I'm going to change the obituaries for sure, but this one you proposed seem a bit noisy though. I thought it could be cooler if there's just no obituary at all, so you know, players die silently. =w=
Also, it'd be really neat if you could bring back the Hales that were removed from Balrog's version (like PO Roll) somehow.If PO Roll does make it back, I'd prefer her Famitracker'd theme over the original. The original is just ear-burstingly painful IMO.
Well, Balrog has rather turned against Hale altogether, and I don't think I've ever met Silversin, so right now there isn't really a current "normal" Hale. Someone once theorized that the lack of a "main" Hale is the reason for so many offshoots.I turned against Hale because it's the cancer that is killing MM8BDM. The reason for so many offshoots is because of copycats looking for attention as much as actual attempts at improvement.
But yeah, glad to see you'd be willing to work with Otaku. I think it would be fine if you worked on your Hales and when you got your five, then go to Otaku to negotiate the merge. You could call it Hyper++ Saxton Hale or some such.
Hale is dying>implying this is a bad thing
In terms of the music, try hosting a server with the Bio Miracle Bokkute Upa Final Boss theme I sent you replacing the default "One Person Remains" theme and see how everyone likes it, with the "Lol U Died" song playing if the Hale wins, said theme having a %15 chance of playing.Just notice that I'm not going to accept every single ones of your suggestions. I may decline some. I already wrote somewhere all of 'em and I do treat them. And I said 10%, not 15% :I
Why did you choose Remilia Scarlet? I know you said she's overshadowed, but Flandre makes more sense as a Hale sice she can pretty much destroy anything. And before you argue about Yuyuko, her power is killing people, and robots are not living organisms. Utsuho might work if you don't want Flandre, though.Something's bittin' my ear, maybe will Flan-chan make an appearance somewhere.. =w=
Also, it'd be really neat if you could bring back the Hales that were removed from Balrog's version (like PO Roll) somehow.
I turned against Hale because it's the cancer that is killing MM8BDM. The reason for so many offshoots is because of copycats looking for attention as much as actual attempts at improvement.Uguu I feel so sad
Bad show, Stardust.That's what we'll see, Balrog :I
Just notice that I'm not going to accept every single ones of your suggestions. I may decline some. I already wrote somewhere all of 'em and I do treat them. And I said 10%, not 15% :I
My main aim is to simply give 5 new hales.
I'm not going to touch with the finger hundreds of things from the official version, my mod isn't Saxton Hale Remastered. I want the players to just feel they play Saxton Hale, with the difference there will be 17 hales now. The less things from the past are changed, the more they'll still feel they're playing the original game. I don't want my Saxton Hale to turn into Unholy, with these holy-scaled player properties ._.
Nobody wants Neo DS back.IIRC, during an in-game session, at least 3 other people agreed with me that NeoDS would be more interesting than certain Hales. And, in fact, NeoDS was clever and interesting, but the controls were the only issue.
But he's an OC.
That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.
If my memory serves me well (and I have doubts), he was removed because Neo and Silversin had an argument.Quote from: "Linnie"But he's an OC.
That's the kind of stuff Unholy does. Ask them to bring it back, not any of the good Hale versions.
That's a matter of personal preference which one is better or not. Personally, I prefer Unholy, but the boss health really needs to be tinkered with.
NeoDS was removed for a reason.
Captain Falcon got voice clips when he kills people. The only thing I could change about his rage is the projectile's speed (the speed is about like a Proto Shot LV3). His rage isn't especially strong indeed, it needs some higher prediction skills as you only have one try, through Captain Falcon overall has a better normalfire than most melee hales because it thrusts him forward. Also, his health is rather big.
though I will most likely stick to mine. Anyways, I think instead of using the Beethoven song as Remilia's theme, you should use her actual theme.
Also, since you included me in the credits, what do you plan for me to do in your version? I'm just as happy helping in others' projects as I would be getting help in my own.
If I use her actual theme, then it would be a 8-bit version.Hardly any of the themes in Saxton Hale are 8-bit. If you need a version of it, there's one in CSCM.
Quote from: "Stardust"If I use her actual theme, then it would be a 8-bit version.Hardly any of the themes in Saxton Hale are 8-bit. If you need a version of it, there's one in CSCM.
I thought Gilgamesh's was 16-bit.
I have a point about dual Hales that I'd like to make. I think the player limit for dual Hales should be raised to 4, instead of 3. I think it's a bit too unfair to have 1 player fight two Hales. On the same note, if we ever did something like triple Hales, they should have at least 6 players to be chosen. I just feel it seems unfair to have the survivors start out less in number than the Hales.
* Morshu's bombs should be a different color. It gets confusing when people use hyper bomb.
Remilia's is the boss theme for that level [CSCM's Scarlet Devil Mansion, music code SEPTETTE].Also, the Genesis Unit's theme should always be the Wily Tower boss theme and never change. It doesn't really make sense for a stage theme to be playing during a boss.
Y U NO LISTEN TO ME?Quote from: "Goomba98"Remilia's is the boss theme for that level [CSCM's Scarlet Devil Mansion, music code SEPTETTE].For Slendy's kill sound, why not have only the victim hear it?
remilia's theme would be 2mainstream4uBut you said earlier on this very same thread that you wanted an 8-bit theme for Remilia :I
set sax_boss UU being one of these numbers : 12 for Remilia, 13 for the UNRM, 14 for Dio Flash, 15 for Pissed Off Roll, 16 for Moodkipz, 19 for the Genesis Unit.
> Same, I didn't know MM8BDM has sprites for runes, but I'd like to know where are they, because using "summon ragerune" for instance spawn a rune with the doom graphics
Otaku brought me the idea of giving Remilia her actual theme, but I had trouble finding one on Youtube. Her theme may be famous, through there was only like 1 oz 2 8-bit covers :/ And I started to wonder if they were really better than the actual theme (the modern violin syphony thing that is similar to her Touhou theme :P)I have no idea how you could classify Beethoven Virus as "the actual theme".
Through, there's something important I want to talk about and want you, the players, to help me with.
I've been defending the non-classes in Saxton Hale since the beginning of my mods, and I had great hales that I took care of making. Since some times (actually, some hours after the first release of SH++), some bad people immediatly rushed to do a class comptability with my mod. This is the kind of thing that makes me wonder if I should really continue working on my hales, as my weeks of work on these hales are just stolen. And to be honest, I don't want to stop coding as it seems many players enjoyed the new hales.
I'm asking here to you, the players, to not join the servers using SH++ with classes. My own official server is hosted under the name "Saxton Hale ++", but any server that only hosts my mod without classes is fine, like TMK4's SH++ server which is hosted on occasion. By not joining the servers that use Saxton Hale++ with YD classes or KY classes, you encourage me, support me, and you give me a reason to continue working on more hales and new stuff.
So that's it, thanks for reading :)
Fortegigasgospel made some as well.Wait, what did I make? Runes? If thats it all I did was make skins for them related to Megaman, they are the exact same effects.
The two additional classes I want to make are pyro and melee-unit.
Because that would bring some serious balance if one were to pick the right classes.
So, are we keeping the ranged Ra Thor?
And let's face it: whoever plays Saxton Hale in MM8BDM format knows of TF2, and TF2 in MM8BDM format is like their wet dream.I have never played TF2 by myself. I personally just play and enjoy SH in MM8BDM, for the "kill the boss" game mode. I gave TF2 a spin one week ago, but I wasn't really interested in this FPS... so no, it's not my wet dream. I decided to make more hales for the simple purpose of having more hales --new hales were definitely requested for months--, because I again enjoyed the boss thing idea.
the MM8BDM version isn't supposed to be a "8-bit cover" of TF2's SH
NES Capcom Classic Mega Man.
Hale protector
Skin Bass
Weapon napalm bomb
Attack gives 5 percent of damage the napalm bombs does.
Cool down is same as hale(s) cooldown.
This gives the hale(s) assistance so the game would be much faster (or not).
I like the idea of a melee unit, we could try making a melee classCept the part about how most of the hales are melee based anyway.
Hey Star, I find that you banning me on the ++ server was unjustified, since I got kicked out of the ++ chat and then banned from the main ++ server just for making a playful comment on how MM8BDM was devolving into "MM8BSH".
As much as I make negative remarks from time to time regarding some of the more poor concepts (including the gameplay styles of the five new Hales and bringing back PO Roll and Slender, especially the later), I'm not trying to start riots in the hale server and convince everyone in the server to leave or join me in stating their opinions.
