice-IX"
Quote from: "Shmeckie"
First of all, I love this Flame Man, and much kudos to you guys for how you set him up! He's as picture-perfect as Punk is! Considering he was my favorite Robot Master, period, when I was a kid, I'm very happy about this!

Also, I'm thinking you might want to tone down the range on Shadow Man's smoke bomb. As of now, it has a bigger range than Bright Man's flash bang, and considering blinding people should be more Bright Man's thing than Shadow Man's, that's something to consider.
Unfortunately, Flame Man's alt is bugged in this version. The result of the bug meaning it's much easier to hit with alt-fire than it's supposed to... Making him OP. The next version has fixed this bug, so Flame Man's alt may seem more difficult to hit with. No change on his damage output, though. If you can aim the alt, he should play exactly the same.

Oddly enough, I found instances where it seemed like I sould've hit with it, but the opponent wasn't hit. I assume they just happened to be in between the flame pillars.

I've never had issues aiming, so it's all good.

Quote
Shadow Man doesn't have a second weapon any more (meaning no flashbang or invisibility). Just his original attacks, Shurikens and Dash (which are unchanged). In response he'll have a bit more defense and won't die as easily.

Loooooooove yoooooou.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on November 01, 2011, 03:27:18 PM
I'm not exactly sure what causes it but when I was playing as Top Man on the server last night, there was a bug with his primary that after he was supposed to stop spinning, I kept spinning with control of my movement (not much since the camera was spinning) with the topspin damage still active until someone hit me out of it, very dizzying as well lol.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 01, 2011, 03:32:15 PM
Quote from: "Ukiyama"
I'm not exactly sure what causes it but when I was playing as Top Man on the server last night, there was a bug with his primary that after he was supposed to stop spinning, I kept spinning with control of my movement (not much since the camera was spinning) with the topspin damage still active until someone hit me out of it, very dizzying as well lol.

Hmm. This bug was supposed to be fixed... Weird.  :?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 01, 2011, 04:03:04 PM
Happened to me, as well. It seems to happen quite a bit on slippery surfaces, or if you try to do any movement while spinning.
Title: It also happens in YD's Classes as well >______________>
Post by: Sora on November 01, 2011, 06:15:11 PM
Not a game-killing glitch, but I thought I might as well report it.

While playing as Flame Man (like a baus) in KY classes, I noticed a weird glitch:

(click to show/hide)

Every time I died, a weird flame would appear in the left side of the frame.  I took other pics of this to verify it.

(click to show/hide)

Like I said, nothing major, but I just wanted to be sure it got reported.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 01, 2011, 08:42:26 PM
Top Man and Flame Man bugs fixed.

HUDs updated.  :geek:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Magnet Dood on November 01, 2011, 08:49:23 PM
Why does the stupid link give a crapload of files that aren't compiled into a wad?

Why does that link have to be broken?! I want to play this soooo badly!

My avatar says my exact feelings on the matter.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on November 01, 2011, 09:04:52 PM
Quote from: "Chimera Man"
HUDs updated.  :geek:
I love you Thank you so much~
Title: pk3s = zips silly
Post by: Gummywormz on November 01, 2011, 09:05:24 PM
Quote from: "Star Dood"
Why does the stupid link give a crapload of files that aren't compiled into a wad?

Why does that link have to be broken?! I want to play this soooo badly!

My avatar says my exact feelings on the matter.

Try renaming it to .pk3. You should also be able to load it normally regardless.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 02, 2011, 02:54:28 AM
Dark Man 1-3 may end up in the YD Classes. KY Classes must not be left behind!

Dark Man 1-3 classes. Let's make it happen, people!
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 02, 2011, 04:54:43 AM
Dark Man 1 is purely too bland. Dark Man 2 is a worse Dark Man 4...

...But we will consider Dark Man 3. He has something worthy going on.  :geek:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 02, 2011, 06:07:48 AM
Quote from: "Chimera Man"
Dark Man 1 is purely too bland.

Covered that in the other thread: Mainfire is a powerful buster, altfire is a speed/mobility boost. Or he could get that as he loses health. Or his speed boost could be a ramming attack, ala Charge Kick (that WAS why his speed up was supposed to be a threat, after all--he was trying to hit you). Make him control as an opposite to Top Man; slow strafing, normal forward walking speed. Now he's got a unique schtick.

There ya go!

Quote
Dark Man 2 is a worse Dark Man 4...

Give him Dark Man's shield as his primary (with ammo that decreases as you use it, making it a unique Leaf Shield/Star Crash hybrid that wouldn't make it as ridiculous as it'd be if it was Dark Man's shield on a speedy character), and the aforementioned speed/mobility boost alt (or increase as he loses health), and there ya go.

Perhaps his speed boost could consume a chunk of ammo when used, making it harder for him to just go around blitzing people with high-speed shield hugging.

You just need a little imagination!

Quote
...But we will consider Dark Man 3. He has something worthy going on.

DO IT!!!!

>:(

:D
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 02, 2011, 03:20:51 PM
You know why Charge Man has a ramming attack? Because he is Charge Man. His main attack is charging.

I doubt it will be worth to put these two classes. At least Dark Man 3 actually have attacks, you know.

Sorry if I have offended you.  :ugeek:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 02, 2011, 08:52:48 PM
I think you're being a bit too dismissive, here.

Dark Man 1 and 2 had one attack, AND they sped up. Despite the fact that he doesn't have "charge" in his name, Dark Man 1's M.O. for his speed increase was to ram into you. He would even turn to chase you if you jumped over him. Dark Man 2's was to, in a similar fashion, hit you with the shield.

You say it wouldn't be "worth it," but I bet the folks would have fun with those 2 classes if you put some thought into them and added them in. Giving them their individual attacks (Dark Man Buster and Dark Man Wall, respectively) with minor tweaks to seperate them from Dark man 4's versions, and giving them an ammo-consuming speed boooster alt which would have different uses for each of them (Charge Kick-esque ramming attack for Dark Man 1, temporary speed increase for Dark Man 2).

Dark Man 2 would be seperated from similar classes because he can't fire his shield. He'd be a pure "chase you down and win with hug damage" class. Unlike Star Man, for instance, he can't shoot his sheild forward or anything like that. He'd be a pure rushdown character, giving him a disadvantage at range, which the defensive properties of the Dark Man Wall would help him overcome, so that he's not toally screwed. Dark Man 1 would be a powerful character in straightaways, possesing a powerful blaster and ramming attack, giving him a better range of attack than the likes of Charge Man, but with a greater lack of movement. In wide-open areas he'd have trouble, but if he catches you in a narrow passageway, he can turn the tables real quick.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheDoc on November 03, 2011, 12:20:58 AM
Quote from: "TheDoc"
Gravityman goes WAAAAAY too slow when on the ceiling. Im practically a sitting duck and too easily killed. I dont see why theres should be such a big difference in speed.

Not to annoy you, but will you fix this? I loved the idea of Gravityman on the ceiling when I first played this, but he didn't slow down AT ALL in the game, much less go THIS slow.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: xColdxFusionx on November 03, 2011, 11:42:04 PM
Quote from: "Shmeckie"
I think you're being a bit too dismissive, here.

Dark Man 1 and 2 had one attack, AND they sped up. Despite the fact that he doesn't have "charge" in his name, Dark Man 1's M.O. for his speed increase was to ram into you. He would even turn to chase you if you jumped over him. Dark Man 2's was to, in a similar fashion, hit you with the shield.

You say it wouldn't be "worth it," but I bet the folks would have fun with those 2 classes if you put some thought into them and added them in. Giving them their individual attacks (Dark Man Buster and Dark Man Wall, respectively) with minor tweaks to seperate them from Dark man 4's versions, and giving them an ammo-consuming speed boooster alt which would have different uses for each of them (Charge Kick-esque ramming attack for Dark Man 1, temporary speed increase for Dark Man 2).

Dark Man 2 would be seperated from similar classes because he can't fire his shield. He'd be a pure "chase you down and win with hug damage" class. Unlike Star Man, for instance, he can't shoot his sheild forward or anything like that. He'd be a pure rushdown character, giving him a disadvantage at range, which the defensive properties of the Dark Man Wall would help him overcome, so that he's not toally screwed. Dark Man 1 would be a powerful character in straightaways, possesing a powerful blaster and ramming attack, giving him a better range of attack than the likes of Charge Man, but with a greater lack of movement. In wide-open areas he'd have trouble, but if he catches you in a narrow passageway, he can turn the tables real quick.

You're giving those two classes way too much credit. Why play Darkman1 when Mega/Proto are basically the same thing? Why would you play Darkman2 when you could just play Chargeman or Starman?

Please think of something unique.

And the strafing thing doesn't count because of a little class called Napalmman.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 04, 2011, 02:48:05 AM
Quote from: "xColdxFusionx"
You're giving those two classes way too much credit. Why play Darkman1 when Mega/Proto are basically the same thing?

So you didn't read the post, then? Does Dark Man 1 have a shield and a charge shot? And since when were Mega and Proto's single buster shots that powerful? And when did they have a ramming attack?

Quote
Why would you play Darkman2 when you could just play Chargeman or Starman?

Again; did you read? Charge Man and Star Man do not block attacks with their hug attacks, nor does Star Man have any kind of movement booster, and Charge Man's speed up only serves as a quick jerk forward, not a temporary complete speed boost. And, again, Dark Man 2 cannot fire his shield the way Dark Man 4 can.

Quote
Please think of something unique.
I did, though for some reason you felt compelled to skim those parts. And if you didn't, I can only assume you felt the need to overgeneralize because... well I'm not quite sure.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: xColdxFusionx on November 04, 2011, 08:01:41 PM
I don't think you're quite getting my argument.

Buster classes have been done before.
Hugging classes have been done before.
These are not unique. Come up with something that people will actually want to play.


Also
Quote from: "Shmeckie"
Charge Man's speed up only serves as a quick jerk forward

Try holding down the mouse button and THEN come talk to me.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 05, 2011, 04:27:59 AM
First of all, why are you so caustic about this? Were you molested by two people cosplaying as Dark Man 1 and 2 at some point in your younger years?! Also, when did you become the spokesperson for what everyone else wants to play?

Overgeneralizing to "buster class" and "hugging class" is goofy, and why you're so adamant about doing it is beyond me. Well over half the classes have a projectile, and only one other class uses this particular buster, which I am advocating making different than said class' buster. And no "buster class" has a ramming attack as its alt.

No hugging class has a speed boost as its alt. And no, not even Charge Man. Yes, you can hold the mouse button, but let me NOW remind you that this still yanks him forward no matter what you do, and his hugging attack has no defensive properties, nor does Star Man's.

And really, why even have Star Man operate the way he does when we have Charge Man, rite dood?

Oh, also italics italics italics I am making a POINT.
Title: Dark 1 and 3 are a different story, for now.
Post by: Tesseractal on November 05, 2011, 05:29:21 AM
Quote from: "Shmeckie"
No hugging class has a speed boost as its alt. And no, not even Charge Man. Yes, you can hold the mouse button, but let me NOW remind you that this still yanks him forward no matter what you do, and his hugging attack has no defensive properties, nor does Star Man's.

And really, why even have Star Man operate the way he does when we have Charge Man, rite dood?
He has defensive properties now! And he turns red to show it (you'll begin to notice plenty of more NES-similarities in the meantime). However, either version (the one you have now or not), Charge Man IS a "dashing hugger class". The mainfire IS his attack. I don't see how you get off calling it "just a speed boost"; it's his primary method of attack. It's his gimmick because as of now he's the only master who relies on contact damage to attack. LITERAL hugging, and not simply energy shielding like Star or Plant.

Star Man's capable of hugging but he can do just as much damage with a well-placed thrown shield. Charge Man can't. Star Man will have trouble with people on the ceiling. Charge Man won't. You're also falling into the overgeneralization of classes; you're not seeing the full range of Charge and Star's abilities.

The discussion's been lead a bit astray I think, as the main problem isn't similarities between Dark Man 2 and Charge or Star. It's between Dark Man 2 and 4. (http://www.youtube.com/watch?v=kCzh8unw7ow) There's Dark Man 2 for reference. He's identical to Dark Man 4 - except without a buster, and he can't launch the shields. From what you're given, you have a class that would barely even attack at all. I think xColdx refers to him as a "hugger" because Dark Man 2 has no long-range attack when you fight him - he'd be forced into doing that.

Sure, you could always give Dark Man 2 something else and create a class, but I prefer to leave our imaginations' ideas to this mod's predecessor.
Title: Re: Dark 1 and 3 are a different story, for now.
Post by: Shmeckie on November 05, 2011, 07:42:44 AM
Quote from: "Ice-IX"
Quote from: "Shmeckie"
No hugging class has a speed boost as its alt. And no, not even Charge Man. Yes, you can hold the mouse button, but let me NOW remind you that this still yanks him forward no matter what you do, and his hugging attack has no defensive properties, nor does Star Man's.

And really, why even have Star Man operate the way he does when we have Charge Man, rite dood?
He has defensive properties now! And he turns red to show it (you'll begin to notice plenty of more NES-similarities in the meantime). However, either version (the one you have now or not), Charge Man IS a "dashing hugger class". The mainfire IS his attack. I don't see how you get off calling it "just a speed boost"; it's his primary method of attack. It's his gimmick because as of now he's the only master who relies on contact damage to attack. LITERAL hugging, and not simply energy shielding like Star or Plant.

Er, he has coal shot, too. That was part of my point; he's not a total hugging class because he has a secondary. Cool addition to Charge Man, though!

But did you skim what I said? I didn't say Charge man has "just a speed boost," I said the speed boost of his alt simply amounts to yanking you forward while pressing mainfire, and what I'm proposing for Dark Man 2 is an ammo-consuming speed boost similar to when Skull Man successfully goes into hypermode.

Quote
Star Man's capable of hugging but he can do just as much damage with a well-placed thrown shield. Charge Man can't. Star Man will have trouble with people on the ceiling. Charge Man won't. You're also falling into the overgeneralization of classes; you're not seeing the full range of Charge and Star's abilities.

What are you talking about, I haven't done anything but address the overgeneralized terminology Cold here decided to place everyone in.

Quote
The discussion's been lead a bit astray I think, as the main problem isn't similarities between Dark Man 2 and Charge or Star. It's between Dark Man 2 and 4. (http://www.youtube.com/watch?v=kCzh8unw7ow) There's Dark Man 2 for reference. He's identical to Dark Man 4 - except without a buster, and he can't launch the shields. From what you're given, you have a class that would barely even attack at all. I think xColdx refers to him as a "hugger" because Dark Man 2 has no long-range attack when you fight him - he'd be forced into doing that.

I've addressed this time and time again, and it's getting a mite bit frustrating that no one feels the need to read half of what I say. I'm going to say it all one more time, and I'm going to use bullet points to make it skim-friendly.

Dark Man 2
- Mainfire: Dark Man Wall. Would block projectiles if they hit the wall. In fact, with the lack of a buster, the reflective properties that were removed from Dark Man 4 could be given to Dark Man 2, since he doesn't have a buster to reflect back on himself, giving him a personal edge. Does hug damage, as well, possibly more than Dark Man 4 to compensate for the fact that he can't fire the shield (or shoot with it up, like Dark Man 4 can), but would consume ammo to balance it out.
- Altfire: Speed Up. If you remember, in the original game, as he took damage, he'd run at you faster. This can be implimented one of two ways: either have his speed increase as he loses health (more technically accurate, but cumbersome), or what I'm suggesting, where pressing altfire kicks in a temporary speed boost (in a similar vein to what Skull Man gets when he goes into hyper mode), at the expense of a chunk of his ammo, which would be shared with the shield. This adds strategy to using him, as you can use the boost to get in your opponent's face and tear them apart with the Dark Man Wall, but doing so will come with a risk, as you'll lose your Dark Man Wall sooner than had you not used it. Much riskier against high defense/HP enemies. Could also be used without the Wall as an escape tool.

OR, perhaps the speed boost could be switched on and off, and when switched on, it consumes ammo at the same rate as the Wall (or possibly slightly more), so leaving it and the Wall on at the same time would cause your ammo to plummet, making playing Dark Man 2 a game of balancing your speed-up and your barrier attack.
- Weakness: Crystal Eye. It went through his barrier, if I recall correctly.

Quote
Sure, you could always give Dark Man 2 something else and create a class, but I prefer to leave our imaginations' ideas to this mod's predecessor.

I understand that, but let's not forget there is a degree of that here, too. Bright Man never threw flash bangs, after all. But, I see where you're coming from, which is why my suggestion stays in the realm of what he did in-game.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 05, 2011, 03:42:59 PM
It's all up to the developers. Period.  :geek:
Title: Re: Dark 1 and 3 are a different story, for now.
Post by: xColdxFusionx on November 05, 2011, 10:43:55 PM
Quote from: "Shmeckie"
Er, he has coal shot, too. That was part of my point; he's not a total hugging class because he has a secondary. Cool addition to Charge Man, though!
Coal shot is somewhat inaccurate AoE damage within ~ 64 units of Chargeman that costs half his bar. It's hardly relevant a good percentage of the time.

But did you skim what I said? I didn't say Charge man has "just a speed boost," I said the speed boost of his alt simply amounts to yanking you forward while pressing mainfire, and what I'm proposing for Dark Man 2 is an ammo-consuming speed boost similar to when Skull Man successfully goes into hypermode.
Which people will use the same way they use the charge. Basically, nothing different, just a different way of doing it.

...Although part of my complaint was that I thought you meant "dash" when you really meant "haste". Please try to be specific when you say things like this...

What are you talking about, I haven't done anything but address the overgeneralized terminology Cold here decided to place everyone in.
I'm generalizing because your descriptions made them sound like the same exact freaking thing.

I've addressed this time and time again, and it's getting a mite bit frustrating that no one feels the need to read half of what I say. I'm going to say it all one more time, and I'm going to use bullet points to make it skim-friendly.
Alright, maybe I can see something good in this.

Dark Man 2
- Mainfire: Dark Man Wall. Would block projectiles if they hit the wall. In fact, with the lack of a buster, the reflective properties that were removed from Dark Man 4 could be given to Dark Man 2, since he doesn't have a buster to reflect back on himself, giving him a personal edge. Does hug damage, as well, possibly more than Dark Man 4 to compensate for the fact that he can't fire the shield (or shoot with it up, like Dark Man 4 can), but would consume ammo to balance it out.
It's not like the reflection actually helped Darkman4 much anyway. You'll have to make the shields a bit bigger to get it to work.

- Altfire: Speed Up. If you remember, in the original game, as he took damage, he'd run at you faster. This can be implimented one of two ways: either have his speed increase as he loses health (more technically accurate, but cumbersome), or what I'm suggesting, where pressing altfire kicks in a temporary speed boost (in a similar vein to what Skull Man gets when he goes into hyper mode), at the expense of a chunk of his ammo, which would be shared with the shield. This adds strategy to using him, as you can use the boost to get in your opponent's face and tear them apart with the Dark Man Wall, but doing so will come with a risk, as you'll lose your Dark Man Wall sooner than had you not used it. Much riskier against high defense/HP enemies. Could also be used without the Wall as an escape tool.
This may be my cynical side speaking, but this will basically be used as Chargeman's main fire, minus the innate radius damage.

OR, perhaps the speed boost could be switched on and off, and when switched on, it consumes ammo at the same rate as the Wall (or possibly slightly more), so leaving it and the Wall on at the same time would cause your ammo to plummet, making playing Dark Man 2 a game of balancing your speed-up and your barrier attack.
Basically like Chargeman's charge meets Iceman's jets IMO.

- Weakness: Crystal Eye. It went through his barrier, if I recall correctly.
k

My thoughts: OK, I might have short-changed this class a little, but it still looks pretty similar to Chargeman to me.

I understand that, but let's not forget there is a degree of that here, too. Bright Man never threw flash bangs, after all. But, I see where you're coming from, which is why my suggestion stays in the realm of what he did in-game.
I still say we should make 1, 2, and 4 the same class, but that's just me. *shrug*
Title: Re: Dark 1 and 3 are a different story, for now.
Post by: Shmeckie on November 06, 2011, 02:03:44 AM
Quote from: "xColdxFusionx"
Coal shot is somewhat inaccurate AoE damage within ~ 64 units of Chargeman that costs half his bar. It's hardly relevant a good percentage of the time.

Not really. Great for hitting enemies above you. Especially good for taking out Quint.

Quote
...Although part of my complaint was that I thought you meant "dash" when you really meant "haste". Please try to be specific when you say things like this...

Not all of us think in RPG terminology, especially when referring to a FPS.

Quote
I'm generalizing because your descriptions made them sound like the same exact freaking thing.

If you misinterprited, that's your problem.

Quote
This may be my cynical side speaking, but this will basically be used as Chargeman's main fire, minus the innate radius damage.

Charge Man's mainfire can only speed up his forward momentum. A speed boost like that would speed him up all around, including strafing, without forcing him forward at all times.

Quote
Basically like Chargeman's charge meets Iceman's jets IMO.

ICEMAN'S JETS DO NOT WORK THAT WAY! [/Morbo]

Quote from: "Chimera Man"
It's all up to the developers. Period.  :geek:

That's a little condescending, don'tcha think?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ivory on November 06, 2011, 02:13:49 AM
Listen, I'm not speaking on the mods behalf, but you have to understand. The reviewer is not always right. Even if you have an idea that you think is great, but none of the developers think it is. Tough luck. You can give your opinion, but that doesn't mean they have to follow it.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 06, 2011, 02:19:54 AM
I never said they did, now did I? Just giving an idea that a few people didn't even give more than a glance to before disregarding it, and addressing that while constantly needing to repeat myself again and again because of the aforementioned skimming.

Though Chimera's recent posts have been notably condescending, though...
Title: Re: Dark 1 and 3 are a different story, for now.
Post by: Ivory on November 06, 2011, 02:21:30 AM
Quote from: "Shmeckie"

Quote from: "Chimera Man"
It's all up to the developers. Period.  :geek:

That's a little condescending, don'tcha think?

When I see comments like that, I can't help but think you aren't really understanding how aggressive you are being over the matter. If they don't want to include it, then they aren't going to do it. No matter how much you try to argue your point.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Shmeckie on November 06, 2011, 02:26:23 AM
I do believe you're reading too much into commenting on one's comment, my good man.

I wouldn't have to be so "aggressive" if I didn't have to keep repeating and clarifying myself over and over and over and over and over and over and over and over...
Title: Re: Dark 1 and 3 are a different story, for now.
Post by: xColdxFusionx on November 06, 2011, 03:16:29 AM
Quote from: "Shmeckie"
Quote
Basically like Chargeman's charge meets Iceman's jets IMO.

ICEMAN'S JETS DO NOT WORK THAT WAY! [/Morbo]

Right click to turn them on, which drains ammo while active.
Right click again to turn them off.

You're right, that's totally not what you said your idea was. I'm sorry, I'll have to read more carefully from now on. [/bittersarcasm]
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Davregis on November 06, 2011, 03:31:18 PM
Quote from: "Shmeckie"
I do believe you're reading too much into commenting on one's comment, my good man.

I wouldn't have to be so "aggressive" if I didn't have to keep repeating and clarifying myself over and over and over and over and over and over and over and over...

Um, you're kinda starting to troll here... I think I'll just inject my own opinion now...

The speedboost will be used the same as Chargeman's - to get closer, and to escape. The fact that it would be all-round makes it far better than Charge's though.

May as well make his shield reflect, I mean, it'll work SOMETIMES like when Megaman throws that charged up atomic fire

Coal shot is bad, and I think XvX was trying to concede before this got aggressive.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: TheBladeRoden on November 06, 2011, 08:47:04 PM
Where is KY anyway?
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Davregis on November 09, 2011, 01:49:48 AM
Quote from: "TheBladeRoden"
Where is KY anyway?

He left, I think.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 10, 2011, 04:12:03 PM
Quote from: "Daveris"
Quote from: "TheBladeRoden"
Where is KY anyway?

He left, I think.

King Yamato still lives through our hearts.  :cry:  /cheesy

Expect a release soon enough.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Beed28 on November 10, 2011, 04:34:28 PM
I noticed a recurring bug through these classes mods that also appears here... bots run out of ammo and then just circle around you. This problem is also present in Yellow Devil's classes (though not for long now since it's apparently fixed in the next upcoming update) and the CSCC classes (except Beed28's bot, mine to be exact, which not only has infinite ammo but also cycles through all four attacks).
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Korby on November 10, 2011, 07:44:04 PM
It's not a bug, most classes regenerate ammo through not firing, and bots really only know how to shoot until they can't shoot anymore, IE die.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: SaviorSword on November 10, 2011, 08:56:06 PM
On that same subject, as far as I know, both versions will fix that problem. That means Classes Bot Apoc will get a bit harder from that!
 :cool:
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Ukiyama on November 10, 2011, 08:57:37 PM
May all worship Toad Man :D. But yea seems like all the classes are fixing up bots so I don't see why these shouldn't.
Title: Re: King Yamato's Classes Overhaul (Full NES Release)
Post by: Chimera Man on November 10, 2011, 08:58:49 PM
Believe me, Yamato solved this issue already, you guys will see on the oncoming version.  :geek:
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Tesseractal on November 12, 2011, 04:22:59 AM
Here it is! Version 2 is up in the first post with the changelog. Multiple class changes. This version brings the "NES classes" to full force, adding many graphic changes and multiple class changes.

In addition, all bots now have functional classes! This one's to you guys, campaigners.

(In case you didn't see the first post, you can also grab the classes here.) (http://wadhost.fathax.com/files/Classes-KYNESv2.zip)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 12, 2011, 09:48:25 AM
I found a bug: Drillman's bot can pickup weapons and use them. This doesn't occur when a normal player is controlling him, though.

GREAT WORK on the bots, by the way! I'm impressed! :D
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 12, 2011, 10:17:44 AM
Just want to say this update is fantastic. High marks all around to all you guys! I absolutely love this new Doc Robot; he's so interesting, and allows for so many strategies and options! Punk is still picture-perfect, and I love that you actually did add in Pharaoh Man's charge animation!

I like the new Napalm Man...except that new torpedo move. It seems better for annoying people than any practical applications. Maybe I just need to sit down with him a little more.

Elec Man's new alt seems too strong considering how easy it is to hit with it.

There's tons of little touches and aesthetical bits I could compliment you for, but that would take forever. So I'll generalize and say you guys did a bang-up job!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Chimera Man on November 12, 2011, 03:52:27 PM
Drill Man's Bot bug will be squished, thanks for telling us.
Quote from: "Shmeckie"
Just want to say this update is fantastic. High marks all around to all you guys! I absolutely love this new Doc Robot; he's so interesting, and allows for so many strategies and options! Punk is still picture-perfect, and I love that you actually did add in Pharaoh Man's charge animation!
All for the fans, Shmeckie.  ;)
Quote from: "Shmeckie"
I like the new Napalm Man...except that new torpedo move. It seems better for annoying people than any practical applications. Maybe I just need to sit down with him a little more.
Stand still for recharging the torpedoes, then start rapid-firing them as you get close to your target; quickly fire the Napalm Bombs while up close to terminate them.  :geek:
Quote from: "Shmeckie"
Elec Man's new alt seems too strong considering how easy it is to hit with it.
Hmm. A bit.
Quote from: "Shmeckie"
There's tons of little touches and aesthetical bits I could compliment you for, but that would take forever. So I'll generalize and say you guys did a bang-up job!
Thank ye, Beed and Shmeckie!  :mrgreen:
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -FiniteZero- on November 12, 2011, 05:37:43 PM
I must say, I really like the new Clash Man class. The alterations to his weapon make the best way of fighting with him very similar to how Clash Man fought in MM2!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 12, 2011, 06:58:13 PM
I found another issue, although I don't think this one will be fixed anytime soon; Docrobot's weapon "flags" incorrectly inherrets from AMMO rather than INVENTORY. This messes up the "give ammo" console command that I used in a console alias, granting me true infinite ammo, which I often use against bots offline.

However, while this doesn't affect the other classes much, it causes the Docrobot imitating "icons" to show up all at once in the top right. Additionaly, when playing as Docrobot, he gets stuck imitating Metal Man.

Changing the AMMO to INVENTORY on these Docrobot flags fixes the issue, but will this be fixed for the next official release?

P.S. The Docrobot bot "switches" weapons way to much. He should switch weapons after a while instead of instantly, except from Flash Stopper.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Chimera Man on November 12, 2011, 07:30:01 PM
Doc Robot's class uses those Robot Master tokens as ammo because of the server-client interaction. Doc Robot's Bot uses the previous class (the one with the random bot buster).
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Copy Robot on November 12, 2011, 07:55:46 PM
I appear to be crashing after completing Gutsman's Stage in the Campaign.
No idea what the source is.

-EDITS:

It also crashes on Elec Man's and Bubble Man's Stage.

I now have reason to believe Sniper Joe is causing it.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 12, 2011, 08:19:37 PM
Quote from: "Mr. Joe"
I appear to be crashing after completing Gutsman's Stage in the Campaign.
No idea what the source is.

-EDITS:

It also crashes on Elec Man's and Bubble Man's Stage.

I now have reason to believe Sniper Joe is causing it.

If Sniper Joe was to be causing crashes, wouldn't it crash on the Dr. Light map, too?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Copy Robot on November 12, 2011, 08:20:59 PM
Ok yes it does. Change map on a map with Sniper Joe (includes Light's Lab) to get to the Results screen.
Oddly this does not happen on Offline Skirmish.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shade Guy on November 13, 2011, 02:01:58 AM
Yes, I'm pretty sure the game will crash if a round ends with any of the 'new' bots (eg. Auto, Roll, Darkman 1-3, etc.)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on November 13, 2011, 02:07:33 AM
Quote from: "Shade Guy"
Yes, I'm pretty sure the game will crash if a round ends with any of the 'new' bots (eg. Auto, Roll, Darkman 1-3, etc.)

Wait, Darkman 1-3 are playable!?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: SaviorSword on November 13, 2011, 02:10:54 AM
They aren't, but there are special weapons made just for those bots.
This crash bug is gonna be a really killer to any hopes of KY Class Bot Apoc this version. :(
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: TheDoc on November 13, 2011, 02:50:17 AM
Docrobot is EXACTLY like in MM3. Even the Airman symbol and tornados are the ones exclusively from MM3. FanTASTic work. :D
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Chimera Man on November 13, 2011, 05:54:41 AM
Quote from: "SaviorSword"
They aren't, but there are special weapons made just for those bots.
This crash bug is gonna be a really killer to any hopes of KY Class Bot Apoc this version. :(
We are really going to find what is the source of this problem and fix it.   :?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Copy Robot on November 13, 2011, 07:59:06 AM
Dark Wall obituary could use a bit of a tweak.

(http://www.iaza.com/work/111113C/iaza15382983974700.png)

(http://www.iaza.com/work/111113C/iaza15382937425300.png)

I'm no lady.
<_<
>_>
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 13, 2011, 10:43:57 AM
It's probably because it checks the gender of the victim rather than the user.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on November 13, 2011, 07:33:00 PM
Crash Man- Great, his Crash Bombs piercing happened in the game, and his jump height is perfect.

Doc Robot-A little lack of health, I suppose having Time Stopper was supposed to offset that?

Centaur Man- Horrific damage output, pitiful health, and loud galloping. YD's 6b version is far better.

Ice Man- It works...

Top Man- Great idea here!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Copy Robot on November 13, 2011, 10:09:22 PM
(http://www.iaza.com/work/111114C/iaza15382999806400.png)

This is what happens if you use Bright Man's Flash Stopper item on Pharaoh Man.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Proto Man on November 13, 2011, 10:21:31 PM
How'd you get the Dark Shield?  I tried give dark shield but it didn't work, I also tried using cheats to get the machine buster(Darkman3's weapon) but it didn't work either.  All I could get was SniperJoeBuster and Darkman1Buster
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: LlamaHombre on November 13, 2011, 10:23:58 PM
It's totally not Dark Man's altfire, that would make no sense.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Copy Robot on November 13, 2011, 11:08:44 PM
(http://www.iaza.com/work/111114C/iaza15382953503300.png)

Dark Man 3 is the wrong color.

Also not pictured, but Metal Man's bot can also pick up other weapons.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: TheDoc on November 13, 2011, 11:20:01 PM
Quote from: "Protoman01"
How'd you get the Dark Shield?  I tried give dark shield but it didn't work, I also tried using cheats to get the machine buster(Darkman3's weapon) but it didn't work either.  All I could get was SniperJoeBuster and Darkman1Buster

its "GIVE DARKMAN2WALL" and "GIVE DARKMAN3FREEZE"
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 13, 2011, 11:36:26 PM
Wait a minute... there were bot only classes?! :shock: How did you manage that?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 14, 2011, 07:25:03 AM
Quick question.

While I do adore this version of Punk, something wierd occasionally happens. Sometimes, when I do the cannonball, he goes a shorter distance, which I prefer (that's picture perfect Punk right there), but sometimes he goes full YD Class distance. While that's not a problem, per se, it's not the shorter distance that works better for me. Is this roll distance thing intentional? if so, what determines it? If not, what's the actual distance supposed to be, and what's causing him to travel the other distance?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Chimera Man on November 14, 2011, 05:27:14 PM
Quote from: "Shmeckie"
Quick question.

While I do adore this version of Punk, something wierd occasionally happens. Sometimes, when I do the cannonball, he goes a shorter distance, which I prefer (that's picture perfect Punk right there), but sometimes he goes full YD Class distance. While that's not a problem, per se, it's not the shorter distance that works better for me. Is this roll distance thing intentional? if so, what determines it? If not, what's the actual distance supposed to be, and what's causing him to travel the other distance?
Punk, for some reason, goes on a shorter distance on Kenkoru's server. It's probably a DM flag or something alike.
Quote from: "Mr. Joe"
Dark Man 3 is the wrong color.
Dark Man 3's colors does not exist on the game's palette. Therefore, the closest colors are Megaman's dark blue and a darker light blue.
Quote from: "Beed28"
Wait a minute... there were bot only classes?! :shock: How did you manage that?
Not even I know; unfortunately, they are crashing the game on the results screen... somehow.

For all the bug reports: thanks for all the feedback. We will certainly try to fix them.  ;)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 14, 2011, 07:04:27 PM
...Any chance of making that shorter distance a permanent thing? :D
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on November 15, 2011, 01:30:24 AM
Quote from: "Shmeckie"
...Any chance of making that shorter distance a permanent thing? :D

Any chance of buffing KY Centaur?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 15, 2011, 07:16:07 AM
When Heat Man begins and ends his Heat Tackle, for a brief moment he turns into Mega Man.

Was this bug mentioned?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: TheDoc on November 15, 2011, 08:28:03 PM
Quote from: "Shmeckie"
When Heat Man begins and ends his Heat Tackle, for a brief moment he turns into Mega Man.

Was this bug mentioned?

That reminds me! Blizzardman turns into Megaman when blizzard bowling.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 15, 2011, 11:47:54 PM
So it's looking like Crash Man and Napalm Man are noticably UP this time around.

Napalm Man does not pack the punch that merits his low ROF and high ammo consumption. Not to mention he's easily zoned, even with his shoulder rocket pea shooter.

Crash Man's crash bombs are weak as hell. I know supposedly he's all about carefully positioning the bombs and all, but all that doesn't mean bupkis if the opponent keeps jumping and avoiding the walls.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on November 16, 2011, 02:07:21 AM
Good points there. Crash, though... He can fire 2 bombs for a reason. 3 would be better, but the basic idea is to fire them at the floor, and predict the opponents movements. His jump is to enable him to be as hard to hit as possible, and the bombs' pierce does about a much as a centaur shot... He seems fine, except for the 2-3 bombs thing; 3 bombs allows triangulation...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 19, 2011, 05:23:59 PM
(http://img408.imageshack.us/img408/2641/screenshotdoom201111191.png)
This wierd message "Jump target 'Jump' not found in ProtoBusterBot" keeps showing up when I have Protoman in as a bot.

(http://img580.imageshack.us/img580/2641/screenshotdoom201111191.png)
Treble Boost has the wrong colours.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on November 19, 2011, 05:43:30 PM
Quote from: Daveris
Good points there. Crash, though... He can fire 2 bombs for a reason. 3 would be better, but the basic idea is to fire them at the floor, and predict the opponents movements. His jump is to enable him to be as hard to hit as possible, and the bombs' pierce does about a much as a centaur shot... He seems fine, except for the 2-3 bombs thing; 3 bombs allows triangulation...[/quote/]

Come to think of it, the bombs' explosion damage could use a small buff...

Enough to take out Punk in 2 blasts...

The idea is that Crashman becomes a thinking man's class.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ukiyama on November 19, 2011, 06:14:27 PM
Nothing major, but Doc Bot's cannon has some half transparent black around the edge that should be solid.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 21, 2011, 06:07:45 PM
Another issue I found: Dustman doesn't explode properly when he dies.

EDIT: Toadman also has the same problem.
Title: zheight changes: Your thoughts?
Post by: Tesseractal on November 23, 2011, 11:28:23 PM
Here's your normal HUD with Mega Man:
(click to show/hide)
Now, here's the new Centaur Man:
(click to show/hide)
Here's Stone Man:
(click to show/hide)

What's happened here? All of the zheights for classes taller than Mega Man have been changed to reflect their height difference. Ballade's a little taller than Mega Man, so his HUD has been raised so he doesn't appear to fire from his chest (he fires from at arm level now, and so does Centaur). This technically gives a more accurate appearance, but how do you feel about playing at different zheights?

For perspective, look carefully at Roll in the corner.

Next update will also bring CTF and Possession support. Whoever grabs the flag from the Light Team will turn into Auto, and whoever grabs the flag from the Wily Team will turn into Alien. Right now, they have a Flag Buster that does 8 damage per shot. Do you think this is enough, or should they have something else to defend themselves?
Title: Re: zheight changes: Your thoughts?
Post by: -FiniteZero- on November 23, 2011, 11:30:41 PM
Quote from: "Ice-IX"
What's happened here? All of the zheights for classes taller than Mega Man have been changed to reflect their height difference. Ballade's a little taller than Mega Man, so his HUD has been raised so he doesn't appear to fire from his chest (he fires from at arm level now, and so does Centaur). This technically gives a more accurate appearance, but how do you feel about playing at different zheights?

I vote yes. Feels much more natural this way.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 01:53:14 AM
I really like how KY classes follow the original NES MM games intensely.

 I see how your trying to make Skull Man with a touch of Rockman 4 MI, which is nice. Although, I think it would be better to make it so that when Skull Man uses his Skull Shield he cannot fire snipe shots. Instead, well... you know how Skull Man speeds up when hit... I think he should speed up when hit and do an intensive amount of damage to the foe when he rams into the foe.

Please tell me what you think of my idea.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on November 24, 2011, 02:07:15 AM
I really enjoyed playing the ky classes and I am very sad to see people not hosting this mode over yd classes. Anyways, the only complaint I have is how quick quick man is. I think he shouldn't have megaman's rapid fire shooting boomerang move (Primary fire) and he should have a speed boost similar to slash man's speed boost in yd's classes(alt fire). I understand you are trying to make quick man fast but I think his speed is exaggerated. But I like how quick man is slower than in yd's classes. Crystal man is a bit slow and should jump higher, his primary fire should snipe and not be a crystal shot (like in the original nes game).

I really complement what you did with yamato man and how he actually fires properly (like in the game). I feel his alt fire kills a bit fast.

I complain about how drill man is unable to move up things and only down but I see your reasoning on how he can go places that are too high up. but his drill bombs are a bit glitched and is a bit difficult to control. usually I find myself firing all of them at once and escaping using the drill dig. I also comment of the speed of him moving underground, I think it would be better if it where faster so that escaping could be made easier (especially because he cannot move to higher ground)

I absolutely loved what you did with dive man, nothing to say about him

Top man is so good, I mean it!

Shadow man is well put together

spark man I find is a bit cheap, due to the fact he can shoot very rapidly with his primary fire.

tomahawk man does too much damage, although you did a good job for making his silver tomahawk more short distance.

This is only an assumption, but I suggest you make protoman's shield activate only when he jumps if you can.... (like in megaman 10). Again, I don't know if this is possible but if you can do it that would be great

I think air man should be able to blow people away using this method-making his alt fire use the "air wall" and make the air wall like the wind storm weapon used by megaman (but don't make it too overpowered)

Bubble man's shots shouldn't just be dots (even though I don't mind it). I think they should look like in the game, but that is totally up to you)

Hard man's earthquake needs a bit of fixing, I am finding that when I use the earthquake at some times the hand on the screen gets a glitched (the animation for the hardman's fist is ignored).

Guts man should have an earthquake too

I like wave man, good job

I really complement you on dust man, thank you for making one of my favorite robot masters so awesome, I just ask that you make him jump a little bit higher.

metal man's alt fire is a bit unrelated to anything, but it is your choice whether you should keep it or not

Overall, I find this these classes are by far the greater than yd, not insulting their classes or anything. The only thing that yd had that KY didn't were taunts. I understand if you were trying to make the classes more based off the game but I don't why not have some taunts for characters other than protoman and darkman4. but that's just my opinion

Great work, love these classes, if these issue's are too be corrected they will be picture perfect, at least under my perception.

Thank you KY and his hard working team, I can tell how much you guys put into making these classes, but your efforts are certainly showing.

And again, I do not mean any disrespect to yd's classes.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 02:17:45 AM
Quote from: "MegaLAD1514"
I really complement you on dust man, thank you for making one of my favorite robot masters so awesome, I just ask that you make him jump a little bit higher.
I don't mind him jumping a bit higher, but I hate it that Dust Man can get health from sucking in attacks. It's almost impossible to get past that sucking ability to do damage. I think you should make Dust Man's sucking ability suck you in at a great rate and to do a lot of damage; kinda like YD's Magnet Pull instead of sucking attacks and getting HEALTH from the ATTACKS because COME ON, it really gets ANNOYING!!!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on November 24, 2011, 02:20:18 AM
Quote from: "Fyone"
Quote from: "MegaLAD1514"
I really complement you on dust man, thank you for making one of my favorite robot masters so awesome, I just ask that you make him jump a little bit higher.
I don't mind him jumping a bit higher, but I hate it that Dust Man can get health from sucking in attacks. It's almost impossible to get past that sucking ability to do damage. I think you should make Dust Man's sucking ability suck you in at a great rate and to do a lot of damage; kinda like YD's Magnet Pull instead of sucking attacks and getting HEALTH from the ATTACKS because COME ON, it really gets ANNOYING!!!

 No, If he does that than he will be as cheap as in yd's magnet man and ruin his game play
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 02:23:18 AM
Quote from: "MegaLAD1514"
Quote from: "Fyone"
Quote from: "MegaLAD1514"
I really complement you on dust man, thank you for making one of my favorite robot masters so awesome, I just ask that you make him jump a little bit higher.
I don't mind him jumping a bit higher, but I hate it that Dust Man can get health from sucking in attacks. It's almost impossible to get past that sucking ability to do damage. I think you should make Dust Man's sucking ability suck you in at a great rate and to do a lot of damage; kinda like YD's Magnet Pull instead of sucking attacks and getting HEALTH from the ATTACKS because COME ON, it really gets ANNOYING!!!

 No, If he does that than he will be as cheap as in yd's magnet man and ruin his game play

Actually I don't think Magnet Man's Magnet Pull is very cheap at all.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on November 24, 2011, 07:33:48 AM
Quote from: "MegaLAD1514"
Guts man should have an earthquake too

Agreed. I'm suprised both YD and KY missed that "attack". Heck, in Mega Man 1, he acually did that more often than throwing rocks.

Also, Stoneman didn't stun Mega Man in 5 even though it did shake the screen.

And finally in this, you really should make the screen shake when Hardman and Stoneman do their quakes. It would look more polished.
Title: Brought to you by an unofficial advocator of the NES Classes
Post by: Shade Guy on November 24, 2011, 11:42:35 AM
Well, when it comes to earthquake stomps, you're favouring accuracy to the original over balance. Let's look at Guts Man. He has infinite Super Arm, a weapon which when well placed, can kill in one hit. So, if you add an earthquake stomp that stuns anyone around him to a potential one hit kill weapon, you're in for some trouble, and one very overpowered Guts Man.

Once again you're putting forward accuracy over balance with Proto Man...And it's pushing it a little bit with that suggestion, since Proto Man was never playable in the original NES games.

Thing is with Drill Man (this took me a while to figure out too), he can only refire when his ammo bar is full. This means even after you fire one Drill, you have to wait a moment to fire another. As far as I know this was intentional, so go figure.

Having Air Man push people away with the alt would most likely cause lag (don't quote me on this)...And besides, Air Man is a close range class. What point is there in pushing his opponents away?

I find Metal Man's altfire a little useless too, but hey, his primary is pretty interesting.

Despite me shooting down most of your ideas, thank you for the comments. Praise really does get the coders going, since they know their work is not going to waste.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ivory on November 24, 2011, 04:34:57 PM
Yeah, Drill Man's weapon was intentional. Since I made it. I just wanted to make Drill Man's primary fire different from other explosive weapons. My idea was having a stock of regenerating Drill Bombs. It was the payoff for having spammy explosives.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on November 24, 2011, 04:51:06 PM
When I play as drill man i find it difficult to fire at the pace that I fire at. I see the point your trying to make but I think that this kind of shooting method kind of strays from the game. Because for him to release all his drill bombs at once is a bit hard to be accurate (especially if your up against toad man, your advantage). I think you should do what you did with crash man, because even when I'm up against crash man I find it extremely hard to hit him due to the amount of drill bombs I fire at once. Plus if I release the primary fire for even a little bit, I will be left defenseless and unable to attack.

