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Author Topic: [OUTDATED THREAD] Class based modification (v9fh)  (Read 1479999 times)

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December 01, 2012, 09:46:19 PM
Reply #5595

Offline GameAndWatcher

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Re: Class based modification (6E balance v4)
« Reply #5595 on: December 01, 2012, 09:46:19 PM »
^I indeed notice my repetition, but my point is that the Mugshot for Wily in RM7FC would of been better.

December 01, 2012, 10:16:39 PM
Reply #5596

Offline Hallan Parva

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Re: Class based modification (6E balance v4)
« Reply #5596 on: December 01, 2012, 10:16:39 PM »
I love the one Gumball posted and you should feel bad :ugeek:







oh yeah SO IS ASTRO MAN GETTING ASTRO CRUSH ON TAP

December 01, 2012, 11:47:20 PM
Reply #5597

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5597 on: December 01, 2012, 11:47:20 PM »
Limited Resources here, 8bit's version uses the Wily logo, and I did a quick google search, only ones I found have the W also, link the mugshot and I'll put in. Also thank you gum, they were all perfect fits.

8bitdm DM4 mug used
(click to show/hide)

MM8 Mugs put in and room blocked off
(click to show/hide)

Teleporters not connected blocked off, and 8bitdm Doc mug used.
(click to show/hide)

And fitting for now I think.
(click to show/hide)

If anyone wants to help by making rooms feel free to do so.

December 02, 2012, 01:04:00 PM
Reply #5598

Offline Gumballtoid

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Re: Class based modification (6E balance v4)
« Reply #5598 on: December 02, 2012, 01:04:00 PM »
It might be good to have moving actors in each room for target practice.

Like a Sniper Joe running along a set path that respawns shortly after being destroyed.

December 02, 2012, 07:55:47 PM
Reply #5599

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5599 on: December 02, 2012, 07:55:47 PM »
I was thinking non-moving targets with various HPs to get general idea of damage, like a weak target with 1 hp and a strong one with 100. Though I lack a program to make transparencies on this computer and I'm not gonna download any cause it ain't my PC.  Also the decorate messed something up when I tried to code them in.

For now I'm going to try and just make it as simple as I can without having to make many additions to actor wise. Yea I know it sounds like I'm being lazy.

December 03, 2012, 07:25:37 AM
Reply #5600

Offline Galactan

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Re: Class based modification (6E balance v4)
« Reply #5600 on: December 03, 2012, 07:25:37 AM »
It might also be good to have a Spring man in each testing room.

December 06, 2012, 05:37:15 PM
Reply #5601

Offline xColdxFusionx

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Re: Class based modification (6E balance v4)
« Reply #5601 on: December 06, 2012, 05:37:15 PM »
So how exactly does the hub work? Can you enter any room as any class, or do you switch classes upon teleporting, or...?

Also Bubble Man's room needs a pool to swim in.

December 06, 2012, 11:26:30 PM
Reply #5602

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5602 on: December 06, 2012, 11:26:30 PM »
As of currently the hub is like the hub for Chaos generator.  You pick your class like normal and go find the room that corresponds with your class. Any class can enter any room. That is due to me not being too good at ACS and would probably never be able to figure out how to script it to auto-change your class.

Atm the only room is Rock's/Mega's which atm is just the weapon training room from Light Lab.

December 14, 2012, 05:59:35 AM
Reply #5603

Offline Emmanuelf06

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Re: Class based modification (6E balance v4)
« Reply #5603 on: December 14, 2012, 05:59:35 AM »
Bikdark told me than the gemini clone will have the damage of the player + damage for himself. It's ok and logic.

But, if the laser is nerfed, what's the point? 20 damage for a laser make the laser useless. Except if the speed shot is like x2...... (since the laser is not really used or maybe a little in TLMS).

Windman can need a vertical shot (Change arm ?)

Anyways, i speak for sheeps I know (since nobody respond to me).

But don't forget, class no-sniper (Gyroman, Ballade) is not very good for high ping, it's cool to have some spammers like heatman, Diveman or Geminiman for the high pings (like me), it makes the game more playable (Ballade is better but it's always hard to aim with 170-200 ping actually ) cause if we can't have a good aim with a lag, we can try tactic in TLMS.

Im a little pissed off by the guy who say "magnetman is cheap" "geminiman is op", guys, ok you have 20 ping and can shoot perfectly with robots like Ballade or others, but for others guys, it's the only solution to have a little more fun with this game.

Ok you are ""pro"" but we need some spammer like heatman in this game.

Just sayin cause i have the feeling that some robotmasters will be nerfed and never used....(like Gemini Laser 20 damage, Trololo)

December 15, 2012, 03:19:41 AM
Reply #5604

Offline Tengu

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Re: Class based modification (6E balance v4)
« Reply #5604 on: December 15, 2012, 03:19:41 AM »
Yeah, to be honest I thought the laser was fine. The only thing that needed fixing was the broken clone.

December 15, 2012, 04:06:16 AM
Reply #5605

Offline MusashiAA

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Re: Class based modification (6E balance v4)
« Reply #5605 on: December 15, 2012, 04:06:16 AM »
Oh, that was a decission to differentiate it from the copywep laser.

Wait, was it nerfed? Because the only change I can recall was the added flashing effecton the projectile. I actually suggested for it to be either longer or travel faster after each bounce.

December 15, 2012, 05:38:29 AM
Reply #5606

Offline Emmanuelf06

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Re: Class based modification (6E balance v4)
« Reply #5606 on: December 15, 2012, 05:38:29 AM »
Quote from: "MusashiAA"
. I actually suggested for it to be either longer or travel faster after each bounce.

It can be really good! cause it's not really like the one in mm3! I would like it *_*

I have seen that the Gyro attack or Car drive has really a big hitbox thing....
I tried Turboman, he is not so powerfull but really fast and usefull, compared to chargeman....

I noticed, when you use car mode with Turboman, you can see easier the ennemy when you hit him, compared to Chargeman where it's harder....

But chargeman have a stronger armor too, no ?

December 15, 2012, 01:56:53 PM
Reply #5607

Offline fortegigasgospel

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Re: Class based modification (6E balance v4)
« Reply #5607 on: December 15, 2012, 01:56:53 PM »
Quote from: "MusashiAA"
I actually suggested for it to be either longer or travel faster after each bounce.

But then it would have to be changed again later when Strike Man class came out, because thats his thing. And not giving it to Strike at all would just be wrong.

December 16, 2012, 09:24:02 AM
Reply #5608

Offline Galactan

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Re: Class based modification (6E balance v4)
« Reply #5608 on: December 16, 2012, 09:24:02 AM »
Why don't we just give Magnet Man the same armor as Elec Man (glass, I believe)?

After all, he's usually used from a far distance and has the magnet push, so he's not constantly taking hits.

December 16, 2012, 11:59:30 AM
Reply #5609

Offline Emmanuelf06

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Re: Class based modification (6E balance v4)
« Reply #5609 on: December 16, 2012, 11:59:30 AM »
Why ? What is his armor actually? He is weak, except in TLMS -large map- ....