What have I done wrong to warrant a ban from both the chat and the server? Also has anyone else been kicked just for providing criticism to the wad? I must know.
PORoll being the only hale who has a rage dedicated to selfhealing, I'm not going to remove that gameplay, in that case I prefer to remove the whole hale ; I just don't want to modify the concept of one of the unique hales from Silversin's and leave her alone in that case.
You also have yet to address her ridiculous attack range.This is a HUGE thing, so I'll drop Dio for now. What will become of her insane range? Unless, of course, you're concidering turning her off.
But concerning PORoll, I noticed that for some reasons, her melee, indeed, I didn't notice it at first, but it clearly had a bigger range than the other hales, so yeah, it's real ; her main is OP. It's being nerfed and turns into Saxton Hale's fist range next version. Roll's health is the lowest of all the melee hales ; and these usually have a higher health (compare Gilgamesh and Morshu)
It's until some weeks ago I noticed her range was clearly bigger ; or at least, the attack had a bigger hitbox. I'm not sure if Silversin gave her this range on purpose (to rebalance her health for instance ; most melee hales's formula is about ~210 HP for each player, whereas on her case, it was ~155 HP.) Still it's planned to be reverted back to a normal Fist range =)
If you can't dodge it, don't provoke it. Za Warudo isn't the kind of rage you can deal with alone.You do realize that it is inevitable on larger servers that the Hale will rage. And if you have no power weapons with Spead or Rage, geuss what?
I've had a few times where I put a group of knives in front of every player and thought they'd work, then they somehow survive and only one or two of them die. Za Warudo isn't as great as it seems. Also, there have been times where I've easily escaped its clutches, too.I've only see something like this happen once, these are flukes; complete outlires. By design, it is every bit as good as we are are saying.
Why do you argue so persistently for this rage?Because you wanted to talk about it.
You're not alone usually when the rage is being fed, so you're not the only target, thus not the only one to sufferIf it really took 3366 damage to fuel the rage, we wouldn't see it nearly as often as we actually do. As far as I'm aware, Doubleammo is always on in MM8BDM, so it's actually 125 hits. Also, keep in mind that the 18 damage per hit was meant as a best-case scenario; in reality, it usually doesn't turn out nearly that well (especially when some players forget to limit themselves to high damage-per-hit weapons).
from the rage. Taking MrL's proposition, the average damage by hit is 18 damage. Za Warudo is a LV2 charge, so consider 250 hits. We don't know if doubleammo is on, so let's consider 250+125/2 = 187 hits. 187*18 = 3366 damage... wow that's still a lot of health needed to feed Za Warudo. I'm not going to deny it's extremely hard to avoid it alone, but when you notice how much feeding the hale needs, it's fair enough.
Dio can whipe a crowded server no problem without any rage at all, thus allowing him save his rage for 1v1 (mind he can kill someone with exit unit).
Lies. His main fire is the hardest thing ever to aim with.I can back that up! trust me its not easy to get a pin point hit with the main fire.
with almost no risk of failure.Are you really sure. I've seen some players using it and not even fragging anyone because they didn't take the time to adjust the knives correctly.
CHECK DioFlashBossWeapon.txt ==> l.137Doubleammo isn't always on, when I play on some classes I even wonder if they're designed to recover ammo with doubleammo or not.
CHECK Global.acs ==> l.939
Assuming an average of 18 damage per hit
Also, keep in mind that the 18 damage per hit was meant as a best-case scenario;Nah, it reads average, not the best-case scenario, you said it yourself. I used your info to defend my purpose, if then you don't agree with it anymore I can't adapt my ideas to yours
The amount of kills with Rpunch is usually bigger than Za Warudo's, but the chance of killing the last survivor with Rocket Punch is way lower than Warudo'sRocket Punch has globally more potential to do a massive killing. Za Warudo has more potential to do an individual, accurate fragging.
So in reality, it just ends up being a free killing spree for Dio, and if you happen to survive it, it's only because you were lucky (by either being too far away to hit or just not being targeted by Dio), not because you maneuvered in some way to make it impossible for him to hit you.An attack based on luck ; are you really sure. Don't you think the hale needs like, a minimal amount of brain to use it correctly, or is the result really random?
but it's actually possible to avoid the knives smartly if you know that... the knives aren't aimable.You can place knives inside people. That's what the Hale will always do. They are not avoidable. If time unfroze BEFORE the knives started moving, then it would be a different story, but this is not the case.
If you really find this is a bad design, then you would consider homing attacks, all the AoE, maybe even Atomic Fire lv3 a bad design because you just need to run away until the shoot is ready, and then come back, shoot it, and charge away, again.If you gave a Hale a homing attack, then heck yes that would be bad design. StarMan's AOE only works because there is a fairly distinct audio cue when it activates and he then slows down before it starts.
An attack based on luck ; are you really sure. Don't you think the hale needs like, a minimal amount of brain to use it correctly, or is the result really random?It is luck as to weater or not you yourself survive. The result is only as random as the choises of the Hale.
In fact there is a brief delay between the time unfreezing and the knives being thrown...Well, I'd say you went a bit overboard, then, because it really doesn't feel like it's even possible to intentionally thwart Dio, no matter how clever you are. And again, I know from experience that that tiny window of opportunity is still usually insufficient for you to get away even with the Exit Unit.They're originally supposed to be lunaticly hard to avoid in the "solo without exit unit" case, but if you're a good player, want to do it the hardcore way and your body is ready, run far, far away + try hiding in a discrete corner + do some rush coil / item1 jungle stuff and you might survive. It's not supposed to be something easy to survive at all, because duel-oriented rage & it costs 2 times more.(click to show/hide)
But hey, it's not like there's not a red, big flashing message to the top of the screen informating when the hale has max rage..isn't itThe warning just tells you that the boss is ready to rage. It doesn't tell you when the boss actually decides to use it (or, at least, not quickly enough, since the message takes time to fade out). The boss player will just wait until you are close enough before using the rage--and with Dio Flash, "close enough" covers entirely too wide an area.
When I fight Starman I don't wait for the cue to flee, I keep my distance as soon as the hale has max rage.
Mass killing would be impossible .__.Wait, since when is this the goal of a rage? You cannot mass kill with Falcon's rage, nor Ninja Spy's, nor Christian Brutal Sniper's, nor Ra Thor's, nor Hale's. (That is to say a time slowing rage woulkd take less time to build). The point of a rage is to get you out of a bind, thus why it uses hits; to gauge how much of a bind you're in. If you want devastating rages, then a switch to damage based rage build may be worth consideration.
a single Item1 is enough to jump over the knives.
If we're still talking about the total time stop, though, I don't think giving the survivors a clearer audio and visual cue at the moment the boss player hits the alt fire button is unreasonable, nor do I think giving them more than 3 seconds to run away is too much. The bit about going kamikaze was just something I noticed would become a viable alternate strategy if the delay were lengthened, which isn't necessarily a bad thing.
With regard to the Item 1 use (assuming we're talking about the current rage, with the total time stop), I already outlined some ways the Dio player can counter such strategies. The most obvious one is to just jump and use Time Switch to get high enough to knife an airborne player (though you only have time for one Time Switch), but you can also stand farther back when you throw the knives so that when time unfreezes, the knives won't actually reach the survivors until they've fallen back to the ground.
if you manage to put knives near all the spawn points. (since the exit unit always takes you to these spots).
Alright, sounds better, but 4 or 5 seconds shouldn't be too much to ask.Agreed; 5 seconds is what I had in mind when I suggested a longer delay. 3 seconds is still not enough to hide effectively, and it wouldn't be enough for a kamikaze attack to be meaningful either. Remember, even with a clear audio tell, you still need time to react and get moving the way you want to (which may be quite awkward if you were caught up in trying to avoid Dio's normal attacks), so it's not purely 3 seconds of running away or 3 seconds of pounding on Dio.
If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.
Oh, are the Hales V1 added going to be allowed into other mods once V2 drops?
Besides making the same character into 2 different versions is just going to end up like YD and JC classes, a war of preference....So is that a no? I know most people only really seemed to want to see the Genesis Unit and/or the Unknown Robot Master brought over, as they are inventive, cool, and Mega Man based.
As for Rebirth, Tails and I are without any doubt going to merge our devteams, albeit not our mods.