With proto man, I find it hard to defeat him because of his cheap shield blocking everything I fire at him, and hard to play as him due to his cheapness. On top of that defense we also have the issue of him sniping his charged shot, this is very cheap because protoman can just stay in one spot until an opening is available and fire at will, usually without a miss.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 07:54:15 PM
Sorry to bring this up again, but did anyone even acknowledge my post reply?

(click to show/hide)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ivory on November 24, 2011, 08:01:17 PM
I think that's a horrible idea. Skull Man is ranged, and you are saying that for a quick moment, he's suddenly a ramming class? It's counter-intuitive. I can't imagine anyone figuring that out unless by accident or being told.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 08:05:21 PM
Actually just to tell you, it would make more sense 'cause in Rockman 4 MI it's exactly like that. And hey, I didn't find out a lot of things without being told in KY classes. For example, someone had to tell me, for me to know why Skull Man was suddenly speeding up and doing more damage.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ivory on November 24, 2011, 08:08:06 PM
So? Doesn't have to be more confusing than it already is.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on November 24, 2011, 08:18:22 PM
To me, skull man doesn't need any fixing, he's fine the way he is. much less cheap than in YD classes (due to him having to stand still to recharge his skull barrier).
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 08:28:08 PM
Well I guess it's just a suggestion to make KY classes more authentic, but MegaLAD1514 is right there is nothing wrong with him in terms of glitches or cheapness.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 24, 2011, 10:13:12 PM
Sorry to bring this up too, but other than MegaLAD1514 who I know didn't make KY classes replied to me.

(click to show/hide)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Blaze Yeager on November 24, 2011, 10:44:14 PM
I really didn't find Proto to be cheap. He takes Double damage like in MM9 and 10.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: LlamaHombre on November 24, 2011, 10:58:59 PM
Quote from: "Blaze"
I really didn't find Proto to be cheap. He takes Double damage like in MM9 and 10.

Does that mean Flame Man can annihilate Proto Man in two hits?
Title: "Quarter damage is really crushing"
Post by: Tesseractal on November 25, 2011, 12:28:43 AM
For Proto Man: He takes 1.5x more damage from busters. Everything else does 1.25x more damage to him.

For Dust Man: He's not invincible all around! Try attacking him up close or from behind. He recovers ammo faster than he regains HP, so don't worry about feeding him too much.

For Skull Man: Rockman hacks are not an influence on this mod. (Neither is Team Fortress, by the way!) Skull Man can recharge his barrier by either standing still (like in the game) OR it recharges automatically when he takes damage.

In recent news, an old game mode is making a comeback...
(click to show/hide)
Title: Re: "Quarter damage is really crushing"
Post by: Fyone on November 25, 2011, 02:40:43 AM
Quote from: "Ice-IX"
For Dust Man: He's not invincible all around! Try attacking him up close or from behind. He recovers ammo faster than he regains HP, so don't worry about feeding him too much.

For Skull Man: Rockman hacks are not an influence on this mod. (Neither is Team Fortress, by the way!) Skull Man can recharge his barrier by either standing still (like in the game) OR it recharges automatically when he takes damage.
For Dust Man: I already knew that, but I still think his sucking is overpowered.

For Skull Man: How does this have anything to with what we were talking about?
Title: Re: "Quarter damage is really crushing"
Post by: Beed28 on November 25, 2011, 08:38:12 AM
Quote from: "Ice-IX"
In recent news, an old game mode is making a comeback...
(click to show/hide)

Possesion?

Also, is Dr. Wily going to be avaliable to players now? Because he's currently a bot only class, right?

P.S. I never beat Mega Man 8. I couldn't get past Wily Stage 1.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 25, 2011, 11:10:59 AM
If you're having trouble with a Dust man who's vaccuum camping, there's a bunch of options you can take, depending on your character. My favorites are Punk Rolling him to hell, and standing on his head and firing straight down at him.

Quote from: "MegaLAD1514"
I really enjoyed playing the ky classes and I am very sad to see people not hosting this mode over yd classes.

I was. Regularly. And my server will return once I get my computer back.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 25, 2011, 09:50:16 PM
Well that's good to hear, because no one comes to my servers 'cause it lags.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on November 26, 2011, 03:02:19 AM
About skull man....

in the game he charges his shield way faster when he stands still and his shield lasts longer.

just putting this out there for better in-game accuracy
 
Oh, and by the way, good job coloring skull man's barrier, looks legit (and not making it blue(like yd)) I smiled when I noticed it.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on November 28, 2011, 11:19:44 PM
No one else thinks Centaur is UP?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 29, 2011, 12:16:58 PM
No, I think Centaur Man is fine.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on November 30, 2011, 05:18:31 AM
Well'p, I got my computer back, and with that, my KY Classes server is back up! Any time you're in the mood for some KY, the server should be there!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on November 30, 2011, 12:05:38 PM
OK, that's great.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Chimera Man on November 30, 2011, 05:09:12 PM
Also, King Yamato is doing some... extra works for this mod. I guess you people will like it. ;)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 03, 2011, 08:27:40 PM
Like say, new classes?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -FiniteZero- on December 04, 2011, 05:58:15 AM
I just got an idea. It sorta nerfs Guts Man by design, but on the other hand, it does make him more true to the NES game. The idea is this:

When he uses his alt, he doesn't pick up a Guts Block, a Guts Block falls from the cieling, and he can't move until he catches it. Like in the first game.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 04, 2011, 04:39:19 PM
Quote from: "FiniteZero"
I just got an idea. It sorta nerfs Guts Man by design, but on the other hand, it does make him more true to the NES game. The idea is this:

When he uses his alt, he doesn't pick up a Guts Block, a Guts Block falls from the cieling, and he can't move until he catches it. Like in the first game.

Guts Man already has a serious UP problem.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -FiniteZero- on December 04, 2011, 05:34:09 PM
Then give him the Guts Stomp.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 04, 2011, 08:25:16 PM
Quote from: "FiniteZero"
Then give him the Guts Stomp.

Already discussed, his weapon is OHKO if the whole thing hits. If he has a stunning move, then he would be INCREDIBLY op.

If anyone needs a damage buff, it's either Napalm or Centaur.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -FiniteZero- on December 04, 2011, 08:28:43 PM
So, no way to make him more true to the NES game without him being either UP or OP?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 05, 2011, 01:39:52 AM
Maybe if he had the Guts Stomp, AND had to wait for the rock to drop, or couldn't Guts Stomp if he was holding a rock...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -FiniteZero- on December 05, 2011, 03:13:22 AM
Quote from: "Shmeckie"
Maybe if he had the Guts Stomp, AND had to wait for the rock to drop, or couldn't Guts Stomp if he was holding a rock...

The first one would be best, as it would be most accurate to the NES games.

EDIT: By the by, the melee sound for Cut Man should be returned to normal, and the sound currently used should be his taunt.
Title: People play Vanilla modes to get gewd with the weps plox
Post by: Sora on December 05, 2011, 04:39:42 PM
But, aarg, he's borderline OP if you're pro with Super Arm.  I honestly don't see that he has to be buffed in order to be less UP; people just need to practice aiming with Super Arm.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 05, 2011, 08:51:59 PM
Remember, people. There's a difference between high skill ceiling and under powered.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 06, 2011, 04:28:15 AM
Y'know who's straight Underpowered? Napalm Man. Oh my god please buff the guy, he's too jawesome to be this weak. RoF's too low, ammo consumption's too high, damage output's too low, he's literally too weak in every concievable way that one can be too weak.

And that torpedo thing is just useless outside of trolling. I have literally tried every strategy I can think of to use that weapon in a practcal manner, but in the end its only real use is to stand twenty feet away from a mosh pit and spam it, hoping to steal a kill.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on December 06, 2011, 04:35:03 PM
Make Roll a playable class and not just to her bot. If you decide to do that, then change her toast attack to somthing else. She never attacked with toast in the games, which this mod seeks to emulate as much as possible, and would fit better in YD's classes.

Her broom would make more sense, since it was her weapon of choice in Mega Man Powered Up and Tatsunoko vs Capcom.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: BiscuitSlash on December 06, 2011, 04:58:02 PM
For my idea of a Roll class, she has a Roll buster as her main fire and can use a broom to attack as a melee weapon. Along with being faster and having less amour and stuff. Maybe the ability to pick up special weapons too.

But then again, that idea probably sucks, but I'd still love to see a Roll class in a classes mod!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 10, 2011, 12:15:51 AM
Quote from: "Shmeckie"
Y'know who's straight Underpowered? Napalm Man. Oh my god please buff the guy, he's too jawesome to be this weak. RoF's too low, ammo consumption's too high, damage output's too low, he's literally too weak in every concievable way that one can be too weak.

And that torpedo thing is just useless outside of trolling. I have literally tried every strategy I can think of to use that weapon in a practcal manner, but in the end its only real use is to stand twenty feet away from a mosh pit and spam it, hoping to steal a kill.


You need 9 torps for them to be useful... Fire all nine in rapid fire; you'll achieve a stunlock effect for around half a second... Use his head cannon twice, and fire the napalm shot you have left... It'll kill classes with 1.75-2X damage.

ONLY USE FOR TORPS

Yes,though. I agree. Napalm's my favorite, but he needs buffs. Big buffs.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 10, 2011, 09:44:05 AM
This is literally all he needs:

- Drop the torpedos, they're gimmicky and useless.

- Increase his rate of fire for his Napalm Bombs.

- Increase his damage output slightly. Mostly for the head missile, considering how slow it is.

- Decrease his ammo consumption. He can't hold his own in firefights largely because of this.

And there you go. A Napalm Man who can throw down with the rest of 'em.
Title: A surprise also awaits...
Post by: Tesseractal on December 11, 2011, 02:01:10 AM
There are no plans to buff Napalm Man or Guts Man at this time. Especially not Guts Man. He has never lost the ability to instantly kill people.

Crash has been buffed. Wood's leaves cap at 16 instead of 32. Skull Man's hyper mode has been replaced.
Title: Re: A surprise also awaits...
Post by: Shmeckie on December 11, 2011, 07:07:39 AM
Quote from: "Ice-IX"
There are no plans to buff Napalm Man... Skull Man's hyper mode has been replaced.

Someone's smokin' 'dat 'erb, ageein.

Seriously, what the heck is all this now?! Can we get some "why"s?
Title: I hate to say it, but you're doing it wrong.
Post by: Shade Guy on December 11, 2011, 09:00:22 AM
As you've probably seen, the best way to use Napalm is to use everything available to you. You can't solely rely on your primary anymore, and that isn't neccessarily a bad thing. A combo involving the homing torpedos will almost ensure a number of hits and take nearly all their health. If you can't finish off someone who's nearly dead as Napalm, you must not be properly using the weapons available.

Do not think of Skull Man's changes as a nerf, it's a full overhaul of his altfire. Hopefully what it has been changed to compensates for the lack of a hypermode.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 11, 2011, 12:20:11 PM
All I've seen from Napalm Man is frags. For me. He's generally very easy to kill, especially with my main man Punk. I've generally stopped viewing him as an threat overall in matches.

Napalm Man just cannot hold his own against any character with decent mobility and firepower. His ammo consumption makes using "every option available to you" tantamount to a desperation maneuver, because you have to throw everything you have, which dries up your meter in seconds, leaving you a sitting duck waiting for it to recharge, while you don't have the RoF and damage output to keep up with what's being thrown at you.

If, say, Flame Man and Napalm Man come to blows, Napalm Man is done. Flame Man can easily circle him and pelt him with shots, killing him in 4 hits, jumping his stronger Napalm Bombs and easily outlasting him in the firepower department. The torpedoes don't help because you need all 9 to mount a decent offensive, and you can still be hit during you attempt to do so, and if you are, your attempt is ruined. His RoF is terrible, so if he's in a strafe war he has literally no chance, he's completely gimped by characters with attacks that give them armor or invincibility, since they can plow through his assault, not take the damage he needs them to take, and leave Napalm Man struggling to get his ammo meter back up while said opponent pummels him with impunity.

And if you do manage to get a kill, you need to find somewhere to hide long enough for all 9 of your torpedoes to recharge. The ammo consumption on his head missile is especially egregious, especially considering it doesn't do very high damage at all. At least not for a move taking away that much ammo with no extra benefits. At least Centaur Flash has a huge area of effect, and recharges relatively quickly. We're talking about a slow-moving projectile, and ground-centric bombs, that do average damage and recharge slowly. It may seem fine when you're testing it by yourself, but in a firefight with someone packing some good firepower, that's an eternity. Blizzard Man's Blizzard Attack does more damage than this, and it takes up no ammo, fires faster, and covers a wide area. Even without the Blizzard Bowl, he's renderred Napalm man useless. And that's not getting into his superior mobility to boot.

The only thing Napalm Man can do properly, as of now, is kill-steal. In a head-to-head showdown, he's outclassed by virtually every other character. And we're talking about a character who's a tank. A character that hard to hit with should be hitting hard, and those torpedoes are largely useless against someone with a strong character who knows what they're doing. And after you get that kill, god help you if there's anyone else around. Napalm Man has to struggle for 1 kill, meanwhile any one of mah MM6 bois can clear a room by themselves. It's not like Guts Man, where he's hard to use, but very powerful to compensate. Napalm Man requires a ton of effort for very little payoff.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 11, 2011, 07:53:39 PM
Yes. He's fragged easily by both my mains (Ballade and Enker) as well. I've only ever seen him killsteal; in fact, the people with kills from him do nothing but killsteal. After every engagement, you're forced to wait to reload, both torpedoes and ammo, as he uses both up very quickly.

His Napalm shots do little damage; the only good thing is that there are 2 of them; easier to hit with. I find the delay on his head cannon almost crippling as well; every other character fires instantly, and being his main way of dealing damage, it consumes almost his entire bar in two shots. TWO.

His torps are useful for stunlock, dealing little to no damage. However, it takes...ALL OF THEM to stunlock enough for 1 shot of his head cannon- faster characters can escape the second.

His reload is also not enough.

Against Hardman, I ended up using several bars of ammo while he STOOD THERE AND TANKED all my shots... I know it's Hard man, but several bars? Really?

Against him, I would always run to him and waste him with a Cracker or two; he's not a serious character...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Mr. X on December 11, 2011, 09:34:21 PM
I haven't played as him, but I do know that I find Napalm Bombs most useful when fired into a group of people already beating the crap out of each other.  Basically, the fact that Napalm Man works the same way MIGHT be a misunderstanding on how the class is supposed to be used.  Not every class is going to do well at 1 vs 1.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on December 12, 2011, 04:47:25 PM
Shmeckie does have a point with napalm being kind of underpower compared to other robot masters.

He does not inflict as much damage as i hoped, but i am unsure if you are overusing his firing.

When I play as napalm, i always have enough energy to defeat people, i learned this from yd's napalm man and am more conservative when I play as napalm.

It takes a while to defeat people with napalm but i find that his strength it equal to many other robot masters, like bomb man.

if your going to talk about underpowered shots than talk about bomb man, to me napalm and bomb man both do around equal damage. plus bomb man is harder to hit with people.

I swear, i hit megaman 4 times all with critical hits and still did kill him, plus it takes so long to recharge and it is hard to hit with.

I know you might mention how he has the giga bombs, but now i've been finding that it is harder to hit with people now that they are more aware of it killing you in one shot.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -Daiki-TheOni on December 14, 2011, 04:43:49 PM
Can someone make a playable "Auto" class?  :|
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on December 14, 2011, 08:00:16 PM
Yes, I would like to see an Auto class too.
Title: All right Shmeckie I'm calling your bluff
Post by: Magnet Dood on December 15, 2011, 01:00:32 AM
All this calling of UP Napalm Man is complete and utter absurdity.

I was on your server just today playing as Napalm Man, and I could easily hold my own against every opponent. You really must realize that Napalm is not a "charge in with guns ablazing" class, he's an artillery position- in other words, better at long to mid-range combat. His Napalm Bombs are much different from YD's: they bounce farther, two are sent out at a time, and they richochet more. Shade Guy was absolutely right- you need to use the enviroment to your adavntage. The Head Missile is really for suprise attacks and mid-range combat. The missile is damn slow, yes, but because it is backing up KY's purpose- making the classes play as in the games. The torpedoes regenerate as you stand still- I don't know if you knew this or not, but even if you did, it only justifies my point. You're mainly supposed to stand still with him, and pick people off with Napalm Bombs if they are in range, and if not, stun them with the torps and fire the Head Missile. I think you've been playing too much with Punk (a close-combat class), and trying your strategy for him with Napalm Man- which is what he isn't exactly made for. The only justifiable arguement you make for him is making his RoF a tad faster, and even then, I don't agree too much with that.

Napalm Man is a class that has a high learning curve for a high reward. Try my strategy and come back to me.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on December 15, 2011, 02:58:43 AM
It's true. I've never had any problems with Napalm Man either.

I actually think he is quite OP in LMS. I think this mainly because you could just shoot torps non-stop. If they see you, then move ever so slightly because you should be a good distance away. If they do come close (which is almost impossible seeing that you stun the foe when shooting the foe with torps) I would suggest shooting with the Napalm Bomb or the Head Missile.

I use this guy quite a bit, which is not a lot and I do extremely well with him.

If you do badly with him I think that you need to smarten up and use some strategy for once; don't just use skill. (Basically don't always fight in close combat.)

Napalm Man is basically good in all maps. In my opinion, he is fine in close-range fighting because of his Napalm Bombs. I also must say that I think the Head Missiles do a heck of a lot of damage when hit directly.


If anyone needs work it would be Bomb Man.

I think it would be better if he always did a lot of damage with the Hyper Bombs; even if it's not direct. If Bomb Man was like this he would be finally be OP for once.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 15, 2011, 03:00:25 AM
Remember people, Tanks are not melee fighters.
Title: Re: All right Shmeckie I'm calling your bluff
Post by: Shmeckie on December 15, 2011, 04:38:22 AM
Quote from: "Star Dood"
All this calling of UP Napalm Man is complete and utter absurdity.

I was on your server just today playing as Napalm Man, and I could easily hold my own against every opponent. You really must realize that Napalm is not a "charge in with guns ablazing" class, he's an artillery position- in other words, better at long to mid-range combat. His Napalm Bombs are much different from YD's: they bounce farther, two are sent out at a time, and they richochet more. Shade Guy was absolutely right- you need to use the enviroment to your adavntage. The Head Missile is really for suprise attacks and mid-range combat. The missile is damn slow, yes, but because it is backing up KY's purpose- making the classes play as in the games. The torpedoes regenerate as you stand still- I don't know if you knew this or not, but even if you did, it only justifies my point. You're mainly supposed to stand still with him, and pick people off with Napalm Bombs if they are in range, and if not, stun them with the torps and fire the Head Missile. I think you've been playing too much with Punk (a close-combat class), and trying your strategy for him with Napalm Man- which is what he isn't exactly made for. The only justifiable arguement you make for him is making his RoF a tad faster, and even then, I don't agree too much with that.

Napalm Man is a class that has a high learning curve for a high reward. Try my strategy and come back to me.

Not gonna respond to this point-by-point, as my point was pretty much made in-game earlier today.

Napalm Man, as he stands, is only good for kill-stealing. Particularly when it comes to throwing Napalm Bombs into a crowd. When he becomes anyone's target, or finds himself the focus of any actual brawling, he gets hammered. Especially anyone with fast movement who can literally run circles around him (as it stands, he simply cannot take on Blizzard Man, or Wind Man when he's flying. At all).

He can stand still all he wants, but the second he starts hitting people, anyone with a brain is gonna turn around and pick him off for an easy kill, forcing him to run away and throw out his ineffective artillery in a desperate game of keep-away.
Title: Re: All right Shmeckie I'm calling your bluff
Post by: SaviorSword on December 15, 2011, 07:52:49 PM
Quote from: "Shmeckie"
Not gonna respond to this point-by-point, as my point was pretty much made in-game earlier today.

Napalm Man, as he stands, is only good for kill-stealing. Particularly when it comes to throwing Napalm Bombs into a crowd. When he becomes anyone's target, or finds himself the focus of any actual brawling, he gets hammered. Especially anyone with fast movement who can literally run circles around him (as it stands, he simply cannot take on Blizzard Man, or Wind Man when he's flying. At all).

He can stand still all he wants, but the second he starts hitting people, anyone with a brain is gonna turn around and pick him off for an easy kill, forcing him to run away and throw out his ineffective artillery in a desperate game of keep-away.

Anyone fast will be nailed by the torpedoes, provided if someone did hang around enough to grab plenty and that's not a hard task to do. I've done this plenty where I charge in (sounds counter-intuitive to Napalm's mid range role) releasin' both torpedoes and the main at the same time. This results in the unlucky foe to be stun locked for the 9 torpedoes while gettin' hammered by the mainfire. Good luck gettin' out of that mess. The awkward position to get both bombs to land and the slow fire rate makes it tricky to be super effective all the time.
Title: Gragh why dost thou not listenith
Post by: Magnet Dood on December 15, 2011, 09:17:58 PM
Quote from: "Shmeckie"
Not gonna respond to this point-by-point, as my point was pretty much made in-game earlier today.

Napalm Man, as he stands, is only good for kill-stealing. Particularly when it comes to throwing Napalm Bombs into a crowd. When he becomes anyone's target, or finds himself the focus of any actual brawling, he gets hammered. Especially anyone with fast movement who can literally run circles around him (as it stands, he simply cannot take on Blizzard Man, or Wind Man when he's flying. At all).

He can stand still all he wants, but the second he starts hitting people, anyone with a brain is gonna turn around and pick him off for an easy kill, forcing him to run away and throw out his ineffective artillery in a desperate game of keep-away.

I'm not exactly suprised that he can't always take out Blizzard and Wind- they both have great strafing, which Napalm Man lacks.

And again, that's when they're near him. Anyone with a brain playing with Napalm Man would get on a high ledge, with ample room to flee. I have told you, he is for mid-range combat, not for charging. He can easily take out an opponent by himself- I should know, because I've done it before. Ive told you before- He is an artillery position. Artillery positions do not move too often.

He is most effective on higher ground near an area of high conflict, where he can lob his bombs down on any survivors, or he can easily shoot a Napalm Missile down into a crowd. That's his purpose- to level anything left after a battle, just like an artillery gun.

(Now I feel guilty because I don't usually practice this, but that's only because I didn't have any good maps to show you.)
Title: Re: All right Shmeckie I'm calling your bluff
Post by: Mr. X on December 16, 2011, 04:53:10 AM
Quote from: "Shmeckie"
Not gonna respond to this point-by-point, as my point was pretty much made in-game earlier today.

Napalm Man, as he stands, is only good for kill-stealing. Particularly when it comes to throwing Napalm Bombs into a crowd. When he becomes anyone's target, or finds himself the focus of any actual brawling, he gets hammered. Especially anyone with fast movement who can literally run circles around him (as it stands, he simply cannot take on Blizzard Man, or Wind Man when he's flying. At all).

This is what I said before and Yamato told me I was indeed correct.  He's "only good" at this because this is exactly the kind of fighting he was designed for.  Napalm Man is for clearing out large groups of people.  Don't use him in "actual brawling" against people with fast movement.  That's exactly what he's designed to be weak against.

I get the feeling that in general, people don't understand balance in these classes.  Classes shouldn't be balanced to be equal in all situations, they should be balanced to be good/bad in equal numbers of situations.
Title: Re: All right Shmeckie I'm calling your bluff
Post by: Shmeckie on December 16, 2011, 07:04:44 AM
And a character that only excells in very situational circumstances that require a certain amount of people to be in a room, in one place, and not paying attention, doesn't sound grossly Underpowered to you? As opposed to classes that only need to be in combat, period, to be viable?

I understand you want some classes to be more strategic, but crippling a character and requiring them to have the planets align to have a fighting chance isn't the way to go about it. Why choose Napalm Man when I can choose any other class and have a much easier time, AND get much better results?

Quote from: "SaviorSword"
Anyone fast will be nailed by the torpedoes, provided if someone did hang around enough to grab plenty and that's not a hard task to do. I've done this plenty where I charge in (sounds counter-intuitive to Napalm's mid range role) releasin' both torpedoes and the main at the same time. This results in the unlucky foe to be stun locked for the 9 torpedoes while gettin' hammered by the mainfire. Good luck gettin' out of that mess. The awkward position to get both bombs to land and the slow fire rate makes it tricky to be super effective all the time.

Unless that someone is Quick Man, the Torpedoes aren't going to save him. All most characters have to do is turn around and shoot. And Napalm Man's main artillery isn't terribly accurate in most situations. If he pisses off, say, Ballade, Ballade's gonna turn around and shut him up with a Ballade Cracker. If Napalm Man runs, he's not going to be able to pull off this magic stunlock strategy.

I know. They've tried. Many, many, many times.

And frankly, those torpedoes don't save him nearly as well as some of you seem to think they do. I'm not theory-fighting, here. I've fragged my fair share of Napalm Man players, including the people I'm talking to about this right now. Let me ask any of you who played me; how often were you able to save yourselves when I made a b-line for you? Hell, I managed to waste two simultaneous Napalm Men with Bubble Man. In Snowed Out Cossack Castle (where the high snow stops his bubbles from firing). No, I'm not superman, that's a big sign Napalm man has a problem. When Bubble Man is wasting him in a stage where Bubble Man is crippled.

Oh, also, Bubble Man's bubbles don't fire in things like high snow and other waist-high environments. Might wanna fix that.

Oh, and Speedman X pointed this out to me, and I thought I'd pass it along; if Crash Man or Doc Robot walk over their Crash Bombs, the bombs turn invisible, but will still explode after a set time. They won't go off on contact, however, but an invisible Crash Bomb is mighty exploitable.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -Daiki-TheOni on December 16, 2011, 08:23:58 AM
Quote from: "TheunlosingQuint"
Can someone make a playable "Auto" class?  :|
Quote from: "Fyone"
Yes, I would like to see an Auto class too.
"Please,hear the prayers of the poor people"  :cry:
Title: Poor Stone Man, always being forgotten.
Post by: Shade Guy on December 16, 2011, 09:55:06 AM
Quote from: "Shmeckie"
Oh, also, Bubble Man's bubbles don't fire in things like high snow and other waist-high environments. Might wanna fix that.
This problem also occurs in vanilla, as the bubbles spawn inside the snow and therefore are destroyed as soon as they spawn. It also occurs in YD classes, so go figure...

Honestly, I was never good with Napalm Man nor have I played as him in a while, so I can't argue either way too well. However, your problem with Napalm not doing too well in a small DM is nothing new. Stone Man and Toad Man's strategy in both sets of classes is to run into groups of people and hold down the fire button to score kills.

I understand that this style may not be for you, but you don't have to play as these guys. There are over 50 classes, go nuts.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 16, 2011, 10:13:57 AM
The difference is Stone and Toad can hold their own in small DMs. They don't get eaten alive the second the situation isn't optimal for them. Napalm Man does, and it really doesn't make sense to leave a class so grossly underpowered just because someone found a way to score a few frags with him. It's not a matter of style--I can do well with most of the classes, regardless of playstyle. Napalm Man is just terrible in general, and it's a shame people would rather make excuses and come up with hypothetical scenarios where he should do well instead of addressing the problem of him being nearly unwinnably bad.

Plus it pains me to not be able to use one of my all-time favorite Robot Masters because he's so... well, pathetic...!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Muzaru on December 16, 2011, 11:21:13 AM
Quote from: "Shmeckie"
The difference is Stone and Toad can hold their own in small DMs. They don't get eaten alive the second the situation isn't optimal for them. Napalm Man does, and it really doesn't make sense to leave a class so grossly underpowered just because someone found a way to score a few frags with him. It's not a matter of style--I can do well with most of the classes, regardless of playstyle. Napalm Man is just terrible in general, and it's a shame people would rather make excuses and come up with hypothetical scenarios where he should do well instead of addressing the problem of him being nearly unwinnably bad.

Plus it pains me to not be able to use one of my all-time favorite Robot Masters because he's so... well, pathetic...!
OLO
How is napalm grossly underpowered??????
All I'm really hearing is that he has a low rof.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 16, 2011, 11:47:16 AM
...How much did you skip?!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 16, 2011, 11:45:11 PM
If you find you can't do well with Napalm, don't use him. Other people can use him effectively- you can't. You're a little outnumbered as to who does and doesn't want him changed. Most of us find him perfectly fine.

I've been able to do quite well with him in most matches. I usually place 2nd and 3rd when on your server with him- and I've never been a good player. I'm quite certain better players than me have done well with him.

He's a mid/long-range combatant. That's what he was, is, and always will be.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Hallan Parva on December 16, 2011, 11:54:30 PM
I agree that Napalm's attacks shouldn't get a major buff... but even a TINY buff would be nice. Even when in his role, he can get steamrolled by other "distance" or "crowd-clearing" classes pretty quickly. Maybe a couple more Item Missiles? Maybe a lower ammo consumption rate? Maybe a small damage buff on the Napalm Bombs? I don't know, SOMETHING.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 17, 2011, 12:30:43 AM
I was playing with people who believed napalm wasn't UP. He secured 1st place once or twice... When everyone decided to play Napalm. When more people joined, he shot down a few ranks... He's UP...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 17, 2011, 12:50:52 AM
SmashBro's changes I can agree with. A few little tweaks to his damage output would be nice.

But Shmeckie's overhauls are just asking way too much.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 17, 2011, 03:56:47 AM
Quote from: "Star Dood"
If you find you can't do well with Napalm, don't use him. Other people can use him effectively- you can't. You're a little outnumbered as to who does and doesn't want him changed. Most of us find him perfectly fine.

I've been able to do quite well with him in most matches. I usually place 2nd and 3rd when on your server with him- and I've never been a good player. I'm quite certain better players than me have done well with him.

He's a mid/long-range combatant. That's what he was, is, and always will be.

You keep saying people use him effectively, but every time I'm in a room, the Napalm Man players never win a single match, and barely even rank in the top half of the ranks. Especially in large rooms, where he should by all logic be doing better.

And the last time you were on my server, and I was there, you were hardly doing that well with Napalm. I have never seen a single player win a match with him. I rarely even see players score high in the ranks with him, and when they do, it's on low-populated servers.

Quicker RoF, lower ammo consumption, small damage buff, drop the torpedoes. That's hardly an "overhaul."
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 17, 2011, 04:17:24 AM
Yes, it is an overhaul. First, you're getting rid of one of his weapons- the torpedoes- which personally makes him more exciting than just Napalm Bombs and a Head Missile. The ammo consumption thing is hardly a problem considering Napalm Man manages to reload quite fast. (For a tank, anyway.) The RoF is perfectly fine- in fact, it's NES accurate. I timed it, and he fires Napalm Bombs at just the same rate for each.

The only thing I can really agree on with you is the damage buff. I wouldn't mind that too much.

If you want these things to be in effect, go play YD's Classes. He is almost exactly what you're trying to push for.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Mr. X on December 17, 2011, 05:38:16 AM
After playing tonight, I've got to switch to the "Wow, Napalm Man sucks" group.

I could fire straight into small rooms with many different enemies fighting each other and I still was lucky to get 2 kills in 3 minutes.  I think the problem is that the bombs simply take way too long to detonate.  His missile is fine though.

I also learned that classes are inferior to regular matches in pretty much every way.  With so many different classes, it's pretty much impossible to achieve balance.  Thus, you get people running around as the same two characters all of the time and it feels just plain boring.  With regular DM/LMS, you get a wide variety of weapons at your disposal at any given time.  With just having two weapons at a time, you cut your choices so much that the game just doesn't become fun at all.  The joy of games like TF2 is that they give you plenty of time to pick your classes and you can change as the scenerio on the battlefield changes.  It's about using the right class for the right situation.  In MM8BDM, there simply isn't enough time to switch classes based on what's happening because it's always changing.  It's simply too fast paced.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 17, 2011, 06:07:33 AM
And what does that accomplish by complaining about classes mode in this thread? Just stick to vanilla, then, if you don't find classes as fun. Complaining about your inherent dislike of the mode in and of itself isn't going to change anything.

Anyway, popping in to say Tomahawk needs a nerf. His mainfire is just too strong. Knocking it down from a 3HKO to a 4HKO should suffice.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Mr. X on December 17, 2011, 06:08:37 AM
I was more just stating an opinion.  I can't "Stick to vanilla" because the servers are usually dead due to everybody playing classes.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: SaviorSword on December 17, 2011, 06:28:33 AM
If ya stick to an empty vanilla server long enough, ya'll attract traffic sooner or later. Heck, Mr. X is kinda a "big name"-ish I'd say ya shouldn't have trouble more often than not to get folks into the said server.

Now to class related stuff.
Here's a WISHlist of thin's I'd like to see, so these suggestions shouldn't be taken all too seriously.

-Elec's alt shouldn't use all 28 bars or let his ammo regen faster.
-Shadow's main shouldn't run on ammo.
-Napalm could use a fire rate boost.
-I might be goin' crazy here, but Air's main's projectile seems a bit slower than Mega's Air Shooter. If it is, then make it just as fast, if not then I'm just crazy or sleepy fatigued.
-Tomahawk could use a nerf on his main.
-Light classes shouldn't be able to get OHKO'd by anythin', unless its a weakness, or it's name is Atomic Fire or Saku or anythin' similar.
Title: In other news, Wave Man will get a buff.
Post by: Tesseractal on December 17, 2011, 07:36:56 AM
Quote from: Mr. X
In MM8BDM, there simply isn't enough time to switch classes based on what's happening because it's always changing.  It's simply too fast paced.
Code: [Select]
BIND X "PLAYERCLASS NAPALMMAN"Allows you to select your class instantly with a key. Adding ;kill to the bind allows you to switch immediately following the class selection.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Mr. X on December 17, 2011, 07:44:41 AM
I'll repeat what I said in the chat with you for all to see.

In deathmatch, it's not "There isn't enough time after you die" and whatnot.  In a free for all, the situations are simply changing too fast.  Napalm Man is good for clearing large groups.  There's a large group in a room.  However, five seconds later, most of them are dead.  You don't have enough time in that 5 seconds to die, switch, walk to that part of the map, and use Napalm for it to be worthwhile.  Only team games are slow paced enough for it to work.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 17, 2011, 08:22:12 AM
I just wanna reitterate that Tomahawk Man is ridonkulous and needs work.

Tone that crazy indian down.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on December 17, 2011, 08:47:20 AM
I just tried Napalm Man against 9 bots. Oh my god. With the God Mode cheat and no infinite ammo cheats, I fell into like, 4th place, when I usualy dominate the match. I eventually got fed up and spammed Atomic Fire shots all over the place. Napalm Man doesn't need any overhauls, he needs HELP fast. He is just crying for a buff.

Also, Tomahawk Man is a Native American, FYI.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 17, 2011, 11:06:31 AM
As it stands now, Tomahawk Man is too damn strong, Napalm Man is too damn weak, and everyone else is either fine, or needs a tweak here and there. Those two, though...

Yikes....

Also, I think I have a solution to improving Bubble Man: stronger bubbles that use up ammo. He's decent as it stands, but can get steamrolled in rooms filled with heavy-hitters. That solution might help him survive better.

Also, Yamato Man needs some minor nerfs. He makes a lot of the more crybabyish types go into a frenzy, but he doesn't need THAT drastic of a change. He could, however, use a damage nerf. Minor on the shots (the restrictions on his firing, including needing to be at half ammo or higher to fire at all, mitigate most of this already, but he still needs his damage there turned down a peg), major on the spin. He should not be bulldozing over other characters whose bread and butter is in-your-face attacks like he already does.

Charge Man's armor during charging is just too much. It makes light-damage characters useless against him. Maybe keep the armor, but lower his base defense?

I can't think of any other major issues I've noticed at the moment (except that Dark Man's buster SFX is horrible).
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 17, 2011, 03:12:08 PM
...Well, fine. Napalm Man is pretty darn terrible. I'm not even that great of a player, but I know when a class doesn't do very well.

These are the changes I'd like for Napalm Man, if they're implemented.

-Give a damage buff to the torps (maybe five damage) so they aren't useless. Keep the stunlock, and maybe make them regenerate slower to prevent spamming.
-A damage buff for the Napalm Bombs would be fine. Bump it up to about 15 or 20 damage for one considering all the insane richochets they do.

His RoF and his ammo consumption would be fine, considering, with my changes, he'd be a 3HKO if he lands three critical hits. I think that would be an OK middle point that we could agree on...

And I totally agree with the Tomahawk thing. I was playing on Shmeckie's server (as I usually do), and whenever someone played as Tomahawk Man, it was very rare that they didn't at least rank 3rd.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on December 17, 2011, 04:28:48 PM
I think Bomb Man should jump higher. Just think about it, Cut Man jumps higher than Bomb Man in KY classes when inside the NES game Bomb Man jumps much higher than Cut Man.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on December 17, 2011, 04:50:17 PM
Found yet another issue: when playing as Metal Man, if you "attempt" to change to another weapon (i.e. get Crystal Eye and then try to switch to it), his main RoF drasticly reduces.

Also, while holding down the fire button, his ammo should refill after firing the last metal blade, but with a delay. Like the bot, for example. That way, I shouldn't have to keep clicking to shoot.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 17, 2011, 07:05:40 PM
Quote from: "Star Dood"
...Well, fine. Napalm Man is pretty darn terrible. I'm not even that great of a player, but I know when a class doesn't do very well.

These are the changes I'd like for Napalm Man, if they're implemented.

-Give a damage buff to the torps (maybe five damage) so they aren't useless. Keep the stunlock, and maybe make them regenerate slower to prevent spamming.
-A damage buff for the Napalm Bombs would be fine. Bump it up to about 15 or 20 damage for one considering all the insane richochets they do.

His RoF and his ammo consumption would be fine, considering, with my changes, he'd be a 3HKO if he lands three critical hits. I think that would be an OK middle point that we could agree on...

And I totally agree with the Tomahawk thing. I was playing on Shmeckie's server (as I usually do), and whenever someone played as Tomahawk Man, it was very rare that they didn't at least rank 3rd.

Yeah, if Napalm Man's damage output was higher, it would justify his ammo consumption and RoF.

As for Tomahawk, any Tomahawk Man player would consistantly place first if left to their own devices. Especially in chaotic situations there they can run up to the crowd.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: chuggaafan1 on December 17, 2011, 07:16:29 PM
Napalm? UP? news to me.
>spam shoulderrockets
>Stunlock to death
>Stand Still
>get more
>Repeat
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 17, 2011, 07:29:26 PM
You seem to be forgetting the part about the other 10 people on the server all going for you for a free frag.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 17, 2011, 08:04:06 PM
Shmeckie, Shmeckie, Shmeckie.

I've noticed you banned Tomahawk from your server.

I just can't help but groan at this, considering you said yourself that just because someone says a class is OP, doesn't mean he can't be used.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ukiyama on December 17, 2011, 08:23:38 PM
Thing is its not just one person saying that.... many people know Tomahawk is Tomahax right now, usually he wins like 10 frags over everyone else  :?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 17, 2011, 09:04:44 PM
Quote from: "Ukiyama"
Tomahawk is Tomahax

...OK, I laughed at this.

I agree he's strong, but other classes can still beat him.

Take out Charge Man and run him over. That's how Americans took out indians.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 17, 2011, 09:30:00 PM
Except he appears to have a rapid fire 3HKO weapon.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 17, 2011, 09:48:34 PM
Quote from: "chuggaafan1"
Napalm? UP? news to me.
>spam 0.5 damage shoulderrockets
>Pseudostunlock to your death
>Stand Still and DIE
>get KILLED more
>Repeat, and get called a camper
>End up in last place

Go and play him. That is all.

I like what this mod's done to Flash-Man. Perfect. Ballade wants a MINOR damage buff, though.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 18, 2011, 01:36:28 AM
Tomahawk is the only one I will say is hands-down OP. Guys like Elec Man may be OP, but they're the kind of OP that's just annoying, and that's it. Tomahawk Man is TOO Overpowered.

This goes beyond whining from the likes of Bik and the occasional childish d-bag who pops in and whines "not OP" whenever they get fragged. Tomahawk has a rapid-fire 3HKO, high running speed, etc. He's not just overpowered, he's overboard.

He's the Gemini Man of v2; he ruins everyone's fun.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Bikdark on December 18, 2011, 02:18:30 AM
Quote from: "Shmeckie"
This goes beyond whining from the likes of Bik and the occasional childish d-bag who pops in and whines "not OP" whenever they get fragged. There's generally a problem when a class like Yamatoman can kill you without breaking a sweat. That comment about me was a tad rude as well.

Tomahawk has a rapid-fire 3HKO, high running speed, etc. He's not just overpowered, he's overboard.
So are tons of other classes in the mod.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 18, 2011, 03:20:34 AM
Such as Metalman.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: SaviorSword on December 18, 2011, 03:22:40 AM
I find it odd that in the previous version and when I was a short-lived tester in this mod that almost nobody brought Tomahawk up as an overly overpowered class until now. Might it be that it was just me in the server at the wrong time or somethin'?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 18, 2011, 03:34:13 AM
Quote from: "Korby"
Such as Metalman.

Metal Man's only really a huge problem in crowded rooms where no one does anything about him. He can dish it out, but he can't take it, and when people leave Metal man alone in a crowd, he's gonna dominate. Yeah, he needs some nerfing, but he's not Tomahawk Man bad.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Bikdark on December 18, 2011, 03:45:43 AM
Tomahawk man has slightly nerfed hp, but an arc. Metalman has 50 health with no arc. I find them pretty equal.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Knux on December 18, 2011, 07:29:55 AM
I just played as both Napalm Man and Tomahawk Man on Shme's server, and this is what I experienced:

Napalm: Unload, Napalman. Unload like you've gone insane. Be it at crowds or a single target, make every shot count because your armor will most certainly bite you in the ass plate after you run out. And if you're planning on regenerating the useful torpedoes, hugging a wall to cover the paint job will help sometimes, and other times will make you look like a bottle in a floor: it'll break sooner than later (the earlier being the most common scenario). Your best bet is to keep distance and hope to score a frag with a missile in a crowd when it comes to groups, or make sure you have  9 torpedoes to confront a single target so you can proceed to "demolish" it with Napalm Bombs. And by demolish I mean tickle unless their armor setting is set to wet paper bag, or by some luck they happen to be low on health.

tl;dr - The way he is now, you might as well call the weapon "Party Snaps". UP and struggling.

Tomahawk: Whoever said the American natives were decimated because their weaponry was inferior would have never seen it coming. Thing is, when you do see it, you're pretty much screwed. I'm talking about that feather shotgun he has stuck in his head somewhere, with an auto-reloading function so quick that it makes everything else not Metalman (I'll get to that) look like they're firing Crystal Hunter. In the event that you manage to get away from it, anyone that plays versatile enough to not spam mindlessly will launch a Tomahawk that can hit a target 30 feet away that more often than not will ruin you. To fight a Tomahawk Man effectively means to see it coming or predict it (never hurts to fire ahead on infinite ammo, eh?), or die a horrible one. Speaking of feather shotguns, the 5 ripping-feather spread means that Tomahawk Man has a good chance to hit you and others consistently even on open fields, so be on the lookout when in crowds be it DM or team games.

tl;dr - Ammo reload is too fast for something so dangerous. Slower the reload time. No need to nerf the Tomahawks then because you need to actually aim them, not spam them.

Extra:

Metalman: "Oh dear, there he comes again." That's pretty much all you have time for if you meet a good one. Or if you see your HP suddenly going black and a saw sound, it'll be "OH SHI--". Fortunately he has low HP, which means that you might kill him first if you watch your surroundings at all times to get to cover in time. In smaller maps though, good luck avoiding the nerfed, stupid-quick reloading instagib blades.

I actually don't have a problem with him, but something about him rubs me the wrong way and I don't think I quite put my middle finger on it.  :p

That is all. This is from experience, so I'll hope it'll be considered.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 18, 2011, 07:45:08 AM
You don't need to aim the Tomahawks if Tomahawk Man is in your face, which he often is. Especially in large groups. Nerfing the Tomahawks is the safest way to go about handling him.

Metal Man is more the type to piss people off than actually break the game. He shaves off health, but if he's in your sights he's pretty much dead. Hell, Air Man can OHKO him with an Air Shooter to the face. He's a glass cannon all day long. I can go for a nerf on him, but a slight nerf. Make it take an extra volley of Metal Blades to score a kill, and he should be golden. The trick is to just not leave Metal Man alone. When you hear the blades, you should be focused on shutting him down, because if you don't he's gonna gorge himself on all those delicious frags. If you make sure not to leave him to his own devices, he's actually not very difficult to deal with.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 18, 2011, 06:34:27 PM
Well, now I'm starting to wonder whether or not I should uphold my changes. I am now getting fairly consistent with Napalm Man, as I won three matches and placed in the top three in two others with him.

The trick basically is to bounce off the Napalm Bombs in crazy directions and catch others off guard. It's working for me.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Knux on December 18, 2011, 07:34:02 PM
Quote from: "Shmeckie"
You don't need to aim the Tomahawks if Tomahawk Man is in your face, which he often is. Especially in large groups. Nerfing the Tomahawks is the safest way to go about handling him.

