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Author Topic: [HOTFIX] - King Yamato's Classes Overhaul  (Read 195873 times)

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June 05, 2012, 05:35:11 AM
Reply #855

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #855 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."

June 05, 2012, 06:19:14 AM
Reply #856

Offline SaviorSword

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #856 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).

June 05, 2012, 01:30:31 PM
Reply #857

Offline Davregis

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #857 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.

June 05, 2012, 02:41:37 PM
Reply #858

Offline Beed28

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #858 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.

June 12, 2012, 03:16:28 AM
Reply #859

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #859 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!

June 12, 2012, 03:34:25 AM
Reply #860

Offline Gumballtoid

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #860 on: June 12, 2012, 03:34:25 AM »
I agree. There's great things about both these classes mods.

June 12, 2012, 07:16:22 AM
Reply #861

Offline Shmeckie

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #861 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...!

August 05, 2012, 12:50:18 AM
Reply #862

Offline Blaze Yeager

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #862 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.

August 05, 2012, 01:18:23 AM
Reply #863

Offline Magnet Dood

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #863 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.

August 05, 2012, 01:21:26 AM
Reply #864

Offline LlamaHombre

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #864 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.

August 05, 2012, 01:23:19 AM
Reply #865

Offline Hallan Parva

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I like when Stone Man isn't a headache to use
« Reply #865 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.

August 05, 2012, 01:40:06 AM
Reply #866

Offline Fyone

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #866 on: August 05, 2012, 01:40:06 AM »
I support this mod because accuracy. I hope that there will be a new version soon.

August 05, 2012, 02:30:59 AM
Reply #867

Offline Korby

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #867 on: August 05, 2012, 02:30:59 AM »
I will only support the revival of this mod if KY wants it to be so.

August 05, 2012, 03:49:37 PM
Reply #868

Offline Chimera Man

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #868 on: August 05, 2012, 03:49:37 PM »
King Yamato, if you are reading this...

...Please hear our requests.  :evil:

August 05, 2012, 04:02:34 PM
Reply #869

Offline Beed28

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Re: [HOTFIX] - King Yamato's Classes Overhaul
« Reply #869 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).