What I know is that Tails is going to make his own hales. If only Rebirth wouldn't have changed so much the SH rules (less health = faster hale, "damage = rage" instead of "hit = rage"...), we could have put the hales in a same mod.
I apologize for the sudden second post butImpressive image there.this looks really damn good and it quickly and accurately describes each class in small detail(click to show/hide)
none of the classes are super-different either like Jax / Justified or the Unholy team's classes
and even with the (relatively) small number of classes they all fill distinct roles
I am honestly really impressed :ugeek:
still want Zantetsuken tho
If I missed someone, please tell me so I add your name !
@TLP
Concerning Tomahawk Talbain.. the darkness gimmick is considered into the balance. That's why the hale has a delay before using his attack. Without the darkness, the delay could be easily anticipated and the boss would become UP. Also he has a lower health than most melee hales because of this light advantage. Jon Talbain himself is a werewolf and thus the night it's his domain.
I could lighten it a bit, but not removing it, sorry.
I saw this update pleased SmashBros and Rozark, I'm so ha-ppeee :D
The darkness. Oh my god the darkness. "I don't need to see that the boss is right next to me at all no sir". But it's ok, it's part of the gimmick and it also goes light every 50 years. Again, I thought this kind of thing made Slender Man to be the most despised boss in any Hale version. But now it's ok because it's not slender?
In conclusion, a lot of the development time looks like it was spent on making fancy ACS tricks rather than having playable bosses. I suppose I'll be forcing myself to play this anyway as this will be guaranteed to be the "mode of the month" and no one will play anything else anyway...well if it bothers you that much you can just go populate PoweredUp or Classes TLMS or something
Nobody's forcing you to play this
but it's distracting and blocks off more of my screen than it needs to
The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time
Support can cook up random weapons pretty quickly.
Not really since binds exist and also it's easy to button mash.
The real kicker is that he gets up to near full HP every single time he revives.
Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.
First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?
Quote from: "Thunder Electros"Nobody's forcing you to play thisyeah uh no thunder can you just stop(click to show/hide)
No matter what backs it up, or who says it, this phrase alone gets me in an awful mood.
It's not that he's forced to play it, which he isn't, but it's all there is to play, because it's all that the others are actually going to play.
Even if he does try to repopulate another server, he'l probably only get 1-2 people who leave after so little game time.
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.
Quote from: "Gummywormz"but it's distracting and blocks off more of my screen than it needs to
You can adjust/remove the HUD with = and -.
I honestly don't understand the appeal at all.Seeing so many recognizable characters and the ultimate randomness.
If you want glasses with a bit more of style and don't look as goofy/nerdy, you could use these types of glasses...
(http://i.imgur.com/wc6VEvb.png)
...instead of these.
(http://i.imgur.com/BZBpZMH.png)
If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.So you'd sooner, as I quote, force yourself to play the game? If it's honestly such a HUGE detriment to your overall experience, then you're wasting just as much precious time.
Quote from: "Ceridran"If you ever want to suggest waiting precious time to repopulate a server, you should just shut up instantly; waiting to repopulate servers is a waste of precious time and nobody bothers to enter servers with so few people for anything unless it's been recently released.So you'd sooner, as I quote, force yourself to play the game? If it's honestly such a HUGE detriment to your overall experience, then you're wasting just as much precious time.
It's like people complaining about TV shows they don't like. You're very much so capable of doing something else.
Quote from: "Gummywormz"The first major issue is one that has been plaguing Saxton Hale since the beginning: matches take almost 7 minutes to end most of the time
It's been "plaguing" SH because it's always been that long. The original TF2 mod lasted, on average, 6-10 minutes per match. This lasts a similar amount, with the exception of Slenderman, NeoDS, or certain other Hales that are supposed to be shorter or longer.
But that doesn't mean it can't at least be attempted to be fixed...Quote from: "Gummywormz"The real kicker is that he gets up to near full HP every single time he revives.
It appears that he loses 500 health each revival, and has really low health for a Hale to begin with. To be fair, it really should scale WITH his health, but it's not THAT bad.
Again, ninja spy had the same issue and people complained about that frequently. At least Spy has much less health per "revival". Also, 500 HP each time is still terrible especially with larger HP amounts.Quote from: "Gummywormz"Guts Man G: As I said in the server: this is the perfect representation of duel mode as a Hale. You have to wait forever to actually play the mode you want to play, and then when you do wait, everyone dies immediately. I thought this gimmick would be hated because it's the exact same as Slender Man's gimmick except reversed. This also gives the survivors far too much of an advantage for their own good. It's just not fun at all to play as this hale.
Though this is a fair point, G works better on a larger map. Outlast the (really pretty short) timer and you get supergigadeath claw and it becomes more like traditional hale.
That's the point. Should a boss have to wait 3 minutes to play as the boss?Quote from: "Gummywormz"First you have NeoDS. Everyone hated NeoDS. Everyone raged at NeoDS. Now he's back because...we needed to fill a slot?
NeoDS was agreed on being unique but the controls were broken. I'm guessing he had been fixed for this version.
The sight of NeoDS makes people upset. I don't care if he does 1 damage, he should not exist.
I suppose a TL;DR of my last post would be: Currently, the game mode is so shifted in the survivor's favor that it is just not fun to play.I disagree with a few points you brought up in your last post (yes I read the whole thing) but I will agree with this statement 100%. Personally I still get a kick out of the game, but yes, the current state of the mode is heavily shifted in favor of the non-bosses that when you actually do get to play as a boss (and god forbid you get dealt Guts Man G) you'll more than likely get your shit stomped in before you really figure out what you were even supposed to be doing.
This dilemma was all due to some drama that a certain user, not saying who, stirred up. Man, people can be really destructive at times.
I'm mainly wanting this because Gentlespy's music is so much better than Ninja Spy's.Finally someone other than me that prefers the Gentle Spy theme over the Ninja Spy one.
Finally someone other than me that prefers the Gentle Spy theme over the Ninja Spy one.
QuoteI'm mainly wanting this because Gentlespy's music is so much better than Ninja Spy's.Finally someone other than me that prefers the Gentle Spy theme over the Ninja Spy one.
Ah, so after getting a consecutive number of "Perfects" (at least I think it's consecutive), you get treated to a hidden boss character. That's pretty cool and all, but feels somewhat unnecessary. If it is indeed consecutive "Perfects", then any idiot could mess this up by intentionally dying (or spectating if that causes the Perfect counter to reset). Or on the other hand, the Hale players could intentionally let themselves lose if they wanted to see the hidden boss badly enough. I mean, it's nice that they were trying to include new features and such, but the core gameplay and balance should have been the main focal point first.
Does the "Perfect" screen really need to exist though? To the casual/new player, all it does is rub salt in their wounds (since the hidden boss thing might not be so obvious to some). I'm sure all of this stuff would still work even if the "Perfect" screen wasn't there. Should be pretty obvious if the round is a "Perfect" one or not. (though maybe not so much so after reading MRL's comments)
> Regeneration rune removed
> Totem sama's health increased. The delay between two spell casting is a bit lower.
Now with more health taking more fire away from the hale who has a faster attack
> Thor Rebirth's hypno range buff , crimson orbs don't slow down anymore
Why are the minions even needed now that they have ranged attacks?
Any download link for Saxton Hale ++ Rebirth v2ch?
That says 404 not found.
Wait, was GutsG nerfed?
Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.
But the average map is too small for GutsG to survive. It feels like unless you get a map like Elecman where's it's easy to stall, it's a waste of a Hale slot.Quote from: "Linnie"Wait, was GutsG nerfed?
Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.
Don't balance hales around map sizes.
Quote from: "Rozark Kyouko"But the average map is too small for GutsG to survive. It feels like unless you get a map like Elecman where's it's easy to stall, it's a waste of a Hale slot.Quote from: "Linnie"Wait, was GutsG nerfed?
Unless there was a version between the last one I played and this one that buffed him too hard and this nerf is balancing that, I think there's a problem; on smaller maps it's already impossible to outlast the timer. I think lowering his health would make that problem even worse.
Don't balance hales around map sizes.
Still waiting for a v4a hotfix atleast. =<
Papa Roz Please. At least we did some fixes rather than releasing it out suddenly (Not trying to bad mouth anyone or start anything, I'm just clarifying)Quote from: "BlackEmperorJet"Still waiting for a v4a hotfix atleast. =<
It doesn't need to be immediate, go play vanilla or something. Unholy/Justified were butts and jumped the gun on vanilla, but this still has some waiting time.
either way you don't need to re-download it, the music file didn't changedBut i don't have it anymore.