Sure, but the fast-reload could still be slightly slowed down, for reasons already stated. Tomahawkman is one of my favorite classes, so I'd like to see it balanced.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 19, 2011, 02:02:08 AM
Metalman is... Decent, actually. Turn the damage down a bit, or his health, and he might just be BL UP
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 19, 2011, 03:10:47 AM
Metal Man's a tad much. Nothing game-breaking, but requiring an extra volley of Metal Blades to score a KO won't cripple him, and would help even him out.

Quote from: "Knux"
Quote from: "Shmeckie"
You don't need to aim the Tomahawks if Tomahawk Man is in your face, which he often is. Especially in large groups. Nerfing the Tomahawks is the safest way to go about handling him.

Sure, but the fast-reload could still be slightly slowed down, for reasons already stated. Tomahawkman is one of my favorite classes, so I'd like to see it balanced.
I get where you're coming from (it's the same reason I want to see Napalm toned up). It might help with his OP problem if they just toned his mainfire from a 3HKO to a 4HKO, and slowed down his running speed a tad so he can't get in your face. and make the _HKO thing a non-issue.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Rozark on December 19, 2011, 03:47:35 AM
hate to interrupt this heated discussion about how tomahawkman and metalman are dominant, but... NOOB QUESTION ALERT: how do i play this in single player? Im aware of extra command line parameters, but i cant put anything in because theres nothing to put in..
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 19, 2011, 03:55:23 AM
On the MM8BDM launcher, there should be a spot at the bottom of the start page to load a PK3 file. Load the classes mod from there, then start the game.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Rozark on December 19, 2011, 04:02:17 AM
thats the problem, there is no .pk3 file! it's just a folder, then it goes into arcs, actors, sounds, graphics, etc.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 19, 2011, 04:04:38 AM
Ah, you seem to have had an issue downloading the file.

The download link on the first post should be to download the PK3, but it might forcibly change to a ZIP. If it does, save the .ZIP/RAR/whatever file to your MM8BDM folder, then rename the filetype to .pk3

In other news, Proto Man's Break Man upgrade needs tweaking. Honestly, I think he just needs to lose the shield. With his existing stat upgrades he already gets, the shield is a bit much. If he's gonna get as strong as he does, he should lose the shield. I know he can't heal, but he can hide behind the shield and get frags in the meantime.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Bikdark on December 19, 2011, 04:17:53 AM
Honestly Break Buster fine. It's a 7ko and generally hard to get.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Rozark on December 19, 2011, 04:49:41 AM
so, download again, dont unzip, and rename/put .pk3 at the end of the name? then.. unzip? O.o
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 19, 2011, 05:39:39 AM
You don't unzip it.

Okay, open the MM8BDM launcher right now...

See the picture of Mega Man with the MM7 bosses? Under that, you'll see a spot at the bottom that says "Extra Command Line Parameters." Click "Add File." When it opens the file menu, select the classes PK3, and click Open. Then start the game. Viola.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Rozark on December 19, 2011, 01:27:55 PM
i know that. but what im saying is that there is no .pk3 to put in the parameters in the classes folder, even after i redownload it. Do i just put .pk3 at the end of the zipped file or will the zipped file itself work in the parameters?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 19, 2011, 04:23:09 PM
Quote from: "Shmeckie"
Ah, you seem to have had an issue downloading the file.

The download link on the first post should be to download the PK3, but it might forcibly change to a ZIP. If it does, save the .ZIP/RAR/whatever file to your MM8BDM folder, then rename the filetype to .pk3

In other news, Proto Man's Break Man upgrade needs tweaking. Honestly, I think he just needs to lose the shield. With his existing stat upgrades he already gets, the shield is a bit much. If he's gonna get as strong as he does, he should lose the shield. I know he can't heal, but he can hide behind the shield and get frags in the meantime.


Since Breakman will never lose the shield, you're saying that he either needs an HP nerf to compensate, or have no change?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: ? Manibogi ? on December 19, 2011, 07:39:45 PM
Quote from: "Rozark"
i know that. but what im saying is that there is no .pk3 to put in the parameters in the classes folder, even after i redownload it. Do i just put .pk3 at the end of the zipped file or will the zipped file itself work in the parameters?
Okay, I know how to deal with this. After pressing add file look above the button that says 'open', there should be something that says 'MM8BDM Files (*.wad; *.pk3;)', just press that and another one that says 'All files (*,*)' should pop out. Click it and you'll be able to load the ZIP file fine.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on December 19, 2011, 11:57:32 PM
Ice Man also need to be fixed. I think instead of having his alt fire levitating. I think you should make so that Ice Man should stop in mid air whenever he uses the ice slasher. I don't know if this is possible, but if you could try that would be great.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Rozark on December 20, 2011, 01:17:16 AM
Quote from: "Manibogi"
Quote from: "Rozark"
i know that. but what im saying is that there is no .pk3 to put in the parameters in the classes folder, even after i redownload it. Do i just put .pk3 at the end of the zipped file or will the zipped file itself work in the parameters?
Okay, I know how to deal with this. After pressing add file look above the button that says 'open', there should be something that says 'MM8BDM Files (*.wad; *.pk3;)', just press that and another one that says 'All files (*,*)' should pop out. Click it and you'll be able to load the ZIP file fine.

thanks, that worked.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on December 21, 2011, 11:58:08 PM
I have a question: do the ACS sources really have to be closed? Some people would like to make this mod compatible with the enemy classes (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=2199), or the community classes (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118).

I bring this up, becuase I requested someone to change the community classes to be compatible with KY's classes (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=3118&start=540), and with KY classes being closed source, it simpily isn't going to happen. :(

It's a very big dissapointment, since I like how the bots in KY's classes were handled better than YD's.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Blaze Yeager on December 22, 2011, 12:12:04 AM
I remember it was so people don't hijack the ACS Coding. That is if I remember correctly
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Gumballtoid on December 26, 2011, 01:27:56 AM
i have to say, this modification represents more accurately how the robot masters fought in the original games  :mrgreen:
in fact, the only problem i have is this; MM7 masters. MM7 or more specifically, RM7FC was my favorite game in the series
it's too bad they're not playable in this mod, but hey! everything else makes up for it easily (dustman's hud; i lol'd)! better to have fewer classes of quality than more classes that aren't as, er... playable!  :mrgreen: on a side note, i LOVE how you handled the bot situation! YD's classes' bots kept running out of ammo and just became sitting ducks! this time, they're actually fun to play as! just one problem.
whenever i try to play an "offline skirmish", and the match ends, skulltag quits unexpectedly. not sure where to go from here or what the problem is, but fix that, and i'll play KY classes 'til MM8BDM fades into oblivion!  :mrgreen:

i know i use too many mr.greens  :mrgreen:   :mrgreen:   :mrgreen:
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Myroc on December 26, 2011, 09:40:52 AM
Quote from: "Gumballtoid"
YD's classes' bots kept running out of ammo and just became sitting ducks!
Quick question, what version were you using? We fixed that problem some time ago, so chances are you weren't playing the absolutely latest version.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 26, 2011, 09:44:22 AM
The bot crashing thing was addressed earlier in the thread. Apparently that'll be resolved come next version.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: -FiniteZero- on December 27, 2011, 09:43:04 PM
Alright, the mod's good, great even, though time for asthetic nitpicky time! Yay!

-Wood Man's Leaf Shield should use larger leaves, like the ones the Alt drops, not Mega Man's leaf size.
-Spark Man's alt isn't using the right sound. The right sound can be heard in YD's Spark Man's alt.
-Pharaoh Man's Pharaoh Shots (Not counting Pharaoh Wave) aren't the right color for Pharaoh Man.
-Toad Man's Rain Flush droplets aren't the right color for Toad Man
-Plant Man's Plant Barrier is also the wrong color for 'im.
-Wave Man's Water Wave should be lighter in color.

That is all. You don't have to change these things if you don't want to.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Batton on December 27, 2011, 11:12:59 PM
Why does this version of the Classes mod exist? It doesn't really do anything better and has had a long time since its last release. Is it even maintained anymore?

The only classes mod that matters is the one made by Yellow Devil. Someone can lock this topic please?
Title: ^trolling at its finest^
Post by: ice on December 27, 2011, 11:14:50 PM
actualy a update was posted not too long ago, as for why there are 2, no idea
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: xColdxFusionx on December 27, 2011, 11:15:09 PM
Quote from: "Batton"
Why does this version of the Classes mod exist? It doesn't really do anything better and has had a long time since its last release. Is it even maintained anymore?

The only classes mod that matters is the one made by Yellow Devil. Someone can lock this topic please?

This mod is still very much alive and kicking. And it does matter. Very much.

Also, if you don't care about this mod, why did you post here?
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ivory on December 27, 2011, 11:24:37 PM
Quote from: "Batton"
Why does this version of the Classes mod exist? It doesn't really do anything better and has had a long time since its last release. Is it even maintained anymore?

The only classes mod that matters is the one made by Yellow Devil. Someone can lock this topic please?

I can assure you that KY Classes are well liked. I would also ask you don't ask to lock other peoples project threads.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: LlamaHombre on December 27, 2011, 11:46:30 PM
And people like Batton perfectly describe why I hate classes.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 28, 2011, 01:38:10 AM
People who make ignorant observations and obviously don't pay attention are why you hate an entire game mode?! O.o
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: LlamaHombre on December 28, 2011, 03:08:01 AM
I can't have fun if there's a negative bomb going on around me.
It's not that I hate Classes themselves, I hate die-hard Classes fans. Or at least, most of them. You and several others are strong exceptions.
Sometimes I have a lot of fun playing Classes, when its just a bunch of casual classes players who join to have fun.
Then there are people like Roc and Bikdark who heavily despise anyone who plays the other "side"'s classes for fun and even go as far as to shun all criticism given for impression's reasons.
And sometimes, I agree with that. That kid who posted a Bomb Man quote in a favorite maps thread for their first post had it coming.

But for demonstration's purpose, let's say I've created a set of MM6 classes based on how I feel they should be played, whereas Korby is creating an MM6 mod more towards accuracy.

They both have potential at the start and we get equal notice.
Then I trip and Korby continues strong, similar to YD's v4a.
All of what were my fans move over to Korby's side and never look at my mod again.
I fix my mistakes about a month later in an attempt to try and reboot what are my ideas and my philosophies.
Despite being fairly decent, nobody bothers to download my mod, and Korby's is deemed the official MM6 mod.
Korby Classes are hosted fairly often, with plenty of people in the servers.
LlamaHombre Classes are hosted once a month with very few people joining.

In a way, it's similar to what happened in real time, only with KY and YD.

So what if how I play Flame Man isn't how you'd like to play Flame Man? You give up hope on the ENTIRE MOD and talk negative about every change made to it?

It sure looks that way to me.
Fucking hell.

On top of that, there are way too many classes for me to even bother with.
Both King Yamato and Yellow Devil have some giant guts to even think of taking on their own perspectives of over 80 different characters, and not many of you seem to think of that.

If something's poor, give something you like about it first to not come off as a complete douchebag.

For example, my take on a YD Classes Review:

The first isn't always the best, but it can at least try. With some interesting ideas such as Plant Man's healing flowers and a literal double-edged Ring Man, this classes mod certainly can put a turkey on the table.
Unfortunately, it may not be cooked the correct way. Certain classes greatly outclass others (Metal  >  Snake), and some feel like fillers. (v3a-v6a Gravity Man, for example.) It's by no means bad, it just needs work.


Compared to:

Fuck this mod. Everything about it has nothing to do with the character given. Plant Man has nothing to do with his NES counterpart, and Ring Man's just dumb. Metal Man is batshit insane compared to classes like Snake Man, and what the hell is the purpose of Gravity Man? What is this mod trying to accomplish?

See a difference?

What if I believe that "NES" Plant Man doesn't have enough potential and that YD was going for something.
What if I believe that "NES" Ring Man is just a weaker Knight Man?

Okay, fine. King Yamato goes for more playability for your favorite character. And I love KY Flame Man for this. It's just I don't believe that the "NES" box is enough to fit a class all the time, and that's why Yellow Devil classes is also a necessity.
Even though Ice Man's altfire will forever need work.

I don't have fun playing KY Plant Man, and fighting him is an instant win if I play with my trusty Flame Man.
In YD Classes, I don't find Plant Man too great either, but I can at least get behind how he plays.

Then there's the "Hyper Mode Skullman".

If you're having trouble with him, try to either improve your skill or find an Anti-Skull class. Flying Classes and Shield Classes are amazing against buster-only classes. Don't cry that he's overpowered and ask to remove him from the game completely.

kjnjkvs

I could go on and on and on but I'm slowly losing my sanity.

I just hope you can understand how I feel about classes as a whole.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 28, 2011, 04:21:53 AM
Why is it so hard to ignore the dumbass kids and just have fun playing as your favorite Mega Man characters?

Seriously.

Let the dill-holes argue like the dill-holes they are while I have fun killing them all as Punk And Friends. And you know you always have a reliable Classes host in me. I may like KY Classes slightly more, but I still host them both, I alternate between them, and said server is a land of fun and giggles where bitchmongers will recieve a Screw Crusher to the face while everyone gets to have smile fun time as their favorite Robot Masters. So why worry about the idiots? Let them be idiots. They will always be idiots. Haters gonna hate, and whiners gonna whine. I say to hell with all of 'em; let's just kick ass with our favorite Mega Man characters! That's all that should matter.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on December 28, 2011, 07:45:36 PM
Quote from: "Shmeckie"
Why is it so hard to ignore the dumbass kids and just have fun playing as your favorite Mega Man characters?

Seriously.

Let the dill-holes argue like the dill-holes they are while I have fun killing them all as Punk And Friends. And you know you always have a reliable Classes host in me. I may like KY Classes slightly more, but I still host them both, I alternate between them, and said server is a land of fun and giggles where bitchmongers will recieve a Screw Crusher to the face while everyone gets to have smile fun time as their favorite Robot Masters. So why worry about the idiots? Let them be idiots. They will always be idiots. Haters gonna hate, and whiners gonna whine. I say to hell with all of 'em; let's just kick ass with our favorite Mega Man characters! That's all that should matter.

True dat, shmeckie, I say amen to that.

All this fight over classes is unessesary, I think classes should be made for one reason and one reason only.... for gaming and playing.

remember, all this is just a game
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 28, 2011, 08:41:50 PM
I find it incredibly ironic that you should be saying that after the whole Napalm Man scenario.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Knux on December 28, 2011, 10:19:39 PM
People can change their opinions, Dood. Or is it bad now as well?  :|
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 28, 2011, 11:23:48 PM
No, I completely agree with Shmeckie. This whole classes war is stupid.

I was just pointing that out. No offense to you, Shmeckie.  ;)

Unfortunately, you just know it will never end...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 29, 2011, 02:17:37 AM
Quote from: "Star Dood"
I find it incredibly ironic that you should be saying that after the whole Napalm Man scenario.

What are you even talking about?! How does that have anything to do with telling the people behind the mod that a character is weak to the point of near-uselessness and needs to be fixed in future updates? That has nothing to do with internet dickwaving between fanboys.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: HD_ on December 29, 2011, 02:25:04 AM
Holy crap LlamaHombre. I think I have to agree with that whole post. I, like Shmeckie, like both and in the future, will try to host both.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 29, 2011, 04:09:13 AM
Well, it's just that you dragged that through nearly ten pages wanting changes to a character other people use effectively. But as I just said, Knux cleared up my muddled vision, and now it's water under the bridge.

*shrug*

I think I have a rant somewhere that kind of explained my previous point...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 29, 2011, 10:40:55 AM
People can use Dan effectively in SSF4. That doesn't make him instantly not a joke character anymore.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Hallan Parva on December 29, 2011, 06:40:33 PM
You people consider Dan a joke character? :? I'm a little offended by that...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 29, 2011, 07:41:13 PM
Quote from: "SmashBroPlusB"
You people consider Dan a joke character? :? I'm a little offended by that...

Only in SSF4. In MVC2, he was an Akuma-destroying MONSTER.
In SSF4, he has NO OTOKO MICHI.


I think the Napalm Scenario was a bit...Overboard. Regardless, I agree with these.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: xColdxFusionx on December 29, 2011, 09:15:37 PM
Quote from: "SmashBroPlusB"
You people consider Dan a joke character? :? I'm a little offended by that...
Quote from: "Shmeckie"
People can use Dan effectively in SSF4. That doesn't make him instantly not a joke character anymore.

Fun fact: Dan was originally designed to be a Take That at King of Fighters. Hence, he's always been a joke character, and he still is.

He's gotten a power boost over the years, but I still can't see him as legit.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 30, 2011, 07:10:10 AM
Pretty sure evryone knows the story behind Dan at this point. Which was part of my point; he's a joke character designed to be weaker than everyone else.
Title: Pharaoh and Gravity also need teem colours
Post by: Sora on December 30, 2011, 09:08:35 AM
Shouldn't we stay on topic with KY Classes?

Also, after playing for awhile, I really don't see Napalm Man being horrendously UP.  Sure, he can't rush crowds and get a million frags all at once, but as long as you think of where you're shooting, then he's really good (at least for me).

Another thing I wanted to ask was whether Shadow Man was getting any sort of re-vamp in the next version.  Right now he feels slightly spammy and not really a full class since he only has one attack and infinite ammo (reminds me of YD Metal Man somewhat).  I'm not really sure about it, though, that's just how I see him at this point.
Title: Re: Pharaoh and Gravity also need teem colours
Post by: Beed28 on December 30, 2011, 11:10:47 AM
Quote from: "Sora"
Another thing I wanted to ask was whether Shadow Man was getting any sort of re-vamp in the next version.  Right now he feels slightly spammy and not really a full class since he only has one attack and infinite ammo (reminds me of YD Metal Man somewhat).  I'm not really sure about it, though, that's just how I see him at this point.

Eh? Shadow Man has two attacks, his Shadow Blades and his Shadow Slide. And he does have ammo, which both attacks use up.
Title: Re: Pharaoh and Gravity also need teem colours
Post by: Shmeckie on December 30, 2011, 11:12:12 AM
Quote from: "Sora"
Also, after playing for awhile, I really don't see Napalm Man being horrendously UP.  Sure, he can't rush crowds and get a million frags all at once, but as long as you think of where you're shooting, then he's really good (at least for me).

Play as him in a room with skilled players who will go after you and you'll see why. The only way he can get frags is to kill-steal and hope no one finds him. Particularly any player with half-decent aim.
Title: Re: Pharaoh and Gravity also need teem colours
Post by: Davregis on December 30, 2011, 04:42:24 PM
Quote from: "Sora"
Shouldn't we stay on topic with KY Classes?

Also, after playing for awhile, I really don't see Napalm Man being horrendously UP.  Sure, he can't rush crowds and get a million frags all at once, but as long as you think of where you're shooting, then he's really good (at least for me).

When I see Napalm, I run for him, because I want to get that free frag. With full health, I can come out pretty easily. In fact, the only real time Napalm has killed me was when I went through a crowd/1-2 duels and barely had health.

After playing this version's Skull Man, can you let him regen his barrier while walking? It lasts an awfully short time, and this game's to fast-paced for me to wait the 4-5 secs to recharge a one-second barrier. Or at least make it regen almost immediately while he stands still.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 30, 2011, 05:46:00 PM
Don't forget my awesome richochet, Daveris.

Really, no class is UP or OP; you shouldn't blame the tool, blame the man.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 30, 2011, 06:31:51 PM
Quote from: "Star Dood"
Really, no class is UP or OP; you shouldn't blame the tool, blame the man.

That's terribly naive, I'm sorry. Some classes, like Tomahawk or Metal, are obviously overpowered and need toning down, while others just aren't strong enough. This idea that they're all suddenly fine and no adjustments need to be made is just silly. You obviously weren't present when everyone who picked Tomahawk Man won in a landslide. And I do mean everyone, regardless of skill.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 30, 2011, 09:00:44 PM
I'm only saying what's true, maaaaan

The classes are balanced, but the people who play this game's skill levels are not. That's really where the whole problem lies.

For example- Say you are a person who says Punk is absolutely perfect.

You go on your server as him, then beat up a bunch of people and win a lot of matches. The next day, the people you beat will be clamoring for a Punk nerf- and, even worse, will also be complaining for a buff of the characters they were using against you.

I can see how bugs need to be fixed, but really, that's really the only thing that needs to be fixed. Either that, or there's a class that only has good points or bad points, with nothing to balance either scenario out.

Metal Man is fine considering he can only take 50 damage, but I agree with Tomahawk Man.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 30, 2011, 09:02:27 PM
Quote from: "Star Dood"
I'm only saying what's true, maaaaan

The classes are balanced, but the people who play this game's skill levels are not. That's really where the whole problem lies.

For example- Say you are a person who says Punk is absolutely perfect.

You go on your server as him, then beat up a bunch of people and win a lot of matches. The next day, the people you beat will be clamoring for a Punk nerf- and, even worse, will also be complaining for a buff of the characters they were using against you.

I can see how bugs need to be fixed, but really, that's really the only thing that needs to be fixed. Either that, or there's a class that only has good points or bad points, with nothing to balance either scenario out.

Metal Man is fine considering he can only take 50 damage, but I agree with Tomahawk Man.

That's true, isn't it? Metal's fine, but he COULD use a 5 damage reduction, or something.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 30, 2011, 09:07:12 PM
His projectiles are rippers and already only d-
...Nevermind, he has ripping projectiles that do 16 damage, though they move really quickly.

Again, my only comment on this is to very slightly increase the time between each shot.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 31, 2011, 04:13:31 AM
Increased reload time might be just what the doctor ordered for Metal Man... It would hamper the lockdown rape without needing to weaken his attacks.

Quote from: "Star Dood"
I'm only saying what's true, maaaaan

The classes are balanced, but the people who play this game's skill levels are not. That's really where the whole problem lies.

For example- Say you are a person who says Punk is absolutely perfect.

You go on your server as him, then beat up a bunch of people and win a lot of matches. The next day, the people you beat will be clamoring for a Punk nerf- and, even worse, will also be complaining for a buff of the characters they were using against you.

I can see how bugs need to be fixed, but really, that's really the only thing that needs to be fixed. Either that, or there's a class that only has good points or bad points, with nothing to balance either scenario out.

Metal Man is fine considering he can only take 50 damage, but I agree with Tomahawk Man.

I'm sorry, but do you not realise what overpowered/underpowered means?!

Overpowered means the character is far too strong and their shortcomings do not compensate for it, and someone can win (big) with minimal effort and skill with them. That, in this case, would be Tomahawk Man, and to a lesser extent Metal Man.

Underpowered means the character's strengths and advantages are not worth the amount of effort it takes to use them, especially stacked against the other characters. Napalm Man is textbook underpowered, as it takes him his entire arsenal, and all his ammo to get one frag. You have to play incredibly carefully and strategically to get the same, if not lesser results than one could gets with the Mega Man Killers, or the MM6 crew.

If someone could make a case for Punk being OP that was backed up by something solid, then fine, but Punk is a perfect example of a character with a good deal of balance and reward; his mainfire is fast as hell, but it's a 5HKO (contrasted against the fact that 4HKOs are far more common amongst other Robot Master mainfires). It can kill quickly, but only if you have good aim. His alt can kill in one hit, but again, only if properly aimed, and if you trap and psyche out the opponent. Again; high reward, but it requires actual ability to pull it off. Not UP because he's powerful on the whole, not OP because a win isn't free with him; you need competency and decent aim to win with him.

Tomahawk Man (and if you agree with me on him, how can you say no one is OP?!) only needs to run into a crowd while spamming mainfire. It's all he needs to do, and his frag count skyrockets. Even if it does arc upward, that's a moot point if he's in their face. A rapid-fire 3HKO is absurd. Hence, him being OP and banned from my server. Metal Man can kill an opponent in a matter of seconds. Yes, he's a glass cannon, and it only works if he has a "lock" on you, so he's not as bad as Tomahawk, but he's still overpowered. Not to the point where he needs the banhammer, but it is irksome.

As for Napalm Man, just look at the ridiculous hoops you have to jump through to get a frag. Lockdown with a full arsenal of torpedos and bouncing your aimfire off walls to trick someone? You can get better results with half the other classes with just a good ol' point-and-shoot.
Title: Shmeckie quit whining about things you've whined about befor
Post by: Sora on December 31, 2011, 08:13:07 AM
Aarg, I look away for one second, and so much to reply to.

Quote from: "Beed28"
Eh? Shadow Man has two attacks, his Shadow Blades and his Shadow Slide. And he does have ammo, which both attacks use up.

Problem is, he gets way too much ammo for attacking, so really having an ammo bar is kinda pointless (at least the way I use weapons).  Also, I have yet to see anyone who uses Shadow's kick for anything except escaping, so I don't really count that as a weapon at this point (Exit Unit can kill people, yet it's an item.)

Point I'm trying to say is, there's not a whole lot of depth to Shadow Man currently, since he only has spammy moves.  Just wish he had some more variety is all.

Quote from: "Shmeckie"
Play as him in a room with skilled players who will go after you and you'll see why. The only way he can get frags is to kill-steal and hope no one finds him. Particularly any player with half-decent aim.

Trick is not to say "COWABUNGAAAAAAAAAA!", charge into a group of fighters, and expect to come out clean; rather, by bombarding the opponents with missiles and bombs, you can greatly dominate a group of enemies.  The key is knowing when to hold your ground and when to back off (I feel that if he had more power, he may be a tad OP, but that may just be me).

Quote from: "Daveris"
When I see Napalm, I run for him, because I want to get that free frag. With full health, I can come out pretty easily. In fact, the only real time Napalm has killed me was when I went through a crowd/1-2 duels and barely had health.

That fault does not entirely rest on the class, but rather the person playing the class.  I really didn't have any problems with people charging after me when playing Napalm, so I think that may lie more in the skill of the attacked player. And from experience, 90% of people who play Napalm don't put any thought and just spam the bombs.  Anyone could easily kill someone who did that.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on December 31, 2011, 11:12:35 AM
Except your bombs are gonna be the ones yelling "COWABUNGAAAAAA," and they don't exactly pack the kind of punch that's going to save you once someone turns around and lays into you.

And I wanna know who these people are that are apparently getting fragged so often by Napalm Men, because every single time I have faced Napalm Man, the only time he has ever fragged me, no matter who's at the controls, has been if he catches me at next to no health after fending off, like, 2 or 3 people. Hell, I can win with plenty of weaker characters. Doesn't mean they're still not weaker characters. I've won skirmishes with Skull Man, doesn't change the fact that KY Skull Man has a terribly hard time in crowded situations. I've won plenty of matches with Centaur Man, despite the fact that he is slightly underpowered (I think that initial buster shot needs a bit of buffing. Not the split shots, though). He's not suddenly A-OK because you won a couple matches with him. How often do you win as him against skilled players? Or even do well? And most importantly, how much effort does it require to do well with him vs. other characters, and how big is the payoff? What does it say when as, say, Pharaoh Man, I can throw my Pharaoh Waves and shots, waste a whole group of people (and not a pre-occupied crowd, either; a one-by-one-by-two-on-one wave of players), and end up fine, yet in order to get a single frag with Napalm Man, you need full ammo, a full stock of torpedoes which requires him to run away, sit, and wait for several seconds. And if you do get that one frag, you're not going to survive a marathon of players. Every other character can but Napalm Man.

To put it in perspective, Flame Man's mainfire is about as strong as Napalm Man's bombs, much more accurate, and can be comboed with his Flame Wave to inhibit the enemy's mobility, hunt down characters at a distance and on higher/lower levels, and tack on even more damage should it hit. Gyro Man can retreat out of the enemy's range, or toward a healing item, then throw Gyro Blades that can turn at an angle and home in on the enemy (especially effective if thrown where they're "going to be" while strafing). Pharaoh Man has a powerful ripping attack he can use as often as he wants (if he can charge it), and a fast weaker projectile to finish the opponent off. All these characters grossly outclass Napalm Man, and they're not Tomahawk Man. They're the norm.

If Character A can get better results with less effort than Character B, and Character A isn't grossly overpowered, then Character B is grossly underpowered. Napalm Man is hands-down the worst character in KY Classes, and needs serious work in the next build.
Title: Am I the only one who has killed people with Shadow's slide
Post by: Shade Guy on December 31, 2011, 12:17:35 PM
Woah woah woah, originally all you wanted was a minor buff for Napalm and now you're calling him the hands-down worst class? I guess desperate times call for desperate measures, but still...Be consistent.

There are definitely classes that need more tweaking than Napalm, but you folk don't seem to notice any other than Tomahawk and Metal over your clamoring over one class...Not to mention those two only came to light after people were spamming them in servers.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: ? Manibogi ? on December 31, 2011, 03:28:56 PM
Someone using enker killed me every time I approached him. Nerf him.
I couldn't win any match with wind man. Buff him.
I dominated the match with blizzard man. He's fine.
Ballade is my favourite character in the series. He's perfect, absolutely perfect, if I can use him perfectly, he's simply perfect.
*2 weeks later* I couldn't frag anyone with mah boy, ballade. Buff him. NOW.

Seriously, guys grow up. If you can't frag anyone with a class, it's because YOU lack practice. I'd say practise with him 2-3 days. You aren't even TRYING to practise. Imagine napalm man is Dan. Dan is supposed to be a joke character, but with some practise he can easily win against ANYONE. The same goes for napalm man.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: xColdxFusionx on December 31, 2011, 03:54:12 PM
Quote from: "Shmeckie"
I've won plenty of matches with Centaur Man, despite the fact that he is slightly underpowered

...Centaur Man? Underpowered? Surely you jest. My most recent experience with him was a server full of everyone and their mothers dominating as him by running around and just attacking anyone they saw.

I haven't played as Napalm in a while, but I have a feeling you're playing him wrong. Protip: Someone with Megaman's armor isn't supposed to be rushing mindlessly into crowds.

Napalm Man seems like more of an ambush class: tag someone in the back with a Double Napalm Bomb, then unleash everything else as they try to run away. I'll have to test this strategy before I make a final conclusion, but that's my guess based on what I've seen from his moveset.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: ? Manibogi ? on December 31, 2011, 03:58:54 PM
Quote from: "xColdxFusionx"
Quote from: "Shmeckie"
I've won plenty of matches with Centaur Man, despite the fact that he is slightly underpowered

...Centaur Man? Underpowered? Surely you jest. My most recent experience with him was a server full of everyone and their mothers dominating as him by running around and just attacking anyone they saw.
I'm starting to think Shmeckie doesn't understand the concept of ''Balance'' nor ''OP'' or ''UP'', and attacks everyone else for the same reason.

Quote from: "Shmeckie"
As for Napalm Man, just look at the ridiculous hoops you have to jump through to get a frag. Lockdown with a full arsenal of torpedos and bouncing your aimfire off walls to trick someone? You can get better results with half the other classes with just a good ol' point-and-shoot.

Reminds me of Demoman, and people know how to get aroud those problems when playing as him.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: xColdxFusionx on December 31, 2011, 04:09:00 PM
...Upon further review (read: A quick bot match), Napalm Man could use a bit of a firing rate buff on his actual weapon. His attacks feel just a bit sluggish.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: HD_ on December 31, 2011, 04:50:53 PM
Quote from: "xColdxFusionx"
Quote from: "Shmeckie"
I've won plenty of matches with Centaur Man, despite the fact that he is slightly underpowered

...Centaur Man? Underpowered? Surely you jest. My most recent experience with him was a server full of everyone and their mothers dominating as him by running around and just attacking anyone they saw.


Yeah, that was fun.

*Centaur Destroyer hi-fives CentaurYama and CentaurSword.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Ukiyama on December 31, 2011, 05:10:12 PM
Yes, the Centaur Flash rules the world, even more so on teams  :cool: "Centaur Flash is up, needs more range"/sarcasm
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 31, 2011, 06:47:40 PM
For the last time- and I mean the last time- practice with the classes you have and get better with them. The only reason any class is grossly UP or OP is because you're either terrible at using or beating them.

Seriously. Get better with the classes and this arguement will instantly become invalid.

The thing I especially hate with all this Napalm Man stuff is that he's supposed to be a sneaky and strategic character. Mind you, he's the only one in the entire mod. Which, of course, obviously makes him UP and he needs to become a run-of-the-mill shoot-em-up class just like everyone else. Which basically ruins his point of becoming a fun class to use that's different from everyone else.

LOGIC.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Laggy Blazko on December 31, 2011, 07:35:41 PM
That reminds me of these hunter's lightning arrows from GvH. Lots of people thought that was OP, but I almost never could hit something with them.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 31, 2011, 07:41:10 PM
They're "OP" if you can aim them, but if you can aim them, that's your skill and you deserve to get that shot off.
Likewise, Ice Arrows aren't OP because for them to OP, you need to be in melee range, and in a game like GvH, that's exactly where you DON'T want to be.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: xColdxFusionx on December 31, 2011, 07:59:30 PM
Quote from: "Star Dood"
-snip-

You obviously don't understand how balance works. Let me give you a quick beginner's breakdown:
- Classes are UP if you use them right and still lose, no matter what the opponents do.
- Classes are OP if you use them wrong and still win, no matter what the opponents do.

For example...
"Oh, the Spy is OP because he can go invisible and kill people in one hit!" Yeah, but he can be easily found by smart players, he sucks in direct combat, and he needs to get in melee range to score his one-hit kill.
"Oh, the Spy is UP because everyone keeps killing me!" You're obviously using him wrong. Don't play the Spy like a Soldier! (Or, to make it slightly more relevant to some other comments made here, don't play Napalm Man like he's Pharaoh Man.)

However, there is a case for NapalmMan being UP.

Sure, Napalm Man is supposed to be an ambush class. So let's suppose he gets up behind a Megaman undetected. His Napalm Bombs deal 30 damage a piece, so hitting with both (which takes some serious luck and a tight corridor) does 60 damage. That seems pretty good, until you realize he has a delay between attacks somewhere around the same speed as Hard Knuckle or Crystal Eye. That's more than enough time for  any other class to spin around and completely decimate him before he can get a missile off to shut them up. And even if he does get the kill, he's probably going to have ~20 health left and a depleted ammo, and anyone who's played this game before should know how stray buster shots just love to tag you in the side of the head when you're running low on health.

My proposition: Give Napalmman either a slightly faster firing rate or allow him to fire his missiles almost immediately after using Napalm Bombs. That way, if he gets up behind someone he can at least do massive damage in the short time before they can turn and fight.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Bikdark on December 31, 2011, 08:01:04 PM
Quote from: "Star Dood"
The only reason any class is grossly UP or OP is because you're either terrible at using or beating them.
I laughed at how wrong this is.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Gummywormz on December 31, 2011, 08:22:19 PM
So if I make a class that shoots 100 damage rapid fire shots that home in, it's the other player's fault they keep getting fragged every 5 seconds?
Title: Re: Am I the only one who has killed people with Shadow's sl
Post by: Shmeckie on December 31, 2011, 08:25:46 PM
For once, Bik and I agree on something.

Quote from: "Shade Guy"
Woah woah woah, originally all you wanted was a minor buff for Napalm and now you're calling him the hands-down worst class? I guess desperate times call for desperate measures, but still...Be consistent.

There's nothing inconsistent about it. He doesn't exactly need an overhaul. The buffs he needs are very simple. Less ammo consumption, higher RoF on the bombs, drop the torpedoes (they don't even really belong in this mod, anyway. Aren't we striving for NES game accuracy, here?). Maybe a damage buff on the bombs, but only a slight one. But until he gets those buffs, he's the worst character in this mod.

Sorry to say this, but some of you guys just don't seem to understand how balance works. It'd be nice if all your favorite classes were as strong as each other, and all the opposing argument was boiled down to something as simple as you're mocking it, but if you're going to sit here and tell me that Stone Man is as effective as Ballade (not that Stone Man is as bad as Napalm Man, but both characters can handle large crowds effectively, while Ballade can handle long-distance one-on-one combat much better than Stone Man, giving Ballade the overall edge), then you're just naive, and being detrimental to the development of these classes.

And yes, Centaur Man is underpowered. Not to the point where he can't win a match, but he often finds himself flatly outclassed. Mostly due to his weaker damage output compared to other classes, particularly ones that can match his speed (cough Blizzard Man cough). Centaur Flash is nice, but it's not going to save you if you're in the sights of someone with good aim and a class with good damage output.

I think many of you flat-out don't know what OP or UP means. UP does not mean unwinnable. It does, however, mean that the amount of work required does not justify the low payoff for success. Top Man is a perfect example of a character who pulls off successfully what Napalm Man pretends to pull off. His Top Spin is incredibly risky, his controls are wonky, and his projectile isn't terribly strong, but if used effectively, he can OHKO just about any character, and devastate crowds and lone characters. He has characters he doesn't do well against, and characters he does great against.  He's not OP, he's not UP. Maybe he could use a tweak or two, but otherwise he's fine. He requires effort and skill, but has a worthwhile payoff for it.

And why is it people assume anyone calling Napalm Man UP is just rushing into crowds with him? Because if the only defense of the character you have is guessing at someone's playstyle when you don't know for sure in an effort to discredit them, it doesn't help your argument much. When you're going after the person, and not their points, it doesn't help your argument in the slightest.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Bikdark on December 31, 2011, 08:27:11 PM
Quote from: "Gummywormz"
So if I make a class that shoots 100 damage rapid fire shots that home in, it's the other player's fault they keep getting fragged every 5 seconds?
If we're going by Star Dood's logic, you'd be correct.
Title: Re: Am I the only one who has killed people with Shadow's sl
Post by: Ivory on December 31, 2011, 08:34:29 PM
Quote from: "Shmeckie"
drop the torpedoes (they don't even really belong in this mod, anyway. Aren't we striving for NES game accuracy, here?).

Someone fails. Napalm Man DID have torpedoes in the NES Game.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Red on December 31, 2011, 08:51:41 PM
Aren't they missiles? i mean, submarines use torpedoes
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Beed28 on December 31, 2011, 09:18:12 PM
Napalm Man fired napalm bombs and missiles in the NES game, but not homing torpedoes.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Kapus on December 31, 2011, 09:24:56 PM
Dunno if it's worth noting or not, but Napalm Man's missiles did home in on you in the arcade games.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on December 31, 2011, 09:31:16 PM
Quote from: "Beed28"
Napalm Man fired napalm bombs and missiles in the NES game, but not homing torpedoes.
(click to show/hide)
Well, there were sprites for them.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: MusashiAA on December 31, 2011, 09:45:21 PM
Quote from: "Korby"
Quote from: "Beed28"
Napalm Man fired napalm bombs and missiles in the NES game, but not homing torpedoes.
(click to show/hide)
Well, there were sprites for them.

Napalm Man had Napalm Bombs, slow homing missiles (the small ones), and non-homing missiles that travel in a straight line (the big one)
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: ? Manibogi ? on December 31, 2011, 10:00:12 PM
Quote from: "Bikdark"
Quote from: "Gummywormz"
So if I make a class that shoots 100 damage rapid fire shots that home in, it's the other player's fault they keep getting fragged every 5 seconds?
If we're going by Star Dood's logic, you'd be correct.
That's exactly why I had a flawless victory in my first online match. EVER.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on December 31, 2011, 10:19:46 PM
/me throws a chair

Forget it then. I'm just proposing a logical way to solve all this crap.

Not suprisingly, I'm wrong for the billionith time... why oh why can't I ever be right
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on December 31, 2011, 10:42:41 PM
Quote from: "Star Dood"
/me throws a chair

Forget it then. I'm just proposing a logical way to solve all this crap.

Not suprisingly, I'm wrong for the billionith time... why oh why can't I ever be right

The logical way would be to make a topic for this crap. Unfortunately, no one would use it.

Hey, I feel KY Skullman needs a small buff. I understand he needed a nerf after the horror of barrier-rage spam, but must it be this much?

To people who haven't played Skull, he's a class with average health and speed. His 2 weapons are a barrier and a buster. His buster does 10 damage per shot, and has a...slow ROF. His barrier renders him invincible, and lasts 1-2 seconds (which?). If you put up the barrier right while you are attacked, his attack,ROF, and Foot-speed will double for the length of the barrier.

The Barrier takes forever to recharge, and only does while standing still. (Coughnapalmcoughtorpedoescough) As we all know, in any mode, you simply cannot do this with any consistency, leaving Skull with underpowered sniper shots, and nothing else.

In essence, you use the barrier, and if you get a RAIG, then you may get a frag. Then, you'll get fragged because you can't do anything. Or, you DON'T get RAIG, and you get fragged because you can't do anything.

Now, you CAN still get a few frags with his Skull Sniper, but with his middling health and low damage, it won't be often. Sure, it causes hitstun. Sure, you can't really avoid it. Sure, you can run for health whenever you feel like it against Skull, because he needs 10 shots to take you down. If you have ANY ARMOR AT ALL, he can't frag you at all, seemingly.

I ask, to make his barrier AT THE VERY LEAST recharge while he walks, but not while shooting. This is ridiculous.
Or, you could let him recharge while shooting, because a low damage sniper sucks

Kinda like Napalm, in a way. Nerfed too hard to make "balance".

Thank you.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: xColdxFusionx on December 31, 2011, 10:49:42 PM
One detail that was missed here is he gets 50% shield ammo if he gets hit (I think at the end of the pain animation), but I do agree he could use a buff.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 01, 2012, 02:35:15 AM
I think I know a quick and easy way to fix Skull Man, but it doesn't matter; he's getting an overhaul in the next release. Gonna cross my fingers that it's a good overhaul, because I really like Skull Man.

And yeah, KY Classes do need to cut back on all the stuff that recharges while standing still. It's just not practical in any sense.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on January 01, 2012, 06:37:40 PM
Quote from: "xColdxFusionx"
One detail that was missed here is he gets 50% shield ammo if he gets hit (I think at the end of the pain animation), but I do agree he could use a buff.

I feel like i'm going abit too far, regardless...

If you get hit, chances are that it's not a stray buster shot (unless you have 1hp). It means someone's trying to take you down. Everyone knows that standing still is the easiest way to get killed, thus you'll never get to use that 50%.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Gumballtoid on January 01, 2012, 06:52:16 PM
KY stays true to the original titles! Look at Napalm Man! YD's Napalm looks like his Power Fighters look... but KY goes for the NES (even though there's an alt Napalm Man, but it doesn't seem right! On a side note relating to Napalm Man, it seems fine to stand still to recharge the torpedoes. On IDM09, people would stand on the ship and fire into the building to catch any campers. And it worked! But Skull Man is another story...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Clayton on January 04, 2012, 06:54:55 PM
to me, all napalm needs is more ammo or faster charging ammo, I function just fine with his present abilities. I find the homing missles a little cheap, if you were to allow these stuning homers to charge while moving, napalm man would be difficult to kill, especaillly with physical attackers. i am already having problems reaching napalm in this version so doing that would make it difficult to reach.

bomb man should have a higher jump, in the game i find that bomb man has the highest and longest jump in the game. giving cutman a higher jump that bombman isn't fair, finding that cutman jumps lower than him in the game

stone man's power stones should also act like a shield like in the game.

take quickman's primary fire away, i find that being very cheap. If anything make his secondary fire home in on enemies faster, i think then he would be less cheap. I tried playing as quickman without megaman's quick boomerang and it was able to manage quite well. the homing boomerangs could just home in a bit faster.

the same should be done with topman, he does it in the game so why not do it with topman.

shadowman needs unlimited shadow blade, i don't mind the shadow kick having ammo but having the shadow blade limited really restricts shadowmans attacks.

other than those that is all my comments for now. i think everything else is self explanitory.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: SaviorSword on January 04, 2012, 11:26:31 PM
From hero classes (Or maybe just from Bass), I'm seein' phantom limbs while usin' Blizzard Attack. Could be just software too, but I'm not too sure what's the case. Anywho, just a problem I found.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: fortegigasgospel on January 04, 2012, 11:38:18 PM
Doing the MM3 tourny with this on, Drill was using the other weapons in Hard's stage.
Edit: And then Metal was in Spark's stage.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Hallan Parva on January 09, 2012, 10:48:14 PM
Just so you know I used to not play this very often. It's not that I hated the KY version or anything; in fact I avoided both versions or classes like the plague (if it makes you feel better). The fact that nearly every server not named "Deathwind's whatever" hosted classes sort of helped, and when you combine this with the fact that Shmeckie shamelessly man-rapes anyone on a classes server that sort of drives the nail in the coffin.

Anyway long story short I was REALLY bored one day and I decided to jump in a KY Classes server with some guys on Skype, and I chose random class distribution. I was dealt Knight Man. Mistakenly thinking it was YD Classes (because Human Destroyer forgot to change the server information) I pressed the alt-fire when I saw a Quick Man gunning for me. Instead of dashing into his face and stunning the little bugger I end up executing ROYAL WRECKING BALL from Battle Network and fragging the guy instead.

> ROYAL WRECKING BALL
> Knight Man alt not being 95% useless

I am now playing every class just to see what new weapons and techniques are in here. I gotta say I'm pretty darn impressed with your RWB alt-fire. It's not just some lazy radius damage thing like Fire Storm's ball, either; I actually tested RWB offline and as it turns out, the attack only deals damage if the ball TOUCHES the target.

Very nice work.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on January 09, 2012, 10:56:18 PM
Quote from: "Gumballtoid"
KY stays true to the original titles! Look at Napalm Man! YD's Napalm looks like his Power Fighters look... but KY goes for the NES (even though there's an alt Napalm Man, but it doesn't seem right! On a side note relating to Napalm Man, it seems fine to stand still to recharge the torpedoes. On IDM09, people would stand on the ship and fire into the building to catch any campers. And it worked! But Skull Man is another story...

