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Author Topic: Mega Man 8-bit Deathmatch V5B - 22/05/17!  (Read 167051 times)

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July 30, 2016, 12:53:37 PM
Reply #90

Offline RifleGod

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #90 on: July 30, 2016, 12:53:37 PM »
I scared the police guy and fought Protoman but nothing happened.

The cutscene is the same and the chase scene starts.

July 30, 2016, 01:08:20 PM
Reply #91

Offline Gumballtoid

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #91 on: July 30, 2016, 01:08:20 PM »
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July 30, 2016, 01:39:21 PM
Reply #92

Offline RifleGod

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #92 on: July 30, 2016, 01:39:21 PM »
Damn, that stupid shark kicked my ass.

This new bosses are TOO HARD. You need to make them easier. They have too much health and they dish out too much damage from your health bar.

July 30, 2016, 01:51:04 PM
Reply #93

Offline MarioHead

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #93 on: July 30, 2016, 01:51:04 PM »
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July 30, 2016, 04:01:58 PM
Reply #94

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #94 on: July 30, 2016, 04:01:58 PM »
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July 30, 2016, 04:14:20 PM
Reply #95

Offline DarkClawXD

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #95 on: July 30, 2016, 04:14:20 PM »
Also, here's my thoughts on the new weapons....

Plug Ball: I like how it can bounce around for a while on the floor before dissipating. While it doesn't crawl up walls like Ice Wave or Search Snake, it's pretty easy to cover the floor with lots of balls, and this makes levels where pit fights break out more dangerous if this weapon is around. (Surprised nobody's made a joke about this weapon yet. Specifically this or the next one...)

Black Hole Bomb: Words can't express how much I love this weapon. It needs to suck, otherwise it would suck NOT sucking. Only real sucky part is that it doesn't suck up enemy projectiles, but it's outright fun watching the A.I getting raped with this weapon. If it doesn't flat out one-shot someone, it's atleast over half their health.  :D

Tornado Blow: I really don't understand this weapon. Like I use it, but it seems like it's 50/50...Half the time, I feel like it doesn't do anything, and other times, it feels delayed.

Laser Trident: I don't understand this one either, and it may be me, but it feels awkward using it. Even at point blank range, it just seems to go out of its way to not want to hit somebody, like it slants off. I don't know if the tridents don't necessarily shoot straight ahead, but to me, it feels like they slightly veer off, even at point-blank range.  :?

Hornet Chaser: Haven't really used this much yet. Typical homing projectile. Didn't someone mention you could attack or confuse the hornets?

Magma Bazooka: Seems more effective at point-blank range, much like Air Shooter.

Concrete Shot: Haven't experimented with platforming with it yet. I like how if one gets hit with it, they can't run or jump. Perhaps Chill Spike might give some sort of debuff like so when in v6?

Jewel Satellite: Suprisingly, I haven't used this much yet either. Like I see 2 bars when it's used. Can someone explain how it works and like how it's different from Junk Shield?

Black Hole Bomb and Plug Ball are my favorite weapons from v5.

Though I believe someone mentioned how the A.I feels different. From what I could tell from running through the story and basic matches, it seems the computers now are a lot more hop-happy, if that makes any sense, and someone mention they seems to get stuck on the walls or ceilings until somebody kills or hits them. I believe the A.I works based on proximity of other opponents, but perhaps the Indef zones they have might be causing them to get stuck ?

July 30, 2016, 05:38:06 PM
Reply #96

Offline PotatoStrike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #96 on: July 30, 2016, 05:38:06 PM »
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July 30, 2016, 05:41:48 PM
Reply #97

Offline King Dumb

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #97 on: July 30, 2016, 05:41:48 PM »
@DarkClawXD

Tornado Blow is more of a mobility weapon than an offensive one. Use it while you're falling to slow yourself, or while you're jumping to give yourself a lot more height.

Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Jewel Satellite offers the user an array of useful buffs. While you have a shield up, enemy projectiles will still damage you, but you'll also reflect them back out at a 45 degree angle, and can potentially hit enemies with these (frags scored by these will count towards you!). As a result of this effect, Jewel Satellite makes ripping projectiles (like Metal Blade, Rolling Cutter, etc.) much less effective, as they'll only deal damage once rather than rip through you. Jewel Satellite also prevents homing projectiles from homing in on you. Offensively, the weapon is pretty strong, as each Jewel you fire deals 28 damage, a 4HKO (that means one shield can potentially take someone from full health to zero).

Bot pathing and behavior have a lot of oddities which unfortunately are difficult to work around (this has more to due with Zandronum/Skulltag and less with MM8BDM). Things like the bot super jump are among the few tools we have to make bots smarter, but this is why newer bosses are monsters instead of bots.

July 30, 2016, 06:20:21 PM
Reply #98

Offline Rui

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #98 on: July 30, 2016, 06:20:21 PM »
Quote from: "King Dumb"
Laser Trident starts off slow, then speeds up, going in a straight line the whole time. After it speeds up, it's one of the fastest projectiles in the game. Once you learn to time your shots with that delay at the beginning, it'll be really effective for hitting at range. It's also a 5HKO.

Oh, this explains a lot. I thought it had some kind of weird homing effect at first and I was wondering why I've been missing every shot.

Also..

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July 30, 2016, 07:36:11 PM
Reply #99

Offline MarioHead

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #99 on: July 30, 2016, 07:36:11 PM »
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July 30, 2016, 07:51:46 PM
Reply #100

Offline fortegigasgospel

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #100 on: July 30, 2016, 07:51:46 PM »
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July 30, 2016, 09:03:56 PM
Reply #101

Offline It's Magic

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #101 on: July 30, 2016, 09:03:56 PM »
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July 30, 2016, 09:12:28 PM
Reply #102

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #102 on: July 30, 2016, 09:12:28 PM »
Looking back I probably should have added FULL checkpoints to the final boss battle (not the secret one though, I wanted that one to be kinda brutal). We can hit things with the nerf bat later, kinda like I did with the Genesis Unit. My problem was the (true) final boss has lots of stationary targets to shoot at, and good players could dominate him easily without much of a challenge so I beefed him up a bit.

Ah yes, probably should have added (that guy) to the memory machine. That fight was the very last one I made so I guess it just slipped my mind at the end.

July 30, 2016, 09:19:48 PM
Reply #103

Offline Laggy Blazko

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #103 on: July 30, 2016, 09:19:48 PM »
First of all, congrats on releasing a new version, people. Most things are pretty good. And I love the new base skin.
I had problems in maps like Freezeman and Magmaman, yesterday. They always lagged me out of the server but I don't know if it's a connection problem or a map problem or what. But it was always in those maps. I'll try to investigate more so maybe you can fix something.... But since I haven't seen a lot of other people with the same problem maybe you won't want to fix anything, heheh.

On another subject...
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July 30, 2016, 09:27:03 PM
Reply #104

Offline Beed28

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #104 on: July 30, 2016, 09:27:03 PM »
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