So, any plans to make Talbain not the embodiment of "FUCK THIS"? No one likes the darkness. I repeat, no one.
But, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.
Also, why switch from damagefactor to health? And, just so we're clear, damagefactor and armor (http://zdoom.org/wiki/Classes:Armor) aren't the same thing.
Quote from: "OtakuAlex"So, any plans to make Talbain not the embodiment of "FUCK THIS"? No one likes the darkness. I repeat, no one.
But, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.
Also, why switch from damagefactor to health? And, just so we're clear, damagefactor and armor (http://zdoom.org/wiki/Classes:Armor) aren't the same thing.
I like the darkness gimmick. It creams everything.
You should never speak like that on behalf of everyone, especially when people have differing opinions.
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.You're not helping or being constructive by insulting the person who has control over the gimmick.
Boy, glad to hear that the forums side of the community loves being unable to see anything. I wonder if they like being hurt, too? I mean, any other things that would piss off others that they like?
I ain't assuming shit either, I've seen people bitch and I've bitched myself on this subject. And, go ahead, give me a warning for all this, I hear that "report post" button for me implying such things about the forum users of MM8BDM, and I don't care.
G'night, ladies and gentlemen. Hmph.
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.
Got it. People who never show their face on the server like the darkness gimmick while people who are actively there get sick of it.
Boy, glad to hear that the forums side of the community loves being unable to see anything.
And, go ahead, give me a warning for all this, I hear that "report post" button for me implying such things about the forum users of MM8BDM, and I don't care.
G'night, ladies and gentlemen. Hmph.
I really don't care about the consequences or my reputation right now. If I get banned or people look down upon me, so be it.Well, alright then.
Well, I never see YOU on servers, so how am I supposed to know what YOU think while I hear nothing but NEGATIVITY from OTHERS on the subject?
No one is happy on the server when Talbain is chosen. That's that.
I've admitted multiple times that I use undercover aliases to get information on things I've asked for numerous times from people.I once did that with crasmap...
So to answer your "assumption", yes, I am on that server; I'm on it more than you think.How cryptic.
is the basis of a gimmick I've implemented for one of my own maps.Oh lawdy. Is it like Power Plant darkness (which is fine) or literal pure blackness?
hi, only 1 question
where can i find quote's skin from cave story? (please send a link or to this email: viewtopic.php?f=30&t=3319 (http://www.cutstuff.net/forum/viewtopic.php?f=30&t=3319)
hi, only 1 question
where can i find quote's skin from cave story? (please send a link or to this email: psalazar.cofre@gmail.com)
Crasger, please don't bring that up again.Fair enough.
Finally got around to making these.
(http://i.imgur.com/K0R1Gg0.png)
This is very much part of my idea to stop rapid "MEDIC!" chorus sequences in the maps, where it instead displays one of these speech balloons over your character for two seconds each time you press Taunt.
If your HP is less than full, it displays the white balloon with the red cross.
If your HP is full, it displays the red balloon with the white "no" sign, indicating the player is fully healed.
This would help healers know who's wounded in battle and aren't just shouting "MEDIC" for the heck of it.
Finally got around to making these.Tauntspamming exists also with vanilla skins, you can tauntspam with Gutsman's ass, Auto's truck, Sonic the Hedgehog, the beloved Mario face, and many other skins can as well.
(http://i.imgur.com/K0R1Gg0.png)
This is very much part of my idea to stop rapid "MEDIC!" chorus sequences in the maps, where it instead displays one of these speech balloons over your character for two seconds each time you press Taunt.
If your HP is less than full, it displays the white balloon with the red cross.
If your HP is full, it displays the red balloon with the white "no" sign, indicating the player is fully healed.
This would help healers know who's wounded in battle and aren't just shouting "MEDIC" for the heck of it.
I'm wondering if Stardust has played any games to find out what characters to put into the next version of Saxton Hale.On this point chances are very high to have more Mega Man bosses ; most of the time THE best choice ever for me is a Mega Man crossover (between Mega Man and another series, like Dio Flash or Tomahawk Talbain represent this idea), yet character from other games are acceptable as well.
Also I believe it's also the Medic's role to heal other players even when they're not asking for it (if you see someone getting hurt, release the altfire. Since the v2d you can even know if a target is low or almost full on health, the healing beam changes of color (red ==> wounded, yellow ==> ~half life, green ==> full on health. When your target is full on health, it also plays a different sound)I'm glad you bring this up, because it's one of the reasons I still think there are improvements to be made. In the heat of battle, you don't want to have to repeatedly aim at different players (sometimes unsuccessfully due to the unintelligent homing of the beam) and tap alt fire just to figure out who actually needs healing. You want to be healing the wounded ones immediately, as fast as possible, and you don't want to waste ammo, either. It definitely does not cost 0 ammo to check people, and those little bits you spend add up when you have to check multiple people or have a hard time actually hitting them with the beam.
a true patient would probably want you to notice him/her (like, they would come toward you)Days ago when a iwas playing as Healer there was people that were in my face spamming "MEDIC!" to make me waste ammo :|
This being said if you could turn the bubble with a red cross into a hat, I could offer it to Roll (that way it would make a difference between a true Medic and a Megaman player using the Roll skin).I think it might be better if the Megaman class were restricted to using the Mega Man skin.
I was thinking an alternative to the MEDIC shout being used at full health would be having a second clip that plays with full health instead of less than full health, with the class saying something like "I'M GOOD!" or "THANK YOU!" when at full health.
In the heat of battle, you don't want to have to repeatedly aim at different players (sometimes unsuccessfully due to the unintelligent homing of the beam) and tap alt fire just to figure out who actually needs healing. You want to be healing the wounded ones immediately, as fast as possible, and you don't want to waste ammo, either. It definitely does not cost 0 ammo to check people, and those little bits you spend add up when you have to check multiple people or have a hard time actually hitting them with the beam.The behavior of the beam is to home into any player, but don't heal bosses of course. It has its good and bad points ; yet if it wasn't homing it would be impossible to heal anyone "in the heat of the battle" because there is no time to fire it accurately. I know it definitely doesn't cost 0 ammo right now, that's actually an idea I proposed for the future ; with a fast fire rate, the heal test (tapping altfire) could be fast and useful even "in the heat of the battle" (and assuming you keep an eye on the players fighting) -- and, being able to directly see the player's health in your crosshair seems to be a complex thing, I don't even know if I can code it .//.
Speaking of which, I should mention that as bad as a medic might have it when it comes to communicating with other players and evaluating their needs, engineers have it far worse. There's absolutely no way to tell who's low on ammo or got stuck with a poor weapon selection, so you pretty much just throw stuff at people and hope it's useful somehow. (Because like I said, people don't want to use the chat and leave themselves open to attack.) Pretty much the only sort of strategy you can make use of is to follow around a skilled player and keep him well-supplied, but it doesn't feel like much.
So, I see a brilliant idea for the medic was rejected and instead you ask for a hat......After all I've been saying in this thread, you're not really trying to prove any of it wrong and are pretty much just proving all the rumors of you to be true.Indeed that thought bubble thing was a brilliant idea.
As for Support if I may say... running out of ammo is very scarce. Usually you die before you used your 5 WTanks (3 to 5 starting weapons + 5 Wtanks for a single survivor is quite a lot, + an Eddie on occasion). Auto's support is not as much relevant as Roll's ability to heal : as you don't mandatorily need any weapons to survive, but ; you need a bigger health to have more chance of surviving.Well, when I talked about poor weapon selection, I was referring to the fact that although "each weapon shines somewhere," there's no guarantee that the weapons you get will shine in the situation you're in. For instance, Star Crash and Slash Claw can be great weapons normally, but when the boss you're fighting is Morshu...not so much. (Unless you want to sacrifice yourself in his oil fires.)
are there really "poor weapon selections" ? Everyone gets common weapons like Tengu Blade, Fire Storm, Gemini Laser but you will never get rare and powerful weapons like Astro Crush or Sakugarne. I think the weapons are different but I'm not sure how you can say they're "poor", each weapon shines somewhere :)
Assuming the Auto is a serious/skilled player, he'd understand if you say a simple "wtank pls" in chat ; most of the time Autoes drop a weapon when their bar is full, even if nobody is around (so they can charge the next weapon)
Some Autoes even build their shop somewhere so you can ask him nicely a wtank without expecting the hale to find you here ; but hey anyway running out of ammo is veeeery rare, and even though, Mega Man is the only class that has a awful buster to fight with, all the other classes have a better Buster. Also don't forget you also get 5 new fresh W Tanks when you're the last survivor
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.