Just a quick note, I went off the official art.
(click to show/hide)

Anyway, personally, I enjoy KY Napalm Man a lot, though I haven't played enough with him to give my thoughts just yet.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 10, 2012, 02:54:49 AM
Quote from: "SmashBroPlusB"
...and when you combine this with the fact that Shmeckie shamelessly man-rapes anyone on a classes server that sort of drives the nail in the coffin.

I feel kinda bad, now...

I never meant to discourage anyone from joining in the classes fun...! :(
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: HD_ on January 10, 2012, 03:00:22 AM
I forgot to change the name of a Classes server?!

Derpderpderpderpderpderpderpderp
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on January 10, 2012, 03:12:08 AM
Quote from: "Shmeckie"
Quote from: "SmashBroPlusB"
...and when you combine this with the fact that Shmeckie shamelessly man-rapes anyone on a classes server that sort of drives the nail in the coffin.

I feel kinda bad, now...

I never meant to discourage anyone from joining in the classes fun...! :(

Ah, that's what the person meant when he asked if I was "smoking what Shmeckie was." I was sort of facerolling.

Speaking of facerolling, I was facerolling as Napalm Man and thinking(and saying) the entire time "This is underpowered?"
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 10, 2012, 03:15:16 AM
Yes. Very much so. Use him against someone skilled in a strong class and watch him get eaten alive. Or skilled in half the classes, really.

Also, duels between two Napalm Men take hilariously long because of all the effort needed to score a single frag with him. I can attest to this.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on January 10, 2012, 03:40:27 AM
A serious flaw in your arugement is that you didn't hear Korby's statement: He was facerolling with him.

Seriously, just practice with him. You'll get better with him eventually.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 10, 2012, 03:45:42 AM
I've "facerolled" with him before, too, when up against people who weren't a huge threat. And it took a much greater effort than it would have if I had used anyone else. I'm not gonna use Punk against people who barely play classes, after all.

Again; you can win with underpowered people.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Knux on January 10, 2012, 04:07:10 AM
Quote
Also, duels between two Napalm Men take hilariously long because of all the effort needed to score a single frag with him. I can attest to this.
So can I! Because I certainly remember that one time we were both on Dustman's stage...  :p
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: fortegigasgospel on January 10, 2012, 04:36:25 AM
Quote from: "Shmeckie"
I've "facerolled" with him before, too, when up against people who weren't a huge threat. And it took a much greater effort than it would have if I had used anyone else. I'm not gonna use Punk against people who barely play classes, after all.

Again; you can win with underpowered people.
Which is why he whipped Punk out on me I take it.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 10, 2012, 05:52:45 AM
Quote from: "fortegigasgospel"
Which is why he whipped Punk out on me I take it.

Somehow that sounds dirty...

Quote from: "Knux"
Quote
Also, duels between two Napalm Men take hilariously long because of all the effort needed to score a single frag with him. I can attest to this.
So can I! Because I certainly remember that one time we were both on Dustman's stage...  :p

Oh god that was like nightmares and childbirth all rolled into one...
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on January 11, 2012, 12:51:01 AM
Quote from: "Shmeckie"
Quote from: "SmashBroPlusB"
...and when you combine this with the fact that Shmeckie shamelessly man-rapes anyone on a classes server that sort of drives the nail in the coffin.

I had to laugh at this. So true!
 Especially considering it took me 6 months for my 1st 1st place... Still, losing's almost as much fun as winning!
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 11, 2012, 02:48:35 AM
Quote from: "Daveris"
Quote from: "Shmeckie"
Quote from: "SmashBroPlusB"
...and when you combine this with the fact that Shmeckie shamelessly man-rapes anyone on a classes server that sort of drives the nail in the coffin.

I had to laugh at this. So true!
 Especially considering it took me 6 months for my 1st 1st place... Still, losing's almost as much fun as winning!

I'm starting to think I might be driving people away. :(
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Magnet Dood on January 11, 2012, 03:27:10 AM
Shmeckie, don't feel that way. You're just playing classes well- a little too well at times. But hey, you're just showing your support for this mod.

No need to feel bad, Shmeck. (That's totally your new nickname) People play to... well, play. At least, most of us do. I hope.

As much as I have to agree with SmashBro's statement, there's nothing wrong with your skill over us.

Though I will admit you seem to be incredibly- and seemingly unfairly- well-rounded with any and every class you use
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: fortegigasgospel on January 11, 2012, 03:29:16 AM
Quote from: "Shmeckie"
I'm starting to think I might be driving people away. :(
I had fun facing off against you, winning or not. I won a few here and there and got close a few times. I like how you used a different class each map.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Korby on January 11, 2012, 04:30:47 AM
I don't think I've actually played with Shmeckie in game yet. I should probably try and do that more often.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Davregis on January 12, 2012, 02:21:44 AM
Quote from: "fortegigasgospel"
Quote from: "Shmeckie"
I'm starting to think I might be driving people away. :(
I had fun facing off against you, winning or not. I won a few here and there and got close a few times. I like how you used a different class each map.

This.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Shmeckie on January 12, 2012, 04:14:16 AM
A few quick points:

- The RoF on Doc Robot's Leaf Shield seriously needs toning down. The window is too small, making it virtually impossible to hit him with a character that has a slower moving attack. Even with fast attacks, the small window makes hitting him needlessly difficult, and makes his Leaf Shield leaps and bounds above Wood Man's.

- Spark Man's sound effect on his altfire is wrong. A small thing, but being the nerd that I am, it bugs me slightly.
Title: Re: King Yamato's Classes Overhaul - VERSION 2 RELEASE
Post by: Fyone on January 12, 2012, 12:47:58 PM
Yeah, Wood Man snipes his wood shield which I am fine with. Although, he can get another wood shield and snipe at you simultaneously. I would suggest making it kinda like the pause that you have with Megaman's crystal eye weapon.
Title: Version 3 Release - Now in Terminator Edition
Post by: Tesseractal on January 22, 2012, 01:53:35 AM
Version 3 up, changelog in the first post.

Special note for the new game modes Terminator, CTF, and Possession that now have special classes for those modes!

Major changes to Napalm, Tomahawk, Air, Bomb, and Skull. Notable changes to Yamato, Centaur, and Wood. Check the first post for more detail.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: ice on January 22, 2012, 02:30:26 AM
WHOOOO skullman's actually usable again

This is how he should of been to begin with
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Korby on January 22, 2012, 03:05:23 AM
Quote from: "Ice-IX"
Punk - Mainfire hitbox corrected. Mega's screws removed.

I cannot wait to see what Shmeckie has to say about this.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shmeckie on January 22, 2012, 03:14:32 AM
I rarely use the Mega screws in KY, and I'm actually happy about the hitbox correction. More often than not my screws would be stopped by corners and objects and crap like that.

Gonna have to try out new Napalm and see if he's actually useful now.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Hallan Parva on January 22, 2012, 03:51:25 AM
> no more Mega screws
> hitbox fixed for straight screws
> Shmeckie likes both changes


Well, goodbye KY Classes, it was nice knowing you :lol:
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Copy Robot on January 22, 2012, 06:26:32 AM
Bot Classes (Sniper Joe, etc.) still crash the game if they're enabled and you changemap via winning or console.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shmeckie on January 22, 2012, 06:36:36 AM
Oh my god.

Yes.

New KY Napalm is boss now.

Thank you.

Thank you so much.

This is exactly what he needed! Like Christmas all over again! Shit, I was scoring high with Napalm Man like I usually do with Punk! He actually has the means to score frags just like everyone else, and he has all his tricky shit without needing to completely rely on it! Yes! THANK you!
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shade Guy on January 22, 2012, 07:55:36 AM
Ah, if I recall correctly, it wasn't possible to fix the bot classes crashing...Which is why there's a variable to remove them if neccesary.

Easy come easy go.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: SaviorSword on January 22, 2012, 08:36:34 AM
Quote from: "Shade Guy"
Ah, if I recall correctly, it wasn't possible to fix the bot classes crashing...
Awww....  :cry:
Many Bot Apoc tears were shed.

Also I noticed a few thin's...

Bomb can only throw one alt.
Fire has a SLIGHT RoF nerf, and not to mention the alt is literally a bit more flashy.  :cool:
Shadow's main doesn't use ammo. (Thank goodness)

I'll post more later.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shmeckie on January 22, 2012, 09:46:54 AM
Dedicated to KY Napalm. (http://www.youtube.com/watch?v=eL67u_dCYOc)

This too. (http://www.youtube.com/watch?v=KFfCKy0nKr0)
Title: I guess I forgot "Bot Apoc compatibility" in the changelog.
Post by: Tesseractal on January 22, 2012, 09:55:48 AM
Quote from: "SaviorSword"
Quote from: "Shade Guy"
Ah, if I recall correctly, it wasn't possible to fix the bot classes crashing...
Awww....  :cry:
Many Bot Apoc tears were shed.
Note that the bot classes only crash the game if activated when the match concludes. They are not turned on by default. As long as the bot classes are not used when an intermission screen is loaded, the game will not crash. If the bot classes are turned off, the special bots will instead get a "regular" class. Doc Robot gets the player's version(instead of the bot's), Dark Man 1 is Charge Man, et cetera so those bots still be used as well. And yes, Shade Guy is correct - fixing the bot classes is impossible due to skulltag.

Note that the player morph classes (used for CTF, Possession, and Terminator) do not crash the game. I would encourage hosts to give these new game modes a try.

tl;dr: Bot Apoc will not crash the game by default.

Side note: Napalm's damage per attack was unchanged.
Title: Re: I guess I forgot "Bot Apoc compatibility" in the changel
Post by: Shmeckie on January 22, 2012, 10:00:38 AM
Quote from: "Ice-IX"
Side note: Napalm's damage per attack was unchanged.

And that's fine, but now his ammo consumption is sane, he doesn't need to sit still for god knows how long to get his torpedoes, and the RoF buff is definitely noticeable in a fracas. It doesn't take him everything he has to get one frag anymore. And he doesn't have to take a breather after each frag, either. He's good, now!
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Beed28 on January 22, 2012, 10:34:45 AM
Just like the crashes people reported to me regarding the hub in Chaos Generator Upgraded. It turned out to be the "IsLobby" tag in the MAPINFO definition, so that's a Skulltag bug as well.

Oh, and I love the new Napalm Man. Good job on him!

(P.S. What's the difference between player Doc Robot and bot Doc Robot?)
Title: Seriously. Terminator mode is the new LMS! >.>
Post by: Tesseractal on January 22, 2012, 11:18:23 AM
The bot-only Doc Robot is the "old" version of the class with the "random bot buster" that shuffles through MM2 master weapons while it's firing.  (This is the player's version in v1.) The "new" Doc Robot playerclass shuffles each weapon with the altfire. (Instead of shooting random altfires, lol.)

The bot classes can also be used in Bot Rush mode.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Beed28 on January 22, 2012, 01:03:00 PM
Uhh... problem! When I was making a compatibility patch for CSCC, the bots (from CSCC) no longer spawn with their weapons, where they did with the previous version of KY Classes. I don't know how to fix this! Does anyone know? :cry:
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul
Post by: xColdxFusionx on January 22, 2012, 05:09:46 PM
Quote from: "Beed28"
Uhh... problem! When I was making a compatibility patch for CSCC, the bots (from CSCC) no longer spawn with their weapons, where they did with the previous version of KY Classes. I don't know how to fix this! Does anyone know? :cry:

...I have no idea what could be causing this. What exactly do you mean by "not spawning with their weapons?"

I have yet to try the new version, but from the sounds of things it's going to be good.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Korby on January 22, 2012, 05:22:07 PM
By that, I assume he means not spawning with their weapons, as in the bots don't have a preferred class.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Davregis on January 22, 2012, 06:12:19 PM
What does everyone think of Skullman? I don't care for him, but my tastes are...specific.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Clayton on January 22, 2012, 06:20:14 PM
Yes, Drillman is better, bombman is better. most of everything seems to be good

a couple of issues are that Chargeman is so hard to kill people with. his hit box is so tiny, he does little damage and it takes so long for him to charge.

yamato man is a little delaying on his shot, and it takes forever to charge, leaving you dodging attacks for you life. I think long ammo recharges and slow speed is a bad combination all together.

but other than that, everything is perfect. I'm even finding it easier to defeat people with bass. Making him more equal (especially in LMS and TLMS where you cannot cycle through weapons like in regular) and also no weapon drops from robot masters.

complements on napalm, tomahawk, and the height you get when you are big people, just plain genius!!!
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Magnet Dood on January 22, 2012, 06:47:34 PM
Quote from: "Shmeckie"
Dedicated to KY Napalm. (http://www.youtube.com/watch?v=eL67u_dCYOc)

This too. (http://www.youtube.com/watch?v=KFfCKy0nKr0)

My God, was he really that useless to you?

Boy, I'm suprised. I actually used to do well with the old Napalm if that's even fathomable, Shmeck, but I guess I'll try out the new one.

Also, I sadfaec because no more nine torpedoes. :(
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shmeckie on January 22, 2012, 07:12:15 PM
Quote from: "MegaLAD1514"
yamato man is a little delaying on his shot, and it takes forever to charge, leaving you dodging attacks for you life. I think long ammo recharges and slow speed is a bad combination all together.

Because a full salvo of his shots is a guaranteed kill. They're obviously emphasizing the Yamato Spin, and making Yamato Man a melee class.

Quote from: "Star Dood"
My God, was he really that useless to you?

Boy, I'm suprised. I actually used to do well with the old Napalm if that's even fathomable, Shmeck, but I guess I'll try out the new one.

Do I have to repeat myself for the umpteen-billionth time?
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Magnet Dood on January 22, 2012, 07:27:35 PM
He wasn't weak though! Argh! *facepalm*

The new Napalm is actually harder to use, in my opinion. I played a few matches and lost spectacularily, then changed to Stone for the lulz and actually got into the top 3 most of the time.

Maybe he'll be my new main.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shmeckie on January 22, 2012, 07:30:36 PM
...Harder to use?! I d--... I j--... He's the same with better ammo consumption, RoF, and no sitting and waiting for torpedoes, how is he--ah, forget it...

Speaking of Stone Man, did he get better range on his Power Stone to compensate for an even worse jump, or am I imagining things?
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Magnet Dood on January 22, 2012, 07:44:52 PM
Yes, but notice how long those torpedoes have to regenerate for minimal damage and no stunlock, his ammo consumption was never a problem in the first place, and the rate of fire was NES accurate, which is exactly what this mod is trying to accomplish! Argleblarglerantrantrantabcd

I'm pretty sure Stone's...stones are the same. And even worse jump? What does that mean?
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: xColdxFusionx on January 22, 2012, 07:57:24 PM
Quote from: "Star Dood"
Yes, but notice how long those torpedoes have to regenerate for minimal damage and no stunlock,
Question: Who the hell uses the torpedoes?

his ammo consumption was never a problem in the first place,
*shrugs*

and the rate of fire was NES accurate, which is exactly what this mod is trying to accomplish! Argleblarglerantrantrantabcd
Accurate != balanced. And balance is top priority, not accuracy.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Magnet Dood on January 22, 2012, 08:15:10 PM
Quote from: "xColdxFusionx"
Quote from: "Star Dood"
Yes, but notice how long those torpedoes have to regenerate for minimal damage and no stunlock,
Question: Who the hell uses the torpedoes?
Well if I brought it up, it would be safe to assume I do, correct? Also , Rozark and almost every other Napalm player does.

his ammo consumption was never a problem in the first place,
*shrugs*

and the rate of fire was NES accurate, which is exactly what this mod is trying to accomplish! Argleblarglerantrantrantabcd
Accurate != balanced. And balance is top priority, not accuracy.
But the whole point of this mod is to create balance while staying in the NES limits. The only thing Napalm somewhat needed was a damage buff. Thus he could've stayed NES-Accurate while still being able to work well in a deathmatch enviroment, even though his old version was fine.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Shmeckie on January 23, 2012, 01:32:00 AM
You're arguing for NES accuracy, yet you swear by the torpedoes. You're complaining about the fact that Napalm got nothing but buffs and can still play like he did before, just more effectively. And factoring in your earlier views on "balance," you're starting to come off as just stubbornly contrarian.

And to address an earlier point; as of Napalm v3.0, I use the torpedoes. They're great for stopping someone who's trying to strafe you, pinning them down momentarily, and chucking bombs at them while they're helpless. And since he recharges torpedoes automatically instead of needing to sit still for an hour, you're guaranteed to have them when you need them.

And his ammo consumption was very much a problem, because if you were up against anyone who actually knew how to strafe and dodge, they could easily outlast your ammo and lay into you. Especially anyone with a good jump. Now he has good ammo consumption, and good ammo regen speed, keeping him from being completely spammable, but preventing him from being left helpless.

Either way, I'm glad the folks behind this mod saw he needed help, and gave him just the help he needed. Because he's baus now.

As for Stone Man, some folks and I, while trying out the changes to version 3, noticed Stone's already comical jump felt shorter than it already was. And I remember KY Stone Man having short ranged Power Stones, with a longer range jump (making him the opposite to YD Stone Man). As of V3, his Power Stones seem to expand at the same distance as the copywep version (which is a very good thing, don't get me wrong).
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Copy Robot on January 23, 2012, 02:21:40 AM
Bright Man and Doc Robot become Mega Man if they get time stopped, that or the glitch is they can now be time stopped.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: SaviorSword on January 23, 2012, 02:27:20 AM
Speakin' of glitches, if yar Punk (not by random) and the map changes (with intermission), ya will get the old Mega screw HUD. Ya can use the Mega HUD and it will throw fast, however it will consume ammo like the old Mega HUD despite the fact yar not throwin' Mega screws. Ya can switch out of it or die, and then ya can never go back to it though. Still that map change bug deal needs a fix.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Magnet Dood on January 23, 2012, 02:55:41 AM
Well, although I like NES accuracy alot, I also like how he added the torpedoes, which a bring a cool twist to his gameplay.

And as much as I want to argue with you about how the previous Napalm Man is superior to the grave, I'll refrain and simply put it that we have different opinions.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: MusashiAA on January 23, 2012, 08:49:20 AM
Bomb's Mega Bomb doesn't explode when it splashes on water. It could also use a bigger AoE with the same damage output

Fire's little flames can be combo'd with the main projectile for almost 90 damage. The altfire is also terribly powerful, capable of OHKOing those who stay in it's path for too long. Nerf main and maybe alt?

Top is OP. Very. Nerf the damage output, and add slight mobility to the spin, or at least make Top Man bounce off walls while spinning. Nerfing should be a priority, though.

Ring's projectile dissapears when you hold mainfire. They can still damage players much like the old YD v5 Ring class, they still stay out when you hold main.

Wave's alt needs a bit of tweaking. It's functionality is there, but it's rather unreliable sometimes. The wave summon should always depend on pure aiming, and shouldn't be influenced by players or the waves themselves.

IMO, Napalm's altfire could use a wee more delay after firing. Nothing more.

That is all.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: SaviorSword on January 23, 2012, 09:18:13 PM
That reminds me, Bomb's alt does not have a sound online when it blows up, same with Elec's alt. The sound files are there, but it just doesn't work online.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Korby on January 23, 2012, 10:20:46 PM
Just thought I'd say I enjoy the buffed Napalm.
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: ice on January 23, 2012, 10:24:35 PM
I find it a tad ironic that skullman's supposed to counter diveman, yet his divemissiles instantly kill the skullbarrier
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Davregis on January 24, 2012, 12:03:18 AM
Quote from: "Daveris"
What does everyone think of Skullman? I don't care for him, but my tastes are...specific.

...Please?
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: Hunter_orion on January 24, 2012, 12:33:36 AM
I think he would be good for someone who likes to play a hit-and-run role, but as far as my personal taste, that isn't my style. For someone like me who enjoys close combat, Skull Man does not fire fast enough to take down a target that is in close proximity to him.  His shield does help with this combat, but only as long as you're running away.  This strategy doesn't always work, especially if you're being hunted down by someone fast like Quick Man or Charge Man (and anyone else I've forgotten). So, while I acknowledge there are uses for Skull Man, I would much rather take Shadow Man or Enker out to play than I would him.

On another note:  please make bot classes usable. I want to wield the awesomeness of the firework bazooka!!  :twisted:
Title: Re: [VERSION 3] - King Yamato's Classes Overhaul (Terminator
Post by: ice on January 24, 2012, 12:50:46 AM
basicly my suggestion is remove the shot limit on skullman, there are lots of classes that basicly dose the same thing he dose attackwise, but they have unlimited ammo, while as skullman, you have to shoot at them with megabuster speed shots, but after shooting and missing half of the shots, you're pretty much spending half of your time running away instead of actualy fighting hence why skullman never seems to do well AT ALL in deathmatch due to his unreliable weapon

tl;dr: Remove the shot limit from skullman to encourage actual active combat with him
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Tesseractal on January 24, 2012, 01:14:05 AM
Hotfix added.

Hotfix changes:
-2x ammo regen given back to all classes except: Cut, Guts, Hardman, Woodman, Magnet, Napalm, Centaur, Tomahawk, Flame, Blizzard, Enker, and Punk
-Ring's mainfire fixed
-Hard's mainfire damage reduced
-Top's mainfire radius corrected (same as all previous versions now)

Main thing: ammo regeneration is at the previous rate for the majority of classes. That's the big news.
Title: /me still prefers the old Napalm
Post by: Magnet Dood on January 24, 2012, 04:39:44 AM
I am incredibly outnumbered.

On an unrelated note, Bubble Man is rather hard to use. His Bubble Buster has way too many downsides for it to be somewhat useful. It fires a lot of bullets, yes, but they always spread everywhere with minimal damage- AND he slows down when using it. His bubbles don't help much either.

I suggest turning down the rate of fire and increasing the damage a bit. Yeah, I know it's supposed to be a finisher, but the bubbles aren't reliable enough for it to fufill its current purpose.

Also, Stone Man is a complete baus. :cool:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr. X on January 24, 2012, 06:59:54 AM
So uh, yeah, Dive Man's alt fire is completely broken.  Jaxof7 proved without a doubt on a server tonight that you A) Can't hit him while he's using it because he's moving too fast, B) Can't really defend against it because he moves too fast, and C) If you ever come under any sort of fire, you can just fly away because it lasts so dang long.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Tesseractal on January 24, 2012, 08:32:23 AM
Quote from: "Star Dood"
On an unrelated note, Bubble Man is rather hard to use. His Bubble Buster has way too many downsides for it to be somewhat useful. It fires a lot of bullets, yes, but they always spread everywhere with minimal damage- AND he slows down when using it. His bubbles don't help much either.

I suggest turning down the rate of fire and increasing the damage a bit. Yeah, I know it's supposed to be a finisher, but the bubbles aren't reliable enough for it to fufill its current purpose
.
Mm? You had me sold until the "Bubbles don't help much". The bubbles ARE his main weapon. Don't be fooled by that super peashooter or whatever; it's like a 21HKO. The bubbles are infinite and should be your main offense. The peashooter is up for changing though. Personally I'd like to see the speed-drop item go away or something. As long as it's not "go back to the old buster", throw your suggestions out there. (This means changes in the weapon entirely. I don't like the peashooter either, eh. Neither do my left and right brains.)
Quote from: "Mr. X"
So uh, yeah, Dive Man's alt fire is completely broken. Jaxof7 proved without a doubt on a server tonight that you A) Can't hit him while he's using it because he's moving too fast, B) Can't really defend against it because he moves too fast, and C) If you ever come under any sort of fire, you can just fly away because it lasts so dang long.
Well, right now it already requires you have some ammo before you can fire. (You can't fire it again if your ammo is too low). Note that the speed also works against Dive Man; if he went slower it'd be easier to hug people (and not just because of it being easier to control). So he also can't get as much hug damage on you because he's moving too fast. (Similar to how a slow ripper is more lethal than a fast one.)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Sora on January 24, 2012, 04:40:33 PM
Quote from: "Ice-IX"
Well, right now it already requires you have some ammo before you can fire. (You can't fire it again if your ammo is too low). Note that the speed also works against Dive Man; if he went slower it'd be easier to hug people (and not just because of it being easier to control). So he also can't get as much hug damage on you because he's moving too fast. (Similar to how a slow ripper is more lethal than a fast one.)

From what I hear, the problem sounds like with Diveman's current speed it's almost impossible to hit him.  It doesn't matter how powerful his Dive Tackle is; if he's near-invincible while using it, he can still take you down all the same.

Still, I haven't had a chance to play KY classes much and try to Dive-counter TF2 why, so I really need to test it out before giving a solid opinion about this.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on January 24, 2012, 04:52:51 PM
I think the problem may come from unlike Heat and Punk who need full ammo to use there tackle attacks and that tackle uses all there ammo Dive can use it freely and it drains his ammo.

So he can go past you, stop the tackle, turn around, then hit you with it again, repeat until he is out of ammo, and then he needs to wait a moment to get some ammo back to use it again, that combined with his speed makes it a bit on the broken side.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr. X on January 24, 2012, 05:32:40 PM
^ And that's exactly what was happening last night.  Basically, just change it so he either has to be at full or close to full to use it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on January 24, 2012, 07:20:28 PM
I'd rather if Dive Missile and Dive Tackle used separate ammo bars.

I use the tackle DEFENSIVELY to gain some distance between myself and my target (so my missiles aim better) and that becomes pretty much impossible to do if you need FULL AMMO to use the alt. With Charge Man his tackle is pretty much his bread and butter and much more offensive, so it's a bit unfair tryin' to compare apples and oranges.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on January 24, 2012, 08:49:17 PM
We were playing last night on Shrine Battle (CSCM map), and since there was enough space, I used Wind Man to chase down Dive Man and hit him with Wind Gyros up close. I could catch up easily, but it still proved to be tedious business.

I therefore went to get other players, luring them out of Dive Missile's view. Somewhat...  :ugeek:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on January 25, 2012, 03:28:32 AM
Well, let's see...

To make it more NES accurate (yeah I'll drill it into your heads) you could do a somewhat fast-firing, fast moving but subpar damaging buster. I mean, in his boss fight, it went pretty fast...

Actually, how about this- Give him a buster that travels a bit slow and does some damage when used out of water, but when used in water, the damage and speed are increased a bit. It would make him pretty unique, honestly.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Copy Robot on January 25, 2012, 04:01:22 AM
Quote from: "Star Dood"
Well, let's see...

To make it more NES accurate (yeah I'll drill it into your heads) you could do a somewhat fast-firing, fast moving but subpar damaging buster. I mean, in his boss fight, it went pretty fast...

Actually, how about this- Give him a buster that travels a bit slow and does some damage when used out of water, but when used in water, the damage and speed are increased a bit. It would make him pretty unique, honestly.

What the hell was the Dive Man you're talking about (http://www.youtube.com/watch?v=MQVlXJ0cMY4&feature=player_detailpage#t=200s)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on January 25, 2012, 04:09:02 AM
I was talking about Bubble Man.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on January 25, 2012, 06:08:04 PM
Protoman's bot is strange; he doesn't seem to use weapon pickups like the Mega Man and Bass bots, and his sprite animations don't seem to play (he uses his walking animation while shooting and sliding).
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on January 25, 2012, 08:10:34 PM
Not sure if someone already said this, but Wood Man bot never uses his falling leaves. (NOTE: Information from MegaLAD1514.)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -Daiki-TheOni on January 25, 2012, 09:14:43 PM
Can someone hear me (or read this...) ? please, make the "Playable ""AUTO"" class"
(O_O)
 :shock:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on January 25, 2012, 11:14:42 PM
Yeah, do it! (Finally I can be the almighty auto  :D )
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on January 26, 2012, 12:11:47 AM
How about making all of the bot classes playable?  I would like to use a firework bazooka, and P.I.M. says she wants to wield the power of toast. Sniper Joe would also be fun to play as, in my opinion.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on January 26, 2012, 12:35:51 AM
I also vote on the ability to play as the bot classes. You can play as Wily in possesion, but only for so long.

Also, Hardman's ammo bar for his alt has gone invisible. Might wanna fix that.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on January 26, 2012, 03:02:11 AM
True, that. I was playing as Hard Man yesterday and the health bar seemed off. That's when it hit me.
Title: But considering who brought the matter up...
Post by: Shade Guy on January 26, 2012, 03:51:32 AM
Hard Man has no ammo bar anymore because in previous versions, the ammo bar was broken online for some strange reason.

So uh, you can either have no visible ammo bar or an ammo bar that doesn't work unless you only play Offline Skirmish.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on January 26, 2012, 03:53:46 AM
Maybe if there was a more obvious cooldown for the alt. I find myself attempting to jump with it, but it usually doesn't work and it gets very annoying.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on January 26, 2012, 04:01:10 AM
I suggest you make chargeman's hands on the screen to look like stoneman's, but change the color scheme around to look like chargeman(you can also use diveman's if desireable)

And I vote on the bot classes, that would be great (I'm looking forward to the other darkmen)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on January 26, 2012, 04:11:44 AM
Forget bot classes, when we gettin' MM7 classes up in this bitch?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on January 26, 2012, 04:33:27 AM
Quote from: "Shmeckie"
Forget bot classes, when we gettin' MM7 classes up in this bitch?
Hehehe, we brought this up this morning in game.
MM7, and the other DM would be great.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on January 26, 2012, 04:57:11 AM
Technically, isn't this mod about NES? Not sure why they'd have 7 and above.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on January 26, 2012, 05:22:12 AM
RM7/8FC

That's why.

And 9 and 10 were as NES as you can get.

And the MM Killers weren't on the NES, so...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on January 26, 2012, 05:35:40 AM
I'll be honest, I love the accuracy, but I feel it just lacks the roster compared to the basic game. Also Bass is in this mod and wasn't even in pre-7 either, so if we don't have 7 characters, why do we have Forte?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on January 26, 2012, 05:50:34 AM
kinda dislike the whole height thing going on there... i understand that it makes tall RMs feel like... tall RMs but it can take getting used to.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on January 26, 2012, 04:55:28 PM
Quote from: "fortegigasgospel"
Quote from: "Shmeckie"
Forget bot classes, when we gettin' MM7 classes up in this bitch?
Hehehe, we brought this up this morning in game.
MM7, and the other DM would be great.
Well, then how about making both 7 classes and bot classes playable? Then, everyone's happy.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -Daiki-TheOni on January 26, 2012, 08:09:22 PM
I,m agree with Hunter_Orion
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on January 26, 2012, 08:14:32 PM
I'm going to repeat what Lad said, and say that ChargeMan should have a better animation for the hands you see when your using him. I think you should either take DiveMan's animation and keep repeating it with the hands or StoneMan's with hands (but of course edit StoneMan's a bit if your going to use him). (Also to change the colouring when using DiveMan's hands or StoneMan's hands.) Reason why I'm saying hands is because I don't know what else to call it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on January 26, 2012, 10:56:25 PM
Well, I think they're shooting for in-game accuracy as a whole. MM7 and MM8 are still in the playing field if you consider that.

Also, the FC games didn't have exact carbon copies of the boss fights. They were close, but fell a bit short. Besides, we could add certain little things YD left out. (Shade grabbing victims, Slash's wall dash, Burst Man's bubble capture thing, etc.)

And yeah, Charge Man should have better animations... maybe  putting up his arm when firing coal? Somebody made that once.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Myroc on January 27, 2012, 08:56:03 AM
Quote from: "Star Dood"
maybe  putting up his arm when firing coal? Somebody made that once.
We actually tested that out once, but decided not to use it because it looked completely ridiculous.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on January 27, 2012, 08:19:36 PM
Charge Man is an evil Thomas the Tank Engine. I think being ridiculous is okay.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on January 27, 2012, 09:05:14 PM
Well, when you put it that way it is...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on January 28, 2012, 02:24:53 AM
Quote from: "Korby"
Charge Man is an evil Thomas the Tank Engine. I think being ridiculous is okay.


qoute of the day.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on January 30, 2012, 12:30:36 AM
In Terminator, is it normal to gradually lose health over time? Or was it always like that?

Also, bots don't transform when they grab the terminator sphere. Might wanna fix that one.

P.S. Please make an actual Dr. Wily class!! I'm begging you!! (does beg animation)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on January 30, 2012, 12:38:21 AM
i believe it is normal. its to balance out the fact that you are over powered and need to kill to stay alive.
Title: Seriously, host more terminator. It's awesome.
Post by: Tesseractal on January 30, 2012, 05:43:45 AM
Yes, Terminator drains health when you have it. It's not like that in "vanilla" Terminator mode - however, that was done because, well, it's evil energy. It's got to have some drawback, you know. In-game it has the benefit of preventing terminator camping. The idea is that you should be able to get 10 frags or more in the time you're terminator - to offset the termination bonus the guy gets for killing you. This becomes much easier when there's more people, of course. Is the drain too much? That's up for debate, actually, as compared to the other modes, Terminator doesn't have a WHOLE lot of playtime under its belt.

Charge Man can definitely get a new HUD animation. It is a bit bland as it is now.

Mega Man 7 classes will be next.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on January 30, 2012, 05:55:38 AM
I/we play terminator a lot (hopefully I dont have to say their names). Its a lot more fair to the other players, who need almost an entire team to dispatch a Wily that can stun them in place, then pummel the hell out of them. At least thats my opinion.
Quote from: "Ice-IX"
Mega Man 7 classes will be next.

Really? Aww...oh well, I was hoping for a release of either the bots or mm7 (or both)  so im still happy either way.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on January 30, 2012, 02:19:59 PM
Maybe you guys could pull a Roboenza and scale the HP drain based on the player pool. Alternatively, you could give Wily a small HP boost for every frag he scores.
Title: I really hate double-posting
Post by: Hallan Parva on January 30, 2012, 05:32:27 PM
Quote from: "SmashBroPlusB"
In the spirit of friendly competition, I think that you and the guys over at YD Classes should have some sort of "collab" classes project where you put forth your best classes against theirs and slap the pack together for download. Of course, it wouldn't have a class for every Robot Master (I was thinking only about 12 classes MAX per side), but it would be nifty to see how the two teams view their projects... a sort of "Yamato X Devil" classes project, if you would.

Of course you don't have to use things that already exist, you could tweak the classes or create entirely new ones for the project. It's just something that I would like to see sometime in the future (and I'm sure a lot of other users coughcoughSCHMECKIEcoughcough would like to see it as well).
Something like this would obviously need the OK from both sides, so that's why I'm putting it over here as well.
Title: Re: Seriously, host more terminator. It's awesome.
Post by: Shmeckie on January 30, 2012, 07:35:56 PM
Quote from: "Ice-IX"
Mega Man 7 classes will be next.

See 'dis? 'Dis shit right here? 'Dis shit be mah happy dance...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on January 31, 2012, 10:26:19 PM
Something i thought i would bring to your attention

i'm finding that most people that play as skull man tend to just use the skull shield during combat making them invincible. one they run out, they beat it and run off escaping the attacks of the opponent and eventually when the skull shield is fully charged turn back and shield themselves while attacking like a bunch of cowards.

I think a good answer for this problem would be to make skullman unable to move when he uses his skull shield. He can be able to shoot at the same time, but disable his ability to move. he can also take his shield off at will but get a little delay like magnetman.

another thing, i'm finding napalm man op, I don't know if any of you agree with me but i think the torpedo's is causing this op'ness. the torpedo's stun you and leave you defenceless, allowing napalm man to fire his missile and hit.  

i suggest giving centaurman two ammo bars, one for flash and the other for his shot. I'm not sure if you are familiar with his teleporting ability but that is completely your choice.  

I will continue looking for cheap stuff and output my findings

thank you for considering on expanding to megaman 7, cannot wait to see what your megaman 7 classes are like
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on January 31, 2012, 10:42:52 PM
Well ofcourse skull players do, the way people keep coding skullman forces you to be a coward. Shoot 10 shots (and miss most of them), you're forced to run off and hide. That's why I suggested at least either giving more ammo or remove the whole ammo thing altogether. As for the barrier, rippers spammers, and homing attacks pretty much decimate the barrier reducing its usefulness so I say that's fine.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: xColdxFusionx on January 31, 2012, 11:28:46 PM
What is written:
Quote from: "MegaLAD1514"
i'm finding that most people that play as skull man tend to just use the skull shield during combat making them invincible. one they run out, they beat it and run off escaping the attacks of the opponent and eventually when the skull shield is fully charged turn back and shield themselves while attacking like a bunch of cowards.

What I see:
Quote from: "MegaLAD1514"
i'm finding that most people that play as skull man tend to use him exactly how he's designed to be played.

Sorry, but that's most likely not getting changed. *shrugs*
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on January 31, 2012, 11:56:25 PM
So Skull Man's supposed to be a cowarding pussy?

Since he was originally designed to be a well-balanced combat robot I don't think that's very accurate.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 01, 2012, 12:35:28 AM
Maybe make his buster not use ammo but his shield recharge slower. Look at Gemini, he can keep his buster AND laser firing going. Skull comes in with his weak buster and can only shoot a few shoots before needing to recharge.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Bikdark on February 01, 2012, 12:59:39 AM
Quote from: "SmashBroPlusB"
So Skull Man's supposed to be a cowarding pussy?

Since he was originally designed to be a well-balanced combat robot I don't think that's very accurate.
Real men go into battle unprepared and get killed! Seriously, get the fuck over it.
You're never going to change how people play, and if people like using the barrier then running away, so be it. You can't do jack shit about it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 01, 2012, 02:51:54 AM
i believe that if you are trying to remake the nes skullman, he:

stood still and barriered.

fired his buster.

ring boomerang went through his barrier.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 01, 2012, 08:05:00 PM
I mean come on, if your dustman, skullman's weakness, and try to defeat him in battle, skull man will attack you with invincibility, run away, and come back with more skull barrier. And to make matters worse, you can't do anything about it because dustman is too slow to chase him down. if skullman were to be stationary when using his skull barrier, than it would make things better. And by the way, having to use a homing attack on skullman to break his barrier doesn't make much sense to me, being because skullman is super effective against diveman.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 01, 2012, 08:15:56 PM
Erm... wow. Actually, MegaLAD's got a point there.

Maybe if you only gained Skull Barrier ammo by hitting enemies... ? That would encourage ol' Skully to actually FIGHT instead of hiding in a corner sucking his thumb waiting for more invincibility. I know it's possible because Vampirism from Chaos Generator gave you HP if you hit something. Ghostbuster from GvH gives you weapons if you frag players, so why can't Mr. Skulls get shield ammo if he hits players?

Oh, and the main fire ammo doesn't help much either. It's ridiculously low.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 01, 2012, 11:07:07 PM
or make ring boomerang pierce his shield... but yeah, his buster ammo pulls off about 8 or so shots before waiting to fire.
i do want to see the idea of him shoting someone  to regain barrier ammo. his barrier should be a privlage to use, not something to hide behind. if he keeps his barrier as is either put in the ring pierce or make him slower/stand still while his barrier is up, kinda like woodman.
Title: Now people are going to complain about super adapter dub jum
Post by: Bikdark on February 01, 2012, 11:28:43 PM
How about instead of just sitting there waiting for him to return, how about you man up and chase that Skullman?

It's the same deal as old Wily in YD classes, once he gets those first shots off, he has to run and get more ammo or else he won't be effective. Instead of letting him get that ammo, chase the fucker and kill him.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on February 02, 2012, 12:45:09 AM
Maybe you didn't read this.

Quote from: "MegaLAD1514"
I mean come on, if your dustman, skullman's weakness, and try to defeat him in battle, skull man will attack you with invincibility, run away, and come back with more skull barrier. And to make matters worse, you can't do anything about it because dustman is too slow to chase him down. if skullman were to be stationary when using his skull barrier, than it would make things better. And by the way, having to use a homing attack on skullman to break his barrier doesn't make much sense to me, being because skullman is super effective against diveman.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Bikdark on February 02, 2012, 01:15:52 AM
Who's to say you absolutely need to use Dustman to frag a Skullman? Counters other than the original ones from the games exist.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on February 02, 2012, 03:05:29 AM
This mod's purpose is to have them more close to the NES games. Logicly, it would make more sense that a robot, like gutsman, would have the best effectiveness againsed a robot from the same game, like cutman. Atm, the advantages and disadvantages are all over the place thus making alot of robots useless againsed a robot it's supposed to be effective againsed gamewise.

Anyway, back on the skullman topic, at the moment, he's useless in deathmatch due to the way you're forced to play. Shoot all of your very limited shots, use the barrier to run or camp while waiting for the buster to recharge, forceing you to camp and run more than attacking meaning, even the most skilled players will have trouble winning in a non LMS environment with him without exploiting game breaking glitches *looks at celebi*. Anywho, I'll just leave this topic for now as he's argued over like napalmman was.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 02, 2012, 04:08:56 AM
Except that the idea is to have the Robot Masters play as they did in the NES games, for the most part, not to make each Robot Master an exact counter to whoever is weak to their weapon.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 02, 2012, 04:17:09 AM
Quote from: "Shmeckie"
Except that the idea is to have the Robot Masters play as they did in the NES games, for the most part, not to make each Robot Master an exact counter to whoever is weak to their weapon.

this.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on February 02, 2012, 04:27:24 AM
Be that as it may, the fact still stands, something needs to be done with skullman to make him more useable in battle. Another idea I can think of is having his buster recharge faster as his barrier takes damage.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 02, 2012, 04:30:54 AM
or just give him infinate or more ammo.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 02, 2012, 04:35:04 AM
Way I see weaknesses, think of it this way.

Ice man's weakness is thunder beam, but he is described as being weak to ELECTRICITY due to small parts.  Electricity, so Thunder Beam, Force Field, Spark Shot, Bit Cannon, Thunder Bolt, Thunder Claw, Lightning Strike, Plug Ball and Thunder Wool would all be good against him. So you can't have just a single weapon beat Ice Man.

Skull Man is weak to Dust Crusher, dust crushed is a large chunk of debre, so perhapes he is weak to blunt force weapons or hard hitting, such as Super Arm, Hard Knuckle, Dust Crusher, Junk Shield, Deep Digger, and other such weapons.

There shouldn't be just one weakness to a boss as evident to the GB games and PU. Like Snake is weak to needle cannon and immune to spark shock, but in World Three his weakness is Spark Shock. Not saying make him weak to electric moves, but there would be two guys good against him then.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 02, 2012, 04:38:38 AM
i'm sorry, but mm5 gb classes don't even exist yet. while true you can use related attacks (like your iceman example), but staying true to the nes games kinda makes more sense.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 02, 2012, 04:59:55 AM
MMV brought back no bosses other then the killers. I was using III as an example. Also take Doc Bot for example, he has a weakness for each bot relevent to the weakness of the bot loaded. He was also planned to show up again in 4, with 4 bosses from 1 and 4 bosses from 3 loaded, showing more related weaknesses.

Having multiple weapons good against a boss it means you don't just switch to a character you see no weaknesses to being there easily. Such as Skull, being faster then the bot with his weakness (which he still would be) but it raises his chance of there being someone good against him, making more varied strategies against him.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 02, 2012, 05:21:03 AM
Quote from: "PLAINOLDLUIS"
i'm sorry, but mm5 gb classes don't even exist yet. while true you can use related attacks (like your iceman example), but staying true to the nes games kinda makes more sense.
I believe he was just using the GB games to provide an example. In fact, he never implied they existed.

Well, while we're talking about balance and stuff, Wind Man. Each gyro does 27 damage assuming normal armor, and are not so difficult to aim as they go sweeping their way to the target as long as the map is not a cramped place (when you really should avoid using him anyway). I suggest toning them down to 20 to 24 each just to tone down the monstrosity, because considering how fast they regenerate, it's easy to keep them coming. I wouldn't nerf the ammo regen time though, I think he needs that to get away flying when things get too hot.

I actually like Wind Man the way he is now, but I can't help but feel it could be toned down that bit. By the way, what was his armor setting? I never knew...
Title: Re: I really hate double-posting
Post by: Tesseractal on February 02, 2012, 06:26:02 AM
Quote from: "SmashBroPlusB"
Quote from: "SmashBroPlusB"
In the spirit of friendly competition, I think that you and the guys over at YD Classes should have some sort of "collab" classes project where you put forth your best classes against theirs and slap the pack together for download. Of course, it wouldn't have a class for every Robot Master (I was thinking only about 12 classes MAX per side), but it would be nifty to see how the two teams view their projects... a sort of "Yamato X Devil" classes project, if you would.

Of course you don't have to use things that already exist, you could tweak the classes or create entirely new ones for the project. It's just something that I would like to see sometime in the future (and I'm sure a lot of other users coughcoughSCHMECKIEcoughcough would like to see it as well).
Something like this would obviously need the OK from both sides, so that's why I'm putting it over here as well.
How serious are you about doing this? If you'd like to do something like this yourself (say with another modder like xColdxFusionx), I would ask Yamato himself. Regardless of what he says, I have no intention of trying to stop you if you want to make one - since you're only presenting your mod as an alternative. (The previous people who wanted a "merger" implied that the new version would combine both mods as opposed to making a separate crossover, and I have stated before that is not a new idea.) Do note that really, the split itself exists because of Yamato and Devil's previous failure to collaborate, so a mod such as your example would have to be done by someone else.

