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Projects & Creative / Re: Class based modification (v6F)
« on: March 10, 2013, 04:44:28 PM »
So, may i ask, what on the subject of the numerous ideas i suggested?(moving us away from the discussion of tomahax weakness =P)
Also, i knew from a while ago that doc robot changes stats(i think) when i was changing weapons and the health bar changed colors, but other then that, he really should either regain ammo faster then his current rate, or be able to pick up Weapon energy/use M/W tanks
On another note, a few more suggestions:
-instead of having plant man regain hp constantly no matter what, Wynaut instead have him only regain hp in his idle state(which would make alot more sense ***IYAM), similar to castlevania Circle of the Moons Jupiter x Mandragora DSS combo. Plus, thats how plants photosynthesize, when theyre ROOTED in the ground(you could also have it slightly increase the amount of hp recovered the longer your idle, with like a cap of maybe 5 hp per recover), with him able to get more health should an enemy be in melee range of him, since he (could) also have his plant barrier up at the same time
-(this may just be me and my nitpick for numbers,But...)Increase hardmans armor SLIGHTLY from 0.4 down to 0.33? Think about it, hard mans SUPPOSE to be superior to all by no competition when it comes to defenses, and to me, only a 0.1 difference between his armor and other defensive classes (I.E. Gutsman, Stone man, classes that also have 0.5 armor) doesnt scream "superiority"
-You know how we have a sound effect for when you hit a robot master with there weakness, plus how hard man has resistance to top spin, which is what hard knuckle is GOOD against. Wynaut also do the same with "Not very effective" attacks like in top spins case(how using the weapon of a robot master whos beaten by the previous RM's weapons/ attacks)? This would also add some extra "strategy" to classes (and a hell of a lot more logic). What I recommend is that, (For arguments sake) lets say your fighting a heatman /w atomic fire(copy version). Upon making contact with the copy weapons projectile,instead of doing 1.0x the damage, it would do, lets say...0.9-0.75x the normal amount(Or you could make this for if it was heatman vs. heatman, and instead, make it so COPY versions of the weapon act like they did in game, like Atomic fire/Crash bomb heals heat man, and weapons like metal blade and quick boomerang bounce off quickman) with the later option, you could still be true to how it was in the original game, but still wouldnt cause a stale mate if it was just 2 heatmans/quickmans left standing in LMS game types
-Include MM3 Weakness's for MM2 Robot masters, as well as the PU weakness's for the MM1 Robot masters
-Give quickman some kind of "frontal block" attack, where he can deflect certain projectiles should they be heading straight for him, like how he could in the original game. He would, however, be stuck in place for a few seconds, leaving him vulnerable to attacks from the other sides
-Like how bubble man can swim underwater, Let dive man do the same type of thing only with his submarine ram-ish attack, or have him be a sub underwater which can still ram foes, but also still shoot torpedoes(this would also net him a possible candidate for having an item similar to bubbleman flooding item)
-Change elec mans alt from just being he fires it and its like a shockwave(A_EXPLODE) with the lightning things being just for effects, to having the lighting that falls actually be what damages you. This way his attack ISNT completely unavoidable. This could, however, net him not having to need full ammo in order to use the alt, or having it do more damage, like 60 instead of 45, since its random where it falls
Also, i knew from a while ago that doc robot changes stats(i think) when i was changing weapons and the health bar changed colors, but other then that, he really should either regain ammo faster then his current rate, or be able to pick up Weapon energy/use M/W tanks
On another note, a few more suggestions:
-instead of having plant man regain hp constantly no matter what, Wynaut instead have him only regain hp in his idle state(which would make alot more sense ***IYAM), similar to castlevania Circle of the Moons Jupiter x Mandragora DSS combo. Plus, thats how plants photosynthesize, when theyre ROOTED in the ground(you could also have it slightly increase the amount of hp recovered the longer your idle, with like a cap of maybe 5 hp per recover), with him able to get more health should an enemy be in melee range of him, since he (could) also have his plant barrier up at the same time
-(this may just be me and my nitpick for numbers,But...)Increase hardmans armor SLIGHTLY from 0.4 down to 0.33? Think about it, hard mans SUPPOSE to be superior to all by no competition when it comes to defenses, and to me, only a 0.1 difference between his armor and other defensive classes (I.E. Gutsman, Stone man, classes that also have 0.5 armor) doesnt scream "superiority"
-You know how we have a sound effect for when you hit a robot master with there weakness, plus how hard man has resistance to top spin, which is what hard knuckle is GOOD against. Wynaut also do the same with "Not very effective" attacks like in top spins case(how using the weapon of a robot master whos beaten by the previous RM's weapons/ attacks)? This would also add some extra "strategy" to classes (and a hell of a lot more logic). What I recommend is that, (For arguments sake) lets say your fighting a heatman /w atomic fire(copy version). Upon making contact with the copy weapons projectile,instead of doing 1.0x the damage, it would do, lets say...0.9-0.75x the normal amount(Or you could make this for if it was heatman vs. heatman, and instead, make it so COPY versions of the weapon act like they did in game, like Atomic fire/Crash bomb heals heat man, and weapons like metal blade and quick boomerang bounce off quickman) with the later option, you could still be true to how it was in the original game, but still wouldnt cause a stale mate if it was just 2 heatmans/quickmans left standing in LMS game types
-Include MM3 Weakness's for MM2 Robot masters, as well as the PU weakness's for the MM1 Robot masters
-Give quickman some kind of "frontal block" attack, where he can deflect certain projectiles should they be heading straight for him, like how he could in the original game. He would, however, be stuck in place for a few seconds, leaving him vulnerable to attacks from the other sides
-Like how bubble man can swim underwater, Let dive man do the same type of thing only with his submarine ram-ish attack, or have him be a sub underwater which can still ram foes, but also still shoot torpedoes(this would also net him a possible candidate for having an item similar to bubbleman flooding item)
-Change elec mans alt from just being he fires it and its like a shockwave(A_EXPLODE) with the lightning things being just for effects, to having the lighting that falls actually be what damages you. This way his attack ISNT completely unavoidable. This could, however, net him not having to need full ammo in order to use the alt, or having it do more damage, like 60 instead of 45, since its random where it falls