When Auto is ready to create a weapon, pressing Alt will bring up a small menu, showing a selection of three random weapons. Each weapon corresponds to a movement key. If left is pressed, Auto will spawn the weapon in the left window, if the right key, the weapon in the right window, and either making no movements or pressing Up will make Auto spawn a weapon in the center window. With this, Auto could spawn weapons that are the most highly efficient in the given map/situation, incase a certain weapon he's offered doesn't work.
Auto can still move when picking a weapon, and he can still fire bolts with the primary fire button.
You're confusing me here...You just admitted that Roll is more helpful than Auto, but then, in response to my example, you say, Nonono
It depends what is your way of playing and your prioritiesI can't tell for everyone what is more "useful", some people prefer to have lots of medics, some other prefer to have lots of engineers, it's all up to your gamestyle
I'm sure this is probably a bit too complex to program in, but I think this could allow Auto to be a bit more useful in the field.it seems similar to the training room menu in Dr Light's lab (when you're about to fight S.Joe). Coding aside there's still has been a part of haxx in video games so I wonder if the survivor discovering which weapon he gets would be like, less fun, because less randomized ; furthermore imagine you can choose Astro Crush, Needle Cannon or Search Snake. To me the answer would be straight, Astro Crush.
As for Roll, it was quite difficult for players to notice the beam's color changing as a survivor got more healthy. In all the times I healed players or got healed myself, I never noticed it.Ok thank you for the info, I'll make it more noticeable then
Well, as long as Auto gets some way to contribute...I was going to suggest turrets a la TF2 Engineer or YD Classes Gemini Man, but perhaps that would be too much.
...and I have the sudden envy to rename the classes to their actual Mega Man name :<Whenever we play SHR++, we usually call them by their Mega Man names. It would probably be a change for the better. Personally I would also restrict the Megaman class to the Mega Man skin, but that's probably just me.
I see nothing wrong with it, my only issue would be... where would I find a 8-bit steamroller (with the 5 angles sprites)??
Also instead if a bubble or an obnoxious taunt that would be used to get Roll's attention, it might be better to just give them all injured frames, in kind to MMSP(SiN?).I wish every skin in the world would magically create "wounded" sprites :( in your idea, this assumes Megaman's skin is forced to be Mega Man. I don't really know about the skin forcing. I mean, the classes mods, both JC and YD, are played very often, and you can't choose any skin in these mods...
Yesterday I was going to suggest a third weapon for Auto where his arm would be colored purple and he'd spawn Treble Sentries when the weapon/armHnnng
is fully charged and ready to use. These Treble Sentries would be a bit different from the ones called via items, since they would have health and if shot at enough by Auto, the Sentry would "upgrade", giving it a faster fire rate, more firepower, or stronger defenses.
HnnngAh, I didn't catch that. :? Now I can see why an Auto player could break the game with that kind of power, even if we did set a limit of sorts.
I wonder what would happen if a Autotroll would create sentries at the end of a teleporter and upgrade them... Auto is Engineer's counterpart because it suits him the most, however he was more designed as an "upgrader" (stat modifications confirmed BTW) than a pure "TF2 Engineer" ; he was more designed as someone who's not effective alone, but with at least 1 ally, can become way more helpful.
[/color](click to show/hide)
Oh by the way, I just remembered that recently, some people reported that the bug that causes the second boss's rage message to disappear when the primary boss is killed has returned. It came up when I used Seeldier's rage to mow down the last two survivors after Seeman died; I didn't notice, but they said they were caught off guard because my rage message had disappeared. (I'm not sure if this affects the Genesis Unit, since their rage meter is shared, but I'm guessing other dual bosses might have the same problem.)Also, it seems that lag can sometimes "eat" Ninja Spy's rage, causing him to not turn invisible on some people's screens. It's always been a possible, if rather rare, occurrence, but I didn't pinpoint lag as the reason until recently, when he failed to turn invisible on my screen because he used his rage while I was having a lag spike. I'm not sure there's any easy way to guard against the problem, though.
I think Sniper should be an actual sniper. Currently he has a blade of sorts and a bow. This isn't a sniper, this is a hunter. A sniper should have a ranged weapon to snipe with as his main.I'd say give him a gun of sorts instead of the blade, but make it do around 35 damage + Ripping and has to be reloaded every one in a while.
That'd be awfully lazy and forgetful of the mod's origins.
Hey, time for me to pick apart the aspects of your changelog that caught my attention. (I deleted the changes from the changelog that I had to response to)Quote from: "Stardust"[/color](click to show/hide)
LMAO Otaku, you know what is an argument? You could do better than "why there were perfectly fine (FOR YOU THEN)." "oh look something i can actually be happy about, a good change", "i bet you derped" Otaku, the maker of Insanity classes, is a CHAMPION of ARGUMENTS! : D
Stop at being Childish and try to develop your text...like in SCHOOL YOU KNOW?
That'd be awfully lazy and forgetful of the mod's origins.
KEEP IT FRIENDLY - No flaming other users. Heated debates are fine, but if it gets to the point you're calling each other names then action will be taken.
>Peace doesn't work when trying to get through with said "target"
>This isn't any real sort of flaming
"Flaming is a hostile and insulting interaction between Internet users, often involving the use of profanity."QuoteAh, yes, your stupid alternative to the brilliant idea SJB had. Your hacky, stupid alternative.QuoteYeah, you bet you derped.QuoteSo, you just NOW get around to this?QuoteAlso, INB4 Star rejects this idea and I proceed to laugh my ass off in this wonderful wheel chair tha- *Spins around* WHEEEEEEEEEEEE~QuoteBut, why am I even posting this? When there was a group chat, before you went solo, you didn't listen to anyone there about it. You only listen to yourself.What do any of these comments add to any conversation other than to belittle another user? None of us here are perfect, and you are unreasonably expecting others to be.
>What's the issue here?
The issue here is that you're breaking a state of peace for no real reason other than to satisfy your own scornful agenda. As far as criticism goes, it's so much simpler to just state your opinion, back it up, and allow the creator of said product to take it into their own hands. The fact that you feel entitled enough to consistently berate another user whenever something doesn't go the way you think it should is pathetic.
So, yeah, go ahead and do whatever. Your logic is flawed and I don't care about any consequences ye have for me.
I won't have to prepare any consequences if you simply listen to reason: disengage. Stop posting here unless you have nothing more to add than tried and true constructive criticism. Leave your personal agenda inside your person. Full stop.
Now I see why no one else speaks up on the forums. Take whatever you like out of this phrase as you continue to look down upon me and feed both yourself and others with lies.Fine, I'll be done then, because I'm obviously wasting my time speaking to those who cannot think beyond what's been told. If this is how everyone is here, just ban me.As I said, the only way to get this person to listen is with violence, because they brush aside calm words as if said words were just flies.
If you're gonna say I'm wrong and my actions are shallow, then you're only paying attention to what I say and what others say about me instead of looking at the subject I speak of. That is as blind as it can get, which is sad to see from an admin.If I must be punished for speaking up in the only tone that will be heard, then what's the point of anyone having the ability to talk other than to socialize about meaningless matters or kiss each other's arses?
As I said, the only way to get this person to listen is with violence, because they brush aside calm words as if said words were just flies.This right here, this is horrible and stupid reasoning, if the person you are bothering is making their own mod and you have nothing to do with it and you feel the need to "use violence" then you are simply harassing them. No one is forcing you to play this version, no one is keeping you from going back to your own SH mod.
Second: While this mod claimed to take a new view on hales, its still the same thing with more clunkiness.
Quote from: "LordDamager"why does hale himself have no real change. new skin, new hud, less damage. Oh and pretty twilight sparkles when he rages. Saxton hale, who the mod is named after, is probably the most bland and unneeded hale now, with how everyone else is setup. Even clunky derpy Moocho Mun has more abilities then hale himself. The only thing that makes him stand out is how he (probably?) gets the most health, which doesnt do him much good other then stall matches.I think we can allow for at least one "simple" boss--one boss that you don't have to read the instruction manual to know how to use. Besides, Saxton himself is more or less staying true to his TF2 roots.
You know, if people dislike a gimmick enough that they'll mess with their computer settings to not have to endure that gimmick, I think that's a sign that maybe the gimmick isn't very enjoyable, not a sign to make the gimmick even more annoying. Just my two cents on that line of thought.