You'll have to consider things beyond just which classes to use from each mod, however - there are other gameplay elements to consider. Like whether or not classes should drop copy weapons or custom weapons on death. You won't get any agreement between teams if you wanted them to collaborate, which is why I'm saying you'd need to do it yourself or with another "third party" member. (I have a feeling most of these types of questions will lean in favor of Devil's mod when decided.)
Quote from: "Shmeckie"
Except that the idea is to have the Robot Masters play as they did in the NES games, for the most part, not to make each Robot Master an exact counter to whoever is weak to their weapon.
This is a good point. Don't harp on the "NES" moniker too much. Class weaknesses are mostly present in terms of weapon damage, but NOT in terms of class behavior itself. On the other hand, Vampire Skull Man is probably out of the question. (That's a totally different robot master who has yet to be seen.) The Mega Man Killers you could argue are from Mega Man 1-4 (as the Rockman World games don't differ a whole lot), Bass not so much, but it's not worth it to remove those classes just to uphold a title. What you should think of this: When you as play as a class, you should generally think "Oh! This is just like in the game." Did Skull Man activate hyper mode or charge at you with super speed when you played Mega Man 4? No, so that version of Skull Man was scrapped.

Centaur: I've considered double bars for him too, not decided here. For now his focus has at least shifted away from "flash people to death".
Napalm: Strays toward OP in general. Torpedos will probably get nerfed (I don't like respawning 3 at once myself), not decided yet.
Wind: Will definitely lose 2x ammo regen next version, actually, so he can't fly around and have so much area control.
Skull: As I stated in the changelog - he cannot grab items when the shield is active. This was ALREADY done to curb cowardice/pac manning, and making it primarily for blocking attacks.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shade Guy on February 02, 2012, 07:06:57 AM
And for the record, I doubt giving Skull Man more ammo would encourage him to run away less. If anything, it would give Skull Man more of an advantage while running away, since any opponent would have to chase him down while he's invincible and avoid a larger onslaught of bullets, since he doesn't have to stop and refill his buster ammo bar as much.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 02, 2012, 09:44:25 AM
I told you
I told you that the old Napalm was fine
But no, you go ahead and buff him
now he's OP

Just go back to the V2 version of Napalm with a damage buff added to the bombs. That would make his RoF and ammo regeneration seem plausible, yet we'll probably not be able to avoid a pissed Shmeckie should we do so...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 02, 2012, 11:04:49 AM
Huh? I'm sorry, I can't hear you, I'm too busy scrubbing the remains of old Napalm off Punk's armor...

Napalm's only straying toward OP according to Roc, and really, how many people are dominating with him? I've seen a few do well enough to show he's a good contender now, but I'm not seeing a ton of people wasting opponents like in the old days of Tomahawk and Metal, and to a (much) lesser extent, Wind Man today. I can't think of anything about him I'd change, to be honest.

Oh, by the way, don't nerf his ammo regen. That's not what he needs at all. I say go with Knux's idea. He's almost right where he should be, just drop that damage output a tad. Centaur Man, on the other hand, needs help. I think you guys over-nerfed him a bit. I understand not wanting to flash people to death, but that buster of his isn't doing much for him as of now.

And why is it I'm enjoying this nerfed Punk more than the last one?! Oh, right, now my Screw Crushers hit people now and don't get stopped by nearby walls...!

And I'm all for doing something about Skull Man's ammo. The most frustrating thing about using him is how fast he runs out of buster ammo.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 02, 2012, 02:43:59 PM
Quote from: "Star Dood"
Well, let's see...

To make Bubble Man more NES accurate (yeah I'll drill it into your heads) you could do a somewhat fast-firing, fast moving but subpar damaging buster. I mean, in his boss fight, it went pretty fast...

Actually, how about this- Give him a buster that travels a bit slow and does some damage when used out of water, but when used in water, the damage and speed are increased a bit. It would make him pretty unique, honestly.

Was this idea ever considered? Because it would help Bubble Man. A lot.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 02, 2012, 03:04:10 PM
Quote from: "SmashBroPlusB"
Maybe if you only gained Skull Barrier ammo by hitting enemies... ? That would encourage ol' Skully to actually FIGHT instead of hiding in a corner sucking his thumb waiting for more invincibility. I know it's possible because Vampirism from Chaos Generator gave you HP if you hit something. Ghostbuster from GvH gives you weapons if you frag players, so why can't Mr. Skulls get shield ammo if he hits players?

Oh, and the main fire ammo doesn't help much either. It's ridiculously low.
Hello I am an ignored person and I am going to shove this back into your face
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on February 02, 2012, 03:16:09 PM
What about BombMan? In the NES he supposed to jump way high. Why not do that for KY Classes?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 02, 2012, 03:20:00 PM
... Dude, nearly half of the bosses throughout the series jump really high.

This includes Stone Man.

Stone Man!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on February 02, 2012, 03:21:40 PM
Well I kinda thought that he was fine 'cause of his alt.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 02, 2012, 04:01:00 PM
skull man's ammo could use more or unlimited, but unless the skull shield is stationary, that is a must! if you have unlimited ammo then you can shoot at the enemy while you recover the skull barrier (unless you make it so that you can't charge while shooting). but even then, either you shorten the skull barrier time or make it stationary like in the game, that would make things better.

I didn't have any problems with windman, i don't understand why you pick on him. but i guess he is kind of considered op due to the fact that he can randomly recieve frags by just shooting into a group of people, at least that's how i use him.

I'm glad your kinda considering the two different bars for centeur, thats good.

bombmans high jump should be considered, he is the highest jumper in the game, jumps higher than even cutman! it should be included
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 02, 2012, 04:37:05 PM
Quote from: "MegaLAD1514"
skull man's ammo could use more or unlimited, but unless the skull shield is stationary, that is a must!  either you shorten the skull barrier time or make it stationary like in the game, that would make things better.
WHY ARE YOU TRYING TO MAKE HIM SUCK

If you can't move then people will just camp around you and wait until the shield wears off, the unload Slash Claw / Napalm Bomb / Top Spin / anything that hurts once you're vulnerable. It's the same issue with Ukiyama's Crystal Hunter. It's also the same issue with Halo Reach's Armor Lock due to people littering the area near your feet with grenades. At least in Reach you could blow up vehicles with Armor Lock.

How come nobody will talk about gaining shield ammo from hitting enemies? :?


EDIT: Actually, if you made it work exactly like Armor Lock that might work. You could end the shield early for a small ammo cost, you could activate the shield without full ammo (but still needed a minimum ammo requirement), and if you let the shield last for an extended time (user over 60% of the ammo bar) it would create an EMP blast upon release, stunning nearby players. You could also only use it while on land, and there is a slight cooldown between uses.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on February 02, 2012, 04:46:17 PM
Centaur was never OP to begin with, he was simply abuseable. Decent speed, massive range, and fast regen was a recipe for disaster. However in terms of power, s/he was rather lackluster. Ya folks took it the wrong way and flat out nerfed Centaur as if s/he was like Tomahawk. Some compensation is required to make Centaur playable. On the subject of abuse, Gemini's clone again is quite abuseable. With 150 hp, that thin' will last awhile and most folks won't really bother tryin' to kill the clone unless it gets into their face. After that, then the player can die off a few times/donate a few frags to others and rack up on clones. Even though the clone has 50 more hp to make up the fact that it can't regen, the protection from fast hits and it's "smart" AI adds more to the abuseability of Gemini. Of course I haven't covered ALL of the potential abuseable classes that I can come up with. Just remember that doesn't mean a class is abuseable, doesn't mean it's OP and should be nerfed like an OP class should be just changed to reduce the said abuse.
Speakin' of Centaur, other classes, whose main and alt are both on the same bar will have trouble even gettin' a chance to use their alts since if they ever get assaulted (which is often) they can't use just their alt and wait for regen and alt again since that'll open them up for too much damage to get in. Most of them will have to use their main to fight off any foes, then it leaves the alt for mostly just to show up in battles. Some classes suffer this problem more than others, but some classes with a decent regen won't see this problem much at all. I could go on with more stuff, but that's all the time I have at this instant, so I might continue on my ramblin' later.

Let's talk about the possible merge project. If both parties do agree, then a 3rd party person or someone that both sides can trust should handle the burden. It also needs some form of standard, such as whether the merge should have a blend of elements from both or not. In my opinion, I'd like to see no blendin' what-so-ever. YD classes will drop their weapons and scrap metal while KY's don't. Same goes for mechanics as well, an example would be the Gravity Men. With my opinion aside, anyone know a good candidate that's willin' to take in charge of the merge project?

Lastly, out of curiosity, why don't we hear much from KY himself? I'd love to see what he thinks of stuff around his own project.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 02, 2012, 05:15:40 PM
me of course

I dunno. Could be Smashbro, he's the one who wanted it in the first place.

I'm not much help on the Centaur issue. I never really play against him much. All I know is that he makes a funny sound with his hooves. :geek:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 02, 2012, 05:50:24 PM
I didn't have any problems with windman, i don't understand why you pick on him. but i guess he is kind of considered op due to the fact that he can randomly recieve frags by just shooting into a group of people, at least that's how i use him.

It's because after playing extensively as Wind Man, and winning the vast majority of the games, that's what I came to.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 02, 2012, 05:59:17 PM
Quote from: "SaviorSword"
On the subject of abuse, Gemini's clone again is quite abuseable. With 150 hp, that thin' will last awhile and most folks won't really bother tryin' to kill the clone unless it gets into their face. After that, then the player can die off a few times/donate a few frags to others and rack up on clones. Even though the clone has 50 more hp to make up the fact that it can't regen, the protection from fast hits and it's "smart" AI adds more to the abuseability of Gemini.
Smarter then a bot, don't get stuck as often, more HP, AND immune to hazards (yes they will run around in holes) and once the player dies there is more, if you don't take care of the clones you have an army of Gems running around.

I support making them at least vulnerable to hazards and I main Gemini in both mods.

Though there is a turn away from Gemini Man, in KY Gem vs Gem is near impossible. AI won't attack clones, and Gemini can't hurt his own clones, or an opponent's clones, so you can't tell who's clones are who's and you can't kill them at all anyway.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 02, 2012, 06:14:48 PM
Quote from: "SmashBrosPlus"
How come nobody will talk about gaining shield ammo from hitting enemies? :?

Maybe because they want to experiment with other possibilities? Thats my guess

Personally, I love the idea. It encourages people to fight for their own protection, so to speak. I just did not speak up for it because, as I have said plenty of times, skull man is not my style of play. I simply figured it would be pointless for me to speak on behalf of a class I really dont like about a change that really wont affect my gameplay.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 02, 2012, 07:06:30 PM
Probably because it might make it possible to stay behind the barrier indefinitely.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 03, 2012, 12:20:28 AM
He doesn't have to gain a whole lot of energy from each shot. Either that, or he has to "charge" up the barrier completely before use.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 03, 2012, 01:41:08 AM
make it so that he gains energy by hitting with his gun when the shield is down and you might be onto something.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 03, 2012, 01:48:10 AM
Quote from: "NemZ"
make it so that he gains energy by hitting with his gun when the shield is down and you might be onto something.
this backs up how skull's barrier should be more of a privlage.


i'd say a rate of 7% barrier charge  is fair.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 03, 2012, 03:58:30 PM
I don't think I have the mental capacity to lead an expansion joining the two biggest (and most hot-headed) projects 8BDM has ever known. Since I have a few of my own ideas (and due to me bringing it up) I'll be sort of a co-captain, but I'd like someone more competent to take the role of lead command.

Quote from: "NemZ"
make it so that he gains energy by hitting with his gun when the shield is down and you might be onto something.
That's what I meant... derp, guess I wasn't clear with that.

7% ammo per hit seems a tad low, since you'd need 15 direct hits to fill one use of the barrier. I'd suggest making the rate somewhere around 9%, since you can get a barrier after almost every frag. This means you have to earn a kill to earn a barrier, which seems fair. Alternatively, you could tune the ammo gain around 5%-6% per hit but allowing early use of the shield with at least 66% ammo (two-thirds of the bar) in case you're in a pinch and you need the extra assistance.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 03, 2012, 07:02:42 PM
This "you have to hit people to refill the Skull Barrier" is a terrible idea designed to force people to play the way you want them to play.

Just sayin'...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 03, 2012, 07:07:42 PM
Perhaps make it so he can't shoot when the barrier is up? Make it an "oh shit something big and strong is coming. *barrier to protect self*"
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 03, 2012, 07:16:42 PM
Just make the full barrier an item that is automatically awarded at the start and after each kill but can't be stockpiled above 1, then add a more traditional shield version that only protects from one direction and uses significant ammo (but regenerates over time) as an altfire to his buster to help fill the gaps.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 03, 2012, 07:19:32 PM
Quote from: "Shmeckie"
This "you have to hit people to refill the Skull Barrier" is a terrible idea designed to force people to play the way you want them to play.

Just sayin'...
Insinuating the way you play is "shoot then pussy out".

Just sayin'...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 03, 2012, 07:51:52 PM
That's part of it. The other part is he knows the maps so intricately that if you fire a single shot and he sees it, he then will know exactly where to find you. Then he sneaks up behind you and rapes you.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: LlamaHombre on February 03, 2012, 08:13:39 PM
It's not too terribly different from a Spy with a Revolver, actually.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Bikdark on February 03, 2012, 08:17:34 PM
Quote from: "SmashBroPlusB"
Quote from: "Shmeckie"
This "you have to hit people to refill the Skull Barrier" is a terrible idea designed to force people to play the way you want them to play.

Just sayin'...
Insinuating the way you play is "shoot then pussy out".

Just sayin'...
So if I played Elecman, used his alt, ran away then came back to use it again, you would argue that Elec needs a speed nerf?

 What your problem is, Smash, is not with the class, but with the player. The class does not specifically force the player to run away, but the player chooses to. You're better off complaining in a server about anyone who uses Skullman in a "shoot 'n pussy out" way rather than here, where you decide to blame a class for someone else's actions.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 03, 2012, 08:32:20 PM
Quote from: "Bikdark"
Quote from: "SmashBroPlusB"
Quote from: "Shmeckie"
This "you have to hit people to refill the Skull Barrier" is a terrible idea designed to force people to play the way you want them to play.

Just sayin'...
Insinuating the way you play is "shoot then pussy out".

Just sayin'...
So if I played Elecman, used his alt, ran away then came back to use it again, you would argue that Elec needs a speed nerf?

 What your problem is, Smash, is not with the class, but with the player. The class does not specifically force the player to run away, but the player chooses to. You're better off complaining in a server about anyone who uses Skullman in a "shoot 'n pussy out" way rather than here, where you decide to blame a class for someone else's actions.

This man speaks the truth.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 03, 2012, 09:49:45 PM
if this mod is to stay true to the whole "keep it NES", then why does gutsman have a punch? why does metalman have a floor blade? why does bass exist in this mod? why does skullman move with his barrier up when in the actual game he stood still and used it but ring boomerang pierced it???

that is all, though that puesdo halo armor lock idea earlier sound fitting fer a standing, barriered skullman.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr. X on February 03, 2012, 09:56:20 PM
Quote from: "Ice-IX from a few pages ago"
This is a good point. Don't harp on the "NES" moniker too much. Class weaknesses are mostly present in terms of weapon damage, but NOT in terms of class behavior itself. On the other hand, Vampire Skull Man is probably out of the question. (That's a totally different robot master who has yet to be seen.) The Mega Man Killers you could argue are from Mega Man 1-4 (as the Rockman World games don't differ a whole lot), Bass not so much, but it's not worth it to remove those classes just to uphold a title. What you should think of this: When you as play as a class, you should generally think "Oh! This is just like in the game." Did Skull Man activate hyper mode or charge at you with super speed when you played Mega Man 4? No, so that version of Skull Man was scrapped.

There's your Bass and Skull Man stuff, the other things are to make those classes more fun to play as.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 03, 2012, 11:01:44 PM
Also, why doesn't Gutsman have an earthquake ability yet? He uses it excesivly in the NES game, to stun Mega Man.

Why not make this earthquake ability trigger when Gutsman lands from any jump or fall, and harmlessly knock players in a random direction?

And why you're at it, make the screen shake when Gutsman and Hardman (and maybe even Stoneman) do their earthquake abilities. I cannot stress this enough.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: xColdxFusionx on February 03, 2012, 11:25:48 PM
Quote from: "fortegigasgospel"
Perhaps make it so he can't shoot when the barrier is up? Make it an "oh shit something big and strong is coming. *barrier to protect self*"

Hello? Is someone paying attention? This is actually a pretty good idea.

Not sure it would fix the problem, but it would prevent the "camping for barrier" problem.

Also, I'm shocked that no one has mentioned Flash Man yet in this whole discussion of cowardly classes.

Quote from: "Beed28"
Also, why doesn't Gutsman have an earthquake ability yet? He uses it excesivly in the NES game, to stun Mega Man.

Why not make this earthquake ability trigger when Gutsman lands from any jump or fall, and harmlessly knock players in a random direction?

And why you're at it, make the screen shake when Gutsman and Hardman (and maybe even Stoneman) do their earthquake abilities. I cannot stress this enough.

I'm praying this post was sarcastic. If it wasn't, I'm going to have to ask how the scrap you think that's a good idea.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 04, 2012, 01:06:29 AM
Actually the Guts Man thing should be fine so long as 1) the shaking effect only happens to people caught in the stun effect, 2) the area stun is an attack move and not just something that happens every single time he jumps, and 3) it also locks Guts in place momentarily after landing, so he gets effectively stunned by it as well.  The advantage in this move is that as he's causing it and isn't affected by the screen shake so he ends up in a better position to capitalize when the stun wears off, and this could also work really well when working with a partner in team-based modes.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 04, 2012, 03:26:38 PM
Coldfusion's right, flashman is too good, his shoot does gallons of damage. maybe lower the amount it causes or something, i could work quite well with a weakened flashman that people will stop calling op.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 04, 2012, 04:28:28 PM
I'll just come in with my own idea of a fix...

NapalmMan- Nerf homing missles. With his new ammo/ fire rate, he can frag abit too easily.
Ideas- reduce homing, reduce reloading, or just reduce stun and damage.

Wave Man- Make his Harpoons fire faster (Firerate buff)

Now, Skullman. I've had a few ideas for him...

Keep his current barrier, make his buster fire in 3 shot bursts- straight, diag/down, diag/up as in the game. Nerf his ammo bar a bit.

Buff his buster to 15-20 damage, buff shot speed, nerf barrier, but keep it similar to current

Make his barrier damage in 0.5 second intervals. Buff buster speed.

FlashMan- Nerf buster a small amount... Maybe 1-2 damage?

Centaur Man- Buff buster a small amount

Sound good?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 04, 2012, 04:49:25 PM
just a suggestion.....

maybe we can make needleman more of a combat class instead of a machine gun class.

in the nes game needleman doesn't charge his needlecannon and fires them at you at random angles and at rapid speed. Needleman almost fires the needle cannon strategically, like metalman's attack strategy in megaman 2.

Maybe you can give him a higher jump, bigger needle Cannon, less rapid fire and more directional shots.

But thats just my opinion if wanting to emulate the nes more accurately. You don't need to follow up on this if you don't want to, needleman is fine the way he is right now, just wished i could use him more for skill rather than mass-destruction.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: xColdxFusionx on February 04, 2012, 05:56:07 PM
Quote from: "MegaLAD1514"
Coldfusion's right, flashman is too good, his shoot does gallons of damage. maybe lower the amount it causes or something, i could work quite well with a weakened flashman that people will stop calling op.

...That was not my point whatsoever. I was talking about how Flashman's current strategy is "Stun, buster, run like a coward to go camp for more Timestopper." Since that's kind of what the arguments about Skullman have been.

Perhaps steps could be taken to get him in the fight a little more, like having the buster recharge Time Stopper energy when it hits enemies and slowing down its passive recharge rate to make up for it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 04, 2012, 07:53:23 PM
Or....

maybe flashman could have a delay on his bursting shot like in the game. In the game it's like he just shoots a bunch of pellets at you in one single shot.

 i think that would help
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 04, 2012, 08:25:34 PM
Quote from: "MegaLAD1514"
Or....

maybe flashman could have a delay on his bursting shot like in the game. In the game it's like he just shoots a bunch of pellets at you in one single shot.

 i think that would help

flashman stoped time, flashed (which was the delay animation), then shot a flurry of buster shots while you were frozen.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 05, 2012, 01:39:25 AM
You guys need to stop asking for changes to classes to force playstyles on people. So what if the class encourages cowardly behavior? Deal with it. All that should matter is weather or not the class is reasonably balanced.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 05, 2012, 03:47:47 AM
What I find funny is that most of the classes that everyone is complaining about are ones that were also complained about in YD's classes topic.  Skull, Centaur, Flash, Napalm, even Tomahawk and Elec (I haven't seen much on Top, unless I overlooked it somewhere). It seems to me that's it's not only because they want to force play styles, but just plain destroy robot masters that they don't like.
Title: The guy that mains Skullman
Post by: ice on February 05, 2012, 07:28:44 AM
Only suggestion I made was maby removing the ammo limit on the buster. Though then again as quickly as it reloads, if you only shoot 3 shots then pause for a second I guess he's fine as is
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 05, 2012, 09:09:46 AM
As much as I think he needs an ammo buff, personally, I find myself benefiting from his limited ammo. It forces me to be more precise with my shots, and I think that limitation is actually improving my Skull Man game...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: FCx on February 07, 2012, 05:44:03 AM
An small suggestion about geminiman clone: is possible to make the geminiman clone go die after the player dies?? To avoid the "gemini army" thing....
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shade Guy on February 07, 2012, 06:06:11 AM
I'm pretty sure that has been brought up before...If I recall it wasn't fixable, or at least with how Gemini Clone works currently.

We might just have to live with it, like the crashing botclasses.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 07, 2012, 08:09:41 AM
Aww, but that's the most fun part about playing Gemini Man, and the more of them there are the easier it is to switch to buster shots for a while and hide in the crowd.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 07, 2012, 11:29:58 AM
Something needs to be done about that Dive Charge, guys. Seriously. That crap's ridiculous, especially in a Duel situation in a large open stage. It's near impossible to beat Dive Man in a situation like that.

Require full ammo to use it, and cut the full duration in half (increase ammo consumption, basically). That should do the trick. It's not like Dive Man covered a ton of ground with it in MM4 anyway.

Quote from: "Shade Guy"
I'm pretty sure that has been brought up before...If I recall it wasn't fixable, or at least with how Gemini Clone works currently.

We might just have to live with it, like the crashing botclasses.

Didn't the YD Classes mod fix this problem?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 07, 2012, 02:50:54 PM
Not to my knowledge they didn't. Unless the last time I used him the class glitched somehow.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 07, 2012, 04:03:25 PM
Quote from: "Shmeckie"
Something needs to be done about that Dive Charge, guys. Seriously. That crap's ridiculous, especially in a Duel situation in a large open stage. It's near impossible to beat Dive Man in a situation like that.

Require full ammo to use it, and cut the full duration in half (increase ammo consumption, basically). That should do the trick. It's not like Dive Man covered a ton of ground with it in MM4 anyway.
Hello, my name is "ten pages ago".
Quote from: "SmashBroPlusB"
I'd rather if Dive Missile and Dive Tackle used separate ammo bars.

I use the tackle DEFENSIVELY to gain some distance between myself and my target (so my missiles aim better) and that becomes pretty much impossible to do if you need FULL AMMO to use the alt. With Charge Man his tackle is pretty much his bread and butter and much more offensive, so it's a bit unfair tryin' to compare apples and oranges.
:|  :|  :|
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 07, 2012, 07:07:22 PM
What's your point? Are we supposed to all make hay over every suggestion you make and never suggest anything else for the same issue?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 07, 2012, 07:46:26 PM
Shme, I believe SmashBro is more on the "If everyone played this way, we wouldn't need a change" boat.

...It's made of cheap wood.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on February 07, 2012, 10:31:24 PM
No matter how you make a character or class, there will always be at least one person who doesn't play him the way intended.

For example, Skullman makes an excellent brawler, but he also makes an excellent sniper, so there are going to be people who play him as both. Trying to force people to not think outside of the box is annoying and lowers the quality of the mod.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 07, 2012, 11:08:29 PM
Not to mention things get boring as ****, which defeats the purpose of playing in the first place.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 07, 2012, 11:17:57 PM
It would be so cool if Charge Man pumped his arms up and down while charging like in the real game.

He should also put his hand up while he fires his coal. If you want, I could make some sprites for that; it would make Charge Man more interesting than just one set of sprites for both things.

Also, you should give the Coal Shot the charge-up period like in the real games. Invincible while charging the attack and firing it, offsetted by a small range, though it should be increased a tiny smidgen; it's a little hard to use the way it is now.

Seriously, Charge Man is a pretty boring class. Having nearly complete NES accuracy would help him a lot.

Correct me if I'm wrong here, but Charge Man can only attack people once with his charge attack the way it is now, right? He shouldn't do ripping damage, but everyone who comes in contact with him should take some damage.

Charge Man needs help. He's somewhat ineffective and boring to use.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 08, 2012, 12:05:28 AM
Agreed. Far too many classes don't take any damage from him. He's a train, dammit. You can't tell me that it doesn't hurt to get hit by a speeding locomotive.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 08, 2012, 12:11:52 AM
Quote from: "Star Dood"
It would be so cool if Charge Man pumped his arms up and down while charging like in the real game.

He should also put his hand up while he fires his coal. If you want, I could make some sprites for that; it would make Charge Man more interesting than just one set of sprites for both things.

Also, you should give the Coal Shot the charge-up period like in the real games. Invincible while charging the attack and firing it, offsetted by a small range, though it should be increased a tiny smidgen; it's a little hard to use the way it is now.

Seriously, Charge Man is a pretty boring class. Having nearly complete NES accuracy would help him a lot.

Correct me if I'm wrong here, but Charge Man can only attack people once with his charge attack the way it is now, right? He shouldn't do ripping damage, but everyone who comes in contact with him should take some damage.

Charge Man needs help. He's somewhat ineffective and boring to use.
Play the Megaman 3 tournament with this mod on, Charge is in the first match (Top Man's stage) and will be wrecking the competition, and thats a bot.  Though I don't use Charge so thats the extent of my knowledge on his effectiveness. I don't know how he fairs online.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Bikdark on February 08, 2012, 12:37:18 AM
You could always make his charges more fluent instead of jerky and Jitterskull-like.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 08, 2012, 12:46:09 AM
i think charge's hud needs 2 arms. it makes it look more like he is charging, like dive's alt.

also,
botrush mode is pretty sweet, but maybe giving the player a Etank would get players past a battle with auto or darkman, seeing how auto blinds and inflicts huge damage and darkman's tank and huge freakin' buster forms are annoying. the roll fight made me laugh.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 08, 2012, 02:03:24 AM
Also, Drill Man needs some help. I recommend getting rid of this "has to have full ammo to fire" business.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 08, 2012, 02:19:34 AM
agreed, but which one???
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 08, 2012, 02:24:52 AM
...Say what?!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 08, 2012, 02:41:05 AM
both of his ammo bars do that, so which one do you recommend gets the correction: his drill bomb ammo, or his drill dive ammo?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 08, 2012, 05:27:38 AM
Oh, yeah, drill bomb. It hurts him in a multi-man firefight too much, where he has to wait for his ammo to refill while the crowd can lay into him.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 08, 2012, 09:55:32 PM
agreed.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 08, 2012, 10:31:33 PM
Heh.  Maybe you're just playing Drill Man wrong, and should embrace a different playstyle with him...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 08, 2012, 10:54:37 PM
Looks like Shmeckie stole my wooden boat from me. :ugeek:

We should obviously all play like Shmeckie does, guys!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 08, 2012, 11:02:07 PM
Same exact problem with Napalm, but nobody decided to listen to me...

Nobody
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 08, 2012, 11:04:44 PM
would you want to run out of ammo in the middle of a group fight and can't fire 'till its all filled up????
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 08, 2012, 11:05:58 PM
Except Napalm was decidedly "shitty" by the majority of users. Hell, the dev team thought he was UP.

While I would enjoy seeing a battle-oriented Skull Man who has to do WORK to get the barrier up, a lot of you seem to disagree, which is fine as long as he gets some sort of change or adjustment. I'm willing to take a compromise, meet you half-way so to speak. On the other hand, you wouldn't take "no" for an answer and kept stubbornly campaigning for No-Changes Napalm. Well, instead of "no" it was more like you not taking "he's underpowered as fuck" for an answer, but still.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 08, 2012, 11:22:28 PM
i am with the "make skullman work to get his barrier".

i actualy don't see much of a problem with napalm besides a slow fire rate and weak power.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 08, 2012, 11:57:39 PM
You guys ARE aware you can wear down his barrier, right? Like, shooting at it to make it go away faster? Because that works pretty well.

What we NEED to address is the lack of a Skull Shield kill obituary. I love doing that, and I demand to be rewarded with an obituary to show that shit off!

Quote from: "NemZ"
Heh.  Maybe you're just playing Drill Man wrong, and should embrace a different playstyle with him...

There's not a lot of playstyle options for a slow-moving projectile you either have to fire in sporadic bursts with noticable lengths of time between shots, or spam the hell out of them, then sit and wait for your ammo to fully refill. In the middle of a group firefight.

To put it in perspective Flame Man has a slightly faster projectile he can fire normally. Spark Man's Giant Spark Shock is around the same speed, and he doesn't have ammo at all.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on February 09, 2012, 12:05:11 AM
Could use Cacodemon's bite obituary which is "Megaman got too close to Skullman."
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 09, 2012, 12:16:52 AM
Quote from: "Shmeckie"
There's not a lot of playstyle options for a slow-moving projectile you either have to fire in sporadic bursts with noticable lengths of time between shots, or spam the hell out of them, then sit and wait for your ammo to fully refill. In the middle of a group firefight.

Drill bombs are made for blasting distracted people from a distance, not running into the middle of the crowd.

That said, it would be pretty cool if they detect proximitiy and blow up automatically rather than the way they work now.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 09, 2012, 12:27:28 AM
Quote from: "NemZ"
Quote from: "Shmeckie"
There's not a lot of playstyle options for a slow-moving projectile you either have to fire in sporadic bursts with noticable lengths of time between shots, or spam the hell out of them, then sit and wait for your ammo to fully refill. In the middle of a group firefight.

Drill bombs are made for blasting distracted people from a distance, not running into the middle of the crowd.

Then they're even worse than they seem, because they're ridiculously slow, and the splash damage is crazy-weak. You need a direct hit to do decent damage, and at a distance, anyone can easily step out of the way, even if they don't know it's coming.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 09, 2012, 04:25:37 AM
Fine, so make them travel faster and increase the area damage rather than mess with the ammo.

My point is you're proposing changes to reflect the way you think a class is 'meant' to be played, which is just the other side of the coin for what you were complaining about people proposing for Skull Man changes.  No matter what you do any change is necessarily pushing a class toward some roles and away from others.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 09, 2012, 05:38:16 AM
This has nothing to do with forcing playstyles or making points or what's meant to be what or whatever. This is a matter of basic practicality, and not leaving a character a sitting duck in a firefight and being stuck with a sizable disadvantage against the majority of the cast.

And you, too, just stated the way you think he's "meant" to be played ("Drill bombs are made for blasting distracted people from a distance, not running into the middle of the crowd."). This "meant to be played" argument isn't a "get out of suggestions you don't like" free card.

Increasing the splash damage and projectile speed would make him OP, since he has such a high RoF now, and it would make accuracy a non-issue, making his mainfire essentially a Napalm Missile you could spam the hell out of with much less ammo cost. The changes would make him ridiculously OP.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 09, 2012, 06:23:15 AM
So drop the firing rate and increase ammo cost even more...  problem solved.  Oh, but you don't want that, do you?  You want him to play as an up-close hit and run attacker rather than as shoot and scoot artillery.  Which is FINE of course, but no more or less valid then what I want him to do.

Again, my point is that every time you suggest changing something what you're really advocating is providing an incentive to play that class the way you want to see it played, and that makes it rather hypocritical of you to complain about other people wanting to do the same to other classes for what really amounts to making the same argument.  

Look, I don't actually care about Drill Man at all; I just want this "stop forcing your playstyle" argument to die.  On the contrary, we should openly embrace a specific playstyle for each class and balance them around others who follow a similar style.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 09, 2012, 06:54:00 AM
With all due respect, that's nothing but conjecture on your part; assuming you know how I want to play him or how I think he should be played. You don't know anything about me, I'm not saying what he should or shouldn't do, all I'm saying is requiring full ammo to fire hurts Drill Man noticeably. It doesn't matter what point you want to make, as it stands there are no practical solutions for Drill Man in a match as he is now.

He can't play a ranged game because his projectile is too slow and requires too much accuracy to do decent damage. So then he should play up-close, like Dust Man, right? Doesn't work, because his ammo issue hurts him in a firefight. And the ammo issue hurts him in a ranged situation, too, because of the sizable gaps between his shots. He can either space his shots, making it obscenely difficult to land a shot because of the slow movement of his drills, or hold down the mouse button and unload a spray of drills, which are still overly difficult to hit with because you're forced to hold down the mouse to fire and thus can't make an accurate shot because you can't time your shots properly. It's either single mouse click and wait, or hold it down, spray out drills like a frantic R-Tard, then wait for your ammo to refill. And if you play ranged, and didn't hit with the drills, enjoy being chased down by your prey you missed who are now aware of you.

This isn't a matter of playstyle, it's practicality. We don't need forum crusades, here, we need feedback to make this mod better. I don't even think you know what it is you're crusading against; there are people actively wanting to change a character not because of balance issues, practicality in combat, or making the character closer to canon, there are people demanding changes because they personally don't like how people are playing them because they believe the game should be played in X, Y, or Z manners. There's nothing wrong with playing hit-and-run sniper with Dive Man. There IS a problem when, as it stands, he can hit and run to the point where he simply cannot be caught in many stages, rendering him virtually untouchable in duel situations. That's not forcing a playstyle, that's balance. Asking for convoluted conditions to Skull Man's barrier simple because yur not playin like a reel man wif skull mang is just ludicrous.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 09, 2012, 09:41:24 AM
...and if you read my post above you'd see I agreed with those who want to build classes to be played in a specific way, so I suppose we're in a state of fundamental disagreement.
Title: We sure love discussing MM4 classes don't we
Post by: Shade Guy on February 09, 2012, 11:40:07 AM
I don't know how you guys play Drill Man but from the way I see it, he is supposed to fire large amounts of Drill Bombs in bursts, then retreat (or at least get out of the middle of the battlefield) while recharging another round. This is where his altfire comes in handy. Think of it like a more extreme Metal Man when it comes to burst fire, extreme in the sense that he can fire more in a round but has to recharge longer.

Likewise, I don't know how well this works out in battle. However, the only plausible edit to Drill Man I see is editing the projectile itself. Removing the whole 'gotta wait until you're at full ammo to fire again!!' thing kinda screws over how he was intended to play like, and that's no good.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 09, 2012, 01:03:54 PM
That's how I see Drill Man as well, though HOW you change the projectiles makes all the difference in the world on whether he should primarily be played as an ambusher, using his alt to sneak in and launch a sudden attack, or if he should blast away from afar and use the alt to escape close combat.  In either case I think his drill bombs should be a bit more 'bombish' and less like an awkward version of needle cannon.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 09, 2012, 03:32:06 PM
cool

ima glad you guys are changing drill man, i had so much problems with him back in the ol' days. your suggestions are perfect and i am thankful you are at least considering these changes
Title: Re: We sure love discussing MM4 classes don't we
Post by: Shmeckie on February 10, 2012, 03:10:22 AM
Quote from: "Shade Guy"
I don't know how you guys play Drill Man but from the way I see it, he is supposed to fire large amounts of Drill Bombs in bursts, then retreat (or at least get out of the middle of the battlefield) while recharging another round. This is where his altfire comes in handy. Think of it like a more extreme Metal Man when it comes to burst fire, extreme in the sense that he can fire more in a round but has to recharge longer.

Likewise, I don't know how well this works out in battle. However, the only plausible edit to Drill Man I see is editing the projectile itself. Removing the whole 'gotta wait until you're at full ammo to fire again!!' thing kinda screws over how he was intended to play like, and that's no good.

Except that his alt isn't a very good method of escaping because of the "you can't climb up" limit that's imposed on him in this mod (which I never understood, personally). And then there's the accuracy his shots require, which makes spamming it counter-intuitive. Basically, he doesn't work. If you want to fix him, he needs one of these changes:

- My proposed removal of the ammo limit Let's him fire shots when/where he needs to so he can make use of his Drill Bombs as they are.

- Allow him to climb upward with his Drill Dig, so he actually CAN escape to recharge (and really, if he's digging underground, why wouldn't he be able to do this?!).

- Speed up his projectiles and increase the splash damage to compensate for how inaccurate his spamming is. Of course, this is risky and will likely make him OP.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 10, 2012, 05:03:24 PM
Quote from: "Shmeckie"
- Allow him to climb upward with his Drill Dig, so he actually CAN escape to recharge (and really, if he's digging underground, why wouldn't he be able to do this?!).

It's not that it isn't illogical for Drill to be able to climb, it seems moreso that he's trying to give those that can't fly an easier time of dealing with him.  In YD, Drill Man's ability to climb makes him invaluable as an escape artist because he can instantly be where others have to work to get to (except for his one weakness: skyboxes) In other words, short of being able to climb walls, fly, or having a utility like Rush Jet, tracking down Drill Man is nothing short of a pain.  How about this? To make it easier to find him while he climbs, Dive and Magnet Missiles will home in on him, but not do any damage? That way, at least the 3 Power Stealers (And possibly Dive and Magnet) can see where he's going.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 10, 2012, 05:40:47 PM
What do you mean he can't climb?  :cool:
If the "step" is low enough, spam jump, there is a possibility you can make it up, but it can't be any higher then 32.
I've snuck up on people due to this cause they saw me go under and ran to a high up place (Shmeckie as Napalm a few weeks back comes to mind)

Also a glitch can happen with drill when he pops out right under someone where he gets stuck inside them, then the person he is in and him have to duke it out to see who lives. (similar thing happens at the start of Bot Apocs from time to time)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 10, 2012, 08:37:19 PM
It would also help a lot of his drills recharged while he was underground, which only seems natural for how he acts in mm4.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 10, 2012, 08:40:24 PM
Quote from: "fortegigasgospel"
Also a glitch can happen with drill when he pops out right under someone where he gets stuck inside them, then the person he is in and him have to duke it out to see who lives. (similar thing happens at the start of Bot Apocs from time to time)
This is so wrong. In many ways. Take that as you will, Cutstuff. >_>

I had something to say about Drill Bomb damage, but I forgot how much they dealt to normal armor classes.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 10, 2012, 08:45:18 PM
Quote from: "fortegigasgospel"
Also a glitch can happen with drill when he pops out right under someone where he gets stuck inside them, then the person he is in and him have to duke it out to see who lives. (similar thing happens at the start of Bot Apocs from time to time)

That happens very frequently, even in YD's mod. That's usually a bots that that happens with. He can drill through a human player just fine.

Quote from: "NemZ"
It would also help a lot of his drills recharged while he was underground, which only seems natural for how he acts in mm4.
Probably not best, because God forbid we make another class that does hit and run...

I can already hear the complaints...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 10, 2012, 09:22:13 PM
Yes, but the difference is that actually suits the way Drill Man fought in mm4 while Skull Man was much more aggressive.
Title: at least hypocrits are better than crit rockets
Post by: Hallan Parva on February 10, 2012, 09:23:36 PM
Quote from: "NemZ"
Yes, but the difference is that actually suits the way Drill Man fought in mm4 while Skull Man was much more aggressive.
I wanted to campaign for an agressive Skull Man but everyone and their grandmother said "don't try and change his playstyle".

Now you want hit and run Drill Man. YOU'RE CHANGING HIS PLAYSTYLE.


fuck I don't even know anymore
SmashBro quits
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 10, 2012, 10:51:26 PM
The ammo for Drill actually reloads fairly quickly, you know.

EDIT: That is, when you're not Drilling.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 10, 2012, 10:53:25 PM
Okay, firstly:
Quote from: "SmashBroPlusB"
Quote from: "NemZ"
Yes, but the difference is that actually suits the way Drill Man fought in mm4 while Skull Man was much more aggressive.
I wanted to campaign for an agressive Skull Man but everyone and their grandmother said "don't try and change his playstyle".

Now you want hit and run Drill Man. YOU'RE CHANGING HIS PLAYSTYLE.

LIES!! I fully supported the idea of a change to Skull Man. I even suggested things here and there that may help with the dilemma.  It's not my fault no one listened.  Furthermore, not everyone is going to agree on the same thing. If everyone thought the same way, that would just make the world boring as hell.

Secondly:
Quote from: "NemZ"
Yes, but the difference is that actually suits the way Drill Man fought in mm4 while Skull Man was much more aggressive.
If that's the case, why not just flip-flop them? If Skull Man was aggressive in the game, make him aggressive in the mod. And if Drill Man is hit and run in the game, make him that way in the mod. Isn't that what this is supposed to be about? Making the classes like they are in game?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 10, 2012, 11:28:44 PM
I know I am recycling this, but it's a valid point, so here it is again:
(click to show/hide)
Please think about this.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 10, 2012, 11:38:27 PM
But, Skull man DID run at me at super speed. That was one of his attacks in his pattern, cause remember he shot, jumped, ran and used the barrier.
He moved faster then pretty much any boss in any game when he did the run.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 11, 2012, 03:41:05 AM
i support the "make skull earn his barrier" and "make skull stand still with a psuedo armor lock effect" ideas.

i also founded the "have ring boomerang pierce skull's barrier like it does in mm4" idea.
Title:
Post by: NemZ on February 11, 2012, 05:27:46 AM
Quote from: "SmashBroPlusB"
YOU'RE CHANGING HIS PLAYSTYLE.

Look again.  I have been agreeing with you about aggressive Skull Man the entire time AND suggesting that changes should be specifically to lead characters to certain playstyles.  That bit earlier was AGAINST the 'you're forcing a playstyle' argument by showing that any change necessarily does this, so lets at least do it on purpose.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 11, 2012, 06:23:05 AM
Quote from: "Knux"
Quote from: "fortegigasgospel"
Also a glitch can happen with drill when he pops out right under someone where he gets stuck inside them, then the person he is in and him have to duke it out to see who lives. (similar thing happens at the start of Bot Apocs from time to time)
This is so wrong. In many ways. Take that as you will, Cutstuff. >_>

I had something to say about Drill Bomb damage, but I forgot how much they dealt to normal armor classes.

It's a 3HKO on direct hit.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 11, 2012, 01:50:25 PM
I really have no idea why Drill needs to be changed; his ammo reloads very fast compared to other classes.

I'm still saying Charge Man needs a buff. He's too weak to be a good contender. Why can you only charge into people's backs, by the way? It's weird- I tried to charge into people from the front last night on Shmeckie's server, but they didn't take any damage from it.

Give his charging a damage buff (not too big, but good enough) and give the Coal Shot a better range and an invincibility period which is offsetted by being immobile and a delay for the shot to appear, just like the game. I think it would help Charge Man quite a bit. And make his arms pump while charging and his arm go up when shooting coal, too- I don't like him only having one set of animations! Use the one you have now for the invincibility thing I was talking about.

Also, Stone Man should crumble into bricks after he stone-stomps.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 11, 2012, 07:27:26 PM
Skullman-http://www.youtube.com/watch?v=XMPd73VS4Cs

Going STRICTLY off the game, Skullman would have...

-A 3-shot burst buster that goes straight, high, low.
-A barrier that can be activated in SHORT bursts- deals damage, and Skull CANNOT move. With full ammo, he can, briefly.
-High speed
Title: its true.
Post by: TeirusuNuigurumi on February 11, 2012, 08:00:41 PM
Quote from: "Daveris"
Skullman-http://www.youtube.com/watch?v=XMPd73VS4Cs

Going STRICTLY off the game, Skullman would have...

-A 3-shot burst buster that goes straight, high, low.
-A barrier that can be activated in SHORT bursts- deals damage, and Skull CANNOT move. With full ammo, he can, briefly.
-High speed


AND RING BOOMERANG PIERCED HIS BARRIER!![/i][/b]
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -FiniteZero- on February 11, 2012, 08:27:49 PM
Quote from: "Daveris"

-A 3-shot burst buster that goes straight, high, low.

Three shot burst, I agree with. But that second part is very much unneeded. It's just Skull Man aiming, which we already can do.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 11, 2012, 10:42:14 PM
It wasn't really an actual character design suggestion, but simply what he would be if he was 100% true to the game.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -FiniteZero- on February 11, 2012, 10:43:41 PM
No, I mean that it isn't neeeded to be true to the game. The way he shoots in game is him aiming at you, just with a more rigid aim.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 12, 2012, 03:08:53 AM
How about if he has a slower firing but stronger buster that rewards accuracy, barrier as an item that lasts a short duration and deals damage but is canceled canceled early if you move or shoot (regenerates over time), and an alt dashing ram that deals damage and knocks people back?  That could be fun.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 12, 2012, 03:20:18 AM
That actually sounds pretty damn cool. And more balanced.  :p
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 12, 2012, 03:28:35 AM
Give the Barrier "long usage equals stun blast" a la Armor Lock and I'm good.

Skull Man would be so damn sexy like that. I'd main him every day.



-- EDIT --

Actually now that I think about it, maybe the barrier and the dash could use the same ammo bar.

This would prevent a Skull player from abusing a potential stun/dash combo with the two, and would encourage strategic use.

Also I know you're going to punch me but I say keep the buster on ammo BUT greatly increase the clip size.

... You know, since it moves at light speed and deals more damage and all.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 12, 2012, 08:12:14 AM
The problem with "SKull Barrier cancels out if you move or shoot" is that anyone who sees you hiding in the Skull Barrier is gonna camp and suround you, and wait to make a move. Or just shoot the hell out of your barrier so that they'll hit you when it goes down, much like how most people (with half a brain, anyway) deal with Wood man hiding behind Leaf Shield. I know you want accuracy, and don't like it when people don't play honorably with him or whatever, but stationary Skull Barrier would be largely useless in practical situations. All you need to do is stand next to Skull man in his barrier and wait for him to come out. Why even use it at all?

The way it is now is fine. Again; if you keep shooting it, you will wear it down.

Quote from: "Star Dood"
I really have no idea why Drill needs to be changed; his ammo reloads very fast compared to other classes.

Because as I said; he's forced into an often innacurate rhythm and his ability to hold up in a firefight is restrained, because he's forced to spam, or forced to wait and shoot, and wait for a specific period of time, and if you shoot again too soon you pause his ammo recovery.

Quote
I'm still saying Charge Man needs a buff. He's too weak to be a good contender. Why can you only charge into people's backs, by the way? It's weird- I tried to charge into people from the front last night on Shmeckie's server, but they didn't take any damage from it.

Indeed. Charge got overnerfed and the fact that sometimes you just end up outright doing no damage when you're playing as a living train is just baffling.

Quote
Also, Stone Man should crumble into bricks after he stone-stomps.

Agreed!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 12, 2012, 09:51:14 AM
Quote from: "Shmeckie"
The problem with "SKull Barrier cancels out if you move or shoot" is that anyone who sees you hiding in the Skull Barrier is gonna camp and suround you, and wait to make a move. Or just shoot the hell out of your barrier so that they'll hit you when it goes down, much like how most people (with half a brain, anyway) deal with Wood man hiding behind Leaf Shield. I know you want accuracy, and don't like it when people don't play honorably with him or whatever, but stationary Skull Barrier would be largely useless in practical situations. All you need to do is stand next to Skull man in his barrier and wait for him to come out. Why even use it at all?

The point is NOT to hide behind it but to use it briefly to defend, then counter.  To put it in fighting game terms this is more like an alpha counter, not just turtling in the corner.  The fact that it lasts only a brief time and you can choose to cancel it even earlier by moving, or more importantly by shooting, means that Skull Man is in charge of when it drops and controls the initiative there, not the guy who stands there waiting.  Shooting at the barrier should have NO effect on when it times out.  Projectiles that rip should penetrate the shield without dropping it, but it should make him immune to area effects and melee attacks of all types even if they normally do rip (not that I have any idea how to code that).

This is also game-accurate as his pauses behind the barrier in mm4 are not always the same length.

Quote
Also, Stone Man should crumble into bricks after he stone-stomps.

YES
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 12, 2012, 10:36:37 AM
Quote from: "NemZ"
Quote from: "Shmeckie"
The problem with "SKull Barrier cancels out if you move or shoot" is that anyone who sees you hiding in the Skull Barrier is gonna camp and suround you, and wait to make a move. Or just shoot the hell out of your barrier so that they'll hit you when it goes down, much like how most people (with half a brain, anyway) deal with Wood man hiding behind Leaf Shield. I know you want accuracy, and don't like it when people don't play honorably with him or whatever, but stationary Skull Barrier would be largely useless in practical situations. All you need to do is stand next to Skull man in his barrier and wait for him to come out. Why even use it at all?

The point is NOT to hide behind it but to use it briefly to defend, then counter.  To put it in fighting game terms this is more like an alpha counter, not just turtling in the corner.  The fact that it lasts only a brief time and you can choose to cancel it even earlier by moving, or more importantly by shooting, means that Skull Man is in charge of when it drops and controls the initiative there, not the guy who stands there waiting.  Shooting at the barrier should have NO effect on when it times out.  Projectiles that rip should penetrate the shield without dropping it, but it should make him immune to area effects and melee attacks of all types even if they normally do rip (not that I have any idea how to code that).

This is also game-accurate as his pauses behind the barrier in mm4 are not always the same length.

Except that Alpha Counters actually do something to the opponent. It stops the opponent's attack and performs a counter-attack. All you're proposing would do would be to have Skull Man stand there like a ninny while his opponent remains undaunted and unhampered. That, and it's no better than Leaf Shield; in fact, it's worse, because Leaf Shield can be shot as a projectile with a nice large hitbox (and ripping properties, if I'm not mistaken), and he has Leaf Rain covering him while he's in it. Anyone who's fought Wood Man can tell you it's easy enough to pelt him the second he's no longer protected, and the majority of the time in a back-and-forth war of attrition, Wood Man loses.

You're basically suggesting that he be made into an inferior Wood Man, who already has issues against aggressive classes.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 12, 2012, 12:19:40 PM
No, I'm not.  I'm saying he should be mixing it up at mid to close range with a strong buster and high speed dashing alt-fire as well as the ability to selectively just ignore an attack or group of attacks from his opponents every so often, the kind of thing that comes in very useful for dealing with enemies who have limited ammo, a charge up or cooldown period, or at times when he doesn't have room to dodge.  The shield is something to be used selectively, not Skull Man's plan A.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 12, 2012, 04:18:16 PM
The ram should be capable w/a full ammo bar, the shield with.. less.

Shmeckie, I understand your point, but the idea is to charge into a group, activate the barrier, and then buster everyone after the initial minor stun from the barrier. In theory, it would have a short duration, so as to not activate the "he's standing still, let's camp!" thing.

As of now, he's stuck with a 10 damage buster that has 10 shots and a barrier which takes forever to reload, and destroys any ripping character... He's just not that good, y'know?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 12, 2012, 04:49:58 PM
I was thinking more like a 20 damage buster, 10 shots on a full bar, and no stun from the barrier.  Well, maybe stun if they actually get hit by the barrier by walking into you while you're not moving, as that's just on general principle a fair penalty for being a dumbass.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 12, 2012, 07:10:30 PM
I'd just like to say this dash attack idea is silly. Skull Man didn't do anything that was explicitly a charge attack, Wario-style. He just ran fast. If anything, all that means is that his run speed should be increased. Hell, Bright Man would often jump on your head after he froze you. Should we give him a stomp attack along with Stone and Hard Man, now?

Also, if you take away the damage on the Skull Barrier, you're making him even worse than you're already proposing.

And may I remind you VERY few classes have limited ammo for anything; they can recharge. Often in seconds.

And if they walk into it, what then? Does the barrier go away? If not, the stun would make it a OHKO (basically a stationary Punk Canonball) which could be activated in someone's face for instant kills and Skull would be way OP. Or would the barrier go down if it hits? Because then someone at full health could easily kamikaze into it to force it down, Wood Man can just walk into your barrier with Leaf Shield up and say "screw you and your skulls," or, hell, Punk can canonball into you for a free frag, bypassing the barrier.

Also, a short duration on the barrier encourages camping, much in the same way one deals with Wood Man; you know his shield has to drop, so you can just lay into him even with his shield up, knowing the second it goes down you've got him.

Quote from: "Daveris"
As of now, he's stuck with a 10 damage buster that has 10 shots and a barrier which takes forever to reload, and destroys any ripping character... He's just not that good, y'know?

On the contrary; if you're smart with him, he's very good. For one thing, you shouldn't rely on the barrier, and it's best to wait to throw it out. That way, by the time you've finished off your opponent, your barrier may not even be gone yet, and either way you'll have time to let it recharge without needing to run away. His projectile speed and RoF are very nice, and combined with the hitstun on his shots you can waste an opponent quickly if you can get a lock on them. You're not going to get anywhere with him if you just hide behind the barrier, shoot, and pray. Hell, it's best not to even activate the barrier until you're in range to do damage with it.

If someone's using the barrier as their "Plan A," they suck with Skull Man. No bones about it.

:D
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 12, 2012, 07:44:16 PM
i'm just throwing this out there...


in a way skullman's barrier is like a extra regenerating when not in use but drains when in use health bar.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on February 12, 2012, 09:18:25 PM
Again, I'd say leave it, running into a crowd firing a stream of shots at them, then jumping in the center activating the skull barrier is actually a pretty damn effective strategy. I actually managed to stay in the top 5 in a 10 bot deathmatch (Impossible with YD's skullman, not to mention how broken some of the KY bots are)

If I had a dollar for every barrier kill I got
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 13, 2012, 12:46:47 AM
I still cannot see how being stuck with a 10 damage buster is a good thing. I got second against highly competent people by "vulture-ing", but the buster and barrier need tweaks.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 13, 2012, 12:51:38 AM
This post is not complaining about Skullman. Instead, it's complaining about Duo, or therefore lack of. It would be awesome if Duo made it in. Instead of a buster, he would have a giant hand, which he could punch, or charge up and shoot, like Super Adaptor, but it wouldn't home in. He would also be able to pick up weapons. However, he would move slow (like Hardman slow) and have average (read x1.00) health.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 13, 2012, 01:03:36 AM
Quote from: "Shmeckie"
I'd just like to say this dash attack idea is silly. Skull Man didn't do anything that was explicitly a charge attack, Wario-style. He just ran fast. If anything, all that means is that his run speed should be increased. Hell, Bright Man would often jump on your head after he froze you. Should we give him a stomp attack along with Stone and Hard Man, now?

Perhaps we should, actually.  Of course every RM dealt contact damage in the old games, but not all of them used that purposefully as a means of attack... most of the time it was just them trying to get somewhere.  Those that specifically do try to ram into you probably should have a melee-style attack to mimic this even if there was no special animation for it.

Quote from: "Shmeckie"
(various objections)

Fine, I'll just try again then.  The overall goal is strong buster for offense, barrier meant primarily for defense, can't shoot or move while barrier is up.

1)  Buster deals 20 damage, 10 shots on a full bar, and regenerates at a pace that discourages just spaming it.

2)  Altfire raises Skull Barrier which can block everything except ripping projectiles but freezes user movement while active.  Uses ammo at a very quick pace while held on but also regenerates very quickly, requires full bar to activate.  Contact with the barrier causes stun, damage and knockback, does not make the barrier drop.  Active barrier doesn't stop buster ammo from recharging.

3)  altfire when barrier's energy isn't full results in short ranged dashing melee attack instead.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 13, 2012, 01:08:29 AM
WE'RE FALLING! HELP!

(http://i41.tinypic.com/24dmrfk.png)

Whipped this up in a minute or two. It should only use front-right and back-right in my opinion.

Add it in if you want.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on February 13, 2012, 01:10:48 AM
AGAIN, he's fine as is, ripping projectiles murder his barrier in 2 hits as do homeing shots, the buster is actualy a 7 hit kill. If it's not broken don't fix it. (how many of the people that are suggesting changes even use skullman?) If anything we should worry about fixing characters like chargeman
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 13, 2012, 01:16:10 AM
Skull was my main, actually.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 13, 2012, 01:40:19 AM
Quote from: "ice"
If it's not broken don't fix it.

It may not be 'broken' but I still don't like it because he doesn't play at all like he did in mm4.  My proposed revisions have all been much closer to game accurate.

Quote
If anything we should worry about fixing characters like chargeman

okay.  and your suggestion is?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 13, 2012, 01:43:02 AM
Quote from: "Star Dood"
I really have no idea why Drill needs to be changed; his ammo reloads very fast compared to other classes.

I'm still saying Charge Man needs a buff. He's too weak to be a good contender. Why can you only charge into people's backs, by the way? It's weird- I tried to charge into people from the front last night on Shmeckie's server, but they didn't take any damage from it.

Give his charging a damage buff (not too big, but good enough) and give the Coal Shot a better range and an invincibility period which is offsetted by being immobile and a delay for the shot to appear, just like the game. I think it would help Charge Man quite a bit. And make his arms pump while charging and his arm go up when shooting coal, too- I don't like him only having one set of animations! Use the one you have now for the invincibility thing I was talking about.

Also, Stone Man should crumble into bricks after he stone-stomps.

I propose that.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 13, 2012, 02:03:54 AM
Listen to Ice, he knows what he's talking about.

Skull is a well-balanced character. There's no need to heavily alter him just to force an NES boss AI onto human players. If Megaman can emulate just about every class' boss AI as well as he does, then we're fine in that department. We need to work on fixing the characters who are OP/UP. Like Charge Man and Dive Man.

Quote from: "NemZ"
Quote from: "Shmeckie"
I'd just like to say this dash attack idea is silly. Skull Man didn't do anything that was explicitly a charge attack, Wario-style. He just ran fast. If anything, all that means is that his run speed should be increased. Hell, Bright Man would often jump on your head after he froze you. Should we give him a stomp attack along with Stone and Hard Man, now?

Perhaps we should, actually.  Of course every RM dealt contact damage in the old games, but not all of them used that purposefully as a means of attack... most of the time it was just them trying to get somewhere.  Those that specifically do try to ram into you probably should have a melee-style attack to mimic this even if there was no special animation for it.

Aaaaaaand now we've leapt head-first into Overboard Town.

Quote
Fine, I'll just try again then.  The overall goal is strong buster for offense, barrier meant primarily for defense, can't shoot or move while barrier is up.

1)  Buster deals 20 damage, 10 shots on a full bar, and regenerates at a pace that discourages just spaming it.

2)  Altfire raises Skull Barrier which can block everything except ripping projectiles but freezes user movement while active.  Uses ammo at a very quick pace while held on but also regenerates very quickly, requires full bar to activate.  Contact with the barrier causes stun, damage and knockback, does not make the barrier drop.  Active barrier doesn't stop buster ammo from recharging.

3)  altfire when barrier's energy isn't full results in short ranged dashing melee attack instead.

I do believe we are once again forgetting this is not meant to emulate the behaviors of the NES Robot Masters. If that were the case, Dust Man's vacuum would be the exact same attack as Magnet Pull, which would not throw you upward; Centaur Man would be able to teleport; Bright Man wouldn't throw lightbulbs at you; the list goes on.

And everything you're suggesting still puts him at a worse disadvantage than Wood Man with aggressive classes. At least Wood Man can move with his barrier up, and is covered by Leaf Rain. Skull is still a sitting duck while opponents wait for his barrier to drop.

Also, to my knowledge there is no knockback in this game.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 13, 2012, 02:06:10 AM
The only noticeable knockback damage I've seen is Roll Swing in PU, and the reaaaaally old Wind Storm.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on February 13, 2012, 02:15:58 AM
The reason Dust and Magnet don't pull folks to themselves is that YD tried that once, but they ate up bandwidth like crazy. So they were dropped for good reasons, sadly.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 13, 2012, 03:35:48 AM
Quote from: "Knux"
The only noticeable knockback damage I've seen is Roll Swing in PU, and the reaaaaally old Wind Storm.
YD Magnet Man has some noticeable knockback as well, if AMP's Cloud Brother was any indication...

So many fine souls were shoved into pits that day...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 13, 2012, 04:29:00 AM
Oh yeah, YD Magnet. Also, I think you refer to Precipitation Sibling. Cloud Brother has no pits.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 13, 2012, 04:43:06 AM
Quote from: "Shmeckie"
I do believe we are once again forgetting this is not meant to emulate the behaviors of the NES Robot Masters.

I think you meant abilities and limitations rather than 'behaviors', and if so then yes, that's actually exactly what I want.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 13, 2012, 05:00:06 AM
And I'll take balance and fun over restricting gameplay just to force people to act like NES AI bots. That's already megaman's thing. Emulating the characters as they were in the NES games is one thing, but there's a limit. Which would be when it cripples a character and presents gameplay issues. And then there's the slippery slope; where do you draw the line? Remove Bright Man'sbulbs? Should Plant Man lose his buster and ability to sap your health? No more Guts Punch? Hell, Toad Man didn't even walk.

Skull Man not only has the abilities of his NES counterpart, but he's well balanced (strong but imperfect defensive barrier as his signature ability, with a reasonably weak mainfire that rewards accuracy and discourages spamming, and average obility). Maybe he could use a bigger ammo clip to make him more user-friendly, but otherwise he doesn't need any changes.

On the subject of "knockback," is it possible to add Wind Man's fan ability in some way? It just feels weird that he doesn't have it. Kinda makes him incomplete, in way. Maybe make it like a weaker version of YD Magnet Man's Magnet Push.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 13, 2012, 08:55:30 AM
Quote from: "Shmeckie"
And I'll take balance and fun over restricting gameplay just to force people to act like NES AI bots.

Balance and fun are both subjective.  Gee, why make charecters act like themselves?

Quote
And then there's the slippery slope; where do you draw the line? Remove Bright Man'sbulbs? Should Plant Man lose his buster and ability to sap your health? No more Guts Punch?

Yes, I'd like to remove all of these and more, and rebuild the charecters from the ground up based on the abilities they actually have in the games (though perhaps with some allowances for charecters who have different abilities in different appearances, such as giving plant man the ability to make flowers spring up from the ground as he could in power battles).

On another note, I've recently been messing around with Fire Man and have found his normal attack incredibly frustrating to use in many areas, often to the point where you're basically defenseless if the alt isn't charged up.  Is there something we can do to get rid of the way his shots get instantly canceled out if you're standing next to a wall, ledge, or low ceiling... and maybe to make it even theoretically possible for him to stand on a ledge and shoot downwards?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 13, 2012, 10:24:58 AM
Quote from: "NemZ"
Quote from: "Shmeckie"
And I'll take balance and fun over restricting gameplay just to force people to act like NES AI bots.

Balance and fun are both subjective.  Gee, why make charecters act like themselves?

Because they're controlled by human beings in a three-dimensional FPS environment.

There is nothing subjective about balance. Just ask Dive Man and Charge Man. And Tomahawk and Metal Man from the last build. And the fact you seem to be putting this ridiculously stringent rule of emulation over the characters actually being fun to play is... baffling, to say the least.

Quote
Yes, I'd like to remove all of these and more, and rebuild the charecters from the ground up based on the abilities they actually have in the games (though perhaps with some allowances for charecters who have different abilities in different appearances, such as giving plant man the ability to make flowers spring up from the ground as he could in power battles).

Well thank god you're not on the dev team, then.

And Plant Man didn't have that ability in the NES games, so that would be breaking your own original criteria. And if you want Power Battle/Fighters abilities, I'll direct your attention to YD classes. That's what they're kicking around at the moment. And I guess you're going to have to jump to get around as Air Man and Toad Man. And Wood Man. And fly to get around as Gyro and Wind Man. And no jumping at all for Charge Man, Blizzard Man, and Centaur Man! Though it sure will be fun to jump 30 feet in the air with most Robot Masters! So, then, is Star Man going to maneuver like he's in low gravity all the time? I'm sure that rapid-fire Magnet Missile won't be broken at all, though I assume Magnet Man will only be able to fire them while jumping... So if Yamato Man fires his spear on the ground, it'll only shoot a single spearhead, and he can't shoot again until he retrieves the spearhead? That sounds fun. And I guess Crash Man will only be able to fire while jumping.

And all those classes with one attack and no altfire... That sounds like a blast already!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 13, 2012, 12:15:37 PM
Quote from: "Shmeckie"
Because they're controlled by human beings in a three-dimensional FPS environment.

Well duh.  of course some alterations have to be made and nobody is going to force players to follow strict patterns like most RMs do, I just want them to play more or less the same as they actually did in the games that I'm a fan of... the entire reason this game exists in the first place, no?  

Quote
There is nothing subjective about balance.

Yes, there absolutely is.  There kind of has to be unless they all play the same... it's all about tradeoffs and what just feels right, but right for one person doesn't mean right for everyone.  It also doesn't hold up across different maps and different play modes... differences will naturally lead to some being better than others in some fashion and worse in another, but whether that's balanced is still based on your subjective feeling.

Quote
the fact you seem to be putting this ridiculously stringent rule of emulation over the characters actually being fun to play is... baffling, to say the least.

I didn't say emulation always trumps fun, but remember that fun is subjective.  I don't really enjoy playing as or agaisnt Skull Man as he currently exists.  You seem to, good for you, but I'm not the only one complaining so clearly not everyone thinks that he's just perfect as-is.

I'm clearly not being nearly as stringent as your ridiculous examples so just drop the hyperbole already, jackass.  I've mentioned giving alternate powers that have some basis in the games, not just whatever crap you think up.  I've given options to simulate something the original games do but that clearly isn't a good idea in skulltag like melee attacks rather than contact damage.  At no time have I advocated taking away walking frames or anything stupid like that.

Why are you being so pissy just because I have a different opinion than you?  Calm the fuck down.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on February 13, 2012, 03:08:08 PM
Actually I've been playing around with my own PK3 to emulate them down to a T starting with the barrier classes
Woodman: short duration shield that fires automatically while dropping hard to dodge high damage leaves
Skullman: you have 2 ammo bars, you'll have to fire off all of your shots to charge the barrier, activate it to recharges while you can't move and get spammed to death, but you also ran at high speed
Starman: Have a hugging barrier that makes the user invulnerable and you can have it up as long as you want, fires off a star shield
Plantman: Have a short duration barrier that makes you invulnerable, high running speed and jump


I gotta say, they were very awkward to play as, not to mention, alot of the bosses were invincible for more than half the match and the barrier RM's shots blocked all attacks when fired off, that would tend to get annoying fast.
Though if you want you could start your own classes expansion, but like I said, skullman is fine, if you have trouble using him, then use someone else, everyone has a class play style they like more than others (like how I can't use ballade or crashman very well at all yet they seem OP when I fight them), if you have trouble fighting them due to them camping and running, they wont really win anyway since in a deathmatch, they wont get many frags anyway, or in LMS, just attack them with a spammy, ripping, or homing projectile (which makes up a HUGE majority of the classes attacks)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 13, 2012, 04:59:31 PM
Quote from: "Shmeckie"
There is nothing subjective about balance.

Well, according to some of your previous posts, balance is subjective to the playing style of the person.  Bringing up Skull Man once again, you talk about how he's fine and dandy as he is, all he needs is an ammo buff. But that's just because that is your playing style. You seem to prefer hit-and-run tactics. But for my playing style, he just doesn't cut it. I would much rather get in my opponent's face and fight them close range, hence why my choices are either Shadow Man, Charge Man, or sometimes even Cut Man. To this affect, I think his ability to hit and run is absolutely horrid, especially since anyone with speed can catch up to him no problem. Since his shield can be whittled down by attacking it, he gets gang raped way too easily. But when your playing against him and you don't have a player that can easily catch up, he becomes the biggest troll of the game by shooting the shit out of you, running off completely invincible, recharging and coming back to repeat it. And with the way Skull Man's buster only does so much damage before he has to run off and cower again, the player never approaches from the front, and anyone who knows me well enough knows how much I hate people who feel the need to take cheap shots!!! I am dead serious. This my subjective opinion about how balanced Skull Man is. But going off of your subjective opinion, he's perfectly fine and everyone should use him more often.

Therefore, I don't subscribe to your theory that balance has nothing to do with subjectivity. Anyways, on to your next point:

Quote
And then there's the slippery slope; where do you draw the line? Remove Bright Man's bulbs? Should Plant Man lose his buster and ability to sap your health? No more Guts Punch? Hell, Toad Man didn't even walk.
I'm not saying that I don't agree with this. Going by some RM's attack patterns, almost all of the classes wouldn't be as fun. but there's a fine line between restricting gameplay, and pulling some bullshit attack out of your ass. It can be easy to picture these RM's with some of their user-generated abilities genuinely having them. For instance, it would make sense that Guts Man would also try and punch someone. It's also reasonable to say that Toad Man doesn't just take a flying leap whereever he goes, because you can watch a real life toad make small jumps to move around, the only time they make huge leaps is when they're fleeing something.  But take Bomb Man: I never remember him throwing a giant bomb in any canon game (unless he did it in Powered Up, and I just didn't let him live that long). I don't remember Elec Man zapping the crap out of people with a huge lightning bolt. I thought that was Dynamo Man's job. There can be such a thing as balance while assuring that the class's balancing makes sense.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 13, 2012, 06:42:22 PM
Bomb Man's Giant Bomb and Elec Man's Heaven Thunder were both critical attacks from Mega Man Powered Up.

If you haven't seen them used, go play on Hard difficulty and come back.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 13, 2012, 08:28:29 PM
Hmph. go figure that it comes from the game I owned for a month, then sold it and many others for a car payment.

That doesnt make my point any less valid, though. its makes sense to give tehm that attack as balancing material without making them a carbon copy of the AI.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 13, 2012, 09:46:12 PM
Quote from: "SmashBroPlusB"
Bomb Man's Giant Bomb and Elec Man's Heaven Thunder were both critical attacks from Mega Man Powered Up.

If you haven't seen them used, go play on Hard difficulty and come back.
But this is the NES classes mod, if we won't use any abilities of them from the Arcade games why use abilities from PU?

Maybe either add GB version classes or make a GB class mod. Slight varying in weaknesses for cetain bosses, and an alternate attack set for some who are having the contradictions, such as Skull. NES Skull stays as is, GB Skull different?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 13, 2012, 10:24:47 PM
Quick Suggestion:

Mind making Bright Man flash his bulb to stun people instead of throwing grenades? It would make more sense.

Also no one commented on my Stone Stomp sprites to add it in  :(
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 13, 2012, 10:32:27 PM
Dare I ask Star Dood, but what does GB stand for?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 13, 2012, 10:33:53 PM
GB= Gameboy.

Rockman World 1-5, basically.

Quote
Dare I ask Star Dood,

What does this mean, hmmmmm
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 13, 2012, 10:42:43 PM
Bright gets his Flash Stopper as he takes damage Star.

And I think he ment to ask me about the GB, yea, the Game Boy games, they had every boss RM from 1-5 minus Bomb, Guts, Star, Wave, Gravity and Gyro.

Certain bosses had new weaknesses, such as Cut, Flash, Metal, Snake, Shadow, Dust, Toad, Crystal.
They all acted the same but having some "GB" versions allows alternates to certain bosses who are being argued about. Such as Skull. He could still be weak to Dust Crusher but he would have a different weapon load out.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 13, 2012, 10:45:57 PM
Well, yeah, of course I knew that, but I meant not as an item but an alt.

He flashes his bulb and it blinds people. Has a small range but it's not just in one place. I think if you did that, it wouldn't stray so much from the NES as he does now with his flash grenades.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 13, 2012, 10:48:09 PM
quick question.

ain't all forms of metal blade supposed to OHKO a metalman, including copyrobot's?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 14, 2012, 02:19:55 AM
Quote

What does this mean, hmmmmm
Nothing really, it's just that I assume that the answer was going to be something enough to where I should of thought of it on my own
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: GameAndWatcher on February 14, 2012, 02:36:53 AM
Quote from: "PLAINOLDLUIS"
quick question.

ain't all forms of metal blade supposed to OHKO a metalman, including copyrobot's?
Don't you mean Doc Robot, Copy Robot isn't in this mod.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 14, 2012, 02:40:03 AM
>me reads hunter's comment
>me looks back to previous Bright Man suggestion
>me puts two and two together

>.<

It was a suggestion to make it somewhat more like the NES. He uses his bulb to blind people instead of relying on a grenade. I was thinking a quick flash of light might blind an enemy.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 14, 2012, 02:44:41 AM
Quote from: "Game&Watcher"
Quote from: "PLAINOLDLUIS"
quick question.

ain't all forms of metal blade supposed to OHKO a metalman, including copyrobot's?
Don't you mean Doc Robot, Copy Robot isn't in this mod.
my bad, i tend to call docrobot the copyrobot... but yes, i meant the docbot
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 14, 2012, 03:34:40 AM
Quote from: "Star Dood"
It was a suggestion to make it somewhat more like the NES. He uses his bulb to blind people instead of relying on a grenade. I was thinking a quick flash of light might blind an enemy.

Not exactly, but sure. That is a viable suggestion for Bright Man. It'd be a lot easier than pitching those bulbs, which aren't always guaranteed to hit dead on or with splash damage
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 14, 2012, 03:41:19 AM
Quote from: "fortegigasgospel"
But this is the NES classes mod, if we won't use any abilities of them from the Arcade games why use abilities from PU?

See, I'm okay with stuff like that, just as long as it has some precedence from the games and isn't just completely made up.

Making Bright Man able to use an area blinding/stunning ability would be an excellent alternative to the bulbs.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: LlamaHombre on February 14, 2012, 03:42:34 AM
From what I recall, if you get hit in quarters of your health, you receive Flash Stopper similar to how Bright Man used it.

It's mainly an ambush/escape mechanic, but it works.

As far as I remember, Bright Man KY is my second favorite class the way he is.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 14, 2012, 03:50:30 AM
If it's an escape mechanism it's a pretty situational one. You only get three PER LIFE, no matter what.

That means you can escape and get health or whatever but guess what, next time you're screwed.

Plus if the frozen guys get so much as POKED they're not frozen anymore.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 14, 2012, 04:02:26 AM
Holy crap I think some of you actually don't know what "balance" means. Like, at all...!

Does every class have a fair shot at winning? Or are some too powerful/not powerful enough? That's balance. Look at Charge Man. He does little damage and his attack sometimes doesn't even work. He's UP. UnderPowered. Poor balance there. Look at Dive Man. He cannot be caught in a 1-on-1 situation in even a moderately open stage. He's (situationally) OP. OverPowered. Poor balance there. Aside from those two, we have good balance right now due to the lack of classes that just annihilate the competition the way Tomahawk man did. That's not subjective. It doesn't matter how you play, it matters what tools the classes have and whether or not those tools are insufficient or way too much. There's nothing subjective about calling a character who can run up to your face and rapid-fire a 3HKO overpowered, and hurting the overall balance of the mod. Balance has nothing to do with individual playstyle.

I'd love to see some of you go down to SRK, in a discussion over regional tier lists, and tell them balance is subjective. Laugh-and-a-half.

As for Bright Man, he's fine. He's got his Bright Stopper and buster. He has the flash grenades because, in MM8BDM, the Bright Stopper doesn't freeze anyone, it blinds people. So the bulbs let him do just that. Though I'm not adverse to the bulb flash idea...

Also...

Quote from: "NemZ"
I'm clearly not being nearly as stringent as your ridiculous examples so just drop the hyperbole already, jackass.

Classy.

Quote
Why are you being so pissy just because I have a different opinion than you?  Calm the fuck down.

Irony.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 14, 2012, 04:04:16 AM
Quote from: "NemZ"
Quote from: "fortegigasgospel"
But this is the NES classes mod, if we won't use any abilities of them from the Arcade games why use abilities from PU?

See, I'm okay with stuff like that, just as long as it has some precedence from the games and isn't just completely made up.

Making Bright Man able to use an area blinding/stunning ability would be an excellent alternative to the bulbs.

I was using it at an example to support giving them there arcade abilities, like Plant Man's flowers.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 14, 2012, 05:03:12 AM
Quote from: "Shmeckie"
Holy crap I think some of you actually don't know what "balance" means. Like, at all...!

I suspect you don't know what subjective means.

Take your SRK example... the mere fact that they need discussions to decide how to organize these tier lists and even then different regions offer different conclusions means that this is clearly an example of balance being subjective.  In point of fact it simply has to be unless all the characters are just palette swaps with identical moves.

EDIT:  I went to shoryuken.com and did a search for subjective+tier... and got 196 hits.  Any questions?

Quote
Does every class have a fair shot at winning? Or are some too powerful/not powerful enough? That's balance.

Yes, but it's also subjective.  It depends on the skill levels and style of the players, the unique properties of the stage and the player's familiarity with it and how their character's unique properties interact with them (can I make that jump, can I shoot through that gap, etc), the game mode being played, the overall mix of other classes they're facing, the quality of the player's connection and hardware, players' conscious or unconscious desires to see certain classes be better or worse, their personal gaming philosophies about what constitutes cheapness or fun... all of this combines to create a scenario that is FAR removed from just comparing thing A to thing B and saying they're balanced.  The best you can hope for is to play lots of times with lots of different combinations of the above factors to try and find a consensus average, but it never stops being subjective.

For example, are Megaman and Bass balanced in MM&B?  Personally I think Bass is probably the stronger of the two, but with as many little differences in how they play I'm honestly not sure how to quantify that as anything but my subjective opinion based on how I play the games, what I personally find hard or easy, etc.  I bet at least one person reading this thinks Megaman is better and at least one other person reading this will not have a preference.  Are they balanced because we can disagree on which is better?  If so, doesn't that mean they're being balanced or not depends on the composition of the group of people you ask?  That's subjective again.
 
Quote
There's nothing subjective about calling a character who can run up to your face and rapid-fire a 3HKO overpowered, and hurting the overall balance of the mod.

Wouldn't that depend on what abilities the other classes have, the relative difficulty of running up to your face depending on the stage, how much energy such an attack takes to make and how fast it recharges relative to others, how hard it is to dodge at various ranges or if it even has any range to speak of, if he has any weakness that the others can exploit... all of these are factors that complicate the issue and, yes indeed, make the answer subjective.  Hell, it might even be fair to consider non-play factors such as how the skin and hud looks as a kind of balancing factor based on the player's enjoyment of the game regardless of winning percentages, and do note that attitude towards the character can in turn make the player perform better or worse... there are scientific studies that show something as simple as uniform color can have a statistically measurable affect on competitive events!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 14, 2012, 05:05:29 AM
You know, Schmeck. I thought I'll Begin from the SRB2 forums was bad. But Christ, you are getting on every single nerve I have!!!
Quote from: "Shmeckie"
Holy crap I think some of you actually don't know what "balance" means. Like, at all...!
Look who's talking. You bash every idea that isn't yours without even considering it.

Quote
Does every class have a fair shot at winning? Or are some too powerful/not powerful enough? That's balance. Look at Charge Man. He does little damage and his attack sometimes doesn't even work. He's UP. UnderPowered. Poor balance there. Look at Dive Man. He cannot be caught in a 1-on-1 situation in even a moderately open stage. He's (situationally) OP. OverPowered. Poor balance there. Aside from those two, we have good balance right now due to the lack of classes that just annihilate the competition the way Tomahawk man did. That's not subjective. It doesn't matter how you play, it matters what tools the classes have and whether or not those tools are insufficient or way too much. There's nothing subjective about calling a character who can run up to your face and rapid-fire a 3HKO overpowered, and hurting the overall balance of the mod. Balance has nothing to do with individual playstyle.
You'er essentially changing your opinion just so you can sound right. Of course every class is situationally overpowered or underpowered. That's just how their playing style works! Skull Man is good for hit and run. Shadow Man and Charge Man are good for melee fighting. We all get that. That doesn't mean that classes can't be adapted for other situations. Ask any of my friends. I don't use Elec Man to rapid-fire people to death. I use him to snipe people to death. This is why changes are made, so a character can adapt to a number of situations, and not just one where he's only useful under the right circumstances.

Quote
As for Bright Man, he's fine. He's got his Bright Stopper and buster. He has the flash grenades because, in MM8BDM, the Bright Stopper doesn't freeze anyone, it blinds people. So the bulbs let him do just that. Though I'm not adverse to the bulb flash idea...
I'm glad that you're at least somewhat open minded to this. I think we should all throw a party. I just said it and I'll say it again: it is stuff like this that needs to be tried out to see if it is liked. That's why they call it testing!!! You try it out, if no one likes it, back to the drawing board, or expand on the idea to make it more like able. You act like balancing classes is just impossible, and it's not. I've done it. (Not in MM8BDM, mind you)


Quote from: "Schmekie"
Quote from: "NemZ"
I'm clearly not being nearly as stringent as your ridiculous examples so just drop the hyperbole already, jackass.

Classy.
Hmm...Who does this remind me of?
Oh, yeah. Bikdark and Myroc.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Ivory on February 14, 2012, 05:49:24 AM
Everyone, cool it down. This thread starting to get too heated.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 14, 2012, 07:05:36 AM
Yeah, it looks like it's going into a direction where everything will burn to a crisp. Must this be such a big deal?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 14, 2012, 07:08:33 AM
Quote from: "NemZ"
Take your SRK example... the mere fact that they need discussions to decide how to organize these tier lists and even then different regions offer different conclusions means that this is clearly an example of balance being subjective.  In point of fact it simply has to be unless all the characters are just palette swaps with identical moves.

That's not "subjective," that's "inconclusive." Which is why there are, more often than not, one concrete tier list for every fighter after a certain point in its lifespan. They make charts for them and everything.

Quote
EDIT:  I went to shoryuken.com and did a search for subjective+tier... and got 196 hits.  Any questions?

"What does that prove?" Would be my first. All you've discovered is that the words "subjective" and "tier" have appeared in proximity to each other in 196 threads. Which would include statements like "there's nothing subjective about tiers."

Quote
Yes, but it's also subjective.  It depends on the skill levels and style of the players, the unique properties of the stage and the player's familiarity with it and how their character's unique properties interact with them (can I make that jump, can I shoot through that gap, etc), the game mode being played, the overall mix of other classes they're facing, the quality of the player's connection and hardware, players' conscious or unconscious desires to see certain classes be better or worse, their personal gaming philosophies about what constitutes cheapness or fun... all of this combines to create a scenario that is FAR removed from just comparing thing A to thing B and saying they're balanced.  The best you can hope for is to play lots of times with lots of different combinations of the above factors to try and find a consensus average, but it never stops being subjective.

Er... Do you know what subjective means? We're talking about the base abilities of characters, here. Subjective means something is a matter of opinions between different people. "Tomahawk Man was ridiculously OP in the last build as he could get ridiculous amounts of frags with no effort" is not an opinion. That was fact. This was thoroughly tested and proven time and again. That's why he was nerfed in this build. Do you think they nerfed him because someone spun a nerf wheel and it landed on Tomahawk? Or that Napalm Man was lucky enough to win the buff lottery?

The basic definition of balance that has existed in gaming--competitive or otherwise--since gaming has existed has been simple: if two players of equal skill face off against each other, how often are they likely to win with character A vs character B. That's why matchups in fighting games are written as "6-4," as in out of 10 matches, character A is likely to win 6 out of 4, and is considered to have a positive matchup against character B. There is nothing subjective about that. Put M. Bison up against Makoto, and Bison has the advantage. There's no arguing this. There are stats, evidence, etc. to back it up. Unless something new is discovered, that won't change. And after a certain period in a game's lifespan, that becomes less likely. Again, nothing subjective is going on here. No opinions to be found. Just hard data.

Quote
For example, are Megaman and Bass balanced in MM&B?  Personally I think Bass is probably the stronger of the two, but with as many little differences in how they play I'm honestly not sure how to quantify that as anything but my subjective opinion based on how I play the games, what I personally find hard or easy, etc.  I bet at least one person reading this thinks Megaman is better and at least one other person reading this will not have a preference.  Are they balanced because we can disagree on which is better?  If so, doesn't that mean they're being balanced or not depends on the composition of the group of people you ask?  That's subjective again.

You're comparing the balance between two characters in a single player platformer to balance between a large roster of characters in a competitive multiplayer game...?!
 
Quote
Wouldn't that depend on what abilities the other classes have, the relative difficulty of running up to your face depending on the stage, how much energy such an attack takes to make and how fast it recharges relative to others, how hard it is to dodge at various ranges or if it even has any range to speak of, if he has any weakness that the others can exploit... all of these are factors that complicate the issue and, yes indeed, make the answer subjective.  Hell, it might even be fair to consider non-play factors such as how the skin and hud looks as a kind of balancing factor based on the player's enjoyment of the game regardless of winning percentages, and do note that attitude towards the character can in turn make the player perform better or worse... there are scientific studies that show something as simple as uniform color can have a statistically measurable affect on competitive events!

Again, you don't seem to be using "subjective" correctly... The factors that complicate the issue don't make it subjective, they're simply other factors to consider and add to the whole. I'm assuming you didn't play much of the last build, particularly the matches where it was discovered how OP Tomahawk was. Everyone who played him placed 1st, and by a sizable margin (10 points spreads weren't uncommon), no matter who played him, or what stage they played him in.

And the appearance of the character HUD has absolutely no bearing on their abilities. You don't factor in player skill when determining balance. That's useless, and counterproductive, and is exactly why no competitive gamer, or even casual gamer familiar with the competitive scene, even thinks of factoring in anything like that. Otherwise, Punk must be broken out the ass and needs to be banned, since I've won the vast majority of my matches I use him in thus far. And I guess we gotta ban Bright Man when Isaac940 enters the room, because he'll clean house with Bright. Is Knux banned from ever using Wind Man because Knux owns with him? That's not balance inherent within the mod, that's the human factor.

And some of your suggestions are, with all due respect, ridiculous. That's like saying fighting game tier lists need to factor in which costume is being used. Is Bison A Tier when using his default red outfit, but drops to C tier if someone chooses his green outfit?

And hunter_orion, you need to chill, bro.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 14, 2012, 07:17:35 AM
Shme, I understand what you're trying to get at, but just please leave it be. In the end, it's up to Ice-IX how things will turn out. Just expect the worst, but hope for the best now that you've made your point. The same goes to all of you doing this debate. We got it already the first few walls of points.

Seriously guys? I'd much rather watch a soap opera, and I hate those to hell. Just say what you think about the classes and who cares if someone contradicts you. However, it's not that I'm telling everyone to STFU and be like robots, but that it makes things more simple this way. Not to mention less cluttered with arguments which bury your thoughts.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 14, 2012, 07:31:42 AM
I see your point. That's cool. If it's hurting the overall thread, I'll drop it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 14, 2012, 07:41:06 AM
We are getting off-topic and a mod said to stop, so I shall stop.

So... anybody have any ideas on that comment I made about Fireman's main attack being useless near ledges, walls and low ceilings?  Perhaps it would fix the problem if it could clip through walls or if make the collision box smaller, both changes only for a short distance after firing before returning to it's current stats?  Maybe give it 2 collision boxes, a big one to cause damage and a smaller one to detect walls?  I don't really know if any of these are even possible.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 14, 2012, 09:16:10 AM
While I get that Fire Man requires a little more precision with where you aim his shots because of the plethora of things it can do (fire shield, dropping little flames, ripping, etc.), I do think the hitbox on that thing is a little unforgiving. I say make it closer to Pharaoh Wave. Not too much, though. Just enough to where a low ceiling isn't going to leave him defenseless.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on February 14, 2012, 02:51:59 PM
And then Spartan Skull Man was forever lost in the sea of flames.
Title:
Post by: Lobsters on February 14, 2012, 04:58:07 PM
Okay I saw a few pages back about Skull Man getting barrier pierced by Ring Boomerang. THIS is true as I booted up the ol' anniversary collection on my Wii. Also just found out that C-Stick changes to Rush and etc. Had it for all these years and I just found that out >_>. Anyway I started a new game on MM4 just to replay the RM stages.  Like I said in this post prior Ring does penetrate Skull's shield.  I think however it is really a minor detail. Kinda seems like a waste of time to code an attack that can break through the shield invulnerablity but doesn't do major damage. On the other hand it would be more accurate to the games and would become an interesting counter to Skull of some extent.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 15, 2012, 01:03:55 AM
i was the one saying the whole ring boomerang pierce thing.

anywho,

i noticed something.
naplam ain't that bad. i heard a few people complain but he ain't even bad. the way i see him is this-
get to high place or straight out fight your target

hit him a few times

IN TARGET FLEES, torpedo the derp.

IF HE DON'T, blow him up.

this is kinda the strategy i use with napalm, slow fire rate aside. i think i found me a main fer this mod. :lol:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: HD_ on February 15, 2012, 01:21:11 AM
Could someone make a tier list or something? If you do, and it's good, I'll love you forever, no homo.
And if it isn't, I'll burn you to a crisp!
Title: Old Napalm is still better but I won't bring that to light n
Post by: Magnet Dood on February 15, 2012, 01:44:52 AM
Is the Bright Man suggestion good? Honestly, I've never really liked the flash grenade idea; they're kind of clumsy to use and they don't work as well as I think they should.

Give Bright Man a more area of effect kind of thing, where instead of the grenade he uses his bulb to blind people. Range should be about Flash Man's Time Stopper weapon, while the regeneration is a tad slower than the grenades (think Drill Man's drill bar). This would not only make him more NES accurate to an extent, but also it would be a lot better than just him throwing a small projectile that does pitiful splash damage and has a short range and target point.

Basically, give him the Flash Stopper that's in the game now, only with slower regeneration and perhaps a tad larger area.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 15, 2012, 04:39:24 PM
No spamming the flash? Aww...kidding, a spammable flash stopper would suck. I would suggest that it gets something extra, considering hes the master of that weapon. How about Bright Man's flash completely blinds the person instead of making it hard to see?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 15, 2012, 05:21:20 PM
The Powered Up expansion has a Flash Stopper that blinds you completely. It's kinda frightening, really.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 15, 2012, 05:37:10 PM
It does? Ive never gotten ahold of it...either way, it would give Bright Man a distinct advantage. He could blind the opponent, and use that as an opportunity to get some good shots in
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 15, 2012, 06:08:42 PM
I believe that would make the shots too good then, because they do 10 damage each. The advantage the blinded person would have is still being able to move, which is why having a flash bulb that both stuns and blinds would be both redundant and sort of cheap. And yet, it might work if the shot damage was nerfed. Just maybe.

But considering they can move after being shot once (?) it might not be a bad idea.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 15, 2012, 06:25:31 PM
Exactly. And speed types or sliders/dashers would still have a pretty good leg up in that situation, providing they dont blindly run into a pit
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 15, 2012, 08:42:44 PM
A more game-accurate use of Bright Man's head bulb that completely blinds the opponent?!

That, I can get behind.

He'd just need a special animation for it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 15, 2012, 09:02:55 PM
Easy- He puts both his hands up like he does in the NES when he uses it. Then he flashes, like when he uses it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 16, 2012, 02:26:15 AM
So, the greater consensus keeps Skullman w/no changes?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 16, 2012, 02:28:05 AM
No.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 16, 2012, 02:37:46 AM
lets hope that brightman blinding the whole screen don't give people siezures. god knows my eyes hurt even on a normal dose of flash stopper.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 16, 2012, 05:00:51 AM
Quote from: "Star Dood"
Easy- He puts both his hands up like he does in the NES when he uses it. Then he flashes, like when he uses it.