No one's clamoring for Akuma because he has 1 million HP or something.That and the many other unfair things about him could still be fixed with a liberal enough application of the nerf hammer.
Dio doesn't really seem that overly challenging really. It isn't a 50-50 for sure, but it isn't a 90-10 in the Hale's favor either.I'm fine with that ratio for a secret boss. I'm not fine with it for a regular boss. If the boss is intended to be a normal one, then you're obligated to fix that ratio if it becomes obvious that it's skewed to one side. (But again, that would make Dio Flash less awsumz, right?)
The same thing applies though. Secret bosses are secret, you rarely seem them show up. So why would you make the normal bosses all the boring ones? A secret boss should feel like an accomplishment yes, but you don't want to actually accomplish that if all your bosses are "look at me ma I'm exactly like Saxton himself just with a different face!!11"I dunno, that seems like a pretty basic principle of gaming and life itself to me--you put in effort doing the less interesting things so you can get to the good stuff that you were actually looking forward to. Why else do people get up at 7 AM to go to work every day? Now, mind you, it would be ideal for the run-of-the-mill stuff to also be interesting in its own right, but you're still mainly working toward a specific goal--and you wouldn't be working at all if the goal weren't worthwhile. In fact, you don't even have to accept the goal if you don't want to--in this mod, if you decide that you don't want to fight secret bosses, you can simply suicide or spectate at the end of otherwise perfect rounds so that the secret bosses never appear. And if the secret bosses are the ones that are "Saxton himself just with a different face," then you can bet that people will start doing that sort of thing.
he doesn't have that awesome factor that makes Dio fun anyway.
Putting any Hale into the Secret Boss pool would also mean you would essentially never seem them again.Everything about this post is accurate. Having a pool of bosses that never show up is a complete waste of the effort put into them. Unless it's NeoDS, then it's a waste of effort in any case.
I don't know about anyone else, but they rarely come up for me.
Nerf the suction a bit and he's good to go. The minions gimmick at least gives him a reason to exist as it's interesting and new. The same can't be said about all the hales.
I don't even know why secret hales exist outside of Akuma. There's nothing special about Gamma's feet or Pissed Off Roll...and NeoDS is just dumb.
It's true that even the very last hot-hot-sub-very-under-mini-second hotfix is still banned from Best Ever, as the Best Ever admins ban the mods which can cause crashes (crashes usually result in a CPU rape for the BestEver servers, which means lagging for all the servers, so yeah it's not minor stuff. The only way to stop this global lag is to kill the server when it crashes, but the admin of the server isn't always here to fix that).
I'd host it with my own network but 1) I can't port forward this is 2hard4me 2) My french network would grant every 'muricans players at least a good 150+ ping. William0918 hosted it once but it quickly faded, that's too bad :(
But I don't *really* know why the crash occur, like, I can't find the bug : the last server played about 50 stages before crashing to MM5CRY, and that's when the admins killed it.
I plan on asking them to unban it, with the condition of me staying active and keep an eye on the statut of the server very often (and/or shutdown the server when I'm not here). Besides I'd love to host the future bro mapping jamming thing super (http://www.cutstuff.net/forum/viewtopic.php?f=34&t=7135) so that more players could hear of it and play it (there is going to be around twenty maps in this map pack tho) so it doesn't fade on the internet after one week.
Development rather slowed down deeply to a abysmal level
my partner Tails mostly left the SH project, and Braixen/Dakutatoru seemed less interested in Unholy last time I meet him, so I think we're kinda all burned out or lost interest in bosses mods. If you think about it SHR++ literally almost doubled the amount of bosses avaiable since Balrog's version, so it's not like there's a very small selection.
tl;dr : development mostly stopped yes. SHR++ is banned but I'll try to negociate with the admins to let me host it on occasion
With your permission would I be able to take a look at the mod. It's always good to have another set of eyes take a look and troubleshoot the issue.Yeah but at this point it calls for knowledge about the way zandronum handles everything ; like, how does the coding work. Since it was unbanned, the server didn't crash, sooooo it's a really rare issue. I'd better simply keep my eye on it eventually
Time to wait for Smashbro to jizz at four swords Gilgamesh.it already happened :<
Also, I've noticed that it's hard for some people to get the mapping jam file because doomseeker refuses to grab it. The reason doomseeker refuses to download it is because of the + in the filename which makes wadseeker act funny. I've taken the liberty of re-uploading the file under the name "mm8bdm-mapping-jam-1.pk3" so that it's wadseeker-friendly. You can grab the new file here, although it's basically the same as the old file, just renamed.All this time, Doomseeker was in a war against the "+" symbol, which would explain SHR++'s downloading problem ~.
Well i'd like to answer your complaints.
0-There's ALWAYS a complaint about this, you're looking like OtakuAlex, but not worse, because you're putting effort on a useless complain without trying to help the wad.
1-Sweeper/Protoman dies in one hit, he has 70 HP, and also the melee damage to classes depends on distance, as i tested.
2-SMM is Melee, your argument is invalid.
There's Ra Thor bros., your argument is invalid.
Morshu is considered one of the best classes according to the players, your argument is invalid.
Talbain is no more "stalker" because the light was nerfed, and it was supposed to dash n' rape, not just hide like a fag and catch rolls, your argument is invalid again.
I just came from playing with Talbain, he's undodgable unless you change target, because, if the survivor is running in circles around you, he dies
easily. If the opponent runs in opposite direccions, you just dash to them and kill them, easy, right?
Your arguments are invalid, :>.
EDIT:There's Curly and Quote, your argument is even more invalid.
C-C-C-COMBO BREAKER!
I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.
Morshu is considered one of the best classes according to the players, your argument is invalid.
I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.
Quote from: "LarissaFlash"Morshu is considered one of the best classes according to the players, your argument is invalid.
EGOOOOOOOOOOOOO BOOOOOOOOOOOOOOOSTERRRRRRRRRRRRRRRRRR
Seriously though thanksQuote from: "BookofDobson"I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.
And I think you don't know how to provide feedback or have the attitude of providing such. No argument is needed for bad claims, especially from a person who dismisses comments from another individual without assessing them properly. Larissa brought up a valid point: If you want an actual response, post actual feedback. Saying things suck isn't feedback. If you really -somehow- think you know whats good for this, post your "solutions". At this rate you're more asking for attention than doing anything helpful. Finally, your "claims" are more opinionated (In the minority, mind you) thus putting the final nail into this.
I did post feedback. When something sucks, I say it sucks. You want me to sugar-coat things? Well sorry no. I did assess it. The only one worth getting to is the Talbain point. which I will.
"Asking of attenion"? Yes, Roz. Put what I'm saying as evil and bad as you can. Oh and nice double standards on me and Larissa, who is just dismissing my argument as invalid without assessing it. And again you are using the "CUZ MAJORITY SAYS SOMETHING YOU ARE AND WILL ALWAYS BE WRONG" card. I don't like victimizing myself but you seem to have it in for me... a lot
As for the rest of this post, I'm going to correct a few of your statements.Hmmm. Pictures Please. Because I played him and I don't see it(click to show/hide)
Quote from: "BookofDobson"I love how you never actually countered my argument. you just said everything I said was invalid and saying that I'm attacking the mod not giving any pointers on how to fix it.
I don't think you know how to argue. NEXT.
Your argument is still invalid.
Then have fun being ignored
Looks like you did it again and we're done here.
You're free to harp to yourself though.
You do realize/remember you were already warned once for causing unruly conduct in one of these types of threads, right?
You should reflect on the fact that the way you are acting already got you warned once, and that wasn't a fluke.
I'm not feeling attacked, I just didn't want to answer at first but it's that time of the year again T.T
I'm not sure if you were expecting me to answer these subjectives problems just to know which ideas we had behind, or if you're definitely writting this complain to say in a nutshell "SH sucks", but I'll answer U still
No, I'm not saying in a nutshell "SH sucks" personally I say and think that but if I can't beat them, I better have a good reason to join them
The purpose of classes is to have characters with different abilities (in a general way). Megaman, Protoman, Bass and Duo are the main fighters : they're different in their stats. Duo is the Tank, Proto the Sweeper, Bass the Speedster. Unlike Megaman who is balanced in every domain (ATK , DEF, SPE), the 3 other offensive classes allow you to play with the stats you personally prefer, by sacrificing another one you might not/less be interesting playing with. As an extra, the 3 fighting classes start with a Proto, Bass Buster or Duo Fist, a nerfed version. This new buster is meant to be better than Mega's Mega Buster, but of course weaker than the not-nerfed, original version (It would be weird to have Proto Man with the Mega Buster, canonly-wise).