That's what I was thinking. I think I'd enjoy that a lot more, actually. It'd feel more like actually playing Bright Man.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on February 16, 2012, 03:49:55 PM
From what I'm gettin' at, ya folks would like Bright Man to drop his grenades and gain 2 different types of flashes? One to stun and the other to blind. I really like that idea, unless I misread all the stuff.
If this were the path that will be taken, would Bright Man's blind flash be like MMPU's or the core one?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 16, 2012, 04:15:59 PM
The PU one is a lot more intimidating. However, when I was playing with Lobsters in Team Possession yesterday, he found out that it does squat in the Software renderer, as you can see through it. I haven't tested it myself, but if that's true, it needs to be solved. Otherwise, go with the usual blinding screen to keep things simple.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on February 16, 2012, 04:26:00 PM
Well, I did suggest to Mess to totally blind a person instead of a pulsin' blind, since it really doesn't do a good job of blindin'. The problem with core blindin' is that some folks edit the pk3 to take out the effect. So either a weak blind (assumin' the blind doesn't change) or run the risk of some folks exploitin'. I'd go with the full blind if that option can be placed onto the table, if not then I'd run the risk.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 16, 2012, 04:52:51 PM
The problem with core blindin' is that some folks edit the pk3 to take out the effect.
'Scuse the incoming language.
(click to show/hide)
In any case, if Brightman had both effects in one, a shot nerf might be needed. Who knows, maybe not.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 16, 2012, 07:16:40 PM
Blizzard Attack (when used by Bass, haven't tested with Mega Man or Proto Man) seems to be broken:
(http://img849.imageshack.us/img849/7348/screenshotdoom201202161.png)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 16, 2012, 09:37:54 PM
Yeah, I think that would work well for him.

Hopefully Ice-IX will come around and see this suggestion.
Title: RUN, BREAKMAN, RUN!
Post by: Mr. X on February 16, 2012, 09:39:29 PM
(click to show/hide)

You say it's a broken Blizzard Attack, I say it's a giant two-Buster Mega Man is clawing his way up from the depths.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 16, 2012, 11:24:24 PM
something similer happened in a ix pack to me...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr. X on February 16, 2012, 11:38:03 PM
I just tried replicating it with Bass on the same map with the same weapon in the same spot.  I couldn't do it.  Was it also Blizzard Attack in IX Pack?  Maybe there's something wrong with the actual core weapon that is just really rare?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 16, 2012, 11:43:03 PM
i think i wss using a rm... but there was a buster in the water...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 17, 2012, 12:28:04 AM
It's perfectly fine without the mod, and it's perfectly fine when Blizzardman himself does it, but it weirds out like that when a Copy Weapon class uses it in the mod. It's noticable if you try firing near the ceiling, or in Air Man's stage.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr. X on February 17, 2012, 12:59:27 AM
Yeah, I definitely see it all over the place on Air Man's stage.  That's just really really weird  :shock:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 17, 2012, 03:58:05 AM
Speaking of Air Man, I think you guys overnerfed him. Two things...

- First, his mainfire is too weak now. I think you guys need to find a good middle point between what the damage used to be, and what it is now. It was too easy to get frags with him, now it takes too long. Especially since he needs to be in your face to do max damage with it (which now is pretty much required unless you wanna do less damage than Skull Man), so he's already putting himself in danger.

- The Air Wall takes way too much ammo. It was never that powerful a tool to merit that much ammo usage, and it just makes using the Air Wall more of a liability than anything.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 17, 2012, 04:52:44 AM
Quote from: "Shmeckie"
Speaking of Air Man, I think you guys overnerfed him. Two things...

- First, his mainfire is too weak now. I think you guys need to find a good middle point between what the damage used to be, and what it is now. It was too easy to get frags with him, now it takes too long. Especially since he needs to be in your face to do max damage with it (which now is pretty much required unless you wanna do less damage than Skull Man), so he's already putting himself in danger.

- The Air Wall takes way too much ammo. It was never that powerful a tool to merit that much ammo usage, and it just makes using the Air Wall more of a liability than anything.

This. Honestly, with the amount of ammo Air Wall takes up and the regeneration rate, Air Wall is rendered useless, and Air Shooter has a too short range and too little damage to fight well.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on February 17, 2012, 02:20:35 PM
I'd like to hear thier justification on the nerf. Air Man never seemed to be a problem. Air was just simply pretty dang good at close combat and did NOT have the range of Tomahawk. Air wall is too slow to emulate old Tomahawk's main since it already telegraphs where the projectile's headin'. I think I already noted that to ya, Shmeckie, if ya remembered back in yar server.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 17, 2012, 03:24:28 PM
If anything, Air Wall should do a good amount of damage, since it's a crap shot to even hit someone with it. Either that, or make it harder to avoid.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on February 17, 2012, 03:30:50 PM
It could always be done a faster/farther-traveling projectile. I'd say that if it's a faster ROF/Projectile, increase ammo. And if it went farther, keep it the way it is and maybe increase the damage as seen fit. That's just what I think, though.
Title: Galacta Knight vs Tornado = Kirby wins Fatality. Spin 2 Win
Post by: Lobsters on February 17, 2012, 04:39:28 PM
My post was originally inclined about the HUD Bug. I've seen in it other mods then KY Classes. IIRC I ONLY seen it in a server with classes mods in general attached. EX. Unepic Bot Apoc I see a black recolred buster HUD sprite.


Now, about Air Man well I mainly play as Cut Man or Mega Man also Yamato. YD Only don't care for the Burst Fire much not suggesting to change it either) So. I don't know the specifics really but he does seem weaker damage wise than before. He assumes more of a shotgunner role in my vision. Main fire more tuned for Close Range - Lower reaches of Medium Range if not only CLOSE Range.  


I think the Air Wall is fine I killed the Guts Man bot in two hits with it. So it is fine with for a shotgunner with an attack with spread like that to deal damage. The main fire is kinda pitiful it took me three hits with the main to kill an Elec Man. Only one tornado hit each time. This was tested in the Bot survival map. So server wise I have virtually no experience with Air Man. Three Tornadoes to kill a speedy class. Generally speedy classes = lower armor which affects damage scaling obviously. Again I don't know the exact specifications of the mod. Too lazy to waste time in SLumped searching for it nor care enough to look.

A few thoughts to possibly consider. Some of these thoughts aren't my own.

1) Keep the damage but lump the tornadoes closer together to make it easier to hit. I am the guy who tries to hit with the middle tornado. Like, I already said I don't use Air Man very much. So, shall we say this is a suggestion at making it "noob friendly?" I also don't use Air Shooter that often in vanilla but the spread seems tighter in vanilla. Could be wrong though.

2)
Quote from: "Knux"
It could always be done a faster/farther-traveling projectile. I'd say that if it's a faster ROF/Projectile, increase ammo.

3)
Quote from: "Knux"
And if it went farther, keep it the way it is and maybe increase the damage as seen fit. That's just what I think, though.

In the end I don't care if Air gets fix'd so to speak on the side of those who want buffs. Or stays the same I thought it was more of a pest in the past so staying the same is all right for me. Personally I would rather see him get nerfed albeit for breif period of time as a contrast to the All-Mighty Air Man. If only it was April instead of February. I am sure all of you have heard that song about how Air Man is impossible to defeat by now.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 17, 2012, 06:13:17 PM
Bleh, I is stupid.

I finally figured out where Bright Man's grenade is from- Rockman 4 MI.

He uses it when he goes into beserk mode.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Lobsters on February 17, 2012, 06:40:51 PM
That is somewhat ironic, if I recall in the abyss of pages this topic has there is a post suggesting ideas from 4MI then someone replyed Rom Hacks aren't true to the NES Games. Gah gonna spelunker into the abysssss. Gets a hard hat with a flashlight attachment.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 17, 2012, 07:56:59 PM
Quote from: "Star Dood"
Bleh, I is stupid.

I finally figured out where Bright Man's grenade is from- Rockman 4 MI.

He uses it when he goes into beserk mode.

Regarding NES style behaviour though, do ROM hacks count?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on February 17, 2012, 08:00:43 PM
I don't think so.

My idea is a lot more versatile anyway
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Lobsters on February 17, 2012, 08:31:22 PM
Well to the efforts of my spelunkering.
Quote from: "Ice-IX"
For Skull Man: Rockman hacks are not an influence on this mod. (Neither is Team Fortress, by the way!) Skull Man can recharge his barrier by either standing still (like in the game) OR it recharges automatically when he takes damage.

Found on Page 23 well around there anyway.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on February 17, 2012, 08:51:54 PM
Actually once upon a time he was like that, but the shield became borderline useless as it took a while to recharge, it encouraged camping, and not to mention, why the hell would you stand still in the middle of a match if you have little to no time to even stop to simply type "hi"?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on February 17, 2012, 09:08:00 PM
Quote from: "Ice-IX"
Rockman hacks are not an influence on this mod.

I still love this quote because of Brightman.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Lobsters on February 17, 2012, 10:07:26 PM
I love that quote becuase of this quote

Quote from: "Star Dood"
Bleh, I is stupid.

I finally figured out where Bright Man's grenade is from- Rockman 4 MI.

He uses it when he goes into beserk mode.

I never knew where the grenade came from lol until now. I thought it was an original idea from the YD classes team.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 17, 2012, 11:32:50 PM
I think Airman's alt should hit harder but spread out more as it travels with a random scatter, able to hit multiple enemies per use and tuned to be a mid-range weapon.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 18, 2012, 01:54:22 AM
I like how it works in YD; mild ammo usage, mild damage, primarily used for long-range combat and to nail people running from you. Air Man is primarily an up-close character, while the Air Wall lets him poke you from afar to finish off fleeing victims, and start putting the pressure on someone he's targeted and running toward.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 18, 2012, 02:29:04 AM
agreed with shmeckie.

also,
i'll be playing the whole nes series and then report all the stuff a particuler RM does when the time arises.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 18, 2012, 03:23:53 PM
I realized I haven't done much in the way of compliments, so...

I'm currently maining Knightman. He feels great with his multi-purpose Knight Crusher. The delay you added with the shots is a perfect buff to it's low damage.

In short, he's perfect.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on February 22, 2012, 04:35:45 AM
Quote from: "Lobsters"
I love that quote becuase of this quote

Quote from: "Star Dood"
Bleh, I is stupid.

I finally figured out where Bright Man's grenade is from- Rockman 4 MI.

He uses it when he goes into beserk mode.

I never knew where the grenade came from lol until now. I thought it was an original idea from the YD classes team.

Then again, what else can you use for the alt? A long, slow jump?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 22, 2012, 07:14:28 PM
Quote from: "I"
How about this: he gets his flash, but it completely blinds the person. It would make sense, since he's the master of the weapon. Maybe it could have a slow regen time
Ohai, dont mind me...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 24, 2012, 04:31:40 AM
Yeah, I'm all behind that idea, myself.

Also, just curious; please tell me you guys are setting Freeze Man so he's healed by copywep Freeze Cracker.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 24, 2012, 04:54:36 AM
Quote from: "Shmeckie"
Yeah, I'm all behind that idea, myself.

Also, just curious; please tell me you guys are setting Freeze Man so he's healed by copywep Freeze Cracker.

If they do that I say every time it happenes it activates a Time Stopper where nothing can move for a short amount of time.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 24, 2012, 05:09:31 AM
inb4 thunder bolting springman causes him to reverse fus ro dah everyone.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 24, 2012, 06:06:38 AM
OH GOD YES MAKE THAT HAPPEN TOO!

And copywep Thunder Bolt should refill Turbo Man's ammo, too. To emulate his faster multi-car form attack he'd respond with.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 24, 2012, 06:49:36 AM
t-bolting turboman made him invincible and caused him to ram you.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 24, 2012, 07:15:26 AM
Quote from: "PLAINOLDLUIS"
t-bolting turboman made him invincible and caused him to ram you.
He did the ramming automatically, t-bolting him made him do it faster.  The wiki can be your friend.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 24, 2012, 07:20:49 AM
I do believe it would also cause him to make multiple passes at you as the car, rather than the one pass he would do normally.

As for Spring Man, I don't think they could replicate what he would originally do if you T-Bolted him, so maybe having copywep Thunder Bolt effect Spring Man similar to how YD Skull Man's "RAEG" works might work better.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 25, 2012, 12:52:48 AM
Quote from: "Shmeckie"
I do believe it would also cause him to make multiple passes at you as the car, rather than the one pass he would do normally.

As for Spring Man, I don't think they could replicate what he would originally do if you T-Bolted him, so maybe having copywep Thunder Bolt effect Spring Man similar to how YD Skull Man's "RAEG" works might work better.

Ehh, just make it last longer :D
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 25, 2012, 04:25:48 PM
Quote
the wiki can be your friend


actually playing the game is a better friend.

t-bolt turbo to force him to ram you, while invincible, and faster.

his normal ram was completey random.


and i swear, if slash gets frozen or burned from freeze cracker or scroch wheel, i will be the happiest tails doll man around here.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 25, 2012, 04:37:11 PM
Quote from: "PLAINOLDLUIS"
Quote
the wiki can be your friend


actually playing the game is a better friend.

t-bolt turbo to force him to ram you, while invincible, and faster.

his normal ram was completey random.


and i swear, if slash gets frozen or burned from freeze cracker or scroch wheel, i will be the happiest tails doll man around here.
Actually Turbo follows a pattern. Pull > Scorch Wheel > Ram > Ram > repeat.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on February 25, 2012, 05:13:44 PM
Quote from: "fortegigasgospel corrected"
Actually Turbo follows a pattern. Scorch Wheel > Pull > Ram > Ram > repeat.

That's better.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 25, 2012, 06:06:18 PM
Can you reduce the ammo consumption for all of Docrobot's weapons?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 25, 2012, 07:05:29 PM
Speaking of Doc Robot, his Leaf Shield needs a RoF nerf. I believe I brought this up before, but in case I didn't here it it again; holding down fire can cause him to fire it off so rapidly that the opponent only has a tiny window in which to hit him, making it near-impossible for a character with a slower projectile speed to get a hit through.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 25, 2012, 09:22:03 PM
Quote from: "Shmeckie"
Speaking of Doc Robot, his Leaf Shield needs a RoF nerf. I believe I brought this up before, but in case I didn't here it it again; holding down fire can cause him to fire it off so rapidly that the opponent only has a tiny window in which to hit him, making it near-impossible for a character with a slower projectile speed to get a hit through.

Doc Robot will then exist as one of the most UP classes in KY.
Rant following...
(click to show/hide)

BTW, Pharaoh is seriously OP. As in, second place has three frags while I have 10 on Flashman's stage with 6 people.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 25, 2012, 09:30:14 PM
Quote from: "Daveris"
Quote from: "Shmeckie"
Speaking of Doc Robot, his Leaf Shield needs a RoF nerf. I believe I brought this up before, but in case I didn't here it it again; holding down fire can cause him to fire it off so rapidly that the opponent only has a tiny window in which to hit him, making it near-impossible for a character with a slower projectile speed to get a hit through.

Doc Robot will then exist as one of the most UP classes in KY.
Rant following...
(click to show/hide)

BTW, Pharaoh is seriously OP. As in, second place has three frags while I have 10 on Flashman's stage with 6 people.

I don't recall how he works in either class other then his flying and Pharaoh shoot in YD (which his Pharaoh shoot is actually UN-chargable in actuality). In Megaman 4 he used Pharaoh Shoot when jumping, those are the orbs he threw at you. And Pharaoh wave he had to sit still and charge to fire. Maybe make his second shot a quick fire weak pharaoh shoot, and his pharaoh wave he needs to sit still to charge.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 25, 2012, 10:43:26 PM
pharaoh's charge is this-


small orb>medium orb>big orb with a AoE >pharaoh wave after a few minor seconds of a big shot.

but i think he mean his RoF, which is rather fast. i remember using him on a tlms server and often got the highest amount of frags fer my team.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on February 26, 2012, 12:09:13 AM
I agree 367% with Air Wall taking less ammo.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 26, 2012, 01:55:09 AM
Quote from: "Daveris"
Quote from: "Shmeckie"
Speaking of Doc Robot, his Leaf Shield needs a RoF nerf. I believe I brought this up before, but in case I didn't here it it again; holding down fire can cause him to fire it off so rapidly that the opponent only has a tiny window in which to hit him, making it near-impossible for a character with a slower projectile speed to get a hit through.

Doc Robot will then exist as one of the most UP classes in KY.
Rant following...
(click to show/hide)

Wrong all day long, and here's why...

Quick Boomerangs do quite a bit of damage. I don't know how you're playing him, but Quick Boomerang is THE move to follow Flash Stopper with. If all three boomerangs hit, it does a sizable amount of damage (and from personal experience, it seems to home in better than Quick Man's alt). And I don't know where you're getting that his Metal Blade is slow; it's about the same speed as the copywep version, it allows him to OHKO Metal Man, it does decent damage, and it acts as his go-to weapon in most situations. Heat Tackle is meant for escape rather than offense (though it still needs work), and Air Blow is for long-distance pokes. It doesn't matter if Leaf Shield rips, it's an overall inferior general offensive tool to Metal Blade, and is primarily for crowd control--and as it stands, cheesing out a near-impenetrable defense with it--and blocking shots.

Crash Bombs DO need better ammo consumption, though.

Quote
BTW, Pharaoh is seriously OP. As in, second place has three frags while I have 10 on Flashman's stage with 6 people.

No, he's not, he's just great at crowd control, and Flash Man's stage is meant for crowd control. Napalm, Stone, and Pharaoh Man dominate in that stage.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 26, 2012, 02:23:24 AM
Thank you for the info.
I suppose I'll have to main him now: he seems excellent, and if he requires some thought, then so be it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 26, 2012, 02:34:16 AM
actually docrobot's metal blade is indeed slower then a copywep metalblade.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 26, 2012, 02:47:20 AM
Quote from: "PLAINOLDLUIS"
actually docrobot's metal blade is indeed slower then a copywep metalblade.

It seems i'm not hallucinating, then.
...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 26, 2012, 05:18:23 AM
Obviously not noticeably slower, then... >.>

Tip for Doc Robot's boomerang: don't stand too close or too far. There's a specific distance to stand, and if you get it right, the boomerangs all zero in on the target and hit at once. Following a Flash Stopper with it can do close to half the opponent's health.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 26, 2012, 08:06:57 PM
There should be a limit to how many Gemini Clones can be on the field at once...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on February 26, 2012, 09:23:03 PM
Quote from: "Daveris"
There should be a limit to how many Gemini Clones can be on the field at once...

I think it was Grexion who would spawn a clone, fight & die, spawn a clone, fight & die, rinse & repeat. There was at least SEVEN CLONES within 1 minute!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 26, 2012, 09:55:14 PM
Quote from: "TheDoc"
Quote from: "Daveris"
There should be a limit to how many Gemini Clones can be on the field at once...

I think it was Grexion who would spawn a clone, fight & die, spawn a clone, fight & die, rinse & repeat. There was at least SEVEN CLONES within 1 minute!
I main Gemini and I'll admit, it would be good to limit, though there is an issue. KY Gemini Man can not harm Gemini Clones, at all. So if someone else is Gemini those clones can shoot you, you don't know that they aren't yours until they shoot you, and you can't get rid of them.

Now another issue arises when playing on teams with either class mod, Red Team Gemini Man clones spawn normal colors, which is blue, and then Red Team ends up ripping the clone apart (even when the Gemini says "Blue Gems are ours").
Listen to your team mates people, I let you know not to kill them but you do it anyway.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: HD_ on February 26, 2012, 10:04:12 PM
Gemini Buster works on them. They are immune to the laser however.

In KY, I'm pretty sure they spawn Red on Wily.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 26, 2012, 10:19:46 PM
Quote from: "Human Destroyer"
Gemini Buster works on them. They are immune to the laser however.

In KY, I'm pretty sure they spawn Red on Wily.
I think Gemini Buster works on the clones only in YD, and it works on your own too in YD.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 26, 2012, 11:30:42 PM
Quote from: "TheDoc"
Quote from: "Daveris"
There should be a limit to how many Gemini Clones can be on the field at once...

I think it was Grexion who would spawn a clone, fight & die, spawn a clone, fight & die, rinse & repeat. There was at least SEVEN CLONES within 1 minute!

Isn't that basically the only way to play him?

I will say however that it is rather fun to play on Air Man (or Ring Man's) stage and intentionally kill yourself right after making a clone a bunch of times right at the start... like ten or so.  With all that open space your clone army will make up for your self-inflicted penalty very quickly, and simply playing normally you'll die a few times and keep their numbers up.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter_orion on February 27, 2012, 03:13:58 AM
Quote from: "TheDoc"
Quote from: "Daveris"
There should be a limit to how many Gemini Clones can be on the field at once...

I think it was Grexion who would spawn a clone, fight & die, spawn a clone, fight & die, rinse & repeat. There was at least SEVEN CLONES within 1 minute!

Tee hee...I've done that. I had over 20 clones running around Top Man's stage once. Poor Tomato didn't stand a chance....
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 27, 2012, 03:30:36 AM
Quote from: "NemZ"
Quote from: "TheDoc"
Quote from: "Daveris"
There should be a limit to how many Gemini Clones can be on the field at once...

I think it was Grexion who would spawn a clone, fight & die, spawn a clone, fight & die, rinse & repeat. There was at least SEVEN CLONES within 1 minute!

Isn't that basically the only way to play him?

I will say however that it is rather fun to play on Air Man (or Ring Man's) stage and intentionally kill yourself right after making a clone a bunch of times right at the start... like ten or so.  With all that open space your clone army will make up for your self-inflicted penalty very quickly, and simply playing normally you'll die a few times and keep their numbers up.

Until they choose Dive, Magnet, or Napalm Man and wipe out your clones in seconds...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 27, 2012, 08:13:37 AM
Quote from: "Shmeckie"
Until they choose Dive, Magnet, or Napalm Man and wipe out your clones in seconds...

I'm not saying this is a perfect plan by any means (in fact it's risky as hell) but it is FUN thing to do, especially considering how much of a dissadvantage these maps would usually be for Gemini players.  Besides, forcing someone to cheese-pick a homing missile class on a wide-open stage to counter what most would consider a massive underdog is something I'd still put down as a win, personally.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 27, 2012, 08:31:28 AM
For the Gemini player, it's fun, but for everyone else it's obnoxious as hell.

We seriously need a one clone limit. That's a helluva lot more canon than twenty Gemini men running around.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 27, 2012, 09:13:05 AM
At the moment that's pretty much the only thing the class really has going for it, so what sort of upgrade do you suggest the class get to compensate if this change is made?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 27, 2012, 09:24:11 AM
If that's what you think, you're playing Gemini wrong. Or not, who knows. You get the idea.

Most people just run around spamming Gemini Laser hoping to get a ricochet shot. Gemini is best used, solo-wise, by mixing up lasers and buster shots by throwing lasers to cover the field as it bounces around, then pelting the opponent with faster and more accurate buster shots. The clone should be saved for the heat of battle to throw off opponents. While the clone is out, stick to the Gemini Buster and confuse opponents. Remember that the laser is much slower, though it is a 3-4 hit kill, it's hard to hit with from a distance, while the buster is fast and accurate, and can make up the difference. If you can, get in their face and unleash laser, but a buster-laser mixup is his best bet.

And on a personal note, I've gotten quite a bit of good results by not only doing this, but imitating the clone's AI when it's out. There are few things more satisfying than throwing out the clone in a fracas, and watching your opponent(s) go after the clone because you ran off aimlessly in a random direction, while the clone stayed and fought. Even better if you can get that "stopping while you shoot" and "fire in a rhythm" stuff down so you still look like an AI clone, and the only way to identify you is to point directly at you and see if your name comes up, which is hard to do in a frenzied firefight. Especially if you don't sit still and make yourself hard to highlight.

And of course, there's the satisfying payoff of watching yourself being ignored in favor of the clone, then walking up to the target, and fragging them with a Gemini Laser.

"Wrong guess, bitch!"

I would like to see the clone's AI improved, if possible, at least to avoid walking into walls so much.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 27, 2012, 10:19:57 AM
How about putting in A_KillChildren in all of Gemini Man's death states, or wouldn't it work on player classes?

Speaking of Gemini Man, how about making its bot summon a clone?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on February 27, 2012, 02:30:22 PM
Gemini's clone has been a rather old thorn on both sides of both classes since clones are easily abuseable just by donatin' frags or killin' yarself, however the fix to the mechanic is rather complicated and neither side has been able to come out with a result that didn't crash and burn. If someone could come up with that code that'll link both the player and clone together, that'd a giant leap for mankind both classes mod.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 27, 2012, 06:04:26 PM
Quote from: "Shmeckie"
For the Gemini player, it's fun, but for everyone else it's obnoxious as hell.

We seriously need a one clone limit. That's a helluva lot more canon than twenty Gemini men running around.
Super Adventure Rockman Gemini could have more then one clone, so it is more cannon then you think.

I ussually summon the clone once I get into action, then I'll either lay down buster fire if he stays behind me, or laser fire if he goes in front (due to the buster not going through the clones but the laser will)

How about a command that when the player dies his clone goes with him? I've won so many deathmatches due to dieing quickly and swarming with clones, though it is partly everyone elses fault, you won't have a problem with swarming if you KILLED THEM too. I've seen people down right ignore the clones, so of course they are going to start swarming.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 27, 2012, 06:40:04 PM
Quote from: "fortegigasgospel"
Super Adventure Rockman Gemini could have more then one clone, so it is more cannon then you think.

Was Super Adventure Rockman canon itself though? The Mega Man Wiki states that Keiji Inafune said it was one of the worst games in the series due to deaths and violence.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 27, 2012, 07:16:17 PM
Quote from: "Shmeckie"
If that's what you think, you're playing Gemini wrong.

The irony of this.  Seriously.

And honestly, everything you're complaining about is exactly why I like the class.  If I wanted to buster duel there are much better options out there and the laser really isn't all that great.  Then again I pretty much suck at this game anyway, so oh well.  I usually just want to play snipers in FPS games and absolutely nothing in this one is conductive to that playstyle (nor should it be; I like this whole thing more as an idea than as a game).
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 27, 2012, 08:08:41 PM
Quote from: "NemZ"
I usually just want to play snipers in FPS games and absolutely nothing in this one is conductive to that playstyle (nor should it be; I like this whole thing more as an idea than as a game).

I'm kinda sad there is no good super long range weapons, every weapon in the game you can see coming from far enough. Look at rings map, someone shoots at you from across it you can see the shoot coming and dodge it, at least one "high velocity low firing rate" (sniper) weapon would be handy for maps like that one.
Thats where my idea of Oil Stream and U.V. Ray came in.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on February 27, 2012, 08:25:48 PM
http://www.skulltag.com/forum/viewtopic ... 77&t=28551 (http://www.skulltag.com/forum/viewtopic.php?f=77&t=28551)

Quote from: "Torr Samaho"
    ...
    Fixed some problems with the client side Z positioning of players online.
    Fixed: Removing a morphed bot crashed the game.
    Fixed: When a player tried to join a team from a team selection room online, the server crashed.
    ...

That might be your fix for crashing with bot only classes.

I'm starting to think MM8BDM should update its Skulltag build.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TeirusuNuigurumi on February 27, 2012, 10:16:33 PM
small, eeney, meeny problem.

plantman's hud alighlment is a bit off. i know its not a huge problem but it is a tad confusing. he shot go from under his buster.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 27, 2012, 11:34:20 PM
Quote from: "fortegigasgospel"
I'm kinda sad there is no good super long range weapons, every weapon in the game you can see coming from far enough. Look at rings map, someone shoots at you from across it you can see the shoot coming and dodge it, at least one "high velocity low firing rate" (sniper) weapon would be handy for maps like that one.

See, while I would like to play that way I recognize that it isn't very megaman-ish in feel.  Keeping true to the game kinda requires players to get in close-to-mid range and mix it up.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: xColdxFusionx on February 28, 2012, 12:24:54 AM
Quote from: "NemZ"
Then again I pretty much suck at this game anyway, so oh well.  I usually just want to play snipers in FPS games and absolutely nothing in this one is conductive to that playstyle (nor should it be; I like this whole thing more as an idea than as a game).

Protoman is the closest thing you're going to get, most likely...

Quote from: "Beed28"
How about putting in A_KillChildren in all of Gemini Man's death states, or wouldn't it work on player classes?

Speaking of Gemini Man, how about making its bot summon a clone?

It doesn't work on player classes. I actually tried it once; doesn't work.

And removing the player's ability to summon a clone kind of defeats the purpose of having a Gemini class.

Perhaps having the clone last for only a limited time (like 15-30 seconds) so they can't be spammed constantly would work...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 28, 2012, 01:18:32 AM
Is there absolutely no way to set the clone to die when Gemini Man does? Something to eliminate it when Gemini's health reaches 0 or something...?!

Quote from: "NemZ"
Quote from: "Shmeckie"
If that's what you think, you're playing Gemini wrong.

The irony of this.  Seriously.

And honestly, everything you're complaining about is exactly why I like the class.  If I wanted to buster duel there are much better options out there and the laser really isn't all that great.  Then again I pretty much suck at this game anyway, so oh well.  I usually just want to play snipers in FPS games and absolutely nothing in this one is conductive to that playstyle (nor should it be; I like this whole thing more as an idea than as a game).

...You're telling me how he should be played while admitting you suck at the game?!

His laser is for covering the area, his buster is for direct shots, and his laser can also be used point-blank for good damage. And to what fortegigas said; summoning the clone immediately is a waste. You can use it to bail you out in a fight, and get some instant backup. If you summon a clone in a fracas, it's more likely to actually attack people, rather than wander off by itself and leave people alone.

Unless "into action" means when you run into enemies. I could be misunderstanding you.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on February 28, 2012, 01:40:10 AM
Quote from: "Shmeckie"
Is there absolutely no way to set the clone to die when Gemini Man does? Something to eliminate it when Gemini's health reaches 0 or something...?!

Quote from: "NemZ"
Quote from: "Shmeckie"
If that's what you think, you're playing Gemini wrong.

The irony of this.  Seriously.

And honestly, everything you're complaining about is exactly why I like the class.  If I wanted to buster duel there are much better options out there and the laser really isn't all that great.  Then again I pretty much suck at this game anyway, so oh well.  I usually just want to play snipers in FPS games and absolutely nothing in this one is conductive to that playstyle (nor should it be; I like this whole thing more as an idea than as a game).

...You're telling me how he should be played while admitting you suck at the game?!

His laser is for covering the area, his buster is for direct shots, and his laser can also be used point-blank for good damage. And to what fortegigas said; summoning the clone immediately is a waste. You can use it to bail you out in a fight, and get some instant backup. If you summon a clone in a fracas, it's more likely to actually attack people, rather than wander off by itself and leave people alone.

Unless "into action" means when you run into enemies. I could be misunderstanding you.

When I get to someone and start actually fighting, not once I spawn.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 28, 2012, 02:37:46 AM
Ah, well that's a better idea. Though it might be better to save the clone to surprise the opponent. But if it works for you, go for it.

EDIT: On another note, I finally decided to try out Bot Rush. Pretty fun mode, and I liked the fight with Wily at the end of it. Got a score of 55 before I got tired of it and gave up, though, but all in all I liked it!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 28, 2012, 05:15:15 AM
Quote from: "Shmeckie"
...You're telling me how he should be played while admitting you suck at the game?!

I'm telling you how I play him.  You're the one throwing around all the suggestions as if you're lord and master of all things classes.  I find this incredibly ironic since in the Skull Man fiasco you were complaining about others trying to dictate how they thought a class should or should not be played.

Maybe suck isn't quite the right word, but I'm certainly no better than mediocre.  I've never been that great at close-quarters in any FPS game despite playing the genre off and on since the first DOOM was released, and since that's just about all this particular game offers... yeah, not exactly something that plays to my strengths.  In most other games I stick to sniper or other more supportive roles to contribute in my own way, letting the the people who are better at mixing it up have all the glory.

That said, why should my talent level have anything at all to do with the relevance of my input?  Last I checked this is a community effort, and a community doesn't consist of nothing but experts.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 28, 2012, 05:21:32 AM
Because there's a difference between "how he should be played to be effective," and "how he should be played because people annoy me online and I demand they change the way they play."
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 28, 2012, 05:52:23 AM
Quote from: "Shmeckie"
Because there's a difference between "how he should be played to be effective," and "how he should be played because people annoy me online and I demand they change the way they play."

And how do you square that up with your earlier justification for the change being needed, "For the Gemini player, it's fun, but for everyone else it's obnoxious as hell"?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 28, 2012, 06:05:55 AM
Um, saying that it's annoying? What's your point?

You said he had nothing else going for him. I said he did, and stated an effective strategy for Gemini Man to demonstrate he indeed had an effective playstyle that doesn't revolve around clone spamming.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: NemZ on February 28, 2012, 06:47:57 AM
My point is that this tactic being something you find annoying was your stated reason for wanting to change it, which is exactly what you were complaining about before when others thought Skull was annoying to play against.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 28, 2012, 07:01:42 AM
I simply said it wasn't fun for everyone else.

The reason it needs to be changed is because it disrupts the entire game. Someone playing "dishonorably" with Skull Man is one thing, but if someone decides to troll with a Gemini army, it forces the entire room to drop what they're doing and take care of all the clones or they plain and simply can't continue playing. The clones are a massive interference for any game, in any mode, the second someone decides to be a douchenozzle and flood the arena with them. A Gemini clone army grinds any match to a halt.
Title: I think we have another Napalm Man here
Post by: Magnet Dood on February 28, 2012, 01:40:13 PM
Can't really agree with that. Unless it's a smaller map, people always avoid the Geminis, and fight elsewhere. Sure, they might be annoying, but all they do is a 15 damage or so buster attack? It's so simple to take them out by chucking a few Hyper Bombs between them, or just firing an Atomic Fire through them and then finishing with another weapon.

Technically, since Gemini is so OP with clones, the logical way to deal with it is to make every class have clones, amirite?

Let's get back to Stone Man's crumbling animation I posted a while ago
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 28, 2012, 08:25:41 PM
Either way, you still have to drop what you're doing and take care of the clones. And how weak their buster is doesn't mean much when there's a huge crowd of them all firing at you.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on February 29, 2012, 01:19:30 AM
*pokes head into the argument* don't forget the annoying hitstun *runs out of the room*
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 29, 2012, 01:41:54 AM
Shmeckie, lately you've adopted the "my way or the highway" point of view.
Just tellin' ya if you don't realize it.
You should be able to play a class as you want to play it.

If you cannot limit clones, then how about simply nerfing them? Give them low-level bot A.I. and 50 HP, just like in the game.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 29, 2012, 01:46:02 AM
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.

I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.

Quote from: "Daveris"
Shmeckie, lately you've adopted the "my way or the highway" point of view.
Just tellin' ya if you don't realize it.

Except that I haven't and just about anyone can tell you this clone issue is a problem. People have been asking to have the clone die with Gemini for how long, now? And for both Classes mods, to boot.

if you don't like what I have to say, address it. Complaining about me does nothing for the mod and feedback for it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on February 29, 2012, 01:49:28 AM
Quote from: "Shmeckie"
just about anyone can tell you this clone issue is a problem.

*runs back in* I kinda agree *sprints out of room*
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on February 29, 2012, 01:52:53 AM
Quote from: "Shmeckie"
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.

I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.

I'll agree with you here; Megalad seems to have 100% accuracy with those bombs.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on February 29, 2012, 03:26:14 AM
Quote from: "Daveris"
Quote from: "Shmeckie"
On another note, I think Bomb Man's blast radius may be a little too large. Way too large, actually.

I had my suspicions, so I tried him myself. I was able to hit people who were nowhere near the explosion. Considering he already throws bombs pretty fast, and the explosions themselves are large enough as is, so the blast radius seems unnecessarily large. making the blast radius the size of the actual explosion animation seems like it would make more sense.

I'll agree with you here; Megalad seems to have 100% accuracy with those bombs.

Wow, i'm flattered ^w^

When the bombs blast you from far away they do nearly nothing. If you're feeling that bombman is hitting you too well, it's because the user has amazing aim (that'll be me).

bombman doesn't even need that change anyway. hitting people within that radius is only to finish them off.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on February 29, 2012, 06:51:45 AM
It still seems unnecessarily large. I was pretty stunned when I nailed an Ice Man with a bomb while he was a sizable distance away from the actual explosion. I can understand a large hitbox radius with a character like Napalm Man or Ballade, because the actual animation of their explosion is pretty basic, and to some degree small, but Bomb Man's bombs make a pretty large boom when they go off. It should be fine to keep the hitbox in the range of that boom.

Also, I'm gonna retract something I said awhile back; Guts Man slowing down while holding a rock doesn't hamper him. After seeing what he can do (in both Classes mods), I both understand and condone this mechanic.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on March 02, 2012, 03:27:16 AM
I have some suggestions about diveman to stop him from being op a little bit

1) Maybe make it so that he can only move straight ahead when dive charging instead of being able to steer.

2) Make it so that he can only dive charge on the ground to avoid escapes over cliffs but allow him to glide in the air (like bass in the previous classes mods)

3) make the dive charge do more damage to make the dive charge more of an offensive attack.

But, this is just a suggestion. You don't have to follow me if i'm wrong IwI.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on March 02, 2012, 03:49:09 AM
He steered and Dive Charged in the "air" in the games, though. It'd probably be a better idea to slow down the charge and make it eat more ammo to do. If you watch him do it in MM4, he does NOT move that fast, and that far.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on March 02, 2012, 06:33:22 PM
actually, he never steered the charge at all. all he did was dive straight at the target, stop, and turn around and do it again. And he actually moved quite fast when he did so. if this is to be made, the charge will be made more for an attack rather than a speed technique, kind of like turboman's mowing car move.
Title: RM4 MI Bright Man does not blind people.
Post by: Tesseractal on March 03, 2012, 12:01:29 AM
If Dive Tackle is slowed down, the attack will become stronger. A second bar for him may be optimal. I am also considering one for Centaur. (I do not really want double bars to get out of hand... Otherwise "Bar Man" might be a reality.) Both of these characters would have a bit more generous ammo for their main attacks and steeper ammo regen on their second bar, if they did.

Air Man was "double dipped" - the ammo nerf on the alt was done first, the damage nerf later. Probably the alt ammo will be returned to previous.

Drill Man gains massive power with just a tiny damage increase, so his ammo will probably be changed instead. (He will be given more or lose the minimum ammo requirement)

The change I had for Gemini clones (which was to give them a timer, a la roboenza zombies) was unsuccessful, and I have not found a more satisfying way to prevent "clone spam". (Yamato does not want to make them useless.) I have considered either giving clones 10-20 HP as well as making the clone item not spawn until Gemini has < 50% HP.

Bright, Skull, and Bomb I am unsure on what to do with them at this point in time.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on March 03, 2012, 01:08:26 AM
Argh what about Charge Man

and I made a suggestion for Bright Man a while ago

and what about those Stone Man crumbling sprites
Title: Re: RM4 MI Bright Man does not blind people.
Post by: Shmeckie on March 03, 2012, 04:12:49 AM
Quote from: "Ice-IX"
Drill Man gains massive power with just a tiny damage increase, so his ammo will probably be changed instead. (He will be given more or lose the minimum ammo requirement)

WHOOOOOOOO!

Quote
The change I had for Gemini clones (which was to give them a timer, a la roboenza zombies) was unsuccessful, and I have not found a more satisfying way to prevent "clone spam". (Yamato does not want to make them useless.) I have considered either giving clones 10-20 HP as well as making the clone item not spawn until Gemini has < 50% HP.

Is there really no way to make them die when Gemini dies? Like his having 0 HP triggering the clone to die or something?

Quote
Bright, Skull, and Bomb I am unsure on what to do with them at this point in time.

The earlier suggestion for Bright is aces and you guys should do that. Skull is fine as is, he just makes people whine when someone using him does not play like a tru spartin waryur. Bomb? Just a blast radius reduction should be fine.

Speaking of animations (Star Dood is right, Stone needs to crumble), why does Cut Man have a jumping animation, but not other characters?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on March 03, 2012, 04:49:55 AM
Btw, Bomb Man is known for tossing a bomb and then very likely jumping across the room, reaching the ceiling, why isn't his jump any better then Megaman's?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ice on March 03, 2012, 06:35:22 AM
Quote from: "fortegigasgospel"
Btw, Bomb Man is known for tossing a bomb and then very likely jumping across the room, reaching the ceiling, why isn't his jump any better then Megaman's?
Been asking that question since YD Classes V1b was in the works
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on March 03, 2012, 06:49:29 AM
Because if highjumps were given to everyone with highjumps, there would be no cliff they could not scale.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on March 03, 2012, 07:05:31 AM
Quote from: "Korby"
Because if highjumps were given to everyone with highjumps, there would be no cliff they could not scale.

But this is also a boss who only appeared in his original game and its remake, for over 20 years he only did 2 things, jump high and throw bombs, and he.  I can see not giving everyone the super high jumping, but with Bomb it just doesn't feel right without it.  And if it is a balance issue with him maybe make it so his alt fire can only be used at 1/2 HP, since I hear that was his desperation on hard mode anyway so he only used it when he was about to die.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on March 03, 2012, 07:21:17 AM
(click to show/hide)

Personally, I think giving him a high jump would be silly, but if it's somehow deemed balanced, then I could really care less.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on March 03, 2012, 07:27:02 AM
Quote from: "Korby"
(click to show/hide)

Personally, I think giving him a high jump would be silly, but if it's somehow deemed balanced, then I could really care less.

Forgot Soccer but it isn't a conventional game, hell I think the game was only begged by Nintendo because Megaman hadn't moved to the SNES yet due to 4, 5 and 6 being NES releases after the SNES'.

And by only appearances I ment game wise.  Hell taking Soccer into consideration they could swap the PU big bomb to his Bomb Kick seen as his special in Soccer and even in his EXE form, at least Soccer was released in the NES era.

Lower bomb distance so he can't chuck it across the map and replace his big bomb with a long range bomb kick that goes straight.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on March 03, 2012, 04:36:54 PM
Quote from: "fortegigasgospel"
But this is also a boss who only appeared in his original game and its remake, for over 20 years he only did 2 things, jump high and throw bombs, and he.  I can see not giving everyone the super high jumping, but with Bomb it just doesn't feel right without it.  And if it is a balance issue with him maybe make it so his alt fire can only be used at 1/2 HP, since I hear that was his desperation on hard mode anyway so he only used it when he was about to die.

Yes!, thanks you. Some one who agrees with me. This i agree with

the dive charge isn't a problem if it moves slower. It will emulate the powerfighters more than the nes but that's ok with me (I just don't know what the end result will be OwO').

I like the idea of diveman and centuer man having two ammo bars but i was also think that chargeman should too (one for coal shot and one for charge attack).
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on March 03, 2012, 07:29:34 PM
*coughcoughWilyWarscough*

I'm stuck on the Bomb issue. I don't really play as him, therefore I don't care.

But what about Charge isjfodhgfgh

EDIT:

(http://i41.tinypic.com/24dmrfk.png)

Add these in already damnit
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on March 03, 2012, 08:15:37 PM
Didn't he do that when he jumped?
Needs more rotations.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on March 03, 2012, 08:44:08 PM
Quote from: "Korby"
Didn't he do that when he jumped?
Needs more rotations.
He had two jumps, normal low jumps, and high jumps which he did that after landing.

And Star, Wily Wars featured Megaman 1, it is still Megaman 1, the only difference is touched up graphics, music and the buster going to its 1 for 1 on all bosses.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on March 06, 2012, 05:26:44 PM
Quote from: "Shmeckie"
The reason it needs to be changed is because it disrupts the entire game. Someone playing "dishonorably" with Skull Man is one thing, but if someone decides to troll with a Gemini army, it forces the entire room to drop what they're doing and take care of all the clones or they plain and simply can't continue playing. The clones are a massive interference for any game, in any mode, the second someone decides to be a douchenozzle and flood the arena with them. A Gemini clone army grinds any match to a halt.
This is kind of late but...
Meanwhile, at the Hole of Justice...
(click to show/hide)
However, we all agreed to do that. The Gemini popcorn machine was damn funny.  :lol:

And folks, this is the kind of stuff you see at late hours. In any case, it did grind the Deathmatch to a halt. >________>

/me runs.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on March 07, 2012, 12:09:42 AM
Another thing i thought about. Why not make it dive man's dive missiles disappear when they reach a certain distance or maybe time them to make them disappear if fired for a certain period of time.  

That would stop the op diveman from running away to home in on you better. Diveman would have to stay close enough and aim them good in order to make contact.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on March 07, 2012, 12:24:18 AM
That sounds like too much trouble for a projectile that does so little damage.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on March 07, 2012, 01:55:25 AM
Quote from: "MegaLAD1514"
op diveman .
op diveman
op diveman

Has this been known?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Clayton on March 07, 2012, 02:00:01 AM
Quote from: "Daveris"
op diveman
op diveman

Has this been known?

well, thats what people say. And maybe you can buff the damage....
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on March 07, 2012, 02:10:56 AM
He's only OP in duel situations, where he can become uncatchable in any stage that isn't tiny and confined.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Gumballtoid on March 07, 2012, 02:14:52 PM
i think doc robot needs a little work. his leaf shield ROF is ridiculous, considering the size of the projectile and the damage it does. it should function as an actual shield, like wood man's shield (minus the leaf rain). and possibly slightly buff heat tackle, as it doesn't do a whole lot for him atm.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on March 07, 2012, 08:09:11 PM
I've been saying the same thing about the RoF on his Leaf Shield. The attack itself should be as-is (the idea is that Doc's versions are inferior to the Robot Masters' versions of their own attacks, so a Leaf Shield that's only up for about a second before automatically firing makes sense), just cut the RoF so he can't cheese his way into nigh-invincibility.

I can go for a Heat Tackle buff, but it's more meant for escape and covering distance for Doc than it is the rushdown of doom it is for Heat Man.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on March 13, 2012, 04:59:08 AM
The other day, I was playing this mod and we were at CSCM26. When I climbed one of the towers outside, there was what apparently looked like a Tango Summon. I got a little more than annoyed because there was Tango already somewhere else in the map, and I thought Messatsu had changed it. Then I used Megaman and it was one of those Attack Item things.

Long story short: It annoyed me so much, that I went ahead and did this little thing:

(http://img845.imageshack.us/img845/1887/aism.png)

Use it if you'd like. No credits required as it took a minute or two.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on March 13, 2012, 08:38:14 AM
Bombman's bot spams way too much of those massive bombs. Also in Instagib, the bots don't morph into Metalman properly.

Also in the bot rush, when Quint appears, it says he's a Mega Man Killer when he acually isn't. It would be better if it said "Warning! An unknown oppenent is approching!" instead.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on March 13, 2012, 05:06:25 PM
Quote from: "Knux"
The other day, I was playing this mod and we were at CSCM26. When I climbed one of the towers outside, there was what apparently looked like a Tango Summon. I got a little more than annoyed because there was Tango already somewhere else in the map, and I thought Messatsu had changed it. Then I used Megaman and it was one of those Attack Item things.

Long story short: It annoyed me so much, that I went ahead and did this little thing:

(http://img845.imageshack.us/img845/1887/aism.png)

Use it if you'd like. No credits required as it took a minute or two.
Well I went and checked, why bother with an icon for "Attack Item" it still Tango Roll.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on March 13, 2012, 05:31:25 PM
I actually think that would be pretty handy, considering either Mega Man or Bass could pick it up without having to search for either one.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on March 13, 2012, 05:39:19 PM
Quote from: "fortegigasgospel"
Well I went and checked, why bother with an icon for "Attack Item" it still Tango Roll.
If Megaman picks it up, it's Tango Roll. If Bass picks it up, it's Treble Sentry. There's a reason I made that icon with both colors, dude.

Also, if this was done to replace Treble Sentry, might as well do the same with Tango Roll to give fair advantages all around.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on March 13, 2012, 06:06:05 PM
Quote from: "Knux"
Quote from: "fortegigasgospel"
Well I went and checked, why bother with an icon for "Attack Item" it still Tango Roll.
If Megaman picks it up, it's Tango Roll. If Bass picks it up, it's Treble Sentry. There's a reason I made that icon with both colors, dude.

Also, if this was done to replace Treble Sentry, might as well do the same with Tango Roll to give fair advantages all around.
Ah see I did as you said you had, I did it with Megaman class, so I didn't try with Bass.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on March 14, 2012, 02:27:17 AM
Oh well, I should've been more specific. In any case, I deleted it and then ran it through GIMP because I forgot to make the corners of it transparent. Here, again:

(http://img843.imageshack.us/img843/1887/aism.png)

Oh and before I forget once again! What is Bot Rush mode and how exactly do I get to play it? I can't tell much from just type this in the console. Is that really it?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on March 15, 2012, 10:19:39 PM
So there's a nasty glitch with Doc Robot, where Bright Man or Flash Man's flash stop attacks can freeze him in place permanently, and he can't move again until he's fragged.

As for bot rush, check the first post.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on March 15, 2012, 11:04:47 PM
I thought that was purposeful...
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: xColdxFusionx on March 16, 2012, 02:06:52 AM
Quote from: "Daveris"
I thought that was purposeful...

...OK, I can't even begin pointing out all the things that I find wrong with this statement.

Giving a permanent debuff is never a good idea. Especially when it's a timestop.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on March 16, 2012, 06:17:55 AM
Quote from: "Shmeckie"
As for bot rush, check the first post.
But I did. I thought that was obvious from my message! Well...

Command-activated modes:
Botrushmode - Enter this command to activate Bot Rush. Classes will attack the player in a marathon style. After 50 frags, things will start to heat up!


And then I did that, and it spat out an "unknown command" message. I even tried adding things to it, and nothing.  :?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Lobsters on March 16, 2012, 11:27:00 AM
Well there is a bot rush map included with the classes the code is Botrush. Without additional mods other than these classes of course it will be the last map in the Offline Skirmish listing if you go by the idea of Map01 (Which is Light's Lab in MM8BDM) being the first map in the listing. The Name of the map is Bot Survival.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on April 04, 2012, 10:09:03 PM
Bumped, but I was wondering: Why must something nearly useless as Item 2 must replace E-Tanks on maps? I understand replacing the Proto and Bass Upgrades with the Power and Jet adaptors because here are classes of them, but E-Tank? Come one now, it breaks stuff on the maps, not to mention only the hero classes can use it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on April 04, 2012, 10:21:00 PM
I thought Hero classes could only use E-Tanks anyway (at least in YD classes and CSCC)? And what stuff does that break?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on April 04, 2012, 10:22:56 PM
Well, say you know where an E-Tank usually is in a map. When you get there, there's Item 2. You're screwed if you were being followed, with low HP or otherwise. And that is without mentioning they E-Tanks are usually placed in hard to reach spots. Getting to said spots for an Item 2 is not worth the trouble, IMO, even when you can use it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on April 05, 2012, 02:40:35 AM
Instead of Item-1 pickups giving you three Item-1's, how about they just dispense one of every Item instead? :lol:

... On a more serious note, it would be REALLY nice to get a "free" Item-2 whenever you picked up Item-1.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on April 05, 2012, 02:58:17 AM
Why not let it replace Rush Jet?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hallan Parva on April 05, 2012, 03:16:43 AM
Because some levels are built with Rush Jet in mind...

... and Item-2 DOESN'T LET YOU MOVE UPWARD.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on April 24, 2012, 11:27:42 AM
So how about those classes?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on April 24, 2012, 07:00:45 PM
I don't know. I'm not sure if King Yamato is even still working on this. It's a shame, since I prefer this mod rather than YD's because of NES accuracy.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on April 24, 2012, 10:17:12 PM
I also enjoyed the competition that this mod placed onto YD. I really don't want this mod run out of the "race" since it really did give both mods a run for their money on one-upin' each other.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on April 25, 2012, 12:50:02 AM
As far as I'm aware, this is still being worked on. The next version is supposedly going to include MM7 classes.
Title: I'd like to see people try Terminator/Possession, too
Post by: Tesseractal on April 25, 2012, 08:06:57 AM
Yeah, Yamato is still around. I don't plan on releasing a new version until the next set of classes are done. (Updating the current classes is relatively minor. Only a few double bars, Drill Man, etc.)

I think the "Attack Unit" icon is a good idea. I'd like things to be intuitive as possible all-around.

Quote from: "Knux"
Bumped, but I was wondering: Why must something nearly useless as Item 2 must replace E-Tanks on maps? I understand replacing the Proto and Bass Upgrades with the Power and Jet adaptors because here are classes of them, but E-Tank? Come one now, it breaks stuff on the maps, not to mention only the hero classes can use it.
Item-2 can be quite useful for its speed. You travel faster than normal while using it, so it can help you escape. (We tried using it in an early Possession mode. It's quite fearsome. Sniper Joe can't use it now, though.)
Title: Re: I'd like to see people try Terminator/Possession, too
Post by: Hallan Parva on April 25, 2012, 09:08:24 AM
Quote from: "Ice-IX"
Quote from: "Knux"
Bumped, but I was wondering: Why must something nearly useless as Item 2 must replace E-Tanks on maps? I understand replacing the Proto and Bass Upgrades with the Power and Jet adaptors because here are classes of them, but E-Tank? Come on now, it breaks stuff on the maps, not to mention only the hero classes can use it.
Item-2 can be quite useful for its speed. You travel faster than normal while using it, so it can help you escape. (We tried using it in an early Possession mode. It's quite fearsome. Sniper Joe can't use it now, though.)
That's all nice and cute, but
Quote from: "Knux"
it breaks stuff on the maps
Quote from: "Knux"
Well, say you know where an E-Tank usually is in a map. When you get there, there's Item 2. You're screwed if you were being followed, with low HP or otherwise. And that is without mentioning the E-Tanks are usually placed in hard to reach spots. Getting to said spots for an Item 2 is not worth the trouble, IMO, even when you can use it.
I can agree with Knux, perhaps the Item-2 can replace something else?

Or you could just pack it with Item-1 like I suggested -- *shot*
Title: Re: I'd like to see people try Terminator/Possession, too
Post by: Korby on April 25, 2012, 06:18:46 PM
Quote from: "Ice-IX"
"Attack Unit"
red:
(http://i74.photobucket.com/albums/i248/Cowman_bucket/attackunit-1.png)
alignment neutral(read: grey):
(http://i74.photobucket.com/albums/i248/Cowman_bucket/attackunitbw-1.png)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: HD_ on April 29, 2012, 11:02:42 PM
Well, I'm not one to leave KY classes out of the fun, even if it is an ever-so-slight bump! This will compare the speed of KY classes with YD classes. Red means higher speed in YD, blue means higher speed in KY. In parenthesis is the speed as compared to YD classes


(click to show/hide)
Title: Those are some neat icons.
Post by: Tesseractal on May 03, 2012, 03:57:04 AM
That's an interesting list, but I wouldn't forget about strafe speeds as well. (You don't have to go list those, but considering them is important). Top's strafe speed is very high, so it's faster to get around using left and right. Napalm, on the other hand, has a very low strafe speed (since he's on treads).
Quote from: "SmashBroPlusB"
I can agree with Knux, perhaps the Item-2 can replace something else?
What would replace e-tanks, then? That's the more important issue.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on May 03, 2012, 07:09:04 AM
A couple questions the new YD classes brought to mind: Will we be getting the proper sprites for Hard Man's earthquake stomp and Wood Man's Leaf Shield? Also, will Dark Man finally lose that awful Spark Shock sound effect for his blaster? And speaking of Dark Man, YD Classes seem to have found a way to prevent his shield from blocking his own shots, so that might be worth looking into.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on May 03, 2012, 12:48:12 PM
Also, how about that Charge buff and the stone crumbling for Stone Stomp? If you need the sprites I could try my hand at them.
Title: Re: Those are some neat icons.
Post by: SaviorSword on May 03, 2012, 02:47:54 PM
Quote from: "Ice-IX"
That's an interesting list, but I wouldn't forget about strafe speeds as well. (You don't have to go list those, but considering them is important). Top's strafe speed is very high, so it's faster to get around using left and right. Napalm, on the other hand, has a very low strafe speed (since he's on treads).
Quote from: "SmashBroPlusB"
I can agree with Knux, perhaps the Item-2 can replace something else?
What would replace e-tanks, then? That's the more important issue.

Just throwin' some ideas into the bucket.

Energy Saver, Halves weapon energy use (Mega Man 8)
Super Recover, Doubles both weapon and health energy pick-up (Mega Man 8)
Power Shield, Prevents stun/knock back (Mega Man 8)
Shootin' Parts, Rage (Mega Man 8)
Shock Guard (Mega Man & Bass)
Half Damage item (Mega Man 9)
Title: Re: Those are some neat icons.
Post by: Hunter_orion on May 03, 2012, 05:02:11 PM
Quote from: "Ice-IX"
What would replace e-tanks, then? That's the more important issue.

Well, crazy idea here, but how about nothing?!? E-Tanks are far too valuable to replace with an item, especially since the power trio don't have the greatest of armors to begin with, and Bass paints a target on himself whenever he stops to fire his buster.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on May 03, 2012, 07:41:23 PM
Yeah, not sure why E-Tanks would need replacing. And yes, we can't forget about buffing Charge Man.

Also, the new YD Classes have re-ripped quite a bit of SFX, and many of the attacks now sound much more game-accurate. Also something to consider.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: MusashiAA on May 03, 2012, 08:12:13 PM
Actually, compared to the amount of SFX reused from MM8BDM, I didn't rerip much. In fact, I may have done more original SFX based on the official SFX/found new SFX from other games than rerips. I could check, though.

If anything, all of 8BDM sound effects should be reripped and redone.
Title: Ah, I hoped you would like Item-2. Oh well.
Post by: Tesseractal on May 08, 2012, 06:26:51 AM
If that's the case... Why did you replace the sounds, then? I'm confused as to why the existing sounds would need replacements, be it original sounds or other games. I'm not sure what's being considered.

As for E-tanks, I could replace them with a slow, non-instant refilling tank. The standard E-tank is a bit of a huge advantage for the copy ability classes if left alone. (Savior's ideas are perhaps even more advantageous.)

Not sure what do with Charge at this point, although I'm aware he needs something.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on May 08, 2012, 08:50:21 AM
I say leave the E-Tanks. As it stands, the Copyweps weren't exactly dominating. Plus, y'know, canon and all.

As for sounds, YD Classes changed them seemingly to have each attack have a unique SFX (not every single attack having a completely unique SFX, mind you. More like no character having the same sound effect for each of their unique attacks). Though some of them, like Charge Man's attack and Blizzard Man's Blizzard Bowl are more game-accurate and KY Classes should follow suit in that area.

As for Charge Man, YD v6c has it right in terms of Charge Man's mainfire (KY Coal Shot is still better, though). Strong, but not ridiculously so, with a good hitbox.

Also, please tell me you're replacing Dark Man's buster shot sound...
Title: Re: Ah, I hoped you would like Item-2. Oh well.
Post by: Magnet Dood on May 08, 2012, 01:23:39 PM
Quote from: "Ice-IX"
If that's the case... Why did you replace the sounds, then? I'm confused as to why the existing sounds would need replacements, be it original sounds or other games. I'm not sure what's being considered.

As for E-tanks, I could replace them with a slow, non-instant refilling tank. The standard E-tank is a bit of a huge advantage for the copy ability classes if left alone. (Savior's ideas are perhaps even more advantageous.)

Not sure what do with Charge at this point, although I'm aware he needs something.

Hey, uh, Ice, want me to do the chugging sprites with his arms?

Canon and all that jazz
Title: Re: Ah, I hoped you would like Item-2. Oh well.
Post by: MusashiAA on May 08, 2012, 01:48:12 PM
Quote from: "Ice-IX"
If that's the case... Why did you replace the sounds, then? I'm confused as to why the existing sounds would need replacements, be it original sounds or other games. I'm not sure what's being considered.

Some of the sound effects used for certain abilities were reused from entirely different stuff. I wanted each robot master to have its attacks use the corresponding sound effect from their boss counterpart in their games. Some sound effects required replacing (like Blizzard's altfire using Hyper Bomb explosion SFX, being replaced with the proper SFX used in MM6) for individuality's sake, some others (like Gravity's item ability SFX) were replaced with higher quality versions, some were entirely concocted by me based on the original sound effects (Air's altfire sound, Needle's mainfire sound), some were taken from different games with slight modifications (Elec's altfire sound, Needle's altfire sound, Star's altfire sound). The driving reason for all of this was mostly of my own desire for generally improving the sound department with accurate and appropiate SFX for each of the robot master's abilities.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on May 12, 2012, 04:27:42 AM
I thought of something that might help something that was annoying quite a bit of people; Dust Man's vacuum alt. Making him immobile during it might help. Not in the way he already is, but also unable to turn around, as well. This would prevent hiding behind the move, and force players to be more strategic with it by using it to suck up an attack, then quickly dropping it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on May 27, 2012, 04:01:33 PM
...Is Darkman incredibly OP or is there some conspiracy?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on May 28, 2012, 12:29:04 AM
It's just you. He actually seems much better overall in YD Classes. KY Dark Man has some problems (i.e. blocking his own shots. Also that godawful buster sound WHY DID YOU USE SPARK SHOCK SFX WHY WHY WHYYYYYYYYY). Still good, though, but YD takes it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on May 28, 2012, 02:10:21 AM
Quote from: "Daveris"
...Is Darkman incredibly OP or is there some conspiracy?
His shield hug kills you faster then Star Man's star crash, and his buster is fast firing and killing.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on May 28, 2012, 05:53:55 AM
Quote from: "fortegigasgospel"
Quote from: "Daveris"
...Is Darkman incredibly OP or is there some conspiracy?
His shield hug kills you faster then Star Man's star crash, and his buster is fast firing and killing.

Try shooting Star Crash. KY Star Man is not YD Star Man.

Also, I had an idea for updating Gemini Man. Instead of making his clone a bot, this would make this more canon, AND more fun; make his clone shadow his movement, and stop dead when Gemini stops moving (so if Gemini stops, and the clone is jumping/falling, the clone stops dead mid-air). Much like the shadow clones in Ninja Gaiden 2 (NES), and, well, Gemini Man in Mega Man 3. Also, while the clone is out, mainfire makes Gemini Man and his clone fire a buster shot, altfire dismisses the clone. OR, maybe, mainfire makes Gemini shoot his buster, altfire makes the clone shoot, and the clone stays out until it runs out of "ammo," which would slowly deplete after the clone is deployed, regenerates at moderate speed when it's gone, and can't be deployed until the ammo meter is full.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on June 03, 2012, 12:03:00 AM
Idea for Shadow Man

+Make his kick silent on activation, but have it make noise on contact.
What this would allow him to do is sneak up on people MUCH easier.

For this to be possible, it would turn into a short range hitscan with extraneous graphics, yes?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on June 05, 2012, 12:49:54 AM
Once again, this is KY Classes, not YD Classes.

Shadow Man is not the stealth class he is in YD. In fact, he was never particularly stealthy in any of the games.

Also, I think this mod kinda needs a shot in the arm. The lack of any updates and progress is likely to hurt this mod's userbase, if it hasn't already. Are there any changes being made to existing classes? Have any of the MM7 classes been made?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on June 05, 2012, 01:02:50 AM
Quote from: "Shmeckie"
In fact, he was never particularly stealthy in any of the games.
That depends on how stealthy you think turning into a log is.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Gumballtoid on June 05, 2012, 01:04:41 AM
Or perhaps riding a giant frog robot?

I actually prefer KY Shadow Man over the YD one because he's just... fun to use. He's not a stealth-type; he's very mobile.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: fortegigasgospel on June 05, 2012, 01:33:35 AM
KY classes are NES accurate, both the Log (which was his block) and Frog (in both B&C and PF) were added to his list of abilities in Power and Fighters.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on June 05, 2012, 05:35:11 AM
If anything, Shadow Man, despite being Ninja-themed, is very unstealthy. He jumps around like a madman, throwing giant throwing stars at you. When he fights you again, he decides to ride on the back of a giant, fire-breathing robot frog that spits out hordes of smaller robots.

He's less "real ninja", and more "10-year-old's idea of a ninja."
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on June 05, 2012, 06:19:14 AM
I also wholeheartedly agree with takin' out that horrible Charge Kick noise for Shadow Man's slide. Ya might as well do the same for the other slides (unless they use Charge Kick of course).
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Davregis on June 05, 2012, 01:30:31 PM
Quote from: "Shmeckie"
If anything, Shadow Man, despite being Ninja-themed, is very unstealthy. He jumps around like a madman, throwing giant throwing stars at you. When he fights you again, he decides to ride on the back of a giant, fire-breathing robot frog that spits out hordes of smaller robots.

He's less "real ninja", and more "10-year-old's idea of a ninja."

Quite simply, he's designed with stealth in mind in this mod. His attacks are obviously designed for close range, and he has no health whatsoever, pointing to a class to be utilized for behind-the-back strikes. As you seem to want him Canon, your idea will not be achieved without giving him more health or nerfing the spread on his stars.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on June 05, 2012, 02:41:37 PM
I have a suggestion; you know when you use Beat Call, it appears as Beat for Mega Man but as a Magfly for everyone else? How about making it appear as Beat for the MM4 Robot Masters as well? After all, they were all created by Dr. Cossack.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on June 12, 2012, 03:16:28 AM
Beat was created by Dr. Cossack for Mega Man.

Also, for serious; nerf that Pinpoint Thunder. How did that make it past testing?

I was just thinking; if certain folks could get over this goofy feud mentality over the classes mods, each mod would benefit greatly from a little cross-cooperation. Magnet Man's magnetizing animation, Hard Man's slam animation (and better-looking Hard Knuckles), some coding and ideas here and there (GEMINI MAN. My shadowing clone idea was brilliant and is what you should totally do for serious), etc. Not quite sure what's behind this goofy "DIS CLASSES IZ BETTUR DAN UR CLASSEZ HOW DARE YOU HAVE YURR CLASSES THBBBBBBBBT" mentality, but if we could shake that, we could build some better classes mods!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Gumballtoid on June 12, 2012, 03:34:25 AM
I agree. There's great things about both these classes mods.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on June 12, 2012, 07:16:22 AM
Seriously, I want whoever was behind that Elec Man alt to come in here and explain himself.

So Elec Man can summon the powers of Thor himself, but we can't have our Dark Man classes?! For shame...!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Blaze Yeager on August 05, 2012, 12:50:18 AM
(click to show/hide)

I'm bumping this in order to strike interest in this returning back to life, I've been meagerly talking to King Yamato about this subject, and I want him to feel this is a good idea. and another reason why is because a very good friend of mine told me a very good point today in a chat which will remain anonymous towards his name.


Quote from: "An Anonymous person"
The thing about classes is that it is relativity difficult to get people to actually play, or even host the mod itself, since it has to a lot with the community itself, and MOSTLY reputation. Since KY Classes came some time after YD classes, a good percantage of the community just says that KY "stole" YD Classes and made it his own, which really and truly ruins KY's reputation which further leads to the mod not being played and/or hosted. The main problem here is the community itself, KY has a valid reason to give up, since people judge mods/map packs/weapon packs based on the CREATOR and not the actual mod's/map pack's/weapon pack's content.

While this is true, if a few people do not like YD's Classes mod for some reason so the alternative is to play a different mod, such as KY Classes. The thing here is that KY Classes tries to emulate the NES closely, not too close while having a strong balance among it. While I still feel that the balance is slightly off, I would stick by KY classes, as AT LEAST, the creator KY, is reasonable when it comes to feedback coming from the community.

I'm mainly here to ask, would it be viable and a good idea to update this (also be honest about it, I don't need people saying "lolno" or "sure, why not", because I cannot tell if it's a serious or not serious answer.)

I mainly want to see if there is interest, after playing on a server of these again back a few days ago.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on August 05, 2012, 01:18:23 AM
I'd love to see an update for this mod, as YD classes have been dominating for a while. It'd be nice to see KY's Classes back up again on the server list.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: LlamaHombre on August 05, 2012, 01:21:26 AM
I'd agree if Celebi was also going to host these classes and not just the ones he works on

And I'm not sure if Roc himself wants to work on this anymore.
Title: I like when Stone Man isn't a headache to use
Post by: Hallan Parva on August 05, 2012, 01:23:19 AM
maybe we can get a human version of that Auto class huh

I'd support a rebirth of KY Classes as well. Though it doesn't have a lot of the gimmicky and stupid fun attacks that YD Classes has, I felt like KY Classes had more "polished" attacks. A particular Robot Master's bread and butter was just that; their bread and butter. It's easier to jet out Ice Slashers with Ice Man or snipe with Magnet Man or use Power Stone at all with Stone Man, and while this means the alt-fires are weaker / less useful / nonexistent to compensate, it helped make each Robot Master "usable" in multiple situations.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on August 05, 2012, 01:40:06 AM
I support this mod because accuracy. I hope that there will be a new version soon.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on August 05, 2012, 02:30:59 AM
I will only support the revival of this mod if KY wants it to be so.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Chimera Man on August 05, 2012, 03:49:37 PM
King Yamato, if you are reading this...

...Please hear our requests.  :evil:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on August 05, 2012, 04:02:34 PM
I hearby support this. I prefer this over YD's because this one is closer to it's NES counterparts (like seeing Hard Man, Dive Man and especially Napalm Man in their correct colour palettes).
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on August 05, 2012, 05:12:06 PM
Technically, my Napalm Man's palette is correct, just not NES accurate.
 :ugeek:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: HD_ on August 05, 2012, 05:24:44 PM
This pack must live. LIVE I SAY, LIVEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Galaxy Sisbro on August 05, 2012, 05:25:47 PM
I support the revival of this. I don't want to see another project being scrapped. I found KY classes to be rather interesting and special in some cases.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Gumballtoid on August 05, 2012, 07:32:07 PM
The NES accuracy is what made it fun and different from YD classes. The mod just needs some love and a new pair of socks.

I would say get this going again, for sure.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: JaxOf7 on October 08, 2012, 05:12:12 AM
Hey.

This mod has some extra sprites that I want to see continue being used.
I would like permission to implement them in that other class mod.
If this mod comes back, I'm certain it too could find things from the other mod to use (BLIZSTRI comes to mind).
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on October 09, 2012, 09:53:38 AM
I've been saying for awhile now that the two Classes mods should cooperate and share.

Here's hoping the answer is "yes".
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -Daiki-TheOni on October 09, 2012, 05:36:53 PM
me too, I love those sprites:Quint with sakugarne the most
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on October 09, 2012, 06:34:13 PM
Speaking of Quint; the bot rush still refers to him as a Mega Man Killer, asklgfjklajfklasjkfh
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Gumballtoid on October 09, 2012, 07:03:18 PM
Enker's HUD is awesome.

I would love to see it being used.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Knux on October 11, 2012, 03:28:47 AM
I personally like this Wind Man better than the one in YD classes. It's like, the only class I can use properly.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr.shadow on November 25, 2012, 11:15:55 PM
SO MANY THINGS WRONG WITH THIS!
Bots are... quite awesome
I like the new attacks BUT:
I hate running around like an idiot while you wait for your weapon bar and trying not to have my head chopped off
I hate how all classes are life nerfed- min hits to die are like... what 5 or 6
And It PISSES ME OFF (or makes me piss my pants laughing) when there are broken Gemini men!!
yeah so there... i said it. You can insult me, defend this mod for your life, say i don't know what im talking about, etc. but really, do something about that gemini man
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on November 26, 2012, 12:47:38 AM
Uhm.

This mod hasn't been worked on in a long time, so any feedback you give might fall on deaf ears due to it being old.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Mr.shadow on November 26, 2012, 04:45:54 AM
(http://a.deviantart.net/avatars/m/o/motherofgodmemeplz.jpg?1)
wat i didn't even... (http://a.deviantart.net/avatars/n/o/nothingtodohereplz.jpg?1)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: JaxOf7 on November 26, 2012, 05:02:52 AM
W.I.P. Tier list

DM

S:
Gemini

A++:
Top

---------

LMS

S:
Plant

A++:
Dive
Gravity

----------

All

A+:
Ballade
Toad
Elec
Crystal
Wind
Bomb
Stone
Spark
Doc Robot
Napalm

A:

B:

C:

D:

E:
Fire
Enker
Charge

Concerns:
Needle
Skull
Knight
Dark
Snake
Wave
Punk
Proto
Cut
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Beed28 on November 26, 2012, 10:03:24 AM
My only hope is that he updates his mod to make it compatible with v3a when it comes out.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: SaviorSword on December 30, 2012, 05:47:17 AM
Here's to hope that KY will rise from his ashes and sprin' into a new life on this project!
Just puttin' hope out there to see this project in motion/action again.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: TheDoc on December 30, 2012, 08:04:18 PM
Methinks it probably wont :(

*goes to make tombstone engraved "R.I.P KY Classes"*
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on June 22, 2013, 06:28:37 AM
For the guy who wants play with this mode on v3a, i did a modified version of v3NES

http://static.best-ever.org/wads/ky-cla ... egaman.pk3 (http://static.best-ever.org/wads/ky-class-v3-megaman.pk3)

Saxtonhale is not compatible for now....maybe later if KY want to continue...

This version has some bugs because it's not made for MM8BDM-V3a (geminilaser fast like megaman' gemini laser, or MM8 weapon without gauge energy point, and some colors problems.)

Anyways, if you have some comments or advices....
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Muzaru on July 12, 2013, 03:46:30 AM
Eye did a patchy 8D
http://static.best-ever.org/wads/classe ... tch%21.pk3 (http://static.best-ever.org/wads/classes-ky-nesv3patch%21.pk3)
Enjoy, guise!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on July 12, 2013, 06:25:36 AM
It's a patch with a lot of modified things for some robotmasters, ENJOY IT, GUYS!

A server is up for it!  :cool:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: ZeStopper on July 12, 2013, 07:01:41 PM
What does it add?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on July 12, 2013, 07:03:41 PM
Hotfixes normally don't add anything. It's usually for bugfixes to make the mod playable in the current version of MM8BDM, since this mod hasn't been updated since v3 came out.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -FiniteZero- on July 12, 2013, 09:27:35 PM
Well, yay.

(Although there's still work to be done to make the classes more NES accurate)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on July 13, 2013, 01:38:35 AM
Do you have some advices about that?  :)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -FiniteZero- on July 13, 2013, 02:17:18 AM
Hm.

Bright Man could use the Bright Stopper (preferably instead of the lightbulb thing).
Stone Man's alt should turn him into an invulnerable pile of bricks when he lands.
Crystal Man's main should be a more normal shot, not a single crystal. That's how he was in the original game.
Top Man's alt should throw three tops upwards into the air before homing fast towards enemies. Sort of like Quick Man's alt, but slightly different.
Bubble Man's Bubble Lead alt should be slower. Also, he should be able to jump infinitely underwater. Or swim.
Guts Man's main should have the rock fall from the ceiling. His alt should be a stomp (sorta like Stone Man's) that stuns any enemy near him.
Wood Man's Leaf Shield should use larger leaves, as should Doc Robot's.
Wind Man should possibly have a second weapon (or an item?) that blows opponents away if you're facing them, but also sticks you in place (though you can turn).
A lot of them should be able to jump quite a bit higher, to match the games a little more. This isn't necessary, though.
Plant Man's Plant Barrier could use some color tweaking.
Blizzard Man's Blizzard Attack should be more spread out and appearing from above him as well as around him. Make it sorta like Air Man's alt, but with slight homing.

That should do it. There are other tweaks here and there, but these are what to focus on.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Magnet Dood on July 13, 2013, 02:30:11 AM
Bright already has the Flash Stopper.

:l
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -FiniteZero- on July 13, 2013, 03:47:31 AM
Hm. I must have missed that. I didn't analyze the code yet...

EDIT: Okay, yeah it does have Flash Stopper. Nevermind?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: -FiniteZero- on August 18, 2013, 08:21:18 PM
Sorry for the bump/double-post, but...

Here are some things I feel are needed changes.

-Addition of Time Man and Oil Man
-Addition of at least the MM7 classes
-Flash Man should be able to use his buster when freezing an opponent, though doing so should cancel out the freezing.
-Air Man's Class should do this: The main fire is the Air Wall thing, but they only fly forward upon using the alt, which is wind. Thus, you could use the alt to push an opponent away, though the alt would not last very long.
-Bubble Man should be able to swim. His alt needs a custom skin sprite.
-Wood Man's shield needs to have his actual shield sprites.
-Shorten Top Man's Top Spin to make it a bit easier to use. Also, his alt should have the three tops go into the air before homing in on an opponent.
-Shadow Man's slide needs some nice skin sprites.
-Hard Man's dive needs some skin sprites as well.
-Snake Man's Search Snakes should drop straight down when fired, and his ammo bar should work like Metal Man's (but with a max of two, not three).
-Are Spark Man's spreading shock thing using the right sprites or not? I'm not sure. Also, using his alt should have a seperate firing animation.
-Magnet Man should have a higher jump, methinks.
-Needle Man's main should be a quick 1-2 fire, rather than a chaingun that needs warming up.
-Perhaps Pharaoh Man's Pharaoh Wave could be an alt instead? Still have it need chargetime, though. This would make things a bit cleaner with his skin.
-Toad Man needs a jumping-leaping sprite for when he's in the air, which is easy to do given his walking animation.
-Skull Man's Skull Barrier lasts a bit too long, I think.
-Gravity Man's alt should last a bit longer, and his HUD (or his buster sprite) should flip when he's upside down.
-Gyro Man's flight should be an item-use-activated ability, and his alt should be a Gyro Attack that goes straight down to the ground before going forward, but should also be faster than the main Gyro Attack.
-Crystal Man's main should be a sort of buster shot instead of a Crystal Ball, since I think that's what it was in the NES game.
-Napalm Man's Napalm Bomb should explode on contact with anything, and should have a higher arc.
-Stone Man should have more of a jump, and his stomp should change him to a pile of bricks, and before he reforms he's invincible, or at least armored.
-Charge Man's alt should have him be a steady red instead of flashing between red and pink. To fix this, have it so that you use the alt button once to do a full charge instead of holding it down, but also have it so that you can cancel it out by pressing the alt button again.
-Wind Man's flying ability should become an item-use ability, and his alt should suck enemies towards him for damage, like it should be with Magnet Man and Dust Man.
-Centaur Man should be able to teleport, yes.
-Plant Man's Plant Barrier needs to have its colors corrected.
-Tomahawk Man should have a skin-sprite for when he uses his feather attack.
-Yamato Man should have two attacks: A main where he uses what his current main is, and an alt that shoots a single Yamato Spear that does more damage, and drops on the ground when it hits a wall so you can pick it up for an ammo refill. The alt ammo bar would refill on its own anyway, but slowly.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: cybersavior on August 19, 2013, 08:50:39 PM
Aside from what was listed above, I would like to see
-the ability to make the slides and dashes available when copying another weapon.
-completed sliding sprites for Shadowman
-access to a non compiled version of the "specialbehaviour" file  :mrgreen:
-make it so being Bright man allows you to see in the dark
-put "+SLIDESONWALLS" on all bot actors, as it currently stands if there is a large hole in the floor and one bot is on either side they just get stuck and don't slide along the walls as the players do working their way to their target, (this fixes it, I've tried it)
-jump heights should all get a +1 making minimum height 11, (making it possible to barely jump over characters like charge man, avoiding damage, but still not be able to jump so high that it wrecks the layout of the current maps.)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on October 22, 2013, 04:23:02 AM
So we finally have an update for KY Classes? Is Gemini Man still a broken bot factory, and is Elec Man's alt still waaaay OP?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Ceridran on October 22, 2013, 12:19:08 PM
I'm pretty sure it's just a compatability patch.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on October 22, 2013, 11:49:32 PM
Awww, that's a shame. This version of Classes has a lot of promise, I'd love to see it continue to expand and develop.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on October 23, 2013, 07:28:05 AM
Quote from: "Muzaru"
Eye did a patchy 8D
http://static.best-ever.org/wads/classe ... tch%21.pk3 (http://static.best-ever.org/wads/classes-ky-nesv3patch%21.pk3)
Enjoy, guise!

It's a compatibility patch + balance.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on October 24, 2013, 05:06:00 AM
How was it balanced, exactly?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: BombHornet on October 24, 2013, 03:32:04 PM
I can't use it it says:
Quote
Script error, "Classes-KY-NESv3h.pk3:wep/damagereplacing.txt" line 62:
Parent type 'ShadowBladeReturn' not found in ShadowBladeReturnC

Execution could not continue.

Script error, "Classes-KY-NESv3h.pk3:wep/damagereplacing.txt" line 62:
Replaced type 'ShadowBladeReturn' not found in ShadowBladeReturnC

What do I need to do?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on October 24, 2013, 05:51:56 PM
The mod needs to update [again] in order for this mode to be played.

It's currently incompatible with v3b.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on October 25, 2013, 08:31:20 AM
A buncha folks need to spearhead some kinda campaign to revive this thing. KY was an incredibly fun alternative to YD classes (which is also incredibly fun). For me, a guy who grew up on Mega Man and loved the Robot Masters, having two different flavors of playing as all those cool characters I loved was a blast. Plus I always was looking forward to KY's take on the MM7 masters.

Seriously, I will totally get involved in any way I can help if this happens.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Isaac940 on October 25, 2013, 08:45:05 AM
It's been a while so I may be completely misremembering, but I think a big problem in trying to revive this would be the fact that KY hid a lot of coding in ACS or something like that so it's impossible for one to view or modify it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on October 25, 2013, 09:39:38 AM
Well hey, if we can ever find out what the deal was, and get KY's approval, let's get this thing going!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on October 25, 2013, 01:30:25 PM
The last patch for V3 and balance is here: http://static.best-ever.org/wads/classe ... tch%21.pk3 (http://static.best-ever.org/wads/classes-ky-nesv3patch%21.pk3)
I think It's the good one ^^
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on November 04, 2013, 06:24:51 AM
Again, can you tell us how it was balanced?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Shmeckie on November 04, 2013, 10:07:25 PM
Sorry to double post, but I was curious; who were the ones besides King Yamato who were involved in making this mod?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on November 04, 2013, 10:24:18 PM
I only remember Megaman and Roc's Creation[who's pretty much gone at this point]
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on December 16, 2013, 10:54:07 PM
Here is the link for the file, some people asked me a link for the file so i hosted it on BE website!

http://static.best-ever.org/wads/classe ... tch%21.pk3 (http://static.best-ever.org/wads/classes-ky-nesv3patch%21.pk3)

If you want give a try (:
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: BombHornet on December 16, 2014, 03:56:33 PM
Code: [Select]
Script error, "Classes-KY-NESv3h.pk3:wep/damagereplacing.txt" line 27:
Replaced type 'AirShot1' not found in AirShotC

I can't open it up in v4.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on December 16, 2014, 04:22:04 PM
It's not compatible with v4, from what I remember.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on December 16, 2014, 05:30:40 PM
Quote from: "BombHornet"
Code: [Select]
Script error, "Classes-KY-NESv3h.pk3:wep/damagereplacing.txt" line 27:
Replaced type 'AirShot1' not found in AirShotC

I can't open it up in v4.

KY helped Fyone to make the next "KY classe", it's the "justified Classe mode".
Here is the new version of "KY classe": (but a lot of things were modified, but there is always the boss in terminator mode, by exemple)
viewtopic.php?f=31&t=6300 (http://www.cutstuff.net/forum/viewtopic.php?f=31&t=6300)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on December 16, 2014, 08:32:08 PM
I'm not sure he helped so much as he said they could modify it.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Fyone on December 16, 2014, 09:31:54 PM
Actually a lot of the ideas for revamps came from the most recent unreleased version, (especially Megaman 7 classes that were pretty much completed). We owe a lot of hardwork and help with new code from KY!
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on December 18, 2014, 03:47:50 AM
You can lock this topic, because there wont be any updates of the old "KY mode". Justified is the new topic for it.
And yeah, KY helped a lot with the coding thing. ;)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Rozark on December 19, 2014, 01:02:09 PM
Haha.. haha.. no.
Some people would still prefer the original KY without the Justified touch.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Bikdark on December 19, 2014, 04:49:07 PM
iirc ky is completely incompatible with v4

Keep it open anyway tho, i'd take this over justified any day
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter Frags on December 22, 2014, 06:58:53 AM
Then someone might as well make this V4-compatible already and be done with it. Is there anyone who can say otherwise?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on December 22, 2014, 07:37:40 AM
Stop at joking guys.... King Yamato left cutstuff since 2years ago and don't care about the game at all, he wont continue the mode too (i talk often with him and anyways, he wont come back, really)..
It's useless to make compatible a mode who will be only with robotmasters from mm1-6 and yep, King Yamato helped Fyone to continue the mode. (specialy with coding and mm7 weapons and some others things).
People doesnt like a rivalry between YDclass and Jclasse, i dont know why You want a compatible version of this mode, it could be a third megamanclasse mode (who will be outdated)....it's a ridiculous joke.
Title: is it that hard to read posts that are in the same fucking p
Post by: Red on December 22, 2014, 07:49:39 AM
Quote from: "Emmanuelf06"
Stop at joking guys.... King Yamato left cutstuff since 2years ago and don't care about the game at all, he wont continue the mode too (i talk often with him and anyways, he wont come back, really)..
It's useless to make compatible a mode who will be only with robotmasters from mm1-6 and yep, King Yamato helped Fyone to continue the mode. (specialy with coding and mm7 weapons and some others things).
People doesnt like a rivalry between YDclass and Jclasse, i dont know why You want a compatible version of this mode, it could be a third megamanclasse mode (who will be outdated)....it's a ridiculous joke.

Quote from: "Rozark Kyouko"
Haha.. haha.. no.
Some people would still prefer the original KY without the Justified touch.

Quote from: "Bikdark"
Keep it open anyway tho, i'd take this over justified any day


because people would still prefer to play ky classes, clearly
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on December 22, 2014, 08:03:59 AM
Actually why not, but in the future, im pretty sure, not. I dont say that because i prefer Jclasse now but it's really because nobody will care.
I was in the KY devroom but he stopped it and deleted the group, i know what will happen with it....
Or they will try to play KY class just because they are curious, nothing more.
And im pretty sure bikdark wasnt serious when he said that.
KY class is mm1-6 and wont be updated, its so hard to understand?

It's like if you want revive an old version of YD class (like with the Alien classe) just because you want try some old classe...it wont work more than 1 day. You see.
I could be happy if KY can come back but it wont. And im pretty sure He could work with Fyone again, nothing more...anyways it's useless to talk about it, right?
Title: [Blank]
Post by: Hunter Frags on December 22, 2014, 08:33:55 AM
The only thing that's been "useless" is how serious people are taking Justified's existance (and I mean them taking it serious in a negative way.)

Oh, and a so amount of people honestly believe there's a competition? That everyone who compares the two is trying to start mess? When Musashi spoke his mind about the differences between the mods, he was doing so out of respect for BOTH mods. Nothing really started until someone else came in and claimed "flaws" and "lack of evidence/reasoning" in what most people's opinions on what they felt more comfortable with. It's already been stated: These are two entirely different mods for two entirely different groups of people.

Let me spell it out for you in Musashi's own words:
"Maybe we can say what we like without disliking others. Maybe we can try to understand and respect other people's tastes and points of view without needing to puncture them in the neck. I can do that, and other people here can too...so why avoid it just because of a few who can't?"

I'm done here. I'm not taking sides, I'm showing common sense. If people think Justified has so many problems, let them improve at their own pace. (Inb4 I get sued by Dobson for that last phrase.)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Emmanuelf06 on December 22, 2014, 09:02:11 AM
Musashi's own words were... viewtopic.php?f=9&t=7405 (http://www.cutstuff.net/forum/viewtopic.php?f=9&t=7405)
Like that', so yeah.

I dont think YD devroom had any respect with Jclasses or KYclass, it was always the war....
When Jclasses v1 was released, they attacked us so bad..like a guy who say "I play only with Pluto because he is the only good for me, but justified is ok".  Some critics were good and nice, but a LOT were just there to bore the JCdevroom.
Anyways, it's not the point of the discussion right?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: LarissaFlash on December 22, 2014, 01:46:55 PM
War? What do you mean? It's just a bunch of haters wanting to kill themselves, all they can do is criticze the HARD Work that every devteam had to sacrifice to make a *playable* imitation of MM8BDM, in classes.
(Note:I left playing JC or YD.)
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter Frags on December 22, 2014, 04:00:09 PM
I know I said I was done, but lemme rephrase:

Musashi was one out of idk-how-many that didn't even show hostility against JC and was more about showing how equal they are in terms of having ups and downs. Others were more concerned about blaming Musashi for anyone that chooses to make an ACTUAL scene in the thread than to agree "You all screwed up, so shut the hell up and kiss already."

Edit: I don't have anything against anyone on the forums, and I try to be respectful, but it bugs me that people are so desperate to avoid sharing what they think in a manner like Musashi intended and want to tell someone else whether or not they should. Dare I go as far as saying that's a little selfish, especially if they meant no harm in the first place?

Double Edit: In shorter terms, does "You shouldn't have said/done this even if you are right." sound like a bit much to you?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: King Dumb on December 22, 2014, 06:24:53 PM
I will lock this topic unless the current discussion ends. The current discussion has very little to do with KY Classes, and it is going absolutely no where productive. More over, we've already had a thread for this kind of discussion and it did not go very well because people were not prepared to discuss it civilly (if it even can be discussed civilly). Take these disputes elsewhere.
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Hunter Frags on December 22, 2014, 07:07:31 PM
Quote from: "King Dumb"
I will lock this topic unless the current discussion ends. The current discussion has very little to do with KY Classes, and it is going absolutely no where productive. More over, we've already had a thread for this kind of discussion and it did not go very well because people were not prepared to discuss it civilly (if it even can be discussed civilly). Take these disputes elsewhere.

I'll go ahead and apologize knowing you're right.

On my previous suggestion of someone making this ol' thing V4-compatible, though, I would still like to see that just for revisiting purposes. I played this version a while back and would kinda like to try it again with the current 8BDM version.

Btw, I think there used to be a patch or something for this on BE back idk when that gave the classes their accurate color schemes since most out of them used slightly to very different colors than what they should have. Whatever happened to that?
Title: Re: [HOTFIX] - King Yamato's Classes Overhaul
Post by: Korby on December 22, 2014, 08:56:09 PM
I may be wrong, but I believe part of the reason this hasn't been updated is because KY hid the ACS for it, so we can't really go about updating any conflicts in there if there are any.