Auto and Roll sure are unique because they don't trade stats, but have unique supporting/Healing abilities. The reason why I came up with a medic and an engineer is that these 2 supporting classes can belong to a boss mode, by supporting their team.
Sure, I could have made Justified or CBM playable with SHR++, so your desire of "different" classes could have been filled, but if you're going to get faster, flying, stunning, immunised-type classes like Quick, Gyro, Gravity, Spark or Skull, the game will quickly become broken.
I'm mostly saying this for the people who wanted to know why I prefer to have "copywep-based" classes rather than the classes from CBM/Justi. Basically I thank Rozark for showing you the huge helping graphic that tells you what the classes can do
I'm focused on the copyweps and no, I never said your classes are bad and use something else, thanks. Still, nobody seems to take account to what I'm saying and just nailing the painfully obvious into my head on this. When I say "the classes should be different" I'm saying they should do what they were actually designed for, not just depend on the stats. If Duo is a tank, he should tank more hits ALL the time not sometimes, since 2 is the norm, then Duo can take 3-4 all the time from hales not sometimes take 3-4. If Proto is gonna be the sweeper that trades health for attack he should take be OHKO'd all the time. I know, I know. I bet that sounds silly and outrageous to you, but I for one would totally play that to have that classic, fun, old SH feel. So no, Roz proved nothing
I don't know what is your way of judging, so if you're going to say "X, Y, Z hales suck, save for hales A, B, C", it could be nice reading why these A-B-C hales are great...
I was brief on this list and forgot some but in general I'm saying that most of the melee hales are bland and feel the same (I know, I know, you are going say this point is moot cuz stats). SMM can charge, stun and dash and makes him different from the rest of melee. But other than that.
The oďl and fire isn't weak, and has the advantage of "blocking" areas. Oil and fire works as a large area damager. Besides, you can use a burning oďl field to burn even more oďl. The bombs deal a solid 80 damage with a radius large as 1.5 times Pharaoh Shot LV3's, and are quick to pick up. The fire rate is about.... in fact, 2 or 3 times faster than in Balrog's version. Sorry to break your "it feels weak" feeling, but those are numbers. If you don't believe maths, I'm sorry I can't help anymore.
The oil and fire is quite weak not to mention wonky. It feels that the oil or fire come out randomly, If it involves switching weapons then I can't hear the switch sound. And again the firing rate allows a player to get away from the oil and the lighting of the fire. Maybe if the oil and fire did like 20 in each hit and the oil could slow people down... (Yes, I can hear the "fuck you" coming for that one) If the bombs do 80 yea I guess thats fine. Balorog's only threw bombs... so your point on a faster rate than his is...? You seem to believe math is more important than difference. You might as well say that "something doing 2hp is so different than something doing 1hp, therefore your point is moot and there is nothing wrong". A very annoying vibe I'm getting.
Talbain's darkness used to last long (2 seconds of full darkness, once in a while : like every 14 seconds). Now, it happens fairly often, but last short (0.5 seconds of full darkness every 5 seconds maybe.) I removed the bulb because for such a short blackout time, you don't need to get accurate timing to do your actions. The reason why his attacks "stops" him, is that 1) this melee has a laarge hitbox, 2)...
..
the survivors have to fight in darkness, duh >_;
...so... is it strange I don't agree that all of those points you brought up are bad? I don't think so. You're just exaggerating ._.
Yes, you kinda do. Since you stop you are now open to fire at if you attack one at the wrong time. Not to mention you could ,I dunno, equip the dash with the attack? Is that bad? Is that OP? I don't think so. if Tal's stopping attack is gonna stay, I think he should have splash damage. And does anyone who plays like the darkness gimmick yet? When it comes to that you and Roz seem not to listen to people at all for that and I mean quite alot. "Exaggerating"? or saying what I see and use? Let's us not.
EDIT : I'll use this post to say that I took a large puff of air, and decided alongside with Tails and my team to come back to SH progress with a v3. Don't expect anything soon, but we're back on the board and doing work slowly but surely =)
Hopefully, those will be different and fun
Maybe Medic could be more complex? Idk....But that, I agree with. So far we planned to give her 2 new abilities : a new attack, and a 2nd way (alternate) to heal. I won't spoil more than that for the moment
How do i use rage in Saxton Hale?
To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2nah just press it normally
Quote from: "LarissaFlash"To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2nah just press it normally
Quote from: "BookofDobson"Quote from: "LarissaFlash"To rage as Morshu (the bombman) you shall HOLD the altfire/mouse2/fire 2/m2nah just press it normally
Your argument is invalid, if you press it one time he'll drop a normal bomb, you have to press it 2 times repeteadly or just hold it.
Anyway yes you click once when rage is on. I tried it and I know which is why I said Morshu sucks in the first place. Won't say anything if i didn't knowI don't know what you define as "clicking once." The giant bomb has always been triggered by holding alt fire ever since this version of Morshu was created. You can still tap alt fire to pull out regular bombs if you want to.
Quote from: "BookofDobson"Anyway yes you click once when rage is on. I tried it and I know which is why I said Morshu sucks in the first place. Won't say anything if i didn't knowI don't know what you define as "clicking once." The giant bomb has always been triggered by holding alt fire ever since this version of Morshu was created. You can still tap alt fire to pull out regular bombs if you want to.
a Bug in Xover Weapons.wrong thread, friend(click to show/hide)
Actually no it's not. Stardust made Xover weapons.oh... workshop.... this thread was in saxton hype so long i forgot
A Xover Weapons' bug is: a Weapon's Wrong Position.(click to show/hide)
The Random Spawner 3D Floor bug is supposedly fixed in 2.0. (http://zandronum.com/tracker/view.php?id=1287)
In the test build (http://zandronum.com/forum/showthread.php?tid=5379), it doesn't appear to be fixed.after using the example wad in the ticket with the test build thats linked, it does seem that the issue is resolved, however if u can provide another example wad showing otherwise, please do so and if necessary, we can get a dev to re open the ticket so it can be discussed there (unless this turns out to be a different issue, it could warrant its own ticket)
The 2.0 test build works fine with the sample WAD in that bug report. 1.4 does not work, however.only the 2.0 builds are relevant as the 1.4 builds were compiled on accident due to a misunderstanding, and should not actually be used, sorry about that
makes about as much sense as pissed off roll and any tf2 memes the mod might still have.
MBUS A 0 A_JumpIfInventory("SwampertFlag",1,"BlazikenMegaEvolution"
MBUS A 0 A_JumpIfInventory("SceptileFlag",1,"BlazikenMegaEvolution"
MBUS A 1 A_PlaySoundEx("MegaEvoSFX","Weapon")
MBUS A 0 A_GiveInventory ("SwampertFlag",1)
MBUS A 0 A_GiveInventory ("SceptileFlag",1)
makes about as much sense as pissed off roll and any tf2 memes the mod might still have.
what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?
The idea for the CRORQ Boss was asQuote from: "Korby"what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?
? Who's talking about having the very thing this mod doesn't need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win
EDIT I kinda liked ohko bosses... some people just need to get good
Quote from: "BookofDobson"The idea for the CRORQ Boss was asQuote from: "Korby"what's so wrong with having bosses not being instakill melees? he mentioned something about infinite respawns for them; how is Multi Man Melee any less engaging than Brawl Bosses?
? Who's talking about having the very thing this mod doesn't need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win
EDIT I kinda liked ohko bosses... some people just need to get good
3 players are picked randomly to be Sonic, Volt, and Dyna. Sonic is supportive with area controlling based attacks, Volt is a tank that takes more hits to die, while Dyna is a glass cannon that needs to get in close to land a kill but dies easy. When the boss is picked CRORQ (as an actor) randomly spawns on the map, it's hp is based on the player count while the three bosses have more natural HP, because until CRORQ is destroyed they have infinite respawns and their own rages (which due to less HP they get sooner) based on their weapons. And yes, each one could fight on their own, cause they have unlimited respawns, unlike the survivors, so the only loose on them for dieing is losing their rage bar and having to find you again.
The idea was agreed that if a skin for CRORQ was made it would be worked on because A) The idea was unique. B) The characters were "obscure enough."
I just had to come up with better ideas for attacks for Volt and Dyna other then punches. Though the idea Dyna will be close range will still stand.
Sonic's idea is to limit your movements, and trap you, Volt soaks up hits to allow Dyna to move in and land the quick kills. But Sonic can potentally directly go for you. Volt can take the hits needed (more so when his shield goes up) to get attacks in, and Dyna can move fast enough to deal with you himself, saying you don't gang up on them while they are alone. IF the bosses work together they WILL kill you if they find you alone, that was the concept behind having a team boss. The big weakness is, if they are together, they have to keep close to CRORQ to make sure it doesn't die, cause it doesn't fight back.
Quote from: "fortegigasgospel"Quote from: "BookofDobson"? Who's talking about having the very thing this mod doesn't need (fuck intsakill you mean ANY melee boss)? I'm just talking about the players and working as a team. Com on you know that is very rare.The idea for the CRORQ Boss was as
If you like this one soooo much here's an idea:
3 players are chosen with the random 3 boss classes of the 9 bosses from DOS games like with a fixed 200 hp cuz spawns and with someone with the CQ that has like... 4000 + 100 each player or so that is slow and shoots one slow hard hitting laser. Destroy Mr CQ-whatever to win
EDIT I kinda liked ohko bosses... some people just need to get good
3 players are picked randomly to be Sonic, Volt, and Dyna. Sonic is supportive with area controlling based attacks, Volt is a tank that takes more hits to die, while Dyna is a glass cannon that needs to get in close to land a kill but dies easy. When the boss is picked CRORQ (as an actor) randomly spawns on the map, it's hp is based on the player count while the three bosses have more natural HP, because until CRORQ is destroyed they have infinite respawns and their own rages (which due to less HP they get sooner) based on their weapons. And yes, each one could fight on their own, cause they have unlimited respawns, unlike the survivors, so the only loose on them for dieing is losing their rage bar and having to find you again.
The idea was agreed that if a skin for CRORQ was made it would be worked on because A) The idea was unique. B) The characters were "obscure enough."
I just had to come up with better ideas for attacks for Volt and Dyna other then punches. Though the idea Dyna will be close range will still stand.
Sonic's idea is to limit your movements, and trap you, Volt soaks up hits to allow Dyna to move in and land the quick kills. But Sonic can potentally directly go for you. Volt can take the hits needed (more so when his shield goes up) to get attacks in, and Dyna can move fast enough to deal with you himself, saying you don't gang up on them while they are alone. IF the bosses work together they WILL kill you if they find you alone, that was the concept behind having a team boss. The big weakness is, if they are together, they have to keep close to CRORQ to make sure it doesn't die, cause it doesn't fight back.
... what but but
THIS IS FUCKING GENISES UNIT WITH ONE MORE THING TO WORRY ABOUT!
Rage aside,honestly I am really conserned about team's definition of "unique"
Honestly no offense to Anyone really but I kinda hope my suggestion is somewhat taken. This is practically the same weaker G.U. without freedom to do whatever they want. I don't think people want "babysitting" for a hale man. And mix and matching team sounds pretty good to me. CR whatever could shoot lasers anyway and should follow the team around to stay safe
Quote from: "BookofDobson"
You forget, this idea was made long before Genesis Unit was even a thing in core. And I don't play as often as I used to so I am not sure about new things added to this mod. Besides, my idea was submitted to Tails' version before it was dropped.
EDIT to stardust: By what you are saying DOS Bosses are still special since the majority of interest has only been hype. Kinda gets a pass on that
Like what Korby said, more ranged whales please.
Quote from: "BookofDobson"Like what Korby said, more ranged whales please.
Actually, I never asked for more ranged hales; I just said they don't all need to be instakill melee.
the Za Warudo
"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Circle of Knives!"
Quote"%o was temporally executed by c[d6]Dio Flash c-(%k)'s Circle of Knives!"
That is Sakuya's move not Dio's
In fact it's fun you mention romanized japanese in the obits because Gouki was planned to have entirely roumanized written obits but I couldn't find a translater ;(
Another thing, similar to how there are English words used in other languages like parking, barman, bluff, club, w/e, you wouldn't write all your sentence in japanese if you'd say like "let's go outside eat some sushis" even though the name "sushi" is romanized
If you really want The World to appear on the obits though, I could call Dio's rage attack "Za Warudo", but I could say the blazing fists attack of his stand would display "%o's power was useless against c[d6]Dio Flash c-(%k)'s The World's Blazing Fists!", because his stand's name is the same name as his famous attack (correct me if I'm wrong?)
I laughed at the above post when I read "As you can see a tank is good at killing people... HSH isn't... at all". A tank's role isn't to deal damage at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^) to use his main, aim to the feets of the target instead of on the head, it should work better.
I'm saying that again because as you can see you're not reading my posts neither but his health is Gilgamesh tier, so alone he has like the health of 7 or 8 buster rod gs (that's a new unit), and if you didn't know the main goal of this hale is to work as a team instead of being separated.
I'd say MWS < HSH but opinionz
Either way on a more global scale, most hales are UP and Genesis Unit are planned to be buffed, I already said it
A tank's role isn't to deal damage at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^)
if his means of defending himself are shit he his going to get hitstuned and die.
Quote from: "Stardust"A tank's role isn't to deal damage at all xD the tank is meant to polarize the attention on him/her and redirect attacks that could hit the other fragile members, that's why the sucking exists, if this isn't tanking :^)Quote from: "BookofDobson"if his means of defending himself are shit he his going to get hitstuned and die.
As much as I dislike the bikdark face (even if someone else is using it), if a tank were to deal significant amounts of damage, they would need to become less fragile and scale weirdly- a fighter of sorts. A tank at the core is what Stardust said and is what Duo is. In a perfect new-ish structure, the tank would be the only one dead. However, the enemy team would be completely wiped out because of the tank focus. The damage dealers/healers (The ones you actually need to protect) would live; and it is the tank's goal to absorb the damage for them so the fragiles live. If the tank dealt significant damage, well, most other classes would be out of a job as the tank does their jobs better.
So yes, if a tank dies, they're doing their job right.
Exactly, which is why he has at least some form of offense to begin with.
Just because he has a weapon doesn't mean that's his priority; that's only there for when he gets in a jam or needs to add the little damage up over time. Their attacks usually help lure away or CC Lock (Crowd Control/Slows/Snares/etc) the other players from reaching the fragiles. HSH has this.
As for HSH, I said in a perfect/ideal new-ish structure. Most people who play SH (Or any game with a sub-class archetype) know not to target the tank but instead hit the damage dealer/carry and the support (BRG and MWS).
Every time I'm a part of that trio, 9 times out of 10 I'm HSH. (The other 1 time is MWS; I have yet to be BRG). You want to draw/suck people away from the other two into you then proceed to meteor jump if you can.
Damage Display v2 : Changelog
> The mod supports classes with different than 100 HP. All the health values (health above the head, health on the screen, damage dealt) are expressed in percentage of the victim's max HP. This doesn't change anything for most mods with 100hp classes such as JC or CBM, but for Justiderp or GvH it does as they have different health.
> In Team games, each team is now only able to see the health above their allies' head, not the enemies.
> The damage displayed when someone gets hit's red tint vary according to how high the damage is
> Additional informations were added to each player's screen : K/D count, Killstreak count, damage, total damage, and DPS. They can be turned off with a variable (check the first post for more
informations ~ especially the screenshot spoiler if you want details or need help)
> The damage dealt is correctly added to your damage count when you finish off someone.
> Increased the time of the DPS's automatic reset to 0 if you haven't dealt any damage from 3.4 seconds to 5
> Swapped blue/red colors for death/kills. A message now displays the kills and damage you dealt for your life whenever you die
Hi, so SHR++ will be put on a hiatus. Since v2fhh the mod lost the attention of the players and even my own devteam. There were plans for v3, fairly large plans which could be synthetized to remaking the whole gamemode, not from scratch but almost from the very beginning ; including remaking every single old hales, remaking the classes into more different classes, grants a lot of new challenges and stuff to add spices to the game,..
but as I don't feel like being able to do this all alone and with almost no support (pretty much like Max does her Mission mode solo), I prefer to just call a pause and stop the progression right now of v3.
should cease being hosted until Stardust decides to take interest in it again once more.
I'd also like to add that Saxton Hale breaks in a numerous number of ways (Specifically Auto if anything else)